Well here's my entry... I'm not entire happy that it's fully polished but I wanted to make sure I posted something before the end.
It's a secluded mountain retreat on Aiur where Templar could go to be with their thoughts and consider the Khala. During the invasion however it was attacked by the Zerg who's organisms quickly claimed the outer gardens. With little in the way of defenses the Templar can do little more than watch as the Zerg break into the inner sanctum, their repulsive creep moving with sickening speed towards the sacred Khaydarin crystal at the heart of the Temple.
Ahem, I thought I'd come up with a bit of a story here ^^
(Turns out the Queen's Chamber makes a very nice Zerg tunnel entrance which has smashed through an outer wall :D)
Me gusta. Especially the protoss decals - nice touch. Next time perhaps make it look. i dunno, more like the zerg have progressed? I just feel atm like it's saying 'Here are zerg, here are protoss.' No real explanation as to where the zerg have come from. I do like it though, nice work :D !
Thanks a lot :) Funnily enough I thought the Protoss section was the weaker of the two heh.
As for where the Zerg have come from, it's the big mouth in the wall (like an uber Nydus Worm) but I see what you mean.... it is also very dark. My thinking is that they've just broken through the gates, which is why the creep has only just started to come through into those areas. I did try and make the spires look like the Zerg terrain was clawing it's way forward but I guess that wasn't that much of a success...
Any suggestions of how to do that? (Not that I imagine I'll get to work on it again before the end of the excercise)
Tossing up 1 screenshot because I like yet forgot about it :p It;s a little smoke area just behind the Theatre/Cinema building.
@Kanitala Okay, so heres some thoughts of mine now, I hope it will help you find the best solution: Get creep lacking in some places near its growth line, make V shapes(not exactly V ones, but something aproximattely close to it) at that line out of the creep border, the shapes cannot look like they are growing at the same rate, and they can't be right next to each other. What I mean is, the creep should look like its having a hard time in some places to get through, and sprinting forward at the others. You dont need to have it V shaped, it just need to look like its growing in particular random places. Use the creep blocker doodad to erase creep. You can even find some zerg viney things and try to give the overgrown toss buildings impression of being overgrown right now. The wall dividing the Zerg zone from Toss zone right now could use it. Get some queens on the front lines, coz they are lying the tumors.
Good luck Kanitala and I'm looking forward for the best version :) Hope you understood what I was triyng to say because I corrected myself like ten times trying to catch what I had in mind. :)
You only posted two screenshots, but those look very interesting. I'm thinking you should expand a bit. Turn it into a proper scene rather than just this small area. Your tileset works and you've got a very good start.
Alright, so - I really like what you've done. It wasn't at all what I was thinking about with the subject, but it's original and looks like it came straight out of the movie 2012. Really the only thing I could recommend to improve your terrain is more detail in the parks - little flowers and smaller plants instead of just trees, and maybe some small iron fencing or such. Overall you put down a superb 'wrecked city' that I'd love to see in a playable map.
Alright. Since your map is so large again (like last time), I'm not going to go into small details. I do like how you always terrain an entire map, though - you should keep putting that stuff up as assets and see if there isn't some interesting project you could terrain for; you've got a knack for it. As for comments on the actual terrain, I have two.
1) Getting a Zerg terrain to look non-generic is pretty hard. Your terrain falls for some of the classic 'mistakes' that make it look too generic (creep ALL the things), but you also get some stuff right (show how the Zerg abuse infested terrain and building [think the eggs in the temple ruins]).
2) I read madlibrarian's point very well. I reckon this could've been cooler if the transition is less sudden. Pull the protoss back a bit, or even show them in combat. Then make it look like the Zerg (and their creep) are slowly creeping up into the inner sanctum. The Zerg are coming over the walls, out of the ground and from basically every direction. They're a pest slowly sweeping over the Protoss. Right now it looks too much like a gate that the Zerg have been 'funnelled into' and can't pass yet. That's not how the race works. You had the right idea with the Zerg doodads on the wall, but I'd like to see more of that, some creep inside the sanctum and some more fighting and such going on.
Last but not least, I have to say I liked your backstory - shows even more how you could be putting these terrains to use very well. Once again a really good job, though.
Alright. Since your map is so large again (like last time), I'm not going to go into small details. I do like how you always terrain an entire map, though - you should keep putting that stuff up as assets and see if there isn't some interesting project you could terrain for; you've got a knack for it. As for comments on the actual terrain, I have two.
1) Getting a Zerg terrain to look non-generic is pretty hard. Your terrain falls for some of the classic 'mistakes' that make it look too generic (creep ALL the things), but you also get some stuff right (show how the Zerg abuse infested terrain and building [think the eggs in the temple ruins]).
2) I read madlibrarian's point very well. I reckon this could've been cooler if the transition is less sudden. Pull the protoss back a bit, or even show them in combat. Then make it look like the Zerg (and their creep) are slowly creeping up into the inner sanctum. The Zerg are coming over the walls, out of the ground and from basically every direction. They're a pest slowly sweeping over the Protoss. Right now it looks too much like a gate that the Zerg have been 'funnelled into' and can't pass yet. That's not how the race works. You had the right idea with the Zerg doodads on the wall, but I'd like to see more of that, some creep inside the sanctum and some more fighting and such going on.
Last but not least, I have to say I liked your backstory - shows even more how you could be putting these terrains to use very well. Once again a really good job, though.
Wow, high praise indeed! Thanks. And thanks to the others who have given suggestions. I definately think I'll try what you suggest, showing them coming over the wall. Not really sure why I stuck with them just coming through the gates. I'm rather proud of the eggs in the temples... I also love the Nydus nest doodad/terrain object :D And I agree, I did go a bit creep happy heh.
Concerning terraining for projects.... perhaps. I am actually working on a campaign idea of my own, though I've not announced it anywhere as it's just something I want to work on when I feel like it without the pressure I know from past experience I feel if I announce anything. Still, terraining for someone else could be interesting :)
ktilkath>
Concerning creep blockers, I did actually use them in quite a few places and if you disable creep on the map I did terrain the area under the creep too, making use of the grunge and creep hole textures.
Concerning Queens on the frontlines, the tricky thing is in theory this is back during SC1 when Queens were very different and the Zerg didn't use Creep Tumors... heck I did consider hiding the Creep Tumors themselves for the sake of authenticity heh. I may discard that for making it look better... maybe this is a very secluded area with a few survivors and the Zerg are only just getting to it now...
You only posted two screenshots, but those look very interesting. I'm thinking you should expand a bit. Turn it into a proper scene rather than just this small area. Your tileset works and you've got a very good start.
Done and done.
Queue commercial music: "Welcome to Sdrawckab Siht Daer Uoy Did Yhw, your favorite orbital vacation platform! Our terraformers have worked hard to make Sdrawckab suit all your vacation and camping needs! A little too warm and cozy or getting annoyed by the bugs in the forest area? Just a few minutes walk and you'll find the, all new for this year, frozen barren wasteland area! Amazing, Sdrawckab!"
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@Doubleclick123: Go
I'm going to take some more time replying to the other two new submissions, but I just wanted to come in here to say that pineapple made my day =')
@Mozared: Go
Well here's my entry... I'm not entire happy that it's fully polished but I wanted to make sure I posted something before the end.
It's a secluded mountain retreat on Aiur where Templar could go to be with their thoughts and consider the Khala. During the invasion however it was attacked by the Zerg who's organisms quickly claimed the outer gardens. With little in the way of defenses the Templar can do little more than watch as the Zerg break into the inner sanctum, their repulsive creep moving with sickening speed towards the sacred Khaydarin crystal at the heart of the Temple.
Ahem, I thought I'd come up with a bit of a story here ^^
(Turns out the Queen's Chamber makes a very nice Zerg tunnel entrance which has smashed through an outer wall :D)
@Kanitala: Go
Me gusta. Especially the protoss decals - nice touch. Next time perhaps make it look. i dunno, more like the zerg have progressed? I just feel atm like it's saying 'Here are zerg, here are protoss.' No real explanation as to where the zerg have come from. I do like it though, nice work :D !
@madlibrarian: Go
Thanks a lot :) Funnily enough I thought the Protoss section was the weaker of the two heh. As for where the Zerg have come from, it's the big mouth in the wall (like an uber Nydus Worm) but I see what you mean.... it is also very dark. My thinking is that they've just broken through the gates, which is why the creep has only just started to come through into those areas. I did try and make the spires look like the Zerg terrain was clawing it's way forward but I guess that wasn't that much of a success... Any suggestions of how to do that? (Not that I imagine I'll get to work on it again before the end of the excercise)
Tossing up 1 screenshot because I like yet forgot about it :p It;s a little smoke area just behind the Theatre/Cinema building.
@Kanitala Okay, so heres some thoughts of mine now, I hope it will help you find the best solution: Get creep lacking in some places near its growth line, make V shapes(not exactly V ones, but something aproximattely close to it) at that line out of the creep border, the shapes cannot look like they are growing at the same rate, and they can't be right next to each other. What I mean is, the creep should look like its having a hard time in some places to get through, and sprinting forward at the others. You dont need to have it V shaped, it just need to look like its growing in particular random places. Use the creep blocker doodad to erase creep. You can even find some zerg viney things and try to give the overgrown toss buildings impression of being overgrown right now. The wall dividing the Zerg zone from Toss zone right now could use it. Get some queens on the front lines, coz they are lying the tumors.
Good luck Kanitala and I'm looking forward for the best version :) Hope you understood what I was triyng to say because I corrected myself like ten times trying to catch what I had in mind. :)
@SheogorathSC: Go
You only posted two screenshots, but those look very interesting. I'm thinking you should expand a bit. Turn it into a proper scene rather than just this small area. Your tileset works and you've got a very good start.
@ktilkath: Go
Alright, so - I really like what you've done. It wasn't at all what I was thinking about with the subject, but it's original and looks like it came straight out of the movie 2012. Really the only thing I could recommend to improve your terrain is more detail in the parks - little flowers and smaller plants instead of just trees, and maybe some small iron fencing or such. Overall you put down a superb 'wrecked city' that I'd love to see in a playable map.
@Kanitala: Go
Alright. Since your map is so large again (like last time), I'm not going to go into small details. I do like how you always terrain an entire map, though - you should keep putting that stuff up as assets and see if there isn't some interesting project you could terrain for; you've got a knack for it. As for comments on the actual terrain, I have two.
1) Getting a Zerg terrain to look non-generic is pretty hard. Your terrain falls for some of the classic 'mistakes' that make it look too generic (creep ALL the things), but you also get some stuff right (show how the Zerg abuse infested terrain and building [think the eggs in the temple ruins]).
2) I read madlibrarian's point very well. I reckon this could've been cooler if the transition is less sudden. Pull the protoss back a bit, or even show them in combat. Then make it look like the Zerg (and their creep) are slowly creeping up into the inner sanctum. The Zerg are coming over the walls, out of the ground and from basically every direction. They're a pest slowly sweeping over the Protoss. Right now it looks too much like a gate that the Zerg have been 'funnelled into' and can't pass yet. That's not how the race works. You had the right idea with the Zerg doodads on the wall, but I'd like to see more of that, some creep inside the sanctum and some more fighting and such going on.
Last but not least, I have to say I liked your backstory - shows even more how you could be putting these terrains to use very well. Once again a really good job, though.
Wow, high praise indeed! Thanks. And thanks to the others who have given suggestions. I definately think I'll try what you suggest, showing them coming over the wall. Not really sure why I stuck with them just coming through the gates. I'm rather proud of the eggs in the temples... I also love the Nydus nest doodad/terrain object :D And I agree, I did go a bit creep happy heh.
Concerning terraining for projects.... perhaps. I am actually working on a campaign idea of my own, though I've not announced it anywhere as it's just something I want to work on when I feel like it without the pressure I know from past experience I feel if I announce anything. Still, terraining for someone else could be interesting :)
ktilkath> Concerning creep blockers, I did actually use them in quite a few places and if you disable creep on the map I did terrain the area under the creep too, making use of the grunge and creep hole textures.
Concerning Queens on the frontlines, the tricky thing is in theory this is back during SC1 when Queens were very different and the Zerg didn't use Creep Tumors... heck I did consider hiding the Creep Tumors themselves for the sake of authenticity heh. I may discard that for making it look better... maybe this is a very secluded area with a few survivors and the Zerg are only just getting to it now...
Done and done.
Queue commercial music: "Welcome to Sdrawckab Siht Daer Uoy Did Yhw, your favorite orbital vacation platform! Our terraformers have worked hard to make Sdrawckab suit all your vacation and camping needs! A little too warm and cozy or getting annoyed by the bugs in the forest area? Just a few minutes walk and you'll find the, all new for this year, frozen barren wasteland area! Amazing, Sdrawckab!"