So I have finally got something to show after working on my map for a while, this is only a section of the map and I'm still tweaking it, note that there is no lightning adjustments yet, the real tileset is Bel'shir as this is part of an RPG with several area's and thus using a little less veriation in tiles to make sure they fit in (mountain-ish area, forest, plains and a shore/desert-like area). I could use some feedback on perhaps blend usage or doodads that could make it more interesting. The theme is pretty much a fiery mountain with a cave, which is open at the top due to gameplay.
I like your style. Very little doodads, and you're instead letting the textures and shadows caused by elevation do the work. Only thing I will say you might want to change is to look into closing the cave off anyway, and making the archways fade out completely when one has units in the cave.
You might want just a couple more doodads btw - mainly small rocks, just to make the terrain look just a tad more 'rough'.
Ty for the replies guys, I'll see what I can do about adding some more small rocks:) I also just figured out how HDR custom colors work on doodads, so I could add some extra variation of existing doodads.
As for closing off the mountain, I've tried doing it with rock arches which ended up quite ugly because the walls are small, and if you stretch out an arch to make it fit it ends up having very a very wide 'bottom' so it sticks out, maybe another doodad could do the trick better.
So I have finally got something to show after working on my map for a while, this is only a section of the map and I'm still tweaking it, note that there is no lightning adjustments yet, the real tileset is Bel'shir as this is part of an RPG with several area's and thus using a little less veriation in tiles to make sure they fit in (mountain-ish area, forest, plains and a shore/desert-like area). I could use some feedback on perhaps blend usage or doodads that could make it more interesting. The theme is pretty much a fiery mountain with a cave, which is open at the top due to gameplay.
I like your style. Very little doodads, and you're instead letting the textures and shadows caused by elevation do the work. Only thing I will say you might want to change is to look into closing the cave off anyway, and making the archways fade out completely when one has units in the cave.
You might want just a couple more doodads btw - mainly small rocks, just to make the terrain look just a tad more 'rough'.
@Mogranlocky: Go
I dig it! Two thumbs up!
Ty for the replies guys, I'll see what I can do about adding some more small rocks:) I also just figured out how HDR custom colors work on doodads, so I could add some extra variation of existing doodads.
As for closing off the mountain, I've tried doing it with rock arches which ended up quite ugly because the walls are small, and if you stretch out an arch to make it fit it ends up having very a very wide 'bottom' so it sticks out, maybe another doodad could do the trick better.