Hey everyone,
I have a small "problem" with my map. It's actually not a real problem but it could be much better:
I have this small maze and i really don't know how to edit the terrain to look better. It's not that I don't know how to DO it, I just don't know what to do. The problem is that I can't change too much since the units still need to be able to walk on this way.
thx,
Lennywing
The only thing I can really think of is to put more trees on the cliffs, add a few rocks here and there on the main pathway, and maybe add a few more textures to the path if necessary.
Yeah, I was thinking about the trees too, but the problem is that the player has to see what's going on which is not possible if there are too much trees.
For some reason I didn't think about another texture yet, I'll just import one from another texture set, any suggestions which one could fit?
Well in my opinion... Get rid of some of the cliffs. You can use many other things to block where the player is going and direct them along a path. Some examples are water, trees, and rocks. Also i found if you use more than one texture in an area it can help keep it from looking very plain.
What Tradnan said. Also, what Jakpe said - bumpyness is key there. You can make the terrain less of an exact spiral and 'shuffle' it around a bit, while keeping the same base shape? The reason your terrain doesn't look natural is because nature never works in 'exact' or 'predefined' shapes.
Well you could use the raise lower height tool along with the higher/lower cliff to add some variety. Then you could retexture the ground to make it more green and put a very noticeable path on top so people know where they can go.
Also consider what this all looks like in game. Sure, it might look a little weird zoomed out but when you get up close many of the things that make the map look "manufactured" are hidden.
It could use a little noise in the height map too. Not too much. Set amplitude really low like .07 and speed to slow and go over it once.
You could also just convert it to Mar Sara tilestet, sprinkle all the textures everywhere using noise with small increments and get a good rustic texture that works because with all the sand and stuff you actually expect the landscape to look a little barren. :)
@Lennywing: Go
The only thing I can really think of is to put more trees on the cliffs, add a few rocks here and there on the main pathway, and maybe add a few more textures to the path if necessary.
Yeah, I was thinking about the trees too, but the problem is that the player has to see what's going on which is not possible if there are too much trees.
For some reason I didn't think about another texture yet, I'll just import one from another texture set, any suggestions which one could fit?
If I were you I would add rocks and add some bumpyness to the scene, if you get my drift.
Well in my opinion... Get rid of some of the cliffs. You can use many other things to block where the player is going and direct them along a path. Some examples are water, trees, and rocks. Also i found if you use more than one texture in an area it can help keep it from looking very plain.
What Tradnan said. Also, what Jakpe said - bumpyness is key there. You can make the terrain less of an exact spiral and 'shuffle' it around a bit, while keeping the same base shape? The reason your terrain doesn't look natural is because nature never works in 'exact' or 'predefined' shapes.
Thx everyone for your suggestions.
@Tradnan: Go
Unfortunately that won't be possible because there will be units/heroes walking on these cliffs.
@Mozared: Go
I'll try that an post an update asap.
@Lennywing: Go
Well you could use the raise lower height tool along with the higher/lower cliff to add some variety. Then you could retexture the ground to make it more green and put a very noticeable path on top so people know where they can go.
Also consider what this all looks like in game. Sure, it might look a little weird zoomed out but when you get up close many of the things that make the map look "manufactured" are hidden.
It could use a little noise in the height map too. Not too much. Set amplitude really low like .07 and speed to slow and go over it once.
You could also just convert it to Mar Sara tilestet, sprinkle all the textures everywhere using noise with small increments and get a good rustic texture that works because with all the sand and stuff you actually expect the landscape to look a little barren. :)