I really need to stop spending time in the editor, but I truly had close to nothing to do this week hahaha, kind of happy live will start up again soon. Anyway Was thinking of just a grassy hill, but I like how this one developed :)
Had borderlands in mind for this one, kind of scrappy looking places and technology wreaked about in a large open field with a camp that looks a bit scrappy itself. thought these could be scavengers that would soon make an expedition to the ship in their new kickass ride.
I extremely like the river in the background, it has something special... It's realistic, but still have something not realistic... kind of hard to say. But I like it. I'm less sure about the mountains on both sides, they could use some rework a little. The main subject is kind of unknown between the vast environment and the fact that some animals are looking at the terran. Are they there because you want the viewer to think they gonna eat them? Or are they just there to take part of the nature? In overall I feel like it's missing some weather effects, it's like, no wind, no snow, no rain, no sun, nothing... just a little fog for the very far low ground. I'm not sure as well about the satellite with reds. I think a more grey-white would fit much better in the snow environment. Also, your trees get too repetitive in top right.
Before communications were lost, transmissions from this top secret Braxis facility indicated that something went wrong during the 'contact' experiment with an unknown crystalline material that had appeared on the planet. The strange substance infected the specimens and gave them immense psionic powers that tore the laboratory apart.
Abandoned for nearly a decade, a 4-man Dominion expeditionary team has been sent to uncover the secrets of this hidden facility, unaware of the dangers still frozen within...
I looked at the pictures before the text and I was confused what on earth the green crystals were haha.
I will go over each picture briefly then an overall.
Picture 1: Nice addition of the shields and the extra guns / armor to the marines, initially missed that until I took a closer look. Beautifully done drool worthy mountains The weather is believable while still keeping the mountains in view. well done here.
Picture 2: I find it an interesting choice to use the normal cliffs to create a secret building. I would usually start getting fussy on the repetitiveness but it works well for a hidden secret facility. I like how you tilted the fence doodads, nice effect.
Picture 3-4: Well done roof collapse, the broken defense robots and the frozen ultalisk. you give a real sense of abandonment of the whole place. The fog adds to this feeling, I think it is data fog, nice effect with it. Again I want to say the walls are too much the same, but it guess it works, would like to see some foundational supports or small machinery to break it up a little on sections.
Picture 5-6: The effect with the snow drifts on the roof are awsome. would personally tilt some of the doodads down due to the weight of the snow that most likely came in would bend some of the roof in instead of cleanly snapping the metal rebar, but just a minor detail, looks good.
Picture 7: Good shot with the terrain gap filler to the left, The only thing that you could benefit from could be a slight blur added to it in the field of view. I can see you are having some fun with the pitch and rotation with the catwalk fallen into the glass of the machine there. the mountains peeking out in the distance are a brilliant touch.
Overall, well kind of unsure what the main entrance / exit is haha, couldn't identify the exit and I think you intended one of the two doors in the front to be the entrance, unless the exit is covered up by snow which is possible. Everything is well done and has a real feel of abandonment. I personally love working with snow, you can go into all the little details. Other than that, wish the walls had a little more to them, but very well done, ill be your 3rd like :) id give ya an 8 / 10 but the mountains no doubt get a 10 / 10
Interesting feedback... But I'll go with my own point by point =P
Fog (data): In the exterior pictures, I feel like it could have been more thick. It's snowy! I mean... From the point of view to behind the mountains, this could be the fog. Right now, it's like if the fog started far and ended very far. I think it should starts close and end far. About the interior picture, it's the reverse, I feel like the fog is too thick. It's not even snow. Though you could have add snow weather through the roof hole.
Fog (doodads): You've got a bunch of those all around the map that creates white spots. I wonder if only data fog plus snow weather would make it better... In my head, it's "fine" right now, but not awesome.
Main focus: In all the pictures you have your main focus, the marines, the door, the hole, the ultralisk, the crystal... except for picture 6 which is just pointing at a wall, more like an overall view without focus. I very like the entrance with tilted fence, well though. I like the marines' shields as well, that's awesome for sure.
Second focus: Except picture one, with the marine looking at the building, you don't really have second focus. It is mostly, main focus and behind just a background.
Background: The mountains you've made are really nice. Most people make the mistake of smoothing them too much. A mountain does have peaks, not just smoothed like a winter slide. I feel like the background interior could have some more details, more destroyed machines, walls, pipes, trucks, whatever could have been in that laboratory.
Ground heigh variation: You've got it. This is not only the mountains in the back, it's the snow piles, the moutains of snow where the marines are walking, it's the snow around the building and inside it... Well done here.
Texture variation: The moutains are cool, I feel like it's a little bit randomize for the texture, there could also be more textures involved than those 2. However, the marine's foot in the snow, that is really nice. But at the same time kind of weird... there are piles of snow everywhere, but where the marines are walking, it's a slight pile of snow with dirt under. I think I would use more small Craters to do that, to keep the snow, but have a small heigh variation that you can't have at this scale with normal tools.
Camera point of view: The point of view are fines. They are pretty simple and straightfoward. Mostly thirth person view like if it was the marines looking.
Camera field of view: You did not use this camera option. It could add some effects and help to focus on the real focus as well.
Lightning (doodads): In this black and white environment, it's kind of weird to see color... I feel like the crystal's lightning and the other green units are ...(looking for good words)... it looks strange to me to see such color out of nowhere. Can in 10 years, it coudl still glow? Yeah, probably... but... aw, forget it, I can't say.
General lightning (window): The lightning is fine. When it's snowy like this the sun is not powerfull (if that makes sense), you don't see big sunrays everywhere. You see like in these pictures, a smooth light everywhere.
Water (data): No water involved. Only some ice on the ground, it's fine I guess... just that to get ice, you need water, and you can't go from snow to ice. So the snow has to melt at a moment and then frezee again... well, maybe in 10 years this facility passed through a bunch of seasons.
General terrain: Nicely made, (I'm running out of time to write) so could still have some improvements here and there ;) Well done.
Thanks!
Most of the fog effects are just mist and fog doodads since there's no actual way to have multiple levels or regions of fog, damn blizz for that. The exit is slightly hidden since it's been caved in but it's there. Guess I went overboard on the girders sticking out for the doors (gotta love pitch n' roll :) ).
The hole in the roof wasn't actually apart of the original design, until I started working on the interior and realised that snow was falling through the roof, so yeah it kind of looks out of place compared to the rest of the roof. As for the fog I just couldn't find the right fog settings without making the interior completely fogged, so I just had to make do with the scattered mist doodads. The frozen water patches are meant to be some instant-freeze liquid nitrogen-like (use your imagination LOL) chemical fired by the robots that's used to subdue the zerg subjects; the patches littered around the lab are basically spots where the robots missed and the water freezed up.
The crystal's meant to be tiberium hence why it's still glowing after all this time and how it was able to "infect" the ultras. On a minor note, I wanted it to stand out from the dull grey/white of the surroundings on purpose.
That's it! The snowy mountains terrain that I am talking about. Back in Warcraft III I was trying to make something like that and settle a base with buildings on such a place. It never looked that good, I was looking for something like that to do in StarCraft II, you totally made what I need but I would seek such terrain myself and start using it there. I am talking about your Mountain terrain and I love it, on such scenery I intend to make my main city. Your other pics showing quite realistic fog, snow invading the base with fallen roof, using pitch and roll, very realistic and you share the map! I will know what world to build my base on thx to you. +Star
At first it looked like some photo from a movie, well done!
Another lovely terrain, I love snow and ice. Firstly, great job on the valley, love the Ox-bow river and the needle trees, lovely. But something just isn't right. You can't just go from grass suddenly to snow, you have snowy cliffs right next to the green valley down there. There needs to be a transition from grass to some rocky part, to the higher parts of the mountain including where your units are to be in snow. Otherwise ice blocks right next to the valley does nto fit very well. Here, you can see my attachment below, not the best I can do but just talking about transition with rocky part, you could use Tyrador rubble for making rocky parts.
Check out how I start with grass below, rocky part near the peaks and snow above.
@joecab: Go
Very nice! I haven't seen such a terrain lately, drier grass and trees on a hill, what's with the scattered object around is it after a crash?
Yea, it is supposed to be parts from the ship that crashed to the ground, the crash would have to be a couple weeks old due to no exposed dirt craters in the ground ill admit that little oddity about the first picture.
Edit: The reason why you most likely don't see terrains like this much is the fact that the 6000 (not over exaggeration at all) or so grass doodads lag quite a bit even on low settings.
Anyway, a nice start to some mountains you got there, hope to see the finished result :)
Tonight I worked on another angle. I tried rework the mountains a bit taking your advice into consideration, and I tried to make the glacier more pronounced and believable. I had to adjust the fog, I could'nt find any skybox that worked with the greenish fog I had before. So now it's night time :)
I was planning on commenting on a bunch of suggestions, but there's so much activity this week that I barely have to. What's going on folks, should I extend this one? I was planning on doing a pitch roll related WTE tomorrow...
What the hell, guys, we have a few months of lazy posts and empty WTEs, then all of a sudden, KABOOM! What's gotten into you guys!? ...Ah, I know, it's the pitch & roll, isn't it?
TBH I think after all these beautiful submissions everyone's made, extending it would be a bad idea: awesome stuff usually leads to art (or in this case, map) block if you keep the same theme.
Edit: Also, here's another argument far better than my previous one, stolen from joecab: Pitch and roll! Pitch and roll!:D
I present, MODEL WARP! That's right, we remove the scaling feature and replace it with model warp! Expanding doodads! Flipping them over! Twisting them to make strange and beautiful shapes!
You know what else we need? Actual waterfalls. The current ones look like crap and it would be so easy for blizz to fix it.
I have been making melee maps for some time but never got encourage to join the site but I was blown away with the WTE forum and how well and organize it is so I decidede to post. I know melee is a VPK thing next to the big guns here that can work the ARCADE mode but this a learning experience everytime I logging to the WTE of the week. I say keep then coming and if it wasn't for this new patch it will be amazing to extend this #135 but cant wait for the pitch and symmetry WTE !
@Scbroodsc2: Go
Thanks man! :D
I really need to stop spending time in the editor, but I truly had close to nothing to do this week hahaha, kind of happy live will start up again soon. Anyway Was thinking of just a grassy hill, but I like how this one developed :)
Had borderlands in mind for this one, kind of scrappy looking places and technology wreaked about in a large open field with a camp that looks a bit scrappy itself. thought these could be scavengers that would soon make an expedition to the ship in their new kickass ride.
I felt a bit inspired this today. There is only one angle though so I'll have to fill some gaps to get other screenshots. That'll have to wait.
Perhaps I'll use this theme in a mission.
@njordys: Go
I extremely like the river in the background, it has something special... It's realistic, but still have something not realistic... kind of hard to say. But I like it. I'm less sure about the mountains on both sides, they could use some rework a little. The main subject is kind of unknown between the vast environment and the fact that some animals are looking at the terran. Are they there because you want the viewer to think they gonna eat them? Or are they just there to take part of the nature? In overall I feel like it's missing some weather effects, it's like, no wind, no snow, no rain, no sun, nothing... just a little fog for the very far low ground. I'm not sure as well about the satellite with reds. I think a more grey-white would fit much better in the snow environment. Also, your trees get too repetitive in top right.
Well done, could have some improvements =)
@joecab: Go
Lucky you... I'm too lazy to report your posts for epicness.
Working on projects:
Before communications were lost, transmissions from this top secret Braxis facility indicated that something went wrong during the 'contact' experiment with an unknown crystalline material that had appeared on the planet. The strange substance infected the specimens and gave them immense psionic powers that tore the laboratory apart.
Abandoned for nearly a decade, a 4-man Dominion expeditionary team has been sent to uncover the secrets of this hidden facility, unaware of the dangers still frozen within...
I looked at the pictures before the text and I was confused what on earth the green crystals were haha.
I will go over each picture briefly then an overall.
Picture 1: Nice addition of the shields and the extra guns / armor to the marines, initially missed that until I took a closer look. Beautifully done drool worthy mountains The weather is believable while still keeping the mountains in view. well done here.
Picture 2: I find it an interesting choice to use the normal cliffs to create a secret building. I would usually start getting fussy on the repetitiveness but it works well for a hidden secret facility. I like how you tilted the fence doodads, nice effect.
Picture 3-4: Well done roof collapse, the broken defense robots and the frozen ultalisk. you give a real sense of abandonment of the whole place. The fog adds to this feeling, I think it is data fog, nice effect with it. Again I want to say the walls are too much the same, but it guess it works, would like to see some foundational supports or small machinery to break it up a little on sections.
Picture 5-6: The effect with the snow drifts on the roof are awsome. would personally tilt some of the doodads down due to the weight of the snow that most likely came in would bend some of the roof in instead of cleanly snapping the metal rebar, but just a minor detail, looks good.
Picture 7: Good shot with the terrain gap filler to the left, The only thing that you could benefit from could be a slight blur added to it in the field of view. I can see you are having some fun with the pitch and rotation with the catwalk fallen into the glass of the machine there. the mountains peeking out in the distance are a brilliant touch.
Overall, well kind of unsure what the main entrance / exit is haha, couldn't identify the exit and I think you intended one of the two doors in the front to be the entrance, unless the exit is covered up by snow which is possible. Everything is well done and has a real feel of abandonment. I personally love working with snow, you can go into all the little details. Other than that, wish the walls had a little more to them, but very well done, ill be your 3rd like :) id give ya an 8 / 10 but the mountains no doubt get a 10 / 10
@joecab: Go
Interesting feedback... But I'll go with my own point by point =P
Working on projects:
@joecab: Go
Thanks! Most of the fog effects are just mist and fog doodads since there's no actual way to have multiple levels or regions of fog, damn blizz for that. The exit is slightly hidden since it's been caved in but it's there. Guess I went overboard on the girders sticking out for the doors (gotta love pitch n' roll :) ).
@Scbroodsc2: Go
The hole in the roof wasn't actually apart of the original design, until I started working on the interior and realised that snow was falling through the roof, so yeah it kind of looks out of place compared to the rest of the roof. As for the fog I just couldn't find the right fog settings without making the interior completely fogged, so I just had to make do with the scattered mist doodads. The frozen water patches are meant to be some instant-freeze liquid nitrogen-like (use your imagination LOL) chemical fired by the robots that's used to subdue the zerg subjects; the patches littered around the lab are basically spots where the robots missed and the water freezed up.
The crystal's meant to be tiberium hence why it's still glowing after all this time and how it was able to "infect" the ultras. On a minor note, I wanted it to stand out from the dull grey/white of the surroundings on purpose.
@sgtnoobkilla: Go
Now that is one beautiful scenery, worthy of a skybox. To not make this such a skybox is a federal crime itself!
@joecab: Go
Very nice! I haven't seen such a terrain lately, drier grass and trees on a hill, what's with the scattered object around is it after a crash?
@sgtnoobkilla: Go
That's it! The snowy mountains terrain that I am talking about. Back in Warcraft III I was trying to make something like that and settle a base with buildings on such a place. It never looked that good, I was looking for something like that to do in StarCraft II, you totally made what I need but I would seek such terrain myself and start using it there. I am talking about your Mountain terrain and I love it, on such scenery I intend to make my main city. Your other pics showing quite realistic fog, snow invading the base with fallen roof, using pitch and roll, very realistic and you share the map! I will know what world to build my base on thx to you. +Star
At first it looked like some photo from a movie, well done!
@njordys: Go
Another lovely terrain, I love snow and ice. Firstly, great job on the valley, love the Ox-bow river and the needle trees, lovely. But something just isn't right. You can't just go from grass suddenly to snow, you have snowy cliffs right next to the green valley down there. There needs to be a transition from grass to some rocky part, to the higher parts of the mountain including where your units are to be in snow. Otherwise ice blocks right next to the valley does nto fit very well. Here, you can see my attachment below, not the best I can do but just talking about transition with rocky part, you could use Tyrador rubble for making rocky parts.
Check out how I start with grass below, rocky part near the peaks and snow above.
Yea, it is supposed to be parts from the ship that crashed to the ground, the crash would have to be a couple weeks old due to no exposed dirt craters in the ground ill admit that little oddity about the first picture.
Edit: The reason why you most likely don't see terrains like this much is the fact that the 6000 (not over exaggeration at all) or so grass doodads lag quite a bit even on low settings.
Anyway, a nice start to some mountains you got there, hope to see the finished result :)
Thanks for feedback guys.
Tonight I worked on another angle. I tried rework the mountains a bit taking your advice into consideration, and I tried to make the glacier more pronounced and believable. I had to adjust the fog, I could'nt find any skybox that worked with the greenish fog I had before. So now it's night time :)
I was planning on commenting on a bunch of suggestions, but there's so much activity this week that I barely have to. What's going on folks, should I extend this one? I was planning on doing a pitch roll related WTE tomorrow...
Pitch and roll! Pitch and roll! :D that's my opinion at least, you can always revisit concepts if you want.
@njordys: Go
Much better, maybe there is even more to soften but it looks nice.
@joecab: Go
Foliage is kind of small but isn't there a way to modify it or its model to do the same effect without having to dp 6k doodads.
What the hell, guys, we have a few months of lazy posts and empty WTEs, then all of a sudden, KABOOM! What's gotten into you guys!? ...Ah, I know, it's the pitch & roll, isn't it?
@Mozared: Go
TBH I think after all these beautiful submissions everyone's made, extending it would be a bad idea: awesome stuff usually leads to art (or in this case, map) block if you keep the same theme.
Edit: Also, here's another argument far better than my previous one, stolen from joecab: Pitch and roll! Pitch and roll! :D
@ScrinKing: Go
ahahahahah nice :) the new feature really got me to come back into terraining like mad for a little bit personally.
Oh and to answer Eimtr's question, I had forgotten I could do that, and that's all there is to it.
@joecab: Go
You know what we need next?
I present, MODEL WARP! That's right, we remove the scaling feature and replace it with model warp! Expanding doodads! Flipping them over! Twisting them to make strange and beautiful shapes!
You know what else we need? Actual waterfalls. The current ones look like crap and it would be so easy for blizz to fix it.
I have been making melee maps for some time but never got encourage to join the site but I was blown away with the WTE forum and how well and organize it is so I decidede to post. I know melee is a VPK thing next to the big guns here that can work the ARCADE mode but this a learning experience everytime I logging to the WTE of the week. I say keep then coming and if it wasn't for this new patch it will be amazing to extend this #135 but cant wait for the pitch and symmetry WTE !
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I think I'm overdoing it
@ScrinKing: Go
All that scaling needs is a way to rotate the axis of it, don't know if that is what you meant.