Protoss architecture on Xil... It can work, but you need to do a lot of texture play to make that fit in. Additionally, there should be a damn good reason as to why that is there. Even if your world isn't Xil (but just uses the tileset), why would the Protoss come over there, build one random temple and then bugger off again? Weathered Xel'Naga architecture might do a better job for you.
Edit: Unless the actual planet is Xil and you in some way involve the Tal'darim...
Hiding temple statues variations 5-8 (I think those are the ones) in rock giants, scaled up, such that only the statue, and not the back, is visible can really make toss-desert work great.
Stunningly enough, I don't like the rocks that much. They do improve the terrain but their colour seems to clash a bit with the whole desert scene. Have you tried using the Xil-specific rocks? There's one or two doodads of that type around, and using those might make the whole thing look better overall. Just run a search for 'Xil' in the doodad palette and you should find them.
I think some of the brown rocks could have been better placed in retrospect. Not matter what I put down, I think those could have been better placed. Anyway, I tried to put together examples of the "Red Rocks" "Xil Rocks" and "Small Rocks". I'm not sure if I like hte way the Xil rocks look. I am using them right? I think maybe overall I using too many of the "Red Rocks"
Aye, that's what I was going to say. I like the third picture most because the Xil rocks do fit a lot better, but I like the size of the small rocks in the first picture too. Using the Xil rocks scarcely should improve the terrain overall. Save the normal rocks for specific (particularly mountainous) areas to add more diversity to your map.
In it's current condition, I'd say it's a bit 'meh'. There's definitely a good basis there though. Do some texture play, work the temple into the terrain more, maybe add an intact column that's still left. Make it Egyptian-inspired.
This may have been the product of terraining late into the night, but I decided to make an oasis. Not sure if this was a good idea, but if I decide to keep it, it'll need a lot of work.
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@Mozared: Go
I was doing that originally, but kept running out of upload room :P
Anyway, here are the pictures :)
Did a leeeetle bit more. I'm still not sure about that temple. I may have to rethink/remove it.
Protoss architecture on Xil... It can work, but you need to do a lot of texture play to make that fit in. Additionally, there should be a damn good reason as to why that is there. Even if your world isn't Xil (but just uses the tileset), why would the Protoss come over there, build one random temple and then bugger off again? Weathered Xel'Naga architecture might do a better job for you.
Edit: Unless the actual planet is Xil and you in some way involve the Tal'darim...
@Mozared: Go
Yes, I think I am going to remove that for now. Maybe work on integrating something better later.
Hiding temple statues variations 5-8 (I think those are the ones) in rock giants, scaled up, such that only the statue, and not the back, is visible can really make toss-desert work great.
@Yeti434: Go
Always been curious about something - is there a way to cycle through variations without placing doodads?(i.e. a hotkey)
@hawkerhurricane: Go
Not without placing the doodads, but once placed you can select them and use the , and . keys (< & >) to cycle through variations.
@Mozared: Go
Aha! I see that now. I should have some more shots soon. I'll post them all at once.
@Yeti434: Go
Is this "kinda" what you meant?
Well, here are some more.
With Mozared's favourite, rocks!
Stunningly enough, I don't like the rocks that much. They do improve the terrain but their colour seems to clash a bit with the whole desert scene. Have you tried using the Xil-specific rocks? There's one or two doodads of that type around, and using those might make the whole thing look better overall. Just run a search for 'Xil' in the doodad palette and you should find them.
@Mozared: Go
Oh, then you probably won't like any of this that much either :P I'll take a look at those Xil rocks presently and try them out.
I think some of the brown rocks could have been better placed in retrospect. Not matter what I put down, I think those could have been better placed. Anyway, I tried to put together examples of the "Red Rocks" "Xil Rocks" and "Small Rocks". I'm not sure if I like hte way the Xil rocks look. I am using them right? I think maybe overall I using too many of the "Red Rocks"
i think the first picture with that small rocks looks best and naturaly, the other two looks a bit overloaded for me :)
@aem2jay: Go
That's what I was tending towards too. Though maybe I could do a similar thing with the Xil Rocks.
Aye, that's what I was going to say. I like the third picture most because the Xil rocks do fit a lot better, but I like the size of the small rocks in the first picture too. Using the Xil rocks scarcely should improve the terrain overall. Save the normal rocks for specific (particularly mountainous) areas to add more diversity to your map.
@Mozared: Go
How does the "temple" thing look in your opinion? I still have mixed feelings about it, even though I think it looks better in its current state.
@hawkerhurricane: Go
In it's current condition, I'd say it's a bit 'meh'. There's definitely a good basis there though. Do some texture play, work the temple into the terrain more, maybe add an intact column that's still left. Make it Egyptian-inspired.
@Mozared: Go
Well, I tried to make it a bit better. I didn't think those columns particularly worked, so I tried to replace them. Here goes >.<
This may have been the product of terraining late into the night, but I decided to make an oasis. Not sure if this was a good idea, but if I decide to keep it, it'll need a lot of work.