

Reducing the size of palm trees ( Tree - Bel'Shir) and lowering their height creates good ferns ( Image).You can use lowered ' Curtain Korhal' and ' Space Platform Steam Vents' doodads to obtain 'smoke effects' ( Image).Therefore, you should start with these before going deeper into your terraining. Cliffs and rivers/creeks/tributaries are the best way to make a player go through a certain path.Adding blue/cyan to crystals can really create a nice "glitter" effect.This allows you to modify the size, position (including Z-axis!) and orientation of the unit from inside the editor. Change the model to a unit of your desire, and you have that unit as a doodad. Change the copy's model's variation count to 1, and scale it to whatever you wish. To turn units into doodads: take a doodad in the Data editor, copy it and rename the copy.Trees on the sides of roads are normally placed very linearly and are either made of a single row or consists into a very dense forest.Here is a list of all the doodads that create lights: Floodlight(s), Landing Lights, Omni Lights, Caution Lights, Blimps, Space Platform Sign, Wall Lights and Streetlights.To see the light-doodads, you must have your Game Settings on High.Numbers of the numpad allows you to move the selected doodads (or units) in any direction." +" and " -", on the numpad, changes the size of an already-placed doodad." PgUp" and " PgDn" changes the height of an already-placed doodad.(Very nice to light up places at night, like fireflies forest.) Use ' Omni Lights' to make color shadings such as back light.Use the " Ctrl" trick (it rotates the doodads) to set that forest up! Do not forget the trees have different sizes too. If you're a detail-freak, you might want to remember that the trees like to be facing the sun.

It's better to set them near the location you want them and then to edit their properties' value such as Height, Scale and Position afterward.

Using ' Giant Rock', ' Tarsonis Building' or ' Metal Wall' requires you to place ' Pathing Blockers' manually around them because Blizzard haven't managed to make them interact with the environment: they are simply images.Having "Level 2" cliffs (highest) is a good opportunity to set very few little patches of "Level 1" cliffs around it and set some vines ( Image).Avoid as much as possible linear placement (for units, doodads, cliffs, etc.): it -never- looks natural.Pressing " Ctrl" and left-clicking anywhere makes a selected doodad face into the direction of the click.Pressing " Ctrl" while placing a doodad disables the "Ignore Placement Requirements" option (which means it follows the "placement grid").You can place doodads on the lowest cliff level (which normally doesn't allow you to set anything but terrain textures or water) with the "Ignore Placement Requirements" option checked.Instead of placing the current doodad randomly suggested by the editor, deleting it and repeating until you get the doodad you want, you can search through the variations of the same doodad by pressing ".Annoyed by the "placement grid" of doodads? Press " Shift" when you are placing them, it'll enable the "Ignore Placement Requirements" option.
