Hi there, iam planing a singleplayer campagne.
Her is one of my very early first Terrain Screen. I know its from the top so you didnt see much details.
but i try to get some camera shots when i find out how that works :)
so tell me what do you think about it :)
its a woodland map where you run throu in the south here is a little camp, where you get a special item. on the top left is the finish line where you get e helacopta (dont know the exact word in english haha)
the details ar not final :) so there are at the moment just a few trees and bushes :) and this little outpost.
You need more rocks around. :]
Well, it's good now, but I can't say anything without closer look. The only thing that I can help you now - you should use more other textures apart from grass and dirt.
Camera controls:
Zoom: Scroll wheel
Move around: Right mouse button/arrow buttons
Move up/down: left Alt + right mouse button
Change camera angle: Ctrl + right mouse button
Zoom2: Shift + right mouse button From Garden of Aiur site
And herea re more advanced commands, which you don't have to bother now:Mapster wiki about /view/camera
Also, when you are taking screenshots, get game view on(V button switches between editor and game view).
Well, right now, at this phase, don't worry about textures quite yet, nor doodads. Make sure you have your map structured the way you want it before you do any of that; it'll save you alot of time. Right now, just focus on the big aspects of the terrain, and try to make that the best it can be. Afterward, start getting players to interact with the terrain; subtle things, like an elevation change, if just for a brief period, can make a huge difference in bringing a map alive. Then move on to line of sight, asking yourself what you want players to see. Afterward, when you put down the textures, ask yourself where you want to place tokens of doodad types (analytic philosophical jargon ftw!). Like, place rock textures where you want rocks, place brush/leaf textures where you want trees and plants, and ect. This way, if you pay attention to the structure of the big stuff, and then the doodads, you will save yourself tons of time. Additionally, paying attention to that (it took me 4 cortex terrains to start thinking that way) really pays off.
thnx for your view yeti. i will try my best :)
iam not new to mapping for this type of games, iam a old mapper from the CnC GENERALS Sector but iam alwayse happy to learn new aspects.
thnx.
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Hi there, iam planing a singleplayer campagne. Her is one of my very early first Terrain Screen. I know its from the top so you didnt see much details. but i try to get some camera shots when i find out how that works :)
so tell me what do you think about it :) its a woodland map where you run throu in the south here is a little camp, where you get a special item. on the top left is the finish line where you get e helacopta (dont know the exact word in english haha)
the details ar not final :) so there are at the moment just a few trees and bushes :) and this little outpost.
You need more rocks around. :]
Well, it's good now, but I can't say anything without closer look. The only thing that I can help you now - you should use more other textures apart from grass and dirt.
Camera controls:
Zoom: Scroll wheel
Move around: Right mouse button/arrow buttons
Move up/down: left Alt + right mouse button
Change camera angle: Ctrl + right mouse button
Zoom2: Shift + right mouse button
From Garden of Aiur site
And herea re more advanced commands, which you don't have to bother now:Mapster wiki about /view/camera
Also, when you are taking screenshots, get game view on(V button switches between editor and game view).
okay thnx for the tips and the explenation :) i will get other textures.
and soon i will post you screens about ingame view and things lie that. my whole project you can find on my blog: http://gaming4life.ch/nemesis/page/
but the Blog is all in German :)
Well, right now, at this phase, don't worry about textures quite yet, nor doodads. Make sure you have your map structured the way you want it before you do any of that; it'll save you alot of time. Right now, just focus on the big aspects of the terrain, and try to make that the best it can be. Afterward, start getting players to interact with the terrain; subtle things, like an elevation change, if just for a brief period, can make a huge difference in bringing a map alive. Then move on to line of sight, asking yourself what you want players to see. Afterward, when you put down the textures, ask yourself where you want to place tokens of doodad types (analytic philosophical jargon ftw!). Like, place rock textures where you want rocks, place brush/leaf textures where you want trees and plants, and ect. This way, if you pay attention to the structure of the big stuff, and then the doodads, you will save yourself tons of time. Additionally, paying attention to that (it took me 4 cortex terrains to start thinking that way) really pays off.
Anyways, best of luck to you!
thnx for your view yeti. i will try my best :) iam not new to mapping for this type of games, iam a old mapper from the CnC GENERALS Sector but iam alwayse happy to learn new aspects.
thnx.