Let me see; gonna follow the intended path from Zeratul to the end and comment on what comes by.
-Those ramp-stairs... Not bad, but they could look better if you fiddle with the color to make them fit in more with the theme of your temple. Check the screenshot I attached - I didn't quite get it yet, but I got a lot closer than the gray you've got.
-That plant inside the planter is really well done; almost looks like a completely new doodad. Would like to see more of those.
-The TempleColumnWalls doodad - you might want to play with the data editor and turn the black variations of those off. Just having the yellow ones makes your terrain look a lot calmer.
-The pillar with summoning circles... I dunno. I like what you've done, but especially right next to the red burned-tree area there it makes the whole picture seem really uneasy. You want to stick with one colour theme and a couple of other things standing out, too much and you'll turn your map into a circus. I think it's just a tad too much here, since you've got yellow accented by blue suddenly also accented by orange ánd by red. I see there's another green one to the right. Unless these are objectives, you might just want to make all of those rings blue, like the rest of your decals.
-As for the burned-tree area, I'm not sure if I like that at all. It stands out too much. At first I thought it was just the crystals, but then I realized that I don't like the trees much either (in their current positions), let alone the flames that are left and the rocks. This is possibly also because the cliff walls right next to the area are unblemished and yellow as ever, and the fire seems to have never gotten out of that little hole there. Maybe if you repositioned the trees, got rid of the crystals, and make it 'lapse out' more (think adding some 'trails' and burned objects on the high ground leading out from the area), it could be interesting.
-I really like what you've done with the Temple Stone Inlays (and that whole water area in general, the walls on the water's edge are really nice), but they clip like a maniac. Maybe you can hide the edges by putting some bushes or stones over there to eliminate the clipping problem? Or just raise some of them.
-The top area is really well done overal. I like the extra emphasis on jungle and less on temple. I'm just not sure about the huge vines. If you want this 'overgrown' idea while keeping it walkable, you should use multiple smaller vine doodads positioned closer to the ground.
-The jungle seems quite WIP, but to throw it out there; it could use some focal points and interesting doodles.
-The jungle in the low ground in the middle (With all the 'templegate' doodads)... Not bad overall, but it could use something to make it more interesting, specifically at the very bottom and at the top section. Some stuff on the ground would be nice - bushes, textureplay, maybe some small (not grossly outcoloured) protoss doodles.
I like how you have implemented these: protoss summoning circle, flower pots, stairs, the way you added the statues + vines.
The map is inspiring and gives the feeling of a 'Jungle Temple Run'.
What doesn't really do good for this jungle themed map are the lava objects placed at the bottom of the map. They should be removed or add more of them to strengthen the feeling, otherwise it ruins the aspect of that place.
Overall quite good. I especially like your creative use of doodads. The water, as Mozared mentioned, but also the statue at the top right corner and your flowerbeds. Great job on that. On the other side, parts of your terrain has some issues, mainly with color scheme. I think Mozared already pointed out most of that.
Hmmm, fair points guys. What I was originally trying to do was a temple dedicated to the elements - water, fire, earth and air. Did 3 / 4 in the bottom section of the temple, but it was hard to implement the air theme effectively, so I just left it as what I had. Going to sort out that fire area now then.
In regards to the colour of the stairs - great shout. This is why I ask for feedback, small details like that can make a lotta difference.
As for the temple column dark variations, I don't know how to turn them off, but in game at least, they are all of the bel'shir colour scheme.
For the overgrown section at the top, I was debating whether to do as you said Mozared or not, and was wondering if the bigger leaves would encourage the idea of multiple plant species living there. By the looks of things it isn't working out as intended ;)
As for the temple column dark variations, I don't know how to turn them off, but in game at least, they are all of the bel'shir colour scheme.
Check my projects and download the terraining thursday data thursday map. I think I did it for the doodads in there - if you go into the data editor and look for edited fields it should be easy to see what I've changed.
Ok, well here's a quick update on the map - give it a try, see what you think :) Again, still no real purpose, just sneak about (or not) and watch out for the immortals!
So here it is guys, a terrain i've invested about 4-5 hours in so far. Take look, tell me what you think.
No real objectives or purpose thus far - just a purely cosmetic exercise.
You can attach images to your post. So please do that.
@zenx1: Go
There's too much for me to show - much quicker and more efficient for people just to have a browse and get all the nooks and crannies investigated.
Really like how you use the protoss summoning circle doodad Nice work.
Ooh, a Madlibrarian terrain :D
Let me see; gonna follow the intended path from Zeratul to the end and comment on what comes by.
-Those ramp-stairs... Not bad, but they could look better if you fiddle with the color to make them fit in more with the theme of your temple. Check the screenshot I attached - I didn't quite get it yet, but I got a lot closer than the gray you've got.
-That plant inside the planter is really well done; almost looks like a completely new doodad. Would like to see more of those.
-The TempleColumnWalls doodad - you might want to play with the data editor and turn the black variations of those off. Just having the yellow ones makes your terrain look a lot calmer.
-The pillar with summoning circles... I dunno. I like what you've done, but especially right next to the red burned-tree area there it makes the whole picture seem really uneasy. You want to stick with one colour theme and a couple of other things standing out, too much and you'll turn your map into a circus. I think it's just a tad too much here, since you've got yellow accented by blue suddenly also accented by orange ánd by red. I see there's another green one to the right. Unless these are objectives, you might just want to make all of those rings blue, like the rest of your decals.
-As for the burned-tree area, I'm not sure if I like that at all. It stands out too much. At first I thought it was just the crystals, but then I realized that I don't like the trees much either (in their current positions), let alone the flames that are left and the rocks. This is possibly also because the cliff walls right next to the area are unblemished and yellow as ever, and the fire seems to have never gotten out of that little hole there. Maybe if you repositioned the trees, got rid of the crystals, and make it 'lapse out' more (think adding some 'trails' and burned objects on the high ground leading out from the area), it could be interesting.
-I really like what you've done with the Temple Stone Inlays (and that whole water area in general, the walls on the water's edge are really nice), but they clip like a maniac. Maybe you can hide the edges by putting some bushes or stones over there to eliminate the clipping problem? Or just raise some of them.
-The top area is really well done overal. I like the extra emphasis on jungle and less on temple. I'm just not sure about the huge vines. If you want this 'overgrown' idea while keeping it walkable, you should use multiple smaller vine doodads positioned closer to the ground.
-The jungle seems quite WIP, but to throw it out there; it could use some focal points and interesting doodles.
-The jungle in the low ground in the middle (With all the 'templegate' doodads)... Not bad overall, but it could use something to make it more interesting, specifically at the very bottom and at the top section. Some stuff on the ground would be nice - bushes, textureplay, maybe some small (not grossly outcoloured) protoss doodles.
Nice map you have there!
I like how you have implemented these: protoss summoning circle, flower pots, stairs, the way you added the statues + vines.
The map is inspiring and gives the feeling of a 'Jungle Temple Run'.
What doesn't really do good for this jungle themed map are the lava objects placed at the bottom of the map. They should be removed or add more of them to strengthen the feeling, otherwise it ruins the aspect of that place.
+Ark+
Overall quite good. I especially like your creative use of doodads. The water, as Mozared mentioned, but also the statue at the top right corner and your flowerbeds. Great job on that. On the other side, parts of your terrain has some issues, mainly with color scheme. I think Mozared already pointed out most of that.
@Mozared: Go
You forgot to attach an image
@TheHolyArk: Go
You just stole my words >.>
Hmmm, fair points guys. What I was originally trying to do was a temple dedicated to the elements - water, fire, earth and air. Did 3 / 4 in the bottom section of the temple, but it was hard to implement the air theme effectively, so I just left it as what I had. Going to sort out that fire area now then.
In regards to the colour of the stairs - great shout. This is why I ask for feedback, small details like that can make a lotta difference.
As for the temple column dark variations, I don't know how to turn them off, but in game at least, they are all of the bel'shir colour scheme.
For the overgrown section at the top, I was debating whether to do as you said Mozared or not, and was wondering if the bigger leaves would encourage the idea of multiple plant species living there. By the looks of things it isn't working out as intended ;)
Check my projects and download the terraining thursday data thursday map. I think I did it for the doodads in there - if you go into the data editor and look for edited fields it should be easy to see what I've changed.
@Mozared: Go
Cheers very much!
Ok, well here's a quick update on the map - give it a try, see what you think :) Again, still no real purpose, just sneak about (or not) and watch out for the immortals!
Just to be polite: can I use your Protoss Summoning/Column idea in some of my terrains?