After last weeks' beautiful showcases of AiurCity terrains, this week we'll be continuing the LotV Tileset Try-out sessions (of which I currently plan to have three, total) with the theme of "Slayn", meaning the job is to make any terrain in that specific tileset. Curious to see what kind of terrains people will be popping up - both the in-canon style terrains and the more imaginative ones.
You can find an album with all tilesets here, courtesy of greythepirate who put it up in the general forums.
It works well enough (based on thorough solo testing). All of the "internal" areas are painted over with unpathable, unrevealable, no light and no fly zones, and lined with vision blocking. Not even a warping battlecruiser can break through into the void. It looks and behaves very much like the area outside of dungeon walls in Diablo 2.
I also have occlusion and unit outlines on appropriate tall objects so you can see what you're doing and can't hide units behind them.
This is a huge map! But it looks cool. I very like the concept with the tall walls and the broken underground. I personnaly hope to make a map one day with multiple far undergrounds so much that it looks endless. Anyway, this map is really cool. There is a lot of time invested in this for sure. I like it overall :)
Yeah, I've never been a competitive player. I only make "casual" melee maps - fun with friends, nice to look at, but not intended for high-level competitive play. I like to build some odd quirks to give my maps character at the cost of pure balance.
Also, to help with picturing how a game might play out, this is based around the idea of a 2v2v2v2. A pair of players in each corner base.
Thank you. It goes so well after that for "finding" what doodads you need for terraining... instead of "searching". The time I take here to do all this will in fact save hours and hours of search time for everyone.
That's a good start. A bit rough, but so I was in the beginning, it's just a matter of practice and patience as you get more skillful. Just keep practicing and you'll get it.
And yeah, the feel is understandable, the LotV doodads are a clear step ahead, compared to WoL/HotS, it just shown how much the game matured. Yet, some critics said the engine/graphics was already getting old and showing it's age, something I don't agree with any bit.
That's actually very good. The stars like this are very nice, very original. I like the double color blue/red fire. You could have pushed this idea a bit further and make the right side more blue-ish and the left sire more red-ish. I very like the lava underground, although, it is hard to understand the depth of the underground. Maybe some doodads going into it, fallen rocks or something to give the idea of depth.
The overall terrain feels a bit dark, no light at all, no glow, no reflection or anything. Maybe few more fire thing would be great, even if it's a pitched one so it looks fallen on its side. The general lighting could have probably a better angle to show the details of the terrain instead of darkening them like in the stairs with that big shadow hiding arches. Depending on what you wished this to be, either make the walls larger on the sides to hide the lava (or zoom in) or make it visible that this is an area circled by lava (or zoom out). The current point of view is like in between, unsure if this is supposed to be a big structure above lava or ...idk.
You could add some individual bricks on the ground to make it looks like bricks has fallen, and you could pitch some right above the hole in a way that it looks like they are barely holding there. The terrain doesn't have any vegetation alive or dead, any decals, any little thing that comes out of the bunch (other than the ramp.
There are probably some little things to say here and there too, but as a new WTE person, you defenitly have already some skills and patience to create awesome looking terrains. :)
Weekly Terraining Exercise #224
Hello hey folks!
After last weeks' beautiful showcases of AiurCity terrains, this week we'll be continuing the LotV Tileset Try-out sessions (of which I currently plan to have three, total) with the theme of "Slayn", meaning the job is to make any terrain in that specific tileset. Curious to see what kind of terrains people will be popping up - both the in-canon style terrains and the more imaginative ones.
You can find an album with all tilesets here, courtesy of greythepirate who put it up in the general forums.
As always, good luck & have fun!
The Global Information/Idea thread for Terraining Exercises can be found here: http://www.sc2mapster.com/forums/development/terrain/14658-terraining-exercises-global-information-idea-thread/
TEASERSSS
It isnt the best right now. I only just started working on it. But I had to go so im just posting what i've got now.
I was already working on this one but it (mostly) fits the theme, so here goes.
A bit more sparse than most of my work because it's one of my rare melee maps. Still needs a bit of detailing work, but the major features are in.
@Telthalion: Go
looks cool, but it wouldnt work as a normal melee map. Not if you had to follow the rules that is.
@ThePhail: Go
It works well enough (based on thorough solo testing). All of the "internal" areas are painted over with unpathable, unrevealable, no light and no fly zones, and lined with vision blocking. Not even a warping battlecruiser can break through into the void. It looks and behaves very much like the area outside of dungeon walls in Diablo 2.
I also have occlusion and unit outlines on appropriate tall objects so you can see what you're doing and can't hide units behind them.
@Telthalion: Go
This is a huge map! But it looks cool. I very like the concept with the tall walls and the broken underground. I personnaly hope to make a map one day with multiple far undergrounds so much that it looks endless. Anyway, this map is really cool. There is a lot of time invested in this for sure. I like it overall :)
@ThePhail: Go
Anywhere to find all the technical rules about making a map for ladder play?
Working on projects:
http://us.battle.net/sc2/en/forum/topic/7923032883
http://us.battle.net/sc2/en/forum/topic/1020822417
http://gamedevelopment.tutsplus.com/tutorials/starcraft-ii-level-design-introduction-and-melee-maps--gamedev-3304
He goes by a lot of the rules. But there are aspects of his map that breaks the melee feel.
It also has a bit "too" many details that take away players attention. Theres not that much "playspace", the areas are very narrow.
I'm not saying I wouldnt like to play this, and that it wouldnt be fun, just that it doesnt apply to all the basic rules
@ThePhail: Go
Yeah, I've never been a competitive player. I only make "casual" melee maps - fun with friends, nice to look at, but not intended for high-level competitive play. I like to build some odd quirks to give my maps character at the cost of pure balance.
Also, to help with picturing how a game might play out, this is based around the idea of a 2v2v2v2. A pair of players in each corner base.
I updated my All Doodad project with the ramps and textures of LotV. The doodads remains to be finished thought.
http://www.sc2mapster.com/assets/all-doodads/
Working on projects:
@Scbroodsc2: Go
Cant wait till this is done! I'm very grateful for you doing this
@Scbroodsc2: Go
I would also like to chime in... thanks that's extremely helpful.
<Click Here> To See My Epic Single Player Campaign (LifeForceCampaign.com)
@ThePhail: Go
@Bilxor: Go
Thank you. It goes so well after that for "finding" what doodads you need for terraining... instead of "searching". The time I take here to do all this will in fact save hours and hours of search time for everyone.
Working on projects:
@Scbroodsc2: Go
Indeed it will. I usually use it when I dont know what I want to do with my map, and then I find inspiration in the pictures you've uploaded
I'm almost done with the doodads. The pictures are finished creating, I just have to add the names on it and zip and upload.
Working on projects:
Started working on, uh, something. . . not really sure what it is yet, but I'm getting a feel for the new LotV doodads.
@archDeaconstructor: Go
That's a good start. A bit rough, but so I was in the beginning, it's just a matter of practice and patience as you get more skillful. Just keep practicing and you'll get it.
And yeah, the feel is understandable, the LotV doodads are a clear step ahead, compared to WoL/HotS, it just shown how much the game matured. Yet, some critics said the engine/graphics was already getting old and showing it's age, something I don't agree with any bit.
@archDeaconstructor: Go
I see a future WTE regular in you! :-)
Marie T. Freeman If you're too busy to give your neighbor a helping hand, then you're just too darned busy. https://www.facebook.com/wargirlmaps.maps
Spread the love join DISCORD
https://discord.gg/Jtzt8Su
@archDeaconstructor: Go
That's actually very good. The stars like this are very nice, very original. I like the double color blue/red fire. You could have pushed this idea a bit further and make the right side more blue-ish and the left sire more red-ish. I very like the lava underground, although, it is hard to understand the depth of the underground. Maybe some doodads going into it, fallen rocks or something to give the idea of depth.
The overall terrain feels a bit dark, no light at all, no glow, no reflection or anything. Maybe few more fire thing would be great, even if it's a pitched one so it looks fallen on its side. The general lighting could have probably a better angle to show the details of the terrain instead of darkening them like in the stairs with that big shadow hiding arches. Depending on what you wished this to be, either make the walls larger on the sides to hide the lava (or zoom in) or make it visible that this is an area circled by lava (or zoom out). The current point of view is like in between, unsure if this is supposed to be a big structure above lava or ...idk.
You could add some individual bricks on the ground to make it looks like bricks has fallen, and you could pitch some right above the hole in a way that it looks like they are barely holding there. The terrain doesn't have any vegetation alive or dead, any decals, any little thing that comes out of the bunch (other than the ramp.
There are probably some little things to say here and there too, but as a new WTE person, you defenitly have already some skills and patience to create awesome looking terrains. :)
Working on projects:
Sup Mozared. If you can make a good new about the All Doodad like you did years ago, that would be nice :)
The main project page with downloadable zip files to put on your computer.
http://www.sc2mapster.com/assets/all-doodads/
The website with the same files but online.
http://www.screference.op74.net/
Working on projects:
@Scbroodsc2: Go
I'm a bit busy at the moment, but will do this within one or two days time. First let me get the WTE out of the way.