So, I'm fiddling around with the terrain, and I just realized that if I put cliffs on high raised terrain, it gives it a.. unique kind of look. I just can't tell how good it looks, and want a second opinion.
All 3 of the photos are on the same mountainside, I'm just seeing which one looks the best out of them
So, I'm fiddling around with the terrain, and I just realized that if I put cliffs on high raised terrain, it gives it a.. unique kind of look. I just can't tell how good it looks, and want a second opinion.
All 3 of the photos are on the same mountainside, I'm just seeing which one looks the best out of them
I do this currently in my maps. Its definently the best way to aproach mountains, but you cant just use terrain. Put some rock doodads in the little cracks of cliffs, too add to the more natural feeling. But be careful with height. If the mountain is too steep, it ruins it completly, so you just have to find the right mix of hight, cliff positions, and doodad positions.
i think thats a great way to make cliffs look wayyyyy better than the built in 'levels'. i think you could fine tune what you got going on there, but you gotr the right idea, texture, then just play with the level, then edit the pathing layer and you should be in better shape! i only use the built in 'levels' for 'man made' levels IE bases/space stations/cities etc....
but the raise terrain gives a much more natural look IMO
EDIT; tpo answer your question, i think the 3rd looks the best (the far right end)
the texture used in the others and the 'wavy' geo layers looks really slooppy and unnatural. in most cases when you can see the 'layers' of different materials in a mtn side its a flat layer or very gradual change, with your first 2, its spiky and therefore really unnatural to me. if you leveled out the lines, then mayve the first 2!
all these things look soo great, it puts my own work to shame. I'd like to share 2 pics of a map I'm working on tho, contribute something to this wonderful thread.
The map is about 35% finished, basic terrain layout is finished, triggers are in place, custom units done...just need to work on the looks and make it above average. Any tips are welcome :)
oh, got a maybe stupid question, but is there some way to let the camera zoom out more in-game?
Hey, the Char terrain is magnificent, especially for having completed it in 5 minutes!
I've been trying to replicate the effect somewhat because I might be using the Char tileset for my map, and I was wondering: How did you get the boundary between the lava and the base of the cliffs to look so good? Yours has a nice glow that makes it look like the whole lava layer is extremely hot. When I tried to recreate it, though, the border between them was jagged, which in turn made the lava look extremely two-dimensional. Is there some trick you used with the lighting or water settings? Any tips would be appreciated! Thanks.
I figured I'd drop some pics in here, I'd love to see some more. The maps in this thread are amazing and humbling even!
I've yet to touch lighting, but I'd definitely like how to know how to create a night map. I'm working on a map currently, most likely a variant of Cat and Mouse. Something that bugs me with it so far is the "Jail" is not centered and that I might have gone overboard with the doodads and lack of labyrinthine-ness [though they are a lot of nice nooks and crannies that can be used to gtfo dodge].
Capturing good screens is definitely not my strong point.
Dunno, maybe some units, some destroyed objects, sparks here and there. Some additional tileset as path or something.
Lol, thanks. Well, there are quite a few fires on the map actually. The units will be probes as the map is going to be a Cat/Mouse variant, so I haven't cluttered it with units. Unless you mean more doodads? I suppose a tileset would help spruce it up a bit, but I like the simplicity of a single tileset [nub excuse.]. Mainly, because I can't seem to blend other tiles together well and the minimap always looks so hideous afterward. Thanks for your feedback!
Hey, the Char terrain is magnificent, especially for having completed it in 5 minutes!
I've been trying to replicate the effect somewhat because I might be using the Char tileset for my map, and I was wondering: How did you get the boundary between the lava and the base of the cliffs to look so good? Yours has a nice glow that makes it look like the whole lava layer is extremely hot. When I tried to recreate it, though, the border between them was jagged, which in turn made the lava look extremely two-dimensional. Is there some trick you used with the lighting or water settings? Any tips would be appreciated! Thanks.
Well it has to do with base height, and water height. For some reason you cannot change the height of lava.
This is what the default Char cliff looks like.
Now the height of the lava is around 15-20. So you need to change your map height accordingly.
Then you add the water and youll get the effect that the lava is really hot.
Yeah in disrepair and what not. What would make it less plane?
Some variation in height would make it more interesting. It looks very flat atm with everything being on the same plane and with very few raised areas. If you had larger sections raised up and give it some ramps, it could look more interesting.
Having more fun with the terrain making than with the rest of the editor.
This is my from my half-complete TD map that I'm not sure if I have the motivation to finish. Not as nice as some pictures in this thread, but it definitely looks better than most TD maps out there. The water reflections look terrible but I never paid attention to it as I had reflections turned off right until I snapped the screenshots.
I'll post some screens tonight/tomorrow, but all the terrains on pages one to two are awesome! Great job on them. The ones on this page though are good, but its clear that at least some of the other guys are pros at this.
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So, I'm fiddling around with the terrain, and I just realized that if I put cliffs on high raised terrain, it gives it a.. unique kind of look. I just can't tell how good it looks, and want a second opinion.
All 3 of the photos are on the same mountainside, I'm just seeing which one looks the best out of them
I do this currently in my maps. Its definently the best way to aproach mountains, but you cant just use terrain. Put some rock doodads in the little cracks of cliffs, too add to the more natural feeling. But be careful with height. If the mountain is too steep, it ruins it completly, so you just have to find the right mix of hight, cliff positions, and doodad positions.
i think thats a great way to make cliffs look wayyyyy better than the built in 'levels'. i think you could fine tune what you got going on there, but you gotr the right idea, texture, then just play with the level, then edit the pathing layer and you should be in better shape! i only use the built in 'levels' for 'man made' levels IE bases/space stations/cities etc....
but the raise terrain gives a much more natural look IMO
EDIT; tpo answer your question, i think the 3rd looks the best (the far right end) the texture used in the others and the 'wavy' geo layers looks really slooppy and unnatural. in most cases when you can see the 'layers' of different materials in a mtn side its a flat layer or very gradual change, with your first 2, its spiky and therefore really unnatural to me. if you leveled out the lines, then mayve the first 2!
city WIP
all these things look soo great, it puts my own work to shame. I'd like to share 2 pics of a map I'm working on tho, contribute something to this wonderful thread.
The map is about 35% finished, basic terrain layout is finished, triggers are in place, custom units done...just need to work on the looks and make it above average. Any tips are welcome :)
oh, got a maybe stupid question, but is there some way to let the camera zoom out more in-game?
@saltygrapes: Go
That is so awsome m8. Such depth.
Man those are some pretty images. great job.
@TimeIbis: Go
Hey, the Char terrain is magnificent, especially for having completed it in 5 minutes!
I've been trying to replicate the effect somewhat because I might be using the Char tileset for my map, and I was wondering: How did you get the boundary between the lava and the base of the cliffs to look so good? Yours has a nice glow that makes it look like the whole lava layer is extremely hot. When I tried to recreate it, though, the border between them was jagged, which in turn made the lava look extremely two-dimensional. Is there some trick you used with the lighting or water settings? Any tips would be appreciated! Thanks.
/bump
I figured I'd drop some pics in here, I'd love to see some more. The maps in this thread are amazing and humbling even!
I've yet to touch lighting, but I'd definitely like how to know how to create a night map. I'm working on a map currently, most likely a variant of Cat and Mouse. Something that bugs me with it so far is the "Jail" is not centered and that I might have gone overboard with the doodads and lack of labyrinthine-ness [though they are a lot of nice nooks and crannies that can be used to gtfo dodge].
Capturing good screens is definitely not my strong point.
Feedback and suggestions please!
Not bad but a bit plane IMO.
Deserted workplace ?
Yeah in disrepair and what not. What would make it less plane?
Dunno, maybe some units, some destroyed objects, sparks here and there. Some additional tileset as path or something.
Lol, thanks. Well, there are quite a few fires on the map actually. The units will be probes as the map is going to be a Cat/Mouse variant, so I haven't cluttered it with units. Unless you mean more doodads? I suppose a tileset would help spruce it up a bit, but I like the simplicity of a single tileset [nub excuse.]. Mainly, because I can't seem to blend other tiles together well and the minimap always looks so hideous afterward. Thanks for your feedback!
Well it has to do with base height, and water height. For some reason you cannot change the height of lava. This is what the default Char cliff looks like.
Now the height of the lava is around 15-20. So you need to change your map height accordingly.
Then you add the water and youll get the effect that the lava is really hot.
Some variation in height would make it more interesting. It looks very flat atm with everything being on the same plane and with very few raised areas. If you had larger sections raised up and give it some ramps, it could look more interesting.
I am sorry to intrude without having anything to show.
Chewable Prozac,
may I ask you how did you achieve this feeling of mists in the areas where the ground is lower?
Having more fun with the terrain making than with the rest of the editor.
This is my from my half-complete TD map that I'm not sure if I have the motivation to finish. Not as nice as some pictures in this thread, but it definitely looks better than most TD maps out there. The water reflections look terrible but I never paid attention to it as I had reflections turned off right until I snapped the screenshots.
Not bad. Maybe a bit too bright.
Hey everyone,
it's my first map so please be a little bit patient. =) (1 day of work for this map)
and btw. it's not finish yet
I'll post some screens tonight/tomorrow, but all the terrains on pages one to two are awesome! Great job on them. The ones on this page though are good, but its clear that at least some of the other guys are pros at this.