So I made a practice map where I would see how well I could terrain and I would like some feedback on how well I did. Here are links to some screenshots.
Lol just having better graphics makes your terrain better than mine.
Anyway, Looks pretty nice. Realistic and very green. I don't know what to say. If that is a man-made path then I would make it a bit less of a turn into the bridge (2nd screen) but if it is just a natural path.. then it's a bit strange.. That's all I can think of. Not a big problem at all. Just me staring at the screens.
I kinda agree. Although the amount of doodads available to me currently is limited. Can't w8 for full release of game for all the rest. Perhaps I should change the path to some sort of ruins path.
You seem to somewhat suffer from what I like to call "the jungle syndrome". As in - your map seems filled with doodads but they are all over the place. Not that this is necessarily bad (in fact, it's a lot better than my own 'orderly' way of terraining in some cases), it's just an observation. However, definitely in your second picture, I reckon it worked out in a bad way. That 'path' misses a focal point. It needs a boulder surrounded by flowers. Or temple ruins. Or even some rain pools on the road. Or anything really, just make it look 'interesting' rather than "just plants all over the place". Currently, when I look at that road, I see it and go "oh look, it's a road... and a lot of trees". If you want to capture my attention, I need to go "oh look, it's a road... and hey, there's a bend there and [Focal point X] in the corner. That's cool!".
Also, I really like what you've done with the water. Most terrainers I've seen use the simple raise/lower tools to 'dredge out rivers', but you actually used cliffs. This can somewhat limit the possibility to make three cliff-layers of terrain work in your map, but it worked out really well for you.
But like Benjamin said, all in all definitely not bad. Your waterfall worked out really well, even though the side also misses focal points. If you're interested enough to improve your practice map, I'd definitely be interested in seeing some more screenshots.
i like it, looks pretty natural, especially that first waterfall pic, ive tried playing with those and mine always look all messed up. i would say make the trees bigger!! haha... i think everyone should make the trees bigger.... when you look at them in relation to a unit they are TINY / SKINNY trees. my terrain has big trees... they look like you could walk under them, not around.
but very nice for a starter run mi amigo!
i see what they mean above, as its kinda plain, but its a natural plain. great start imo.
also concerning the path leading to the bridge, SockWizard is right, looks a little off, but one thing that could counter that, is adding kinda lul in the path. like leave it how it is, but in the area that would naturally be the 'walk off here' for the bridge you could add a little dirt area with a bench or something, which would make the path leading into a T intersection at the foot of the bridge.
many ways to do things, and your on the right track!
All right well its hard for me to expand my map since i made it so small. Ill keep it in mind for when I do a different terraining project. I don't know what you mean by lul.
I think i might start terraining a new practice area and a suggestion on what I should make it on would help me out. I'll try my best to keep what you all said in mind.
I like that a lot more. I reckon there's room for one more 'big' eyepeeler, but it's definitely an improvement. You could also do with some more shrub and bushes instead of trees. Try the foliage 'tool'. Also, I'll probably cook something up as well soonish.
I'm looking forward to seeing what you are gunna cook up. Right now I'm working on a desert area. The area is much larger than the last one so I will be able to change things more easily.
Is the foliage tool you are talking about the thing where it automatically generates random shrubs and such?
Is the foliage tool you are talking about the thing where it automatically generates random shrubs and such?
Normally I reckon it is, but I'm simply talking about the object named 'foliage' in the doodad layer that automatically places random kinds of shrub when you click it down. Hence why I put 'tool' between marks, I wasn't sure whether I should word it that way.
I hope to finally get started on something nifty within one or two days.
Is there a special purpose behind thid terrain? Like some spawn points in these small raised terrains or something like that? (in the third picture)
If not, it's a little bit too monotonous for my taste. If it's going to be something like rocket arena the terrain will deff be fun!
Just give us a few information that we can get an idea of what your map is going to be. Can change one's point view completely.
@Lennywing: Go
Thats the problem! I don't know what to do with it....
In the beginning i thought of like you should escape from a temple full of protoss. RPG style with quests or something...
And I thought the raised areas (in pic 3) should be like "barracks/resting place" for the units or something. And at certain time they would go out the temple on patrol.
Dunno relay what else to say.
Its a protoss temple with statues and stuff ;)
I love those pics guys, some brilliant work there. I cant seem to get jungle terrain looking... right. Anyway heres a map im working on, feed back would be appriciated. I tend to end up tweaking parts of the terrain for ever and never get to actually publishing a map.
Your architecture isn't too bad, it's just the only thing you're really trying to do in your map. I would eliminate the redundancy, add some more height flavor (with the raise tool you can achieve an infinite amount of cliff heights, even with the only two default heights.) Also, if you're going for an escape the fortress look, an outside wall would improve the look exponentially. You can achieve this too by creating a new cliff height with the raise tool.
@Debe223
I like the style, kind of reminds me of Zangarmarsh and Sporregar, in particular, from WoW. Take your theme* and run with it, it will be impressive.
Your architecture isn't too bad, it's just the only thing you're really trying to do in your map. I would eliminate the redundancy, add some more height flavor (with the raise tool you can achieve an infinite amount of cliff heights, even with the only two default heights.) Also, if you're going for an escape the fortress look, an outside wall would improve the look exponentially. You can achieve this too by creating a new cliff height with the raise tool.
Well thanks. Im not very good at using doodads like walls and other things. And when I try to make more height it only looks screwed up and weird.
Though the wall would maybe look sweet. Will try that out. I will post some screenshots when I come up with something.
I'll be back!
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So I made a practice map where I would see how well I could terrain and I would like some feedback on how well I did. Here are links to some screenshots.
http://screenshot.xfire.com/s/99104361-4.jpg
http://screenshot.xfire.com/s/99104355-4.jpg
http://screenshot.xfire.com/s/99104349-4.jpg
http://screenshot.xfire.com/s/99104346-4.jpg
http://screenshot.xfire.com/s/99104343-4.jpg
http://screenshot.xfire.com/s/99104338-4.jpg
http://screenshot.xfire.com/s/99104336-4.jpg
http://screenshot.xfire.com/s/99104333-4.jpg
To Be Honest
Not bad at all. You are better than me at the moment I can promise you that.
I am still Learning so I think your work is EPIC! but others may disagree with me...
Lol just having better graphics makes your terrain better than mine.
Anyway, Looks pretty nice. Realistic and very green. I don't know what to say. If that is a man-made path then I would make it a bit less of a turn into the bridge (2nd screen) but if it is just a natural path.. then it's a bit strange.. That's all I can think of. Not a big problem at all. Just me staring at the screens.
@Benjamin385: Go
I had a friend check it out beforehand and he gave me some advice. I found that if you have a controlled path of some sort then it looks better.
@SockWizard: Go
I kinda agree. Although the amount of doodads available to me currently is limited. Can't w8 for full release of game for all the rest. Perhaps I should change the path to some sort of ruins path.
You seem to somewhat suffer from what I like to call "the jungle syndrome". As in - your map seems filled with doodads but they are all over the place. Not that this is necessarily bad (in fact, it's a lot better than my own 'orderly' way of terraining in some cases), it's just an observation. However, definitely in your second picture, I reckon it worked out in a bad way. That 'path' misses a focal point. It needs a boulder surrounded by flowers. Or temple ruins. Or even some rain pools on the road. Or anything really, just make it look 'interesting' rather than "just plants all over the place". Currently, when I look at that road, I see it and go "oh look, it's a road... and a lot of trees". If you want to capture my attention, I need to go "oh look, it's a road... and hey, there's a bend there and [Focal point X] in the corner. That's cool!".
Also, I really like what you've done with the water. Most terrainers I've seen use the simple raise/lower tools to 'dredge out rivers', but you actually used cliffs. This can somewhat limit the possibility to make three cliff-layers of terrain work in your map, but it worked out really well for you.
But like Benjamin said, all in all definitely not bad. Your waterfall worked out really well, even though the side also misses focal points. If you're interested enough to improve your practice map, I'd definitely be interested in seeing some more screenshots.
i like it, looks pretty natural, especially that first waterfall pic, ive tried playing with those and mine always look all messed up. i would say make the trees bigger!! haha... i think everyone should make the trees bigger.... when you look at them in relation to a unit they are TINY / SKINNY trees. my terrain has big trees... they look like you could walk under them, not around.
but very nice for a starter run mi amigo!
i see what they mean above, as its kinda plain, but its a natural plain. great start imo.
@Mozared: Go
You bring up some good points. Ill see what i can do and post some new screenshots later on.
thats really good!
lighting, set the mood =)
also concerning the path leading to the bridge, SockWizard is right, looks a little off, but one thing that could counter that, is adding kinda lul in the path. like leave it how it is, but in the area that would naturally be the 'walk off here' for the bridge you could add a little dirt area with a bench or something, which would make the path leading into a T intersection at the foot of the bridge.
many ways to do things, and your on the right track!
@Tridgit: Go
All right well its hard for me to expand my map since i made it so small. Ill keep it in mind for when I do a different terraining project. I don't know what you mean by lul.
Here is a screenshot (replaces the second screenshot) mainly in response to what Mozared said about it not having anything. http://screenshot.xfire.com/s/99106392-4.jpg
Tell me what you think about the new screenshot.
I think i might start terraining a new practice area and a suggestion on what I should make it on would help me out. I'll try my best to keep what you all said in mind.
I'm going to change this for all terrainers. Anyone who wants to post some screenshots of their terrain for feedback please do.
@Tradnan: Go
I like that a lot more. I reckon there's room for one more 'big' eyepeeler, but it's definitely an improvement. You could also do with some more shrub and bushes instead of trees. Try the foliage 'tool'. Also, I'll probably cook something up as well soonish.
@Mozared: Go
I'm looking forward to seeing what you are gunna cook up. Right now I'm working on a desert area. The area is much larger than the last one so I will be able to change things more easily.
Is the foliage tool you are talking about the thing where it automatically generates random shrubs and such?
Normally I reckon it is, but I'm simply talking about the object named 'foliage' in the doodad layer that automatically places random kinds of shrub when you click it down. Hence why I put 'tool' between marks, I wasn't sure whether I should word it that way.
I hope to finally get started on something nifty within one or two days.
Ok. Then I show a start of my terrain.
Its just a beginning so it isn't done but I would be glad for some feedback anyway...
Here are the pics:
http://img341.imageshack.us/img341/8420/terrain021.jpg
http://img695.imageshack.us/img695/8401/terrain020t.jpg
http://img341.imageshack.us/img341/8571/terrain019.jpg
@ralme360: Go
Is there a special purpose behind thid terrain? Like some spawn points in these small raised terrains or something like that? (in the third picture)
If not, it's a little bit too monotonous for my taste. If it's going to be something like rocket arena the terrain will deff be fun! Just give us a few information that we can get an idea of what your map is going to be. Can change one's point view completely.
@Lennywing: Go Thats the problem! I don't know what to do with it....
In the beginning i thought of like you should escape from a temple full of protoss. RPG style with quests or something...
And I thought the raised areas (in pic 3) should be like "barracks/resting place" for the units or something. And at certain time they would go out the temple on patrol.
Dunno relay what else to say. Its a protoss temple with statues and stuff ;)
I love those pics guys, some brilliant work there. I cant seem to get jungle terrain looking... right. Anyway heres a map im working on, feed back would be appriciated. I tend to end up tweaking parts of the terrain for ever and never get to actually publishing a map.
@Ralme360
Your architecture isn't too bad, it's just the only thing you're really trying to do in your map. I would eliminate the redundancy, add some more height flavor (with the raise tool you can achieve an infinite amount of cliff heights, even with the only two default heights.) Also, if you're going for an escape the fortress look, an outside wall would improve the look exponentially. You can achieve this too by creating a new cliff height with the raise tool.
@Debe223
I like the style, kind of reminds me of Zangarmarsh and Sporregar, in particular, from WoW. Take your theme* and run with it, it will be impressive.
*Edit, 'e' key fail
I was about to say the same.
Well thanks. Im not very good at using doodads like walls and other things. And when I try to make more height it only looks screwed up and weird.
Though the wall would maybe look sweet. Will try that out. I will post some screenshots when I come up with something.
I'll be back!