Well, I wanted to do some work on this after watching the video for it in the news. Should have done something sooner. That latest version is pretty far along! Next time you do one of these I'll have to jump on it.
I think you can largely ignore the changes I've made, they're very subtle. Texture and displacement details here and there to blend some of the buildings and roads in a bit, took some of the flat cliffs and added a bit of displacement variance.
One thing I'd like you all to take note of. When you're making a building out in the middle of a desert, keep in mind a few things. For example, you've just went and made a structure from Manmade Cliffs and you're using panels for roofing textures, or concrete for parking lots, etc. This is a desert. There's sand everywhere, and it's windy. That sand is going to pile up in all the corners up against walls, all the little nooks and crannies, get spread out over concrete and asphalt.
It will help make your textures look a lot more realistic and blended with their environment if you lightly add dirt on top of them. And for sure, blend the edge of concrete/asphalt into dirt then in to sand. That hard edge can look really unnatural.
This also applies to vehicles. Tires track dirt, it's a simple fact. There are a lot of parked vehicles on this map, often on really clean asphalt and no indication of travel between the roads and the parking lots. Taking a small brush and a slightly contrasting texture can be used to lightly paint tire tracks on the ground.
Adding in subtle little things like this may be tedious and time consuming, but in the end that extra level of polish will make your terrain stand miles above the rest.
Here's the latest version, there are still plenty of things that can use improving, but not much room left to add anything new.
Oooh, very nice touch, comment and going Saeris. I haven't really felt like doing anything on it lately, but I definitely intend on 'finalizing' it so more can be done with it. I'll take a proper look at what you've done tomorrow, but it does sound promising.
Now if someone can fix those damn bridges and do my job for me... =P
Oooh, very nice touch, comment and going Saeris. I haven't really felt like doing anything on it lately, but I definitely intend on 'finalizing' it so more can be done with it. I'll take a proper look at what you've done tomorrow, but it does sound promising.
Now if someone can fix those damn bridges and do my job for me... =P
Seriously though, what I did is hardly noticeable XD You can see some of it around the Nuclear plant and the garage with the hellion nearby it. It's just some darker dirt underneath the building to break it up from the surrounding sand. And some sandy concrete for the "driveway".
I'd be very pleased if you let me know the next time you do one of these. Hell, I'll even give you an idea for one. Now that you've done Mar Sara, go for another familiar tileset and do the ruins of a lost Protoss society on Bel Shir. Should turn out looking great.
Edit: i fixed the bridges so you can walk on them,
About the ruins, cant we sink them in to the ground and add diggers so it looks like an excavation site
about the upper right facility, i don't think it fits very well in with the rest of the map so can't we morph it into something else but similar to make it fit more in.
so i am basiclly waiting for an approval on this so i don't get bashed afterwards =P
and btw you gan walk thru some of the closed gates =O
Hey would you mind if I use this terrain for a map that I am making?
I will literally credit every single one of you, and the SC2Mapster community.
By all means, reject me and call me a selfish jerk (I would not blame you), but truly I would love to turn this into a fully functional map, if someone isn't doing that already.
I was planning to do it, but truth be told I've taken on so many projects I've been swamped lately, so I'll go right ahead and say go for it. Just be sure to mention the terrain was a joined effort by SC2mapster and get all the names in there somewhere :)
That said, the vehicle RPG map we made in the other joint terraining exercise is still reserved, I'm going to be turning that into something else eventually.
Alright cool thanks! Still am working on trying to figure out how to terrain myself though, its in my opinion the easiest to do, by far the hardest to master when it comes to the editor.
okay this is going to be latest update 'ever', but I downloaded the last version posted here and did some colonist-crash at the south-east end of the map.
Really just starting to get into the editor so be gentle ;)
i can work on this during the weekend, but right now i don't have the time =/
@Pavepac: Go
this still on?
i'd like a crack @ it, wheres the current edit?
Well, I wanted to do some work on this after watching the video for it in the news. Should have done something sooner. That latest version is pretty far along! Next time you do one of these I'll have to jump on it.
I think you can largely ignore the changes I've made, they're very subtle. Texture and displacement details here and there to blend some of the buildings and roads in a bit, took some of the flat cliffs and added a bit of displacement variance.
One thing I'd like you all to take note of. When you're making a building out in the middle of a desert, keep in mind a few things. For example, you've just went and made a structure from Manmade Cliffs and you're using panels for roofing textures, or concrete for parking lots, etc. This is a desert. There's sand everywhere, and it's windy. That sand is going to pile up in all the corners up against walls, all the little nooks and crannies, get spread out over concrete and asphalt.
It will help make your textures look a lot more realistic and blended with their environment if you lightly add dirt on top of them. And for sure, blend the edge of concrete/asphalt into dirt then in to sand. That hard edge can look really unnatural.
This also applies to vehicles. Tires track dirt, it's a simple fact. There are a lot of parked vehicles on this map, often on really clean asphalt and no indication of travel between the roads and the parking lots. Taking a small brush and a slightly contrasting texture can be used to lightly paint tire tracks on the ground.
Adding in subtle little things like this may be tedious and time consuming, but in the end that extra level of polish will make your terrain stand miles above the rest.
Here's the latest version, there are still plenty of things that can use improving, but not much room left to add anything new.
Oooh, very nice touch, comment and going Saeris. I haven't really felt like doing anything on it lately, but I definitely intend on 'finalizing' it so more can be done with it. I'll take a proper look at what you've done tomorrow, but it does sound promising.
Now if someone can fix those damn bridges and do my job for me... =P
@Mozared: Go
any reason the links show up as wierd text for me
Seriously though, what I did is hardly noticeable XD You can see some of it around the Nuclear plant and the garage with the hellion nearby it. It's just some darker dirt underneath the building to break it up from the surrounding sand. And some sandy concrete for the "driveway".
I'd be very pleased if you let me know the next time you do one of these. Hell, I'll even give you an idea for one. Now that you've done Mar Sara, go for another familiar tileset and do the ruins of a lost Protoss society on Bel Shir. Should turn out looking great.
im fixing some stuff at the moment
Edit: i fixed the bridges so you can walk on them,
About the ruins, cant we sink them in to the ground and add diggers so it looks like an excavation site about the upper right facility, i don't think it fits very well in with the rest of the map so can't we morph it into something else but similar to make it fit more in.
so i am basiclly waiting for an approval on this so i don't get bashed afterwards =P
and btw you gan walk thru some of the closed gates =O
Hey would you mind if I use this terrain for a map that I am making?
I will literally credit every single one of you, and the SC2Mapster community. By all means, reject me and call me a selfish jerk (I would not blame you), but truly I would love to turn this into a fully functional map, if someone isn't doing that already.
Great to be back and part of the community again!
I was planning to do it, but truth be told I've taken on so many projects I've been swamped lately, so I'll go right ahead and say go for it. Just be sure to mention the terrain was a joined effort by SC2mapster and get all the names in there somewhere :)
That said, the vehicle RPG map we made in the other joint terraining exercise is still reserved, I'm going to be turning that into something else eventually.
@Mozared: Go
Alright cool thanks! Still am working on trying to figure out how to terrain myself though, its in my opinion the easiest to do, by far the hardest to master when it comes to the editor.
Great to be back and part of the community again!
okay this is going to be latest update 'ever', but I downloaded the last version posted here and did some colonist-crash at the south-east end of the map. Really just starting to get into the editor so be gentle ;)
Are we going to see somekind of similiar project again?
I started it in August as a Continuation.
http://www.sc2mapster.com/forums/development/terrain/24137-many-hands-2/