I thought it would be easier to simply consolidate all of the terrain work associated with my map, Prozpektor, here. Right now I'm focusing on the Zerg portion, but in the future I will be crafting some different things: Included in the screen shots are the two areas I have already crafted besides the zerg ones.
You zoom out pretty far for us to see any detail. All I can see is allot of creep though, should consider adding more walkable doodads on the creep.
Like claws flattened/page downed into the creep here and there and such stuff.
From what I can see it does look decent, but as I just stated above it's rather hard too see and judge the detail of your current progress.
Good luck, nonetheless.
Here are some more shots. I think I'm pretty well finished with the main Zerg base. The two structures(spawning pool + hive) are basically placeholders at the moment, at a later date, one will be used for purchasing upgrades for the zerg hero/units, and the other will be used for spawning units in the ring below.
(Units spawn in the centre)\
These three are somewhat older. They are the first starting location I made for one of the Terran characters.
It's obviously fairly empty, but I like the way you're taking it. You use the 'muddy' texture pretty well to create a feeling of 'hot forest', similar to how they look like in southernSpain. What I'd say you need to do now for that last starting zone is play with the textures to not make the whole center basin look the same, while adding some height with the normal height tool near the cliffs. More trees in the fashion you've been using them would probably be a pro as well.
Thanks for everything, as always. To be honest, I've always been scared of using the non-cliff height tools for some reason... I guess I had better get over my fear and try them out more.
Heighting is a bit like a wild horse. Sweet and useful, but kind of untamable and the cause of some terrible situations if not handled properly and with care. I've been terraining with the tool since Warcraft 3 and still can't use it flawlessly.
Just play around with it, mainly with the raise, smooth and plateau tools. Keep the amplitude low and you'll be ok.
Heighting is a bit like a wild horse. Sweet and useful, but kind of untamable and the cause of some terrible situations if not handled properly and with care. I've been terraining with the tool since Warcraft 3 and still can't use it flawlessly.
Just play around with it, mainly with the raise, smooth and plateau tools. Keep the amplitude low and you'll be ok.
I read through the main thread and have to say it was interesting. My only real 'question' currently is what the whole purpose of the map is. Are the Terran at war? Can there be diplomacy between them? And regardless of that, what's in place to prevent the Zerg from being massively underpowered or overpowered if he's on his own?
That said - I can understand why you want to keep the map 'empty'. The problem is, terrain-wise, you'll need to figure out ways to make the whole thing interesting, even if you do want a barren feeling. You did well in grabbing the Xil terrain for one. I think heighting would be the way to make most areas interesting, with heavy use of barren trees, small foliage and fossils in other areas (aside from the Zerg-filled areas and cliffs that would surround crystals).
I made a Xil terrain using dunes as primary interest for an alternative AoS-style map that was released somewhere just after beta, but FML in regards to recalling the name of that. Can't find it for the life of me.
I read through the main thread and have to say it was interesting. My only real 'question' currently is what the whole purpose of the map is. Are the Terran at war? Can there be diplomacy between them? And regardless of that, what's in place to prevent the Zerg from being massively underpowered or overpowered if he's on his own?
That said - I can understand why you want to keep the map 'empty'. The problem is, terrain-wise, you'll need to figure out ways to make the whole thing interesting, even if you do want a barren feeling. You did well in grabbing the Xil terrain for one. I think heighting would be the way to make most areas interesting, with heavy use of barren trees, small foliage and fossils in other areas (aside from the Zerg-filled areas and cliffs that would surround crystals).
I made a Xil terrain using dunes as primary interest for an alternative AoS-style map that was released somewhere just after beta, but FML in regards to recalling the name of that. Can't find it for the life of me.
Sorry if that thread was a bit confusing. I still have to hammer out quite of bit of the details. But yes, the Terran players would be at war. As for diplomacy - I still need to think on that. Same as Zerg balance.
I'm going to do my best to keep the terrain interesting throughout the map - everything you said to be sure, but I also plan on some lairs for creeps, maybe a pirate lair or two, and something like an abandoned Protoss temple or a crashed Terran Battlecruiser.
Thanks for all your help so far and going forward. ;)
God, this thread always kills my computer. Anyway, here is another Terran starting location. I've decided what I posted above will not be a starting location, otherwise things would get too cramped.
Alright, a fairly productive day. I've gotten a rough layout of how most of the terrain is going to look. Though I have a sinking feeling I'll have to redo it all later for balance/gameplay reasons. :\
As always, feedback is appreciated, and criticism encouraged!
Why aren't you just uploading them as attachments? Saves the thread the huge clutter, too. I can't imagine what it would be like reading this thread on a smartphone =P
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I thought it would be easier to simply consolidate all of the terrain work associated with my map, Prozpektor, here. Right now I'm focusing on the Zerg portion, but in the future I will be crafting some different things: Included in the screen shots are the two areas I have already crafted besides the zerg ones.
Also, be sure to check out the project workplace thread! Not much there atm, but it will be updated as things move forward. http://forums.sc2mapster.com/resources/project-workplace/21846-wip-map-pozpekto/?unread
Questions, criticism, and tips are welcomed. ^^
Here are the pictures folks!
@hawkerhurricane: Go
You zoom out pretty far for us to see any detail. All I can see is allot of creep though, should consider adding more walkable doodads on the creep. Like claws flattened/page downed into the creep here and there and such stuff.
From what I can see it does look decent, but as I just stated above it's rather hard too see and judge the detail of your current progress. Good luck, nonetheless.
@Dresnia: Go
I ran out of upload room -__- . I'm going to upload some pictures which are hopefully more clear. Which doodads are you talking about?
Finally got them uploaded -_-
I'll post some more later - if anyone wants a shot of something specific, let me know
All criticisms, tips, and comments are greatly appreciated.
Here are some pictures of (mostly) the same stuff from different angles/zoom levels (in-game).
As always, criticism is encouraged!
Here are some more shots. I think I'm pretty well finished with the main Zerg base. The two structures(spawning pool + hive) are basically placeholders at the moment, at a later date, one will be used for purchasing upgrades for the zerg hero/units, and the other will be used for spawning units in the ring below.
(Units spawn in the centre)\
These three are somewhat older. They are the first starting location I made for one of the Terran characters.
I finished the third terran starting location today.
Criticism encouraged!
It's obviously fairly empty, but I like the way you're taking it. You use the 'muddy' texture pretty well to create a feeling of 'hot forest', similar to how they look like in southern Spain. What I'd say you need to do now for that last starting zone is play with the textures to not make the whole center basin look the same, while adding some height with the normal height tool near the cliffs. More trees in the fashion you've been using them would probably be a pro as well.
@Mozared: Go
Thanks for everything, as always. To be honest, I've always been scared of using the non-cliff height tools for some reason... I guess I had better get over my fear and try them out more.
Heighting is a bit like a wild horse. Sweet and useful, but kind of untamable and the cause of some terrible situations if not handled properly and with care. I've been terraining with the tool since Warcraft 3 and still can't use it flawlessly.
Just play around with it, mainly with the raise, smooth and plateau tools. Keep the amplitude low and you'll be ok.
I realize it is quite a lengthy post, but detailed in this thread is my main plan for the map as a whole:
http://forums.sc2mapster.com/resources/project-workplace/21846-wip-map-pozpekto/?unread
Does that change your view of the terrain?
Here is the base after I played with the height a bit.
I read through the main thread and have to say it was interesting. My only real 'question' currently is what the whole purpose of the map is. Are the Terran at war? Can there be diplomacy between them? And regardless of that, what's in place to prevent the Zerg from being massively underpowered or overpowered if he's on his own?
That said - I can understand why you want to keep the map 'empty'. The problem is, terrain-wise, you'll need to figure out ways to make the whole thing interesting, even if you do want a barren feeling. You did well in grabbing the Xil terrain for one. I think heighting would be the way to make most areas interesting, with heavy use of barren trees, small foliage and fossils in other areas (aside from the Zerg-filled areas and cliffs that would surround crystals).
I made a Xil terrain using dunes as primary interest for an alternative AoS-style map that was released somewhere just after beta, but FML in regards to recalling the name of that. Can't find it for the life of me.
Sorry if that thread was a bit confusing. I still have to hammer out quite of bit of the details. But yes, the Terran players would be at war. As for diplomacy - I still need to think on that. Same as Zerg balance.
I'm going to do my best to keep the terrain interesting throughout the map - everything you said to be sure, but I also plan on some lairs for creeps, maybe a pirate lair or two, and something like an abandoned Protoss temple or a crashed Terran Battlecruiser.
Thanks for all your help so far and going forward. ;)
God, this thread always kills my computer. Anyway, here is another Terran starting location. I've decided what I posted above will not be a starting location, otherwise things would get too cramped.
I've gotten back to work after exams. So far, I've updated things as per Moz's recommendations.
Alright, a fairly productive day. I've gotten a rough layout of how most of the terrain is going to look. Though I have a sinking feeling I'll have to redo it all later for balance/gameplay reasons. :\
As always, feedback is appreciated, and criticism encouraged!
Having problems with pictures :( . I'll get it figured out tomorrow morning.
Why aren't you just uploading them as attachments? Saves the thread the huge clutter, too. I can't imagine what it would be like reading this thread on a smartphone =P