Damn joecab what do you have on your breakfast today........this crazy AWESOME screenshots come out so incredible P. you have something in the head of yours, CRAZY good.
YOU ROCK Joecab, seriously, this is so good! What is special with your terrain is: there is no up/down/left/right position. You cannot say where you are in space. You are not looking to the ground from top to bottom. You are looking through a tunel of doodads that are either tilted or the camera is tilted or everything is just a massive pitch and roll combinaison which ends up looking epic. This is the kind of terrain I'd want the map to make a short moving camera through the tunel and put that into the WTE video. It's just great man. Like, there is most people terraining skill at 5/10, then you have some good terrainner here doing like 8/10 good looking terrains, and then you have like the best of the best doing 9.5/10 and there there is... you like 9999/10. It's just epic. I wish they were animated with sparks and all that good shit and make a cinematic out of it lol.
Holy f... that bridge is awesome :D And it's a terrain where you could build, not an actual bridge doodad. I've never seen such a realistic bridge since the beginning of the WTE. It alsmost inspire me doing a whole melee map with such bridges. 11/10.
Somehow the only picture I saw the real scale of things is the 3rd picture with the small cars. The others are like very hard to get the scale reference. Like, when did you see spot lights big as a whole building? Maybe some crates, flags, smaller spot lights, some power cables... little things to get the good scale reference on first sight. The first picture that shows the whole mess of rocks and lava falls and crystal is really a total mess lol. You searched "Rock" and you placed as many as you could, then tree, then crystal and you got that. Somehow it doesn't feel real, idk, what would a crystal mountain look like?
So far this week to break the 200 mark, we have only epic terrains. VERY well done everyone. I wish WTE were more popular and more people speaking of it either from blizzard or Teamliquid or wherever.. this thread could get some more attention. I can't believe we are just about 10 usual people making terrains for the whole thousand of thousands of players on battle.net....I'm impressed, it feels great.
Thank you for your comments. I do agree with Joecab's comments just cant describe in such excellent words. I look forward every week to his interpretations of Mozzared's assignments.
thanks too much man, :) Btw is this animated enough? (I know you meant the robots moving around but that would take a lot of work to animate ;) ) http://i.imgur.com/YiGZnxj.gifv
I have been told before that there are a few good ideas up in this head of mine, as few and far between as they seem at times ;) and I love the little town you are working on.
As for those who are commenting on the playable terrains, There is a big difference (at least for me) between showcase terrains, and playable terrains. In showcase terrains, I just try and make the images look as cool as possible without using elements such as Photoshop. With playable terrains, I have to take into account the type of game, the pathing, take mind of how many doodads I use, carefully plan and layout things, get feedback from the author, blacklist a doodad or 2 for latency, etc... it takes just as much, many times, more time and effort to make a fully functional, latency free terrain, I still try and make it look good, but I remember working with some people having to delete large amounts of doodads and having to re-do a few things due to frame drop issues.
Oh I have something SUPER special planned for this. I should have time to do it tomorrow night. It might not adhere to a previous WTE very well but it's gonna be very awesome.
Great job! Overall very good looking; great texture work, the map is filled with smaller stories in the terrain and most of it makes sense. Just two small things:
1. From the looks of it, the Terrans in your map are fairly well entrenched. Judging from the towns with houses and the fact that they've had the time to paint decals everywhere, they've been around for quite a while. Which leads me to ask the following questions:
A) Picture 2: Why is their main base protected by turrets with sandbags in front of them? Sandbags specifically are a temporary quick "shore up the hole" kind of measure. A temporary base camp might use them for their walls, but if the Terrans are so entrenched as they are in your terrain, you'd say they would've set up more proper defenses.
B) Picture 1: Why are there vines on top of the billboards? I like the detail you're trying to put in, but aside from the fact that veins wouldn't logically simply grow down from billboards, I'd imagine the soldiers stationed there would put in at least some effort in keeping the billboards clean, given that they've already gone through the effort of placing them.
2. Picture 4: this is just a small thing, but curved fences rarely look good. The deeper reason for this, I believe, is that natural landscapes often have curved or smooth lines, while man-made objects contrast strongly with that by being very hook-y and square. It's not that curved man-made objects can never work, but I feel especially in this scenario, added around the gas station at the edge of an already curved road, they are a bit too much. To me it feels like the whole gas station is intended to be a 'natural' environment when it is clearly man-made. This rubs me the wrong way in the same way that, say, a red "go"-lamp on a streetlight would. Long story short: you may want to try making the area the gas station is in more squared through the fences - it may feel a bit better.
@Xan0: Go
2. Picture 4: this is just a small thing, but curved fences rarely look good. The deeper reason for this, I believe, is that natural landscapes often have curved or smooth lines, while man-made objects contrast strongly with that by being very hook-y and square. It's not that curved man-made objects can never work, but I feel especially in this scenario, added around the gas station at the edge of an already curved road, they are a bit too much.
In fact, is the fence really adding something? Or could ground texture with wheel trails and some bushes and stuff would make it look better? Like, how would the guy that comes to empty the dumpster will get it? It's just illogical. Why would you put tires on the other side of the fence, why not in the corner of the fence or just not in your way. I agree with Moz that a less round fence would be better, so the dumpster would be in and the tires would be held by the fence.
But it's just little details ;) Overall it's a very nice terrain, thanks for sharing. =)
1: In the campaign, the base you see in picture 2 and 3 is a newly established military outpost on top of a civilian facility (this is where the player starts). I suppose I put the sandbags there to protect the turrets and didn't find anything better for it.
Picture 1 is another part of the map and is supposed to be pretty run down and not cared for. I guess I didn't think about the vines being illogical ;)
2: You are right, now that I look at that part more closely. That gas station could look much more realistic.
Thanks for the feedback! I made this map more than 2 years ago, although I haven't shared it before publicly since I never finished it.
It's actually quite large, so if someone would like to have a closer look at it, I could send it through pm.
Gah I won't be able to upload today, as I was called away from home on business. I'll be back tomorrow or Tuesday and will fine tune it and post it. It's kinda small but it's the concept that matters.
I like this theme! It's something we haven't done, and there's plenty of train-related doodads 'cause of the WoL mission.
That said, I had a mightily busy day today and while I was gearing up to post a new WTE, I figured we can extend this for a week: there has been so much interest in it that we may see some more pretty works pop up yet.
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@joecab: Go
Damn joecab what do you have on your breakfast today........this crazy AWESOME screenshots come out so incredible P. you have something in the head of yours, CRAZY good.
Marie T. Freeman If you're too busy to give your neighbor a helping hand, then you're just too darned busy. https://www.facebook.com/wargirlmaps.maps
Spread the love join DISCORD
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This is a work in progress.....
Marie T. Freeman If you're too busy to give your neighbor a helping hand, then you're just too darned busy. https://www.facebook.com/wargirlmaps.maps
Spread the love join DISCORD
https://discord.gg/Jtzt8Su
Here's the update.
Check out my kitbashes! Custom Campaign Initiative: Lots of great Custom Campaigns!! Check out and Support!!
@joecab: Go
YOU ROCK Joecab, seriously, this is so good! What is special with your terrain is: there is no up/down/left/right position. You cannot say where you are in space. You are not looking to the ground from top to bottom. You are looking through a tunel of doodads that are either tilted or the camera is tilted or everything is just a massive pitch and roll combinaison which ends up looking epic. This is the kind of terrain I'd want the map to make a short moving camera through the tunel and put that into the WTE video. It's just great man. Like, there is most people terraining skill at 5/10, then you have some good terrainner here doing like 8/10 good looking terrains, and then you have like the best of the best doing 9.5/10 and there there is... you like 9999/10. It's just epic. I wish they were animated with sparks and all that good shit and make a cinematic out of it lol.
@wargirlwargirl: Go
Holy f... that bridge is awesome :D And it's a terrain where you could build, not an actual bridge doodad. I've never seen such a realistic bridge since the beginning of the WTE. It alsmost inspire me doing a whole melee map with such bridges. 11/10.
@Cacho56: Go
Somehow the only picture I saw the real scale of things is the 3rd picture with the small cars. The others are like very hard to get the scale reference. Like, when did you see spot lights big as a whole building? Maybe some crates, flags, smaller spot lights, some power cables... little things to get the good scale reference on first sight. The first picture that shows the whole mess of rocks and lava falls and crystal is really a total mess lol. You searched "Rock" and you placed as many as you could, then tree, then crystal and you got that. Somehow it doesn't feel real, idk, what would a crystal mountain look like?
So far this week to break the 200 mark, we have only epic terrains. VERY well done everyone. I wish WTE were more popular and more people speaking of it either from blizzard or Teamliquid or wherever.. this thread could get some more attention. I can't believe we are just about 10 usual people making terrains for the whole thousand of thousands of players on battle.net....I'm impressed, it feels great.
Working on projects:
@Scbroodsc2: Go
Thank you for your comments. I do agree with Joecab's comments just cant describe in such excellent words. I look forward every week to his interpretations of Mozzared's assignments.
Marie T. Freeman If you're too busy to give your neighbor a helping hand, then you're just too darned busy. https://www.facebook.com/wargirlmaps.maps
Spread the love join DISCORD
https://discord.gg/Jtzt8Su
I concur! That is an excellent bridge!
@Scbroodsc2: Go
thanks too much man, :) Btw is this animated enough? (I know you meant the robots moving around but that would take a lot of work to animate ;) ) http://i.imgur.com/YiGZnxj.gifv
@wargirlwargirl: Go
I have been told before that there are a few good ideas up in this head of mine, as few and far between as they seem at times ;) and I love the little town you are working on.
As for those who are commenting on the playable terrains, There is a big difference (at least for me) between showcase terrains, and playable terrains. In showcase terrains, I just try and make the images look as cool as possible without using elements such as Photoshop. With playable terrains, I have to take into account the type of game, the pathing, take mind of how many doodads I use, carefully plan and layout things, get feedback from the author, blacklist a doodad or 2 for latency, etc... it takes just as much, many times, more time and effort to make a fully functional, latency free terrain, I still try and make it look good, but I remember working with some people having to delete large amounts of doodads and having to re-do a few things due to frame drop issues.
@joecab: Go
That looks cool :P
It almost feels like a background for a game menu.
Making a playable map is always quite hard to do. I agree with the points of joecab.
JacktheArcher, come and do a wonderfull terrain. :D You can do it, I know it. Believe!
Working on projects:
@Scbroodsc2: Go
Oh I have something SUPER special planned for this. I should have time to do it tomorrow night. It might not adhere to a previous WTE very well but it's gonna be very awesome.
@JacktheArcher: Go
go for it, I want to see epicness :D and you have more than the skills required to do an epic terrain :P
Working on projects:
Here is from a campaign map I made a while ago that was never released.
@Xan0: Go
Great job! Overall very good looking; great texture work, the map is filled with smaller stories in the terrain and most of it makes sense. Just two small things:
1. From the looks of it, the Terrans in your map are fairly well entrenched. Judging from the towns with houses and the fact that they've had the time to paint decals everywhere, they've been around for quite a while. Which leads me to ask the following questions:
A) Picture 2: Why is their main base protected by turrets with sandbags in front of them? Sandbags specifically are a temporary quick "shore up the hole" kind of measure. A temporary base camp might use them for their walls, but if the Terrans are so entrenched as they are in your terrain, you'd say they would've set up more proper defenses.
B) Picture 1: Why are there vines on top of the billboards? I like the detail you're trying to put in, but aside from the fact that veins wouldn't logically simply grow down from billboards, I'd imagine the soldiers stationed there would put in at least some effort in keeping the billboards clean, given that they've already gone through the effort of placing them.
2. Picture 4: this is just a small thing, but curved fences rarely look good. The deeper reason for this, I believe, is that natural landscapes often have curved or smooth lines, while man-made objects contrast strongly with that by being very hook-y and square. It's not that curved man-made objects can never work, but I feel especially in this scenario, added around the gas station at the edge of an already curved road, they are a bit too much. To me it feels like the whole gas station is intended to be a 'natural' environment when it is clearly man-made. This rubs me the wrong way in the same way that, say, a red "go"-lamp on a streetlight would. Long story short: you may want to try making the area the gas station is in more squared through the fences - it may feel a bit better.
In fact, is the fence really adding something? Or could ground texture with wheel trails and some bushes and stuff would make it look better? Like, how would the guy that comes to empty the dumpster will get it? It's just illogical. Why would you put tires on the other side of the fence, why not in the corner of the fence or just not in your way. I agree with Moz that a less round fence would be better, so the dumpster would be in and the tires would be held by the fence.
But it's just little details ;) Overall it's a very nice terrain, thanks for sharing. =)
Working on projects:
WoW, you really analyzed those screenshots ;)
1: In the campaign, the base you see in picture 2 and 3 is a newly established military outpost on top of a civilian facility (this is where the player starts). I suppose I put the sandbags there to protect the turrets and didn't find anything better for it.
Picture 1 is another part of the map and is supposed to be pretty run down and not cared for. I guess I didn't think about the vines being illogical ;)
2: You are right, now that I look at that part more closely. That gas station could look much more realistic.
Thanks for the feedback! I made this map more than 2 years ago, although I haven't shared it before publicly since I never finished it. It's actually quite large, so if someone would like to have a closer look at it, I could send it through pm.
Gah I won't be able to upload today, as I was called away from home on business. I'll be back tomorrow or Tuesday and will fine tune it and post it. It's kinda small but it's the concept that matters.
It's what we do here. Feel free to post more for more feedback :)
Either way, glad to have been of help. Looking forward to your stuff, Jack.
Well I guess we are going for another week or Mozared did not woke up...
Marie T. Freeman If you're too busy to give your neighbor a helping hand, then you're just too darned busy. https://www.facebook.com/wargirlmaps.maps
Spread the love join DISCORD
https://discord.gg/Jtzt8Su
Another week blease!
Another week and maybe next WTE should be about trains.
Marie T. Freeman If you're too busy to give your neighbor a helping hand, then you're just too darned busy. https://www.facebook.com/wargirlmaps.maps
Spread the love join DISCORD
https://discord.gg/Jtzt8Su
@wargirlwargirl: Go
I like this theme! It's something we haven't done, and there's plenty of train-related doodads 'cause of the WoL mission.
That said, I had a mightily busy day today and while I was gearing up to post a new WTE, I figured we can extend this for a week: there has been so much interest in it that we may see some more pretty works pop up yet.