I will post here any updates and links as they become available. In the mean time, HERE IS THE ARTICLE ONLY, NO PICTURES. Kinda hard to figure them out. but hope to post pictures too as they become availible.
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The McCloud Effects
As snow flurries bristled about ole York Towne in the year 2006 AD, there stirred yet warmth from a fire that ran deep in the heart of one lad. Though greatly esteemed for his designing skills, he would soon rise and make his name, McCloudDash91, highly praised by the releasing of his famous eye-candy template that winter. Inside there lay some astonishing design tricks, especially where we could run water vessels up and down hills. A whiz kid of this caliber though, as often is the case, is quite on the go, so many moons passed, stretching into months. Now perchance one day, some distance away, as I was browsing the fertile fields of Tribulation Designs, I happened upon the original McCloudDash91 thread. I decided to stop and take a look again. Then turning to the editor I sought the source of McCloudDash91’s discoveries. Soon I accidentally made my first water hill seen here:
It took fine reckoning and testing, yet finally sent a template, click
http://gallery.myff.org/gallery/79653/highwater.scx,
to McCloudDash91 for confirmation and also to request him to bequeath on me the honor of continuing his dream of writing such a prestigious article. Now besides being foxy, McCloudDash91 also possesses that noblest quality of all virtues, namely charity. And thus does it come to pass that from him I give unto the world the following ‘McCloud Effects’.
There are two major categories of McCloud Effects. The first effect deals with water and elevation. The second effect relates to beta and unique terrain. There is more inter-lapping and variations possible with the McCloud Effects (see screenshot and template at the end of this article). I will try to be as simple to avoid confusion, however please play and test further to discover what can be done with these effects.
The Key Secret to all the McCloud Effects
All the following effects deal with one thing in common: the use of the mouse pointer on the extreme black border edge, off the map, in the editor. To this end it also brings up a limitation; that these effects can not be applied to the center areas of maps using the following techniques.
PART ONE: The Making of Continuous Water Hills
1. Outward Water Rise
On a blank template* fill an area with either water, deep water, or shallows. Next use elevation 7 on with a huge selection, but do not click on the map. Instead go all the way to the extreme black border edge, the off map area, and carefully click there.
2. Inward Water Rise
Is the reverse of the above effect. You start of with making a high elevation 7 area and fill it with water. Then use a level 1 elevation brush on the extreme black border edge to get the water to run toward the center.
You will need to move away to reset the edge.
3. Sideways Water Runs/Rises
You can hold on to the mouse button and carefully drag it along the extreme black border edge to make the water continue to run on the elevation level brush you have selected.
You can then connect two bodies of water.
-- Be careful when using any terrain or elevation tools on the regular map near these effects as they affect them. Be sure to save your work every time you achieve a particular aim. --
PART TWO: The Making of Unique Terrain
1. Square blocks
On a grass area, select water terrain palette with a huge brush and then click on extreme black border edge.
Try it again this time adding a Forest section on medium brush size block inside the bigger block by clicking the mouse in the same location as before.
2. Beta beaches
Start with putting some water down on the map. Then select grass terrain with a huge brush and click on the extreme black border edge. You will get something like this maybe.
What to do to clear it up? Well just save the scenario and come back, you should get this:
Also you can do it reverse style by trying out a grass map a tiny water brush on the extreme black border edge.
*please note that default maps are normally elevation 2, you can make them lower for more depth.
-- Be careful when using any terrain or elevation tools on the regular map near ANY of these effects as they affect them. Be sure to save your work every time you achieve a particular aim. --
Here’s a sample of the many interesting applications possible with some the previous effects applied, see if you try it or better experiment on your own too:
Thanks for your time, enjoy designing!
Whiz Kid: McCloudDash91 + Article Creator: GeorgeRoR + Reviewer: BBlazas