-The starter area (lower right corner) and the ending of the road/map need to be completely seperated.
-The town, mainly it's eastern end, needs to be spiced up.
-The area south-west of the town (the bit with the crystal-caves and burning car) needs to be seperated from the town - this will be a side mission to get *into* the town.
-The whole bottom-left corner as a whole needs to be spiced up. What's there now is a basic area, but it could use some fleshing out.
-The middle-left part of the map (west of the massive explosion crater) needs to be seperated from the area north of it. The area south of this mountain range/canyon will be part of the side-mission to exit through the north part of the town while the area north of it will be part of the storyline post-town exit.
-The top left corner needs some improving. At the very least the far end of it needs to be seperated from the road by extending the canyon already in place.
-The power plant in the top/middle-ish end of the map needs fleshing out. Needs more stuff around it, basically.
-The part just north of the town (around the crater area) could use some fleshing out. Either needs to look pretty or serve a bit of a function.
-Same thing for the part between the river and the mountain range that goes north-south through the middle of the map.
-Same thing for the small area just north of the eastern end of the river.
-The little semi-burned-up 'village' south of the river's bridge needs to be improved.
-The whole desert north and south of where the road ends could use some fleshing out.
All in all it's quite a list, though most of this could be done fairly quickly, I reckon. It's mostly fleshing out the 'storyline' in the terrain, and fleshing out areas that are only half-done. Feel free to use this list as a guideline to finishing up the map.
Edit: Alright, I'm finished working on it. I've finalized a couple of areas and here's the new 'list' of things that need to be done;
-The bottom-left corner could still use some spicing up with more doodads and all.
-The (now two) pieces of land west of the river (south of the Zerg 'encampment) both need some spicing up. Terran ruins at the bottom of the northern 'canyon' would be excellent.
Pretty much everything else should be mostly set, though if you don't feel like making those edits, feel free to just add upon or improve sections already in place. I'm going to make this last 'till next monday (so anyone can update until then), after which I'll close it and move on to the storyline-creation-process, finishing up the terrain myself if needed. Lets make this worth it guys, with the terrain done we're about to turn it into a full-blown RPG.
Yes, it's going to be an RPG lateron. Anyway - I'm putting up a new WTE. Consider this one semi-open; one can still work on the map (the two points four posts up still need to be fixed) because I can't be arsed yet to finish it up myself, but I'll close down the whole thing soonish and finalize the terrain myself.
This is a real great work. I don't know how many hours are in this if we count everyones' work time... It's really nice.
But, I want to make you notice many flying rocks and also a mine entrance (at the top left)
Also, we must think about we are going to make an RPG and we will walk around, looking at the Terrain design, etc. When people look at the terrain, they want to find bugs or things they shouldn't see... Like some borders in the map, I imagine someone moving his Marine or w/e, and see the end of the map... This aint really good. For example, top left, near the flying mine, there is a road that pass near a place where the ground lower next to the border of the map, making easy to see the end. If we look at the Camera border, and that place, we can see that it will be possible to see the background and the end of the map.
Finally, there is exacly no pathing done. Except for some places, made with dynamic pathing like for the creep. The rest must be done. "H" is the shortcut for pathing, and there is none. And, through all the Doodate used, there is probably some without Pathing in them, what could be kinda bad if the person playing try to find bugs... (Don't say nobody do that, I do.. and I find bugs in other maps)
So, nice work, really, but there is still some things to fix to get a "perfect" map.
Note: this could be great also if we change some of the car/truck/moto into units that could be interacting during the RPG.
Mozared, where is your next WTE? (If it's created...)
Aye, I know of the problems you speak off - I'll have to play with camera bounds and fix the pathing when I finalize the terrain myself. Don't worry about that, though. I'll make the whole thing playable before passing it off to the data-editors on these boards.
@Mozared: Go
In your opinion, what need to be done now?
Good question, glad someone asked :P
Let's see...
-The starter area (lower right corner) and the ending of the road/map need to be completely seperated.
-The town, mainly it's eastern end, needs to be spiced up.
-The area south-west of the town (the bit with the crystal-caves and burning car) needs to be seperated from the town - this will be a side mission to get *into* the town.
-The whole bottom-left corner as a whole needs to be spiced up. What's there now is a basic area, but it could use some fleshing out.
-The middle-left part of the map (west of the massive explosion crater) needs to be seperated from the area north of it. The area south of this mountain range/canyon will be part of the side-mission to exit through the north part of the town while the area north of it will be part of the storyline post-town exit.
-The top left corner needs some improving. At the very least the far end of it needs to be seperated from the road by extending the canyon already in place.
-The power plant in the top/middle-ish end of the map needs fleshing out. Needs more stuff around it, basically.
-The part just north of the town (around the crater area) could use some fleshing out. Either needs to look pretty or serve a bit of a function.
-Same thing for the part between the river and the mountain range that goes north-south through the middle of the map.
-Same thing for the small area just north of the eastern end of the river.
-The little semi-burned-up 'village' south of the river's bridge needs to be improved.
-The whole desert north and south of where the road ends could use some fleshing out.
All in all it's quite a list, though most of this could be done fairly quickly, I reckon. It's mostly fleshing out the 'storyline' in the terrain, and fleshing out areas that are only half-done. Feel free to use this list as a guideline to finishing up the map.
Working on it
Done
I'm working on it!
Edit: Done!!!
working on it
Edit: Done, feel free to change my stuff.
Working it.
-Edit- Done.
Edit: Alright, I'm finished working on it. I've finalized a couple of areas and here's the new 'list' of things that need to be done;
-The bottom-left corner could still use some spicing up with more doodads and all.
-The (now two) pieces of land west of the river (south of the Zerg 'encampment) both need some spicing up. Terran ruins at the bottom of the northern 'canyon' would be excellent.
Pretty much everything else should be mostly set, though if you don't feel like making those edits, feel free to just add upon or improve sections already in place. I'm going to make this last 'till next monday (so anyone can update until then), after which I'll close it and move on to the storyline-creation-process, finishing up the terrain myself if needed. Lets make this worth it guys, with the terrain done we're about to turn it into a full-blown RPG.
Wroking on it.
Edit: I'm done, made the semi burned villiage look more like a villiage. =P
Working on it. Edit: Very minimalistic changes, using light. Filled the centre with water.
This looks amazing. A campaign style map could be made out of this.
Yes, it's going to be an RPG lateron. Anyway - I'm putting up a new WTE. Consider this one semi-open; one can still work on the map (the two points four posts up still need to be fixed) because I can't be arsed yet to finish it up myself, but I'll close down the whole thing soonish and finalize the terrain myself.
This is a real great work. I don't know how many hours are in this if we count everyones' work time... It's really nice.
But, I want to make you notice many flying rocks and also a mine entrance (at the top left)
Also, we must think about we are going to make an RPG and we will walk around, looking at the Terrain design, etc. When people look at the terrain, they want to find bugs or things they shouldn't see... Like some borders in the map, I imagine someone moving his Marine or w/e, and see the end of the map... This aint really good. For example, top left, near the flying mine, there is a road that pass near a place where the ground lower next to the border of the map, making easy to see the end. If we look at the Camera border, and that place, we can see that it will be possible to see the background and the end of the map.
Finally, there is exacly no pathing done. Except for some places, made with dynamic pathing like for the creep. The rest must be done. "H" is the shortcut for pathing, and there is none. And, through all the Doodate used, there is probably some without Pathing in them, what could be kinda bad if the person playing try to find bugs... (Don't say nobody do that, I do.. and I find bugs in other maps)
So, nice work, really, but there is still some things to fix to get a "perfect" map.
Note: this could be great also if we change some of the car/truck/moto into units that could be interacting during the RPG.
Mozared, where is your next WTE? (If it's created...)
Working on projects:
Aye, I know of the problems you speak off - I'll have to play with camera bounds and fix the pathing when I finalize the terrain myself. Don't worry about that, though. I'll make the whole thing playable before passing it off to the data-editors on these boards.
As for the next WTE, it's already up.