Hi all, have been looking at some of the work here, and its amazing to say the least, here are some pics of a map ive been playing with, pretty new to galaxy edit so feedback appreciated, pics are of my idea of what a vespene facility / mine might look like.
Really like it all man, looks great. It all flows together rather well. It looks pretty realistic and functional too. I like the layout and how it seems to have life. Really good job man.
The only thing I might work on is adding a little bit more color. It's good to stick with color schemes but it seems rather gray other than the green of the Vespene stuff.
Yup, really good work you've got here. It'll look even better in game because you won't see as much at a time. My only suggestion: get some awesome lighting for that awesome terrain.
Ctrl-Shift-F10 bring up the lighting manager. What I suggest you do first is go to the data editor and find Lighting in the dropdown menu. Make a duplicate of the lighting used on your map and edit that duplicate. You can then use a trigger to set the lighting at map initialization to the duplicate. A map like yours doesn't need major light tweaking. Mine was another story.
I was going to write up a huge reply, but to be honest, I think it looks plain great. Terrain is never perfect, but I really don't see anything bad or odd I could point out to you. Mountain edges are smooth but clear, you've got focal points, you use textures pretty well and you even make cliffs look somewhat natural. Is this your first terrain? If so, you're a natural.
Only thing I could possibly say is that you could do some really advanced texture play where you blur the edges and fill up large pieces of texture X with small touches of texture Y, and that you could go for even more detail by zooming in and adding some bricks, loose pipes, trees and flowers. Aside from that; awesome, awesome job!
If you are new to the editor, it sure is a cool map. I can't point out many "mistakes" so to say. then those who have already been posted. what is a deff a big need is for you to short the tiles off where the tiles "end". so it accually looks like a brick and not a paintbrush.
another thing is the mountains/hills. they are quite... plain. I bet you could spice it up with some rocks so one gets the feel of an unpassable area ( assuming that they are ment to be that.
and yet another thing. When creating a vespene facilty in general I do not think it would be bad to throw in some green lights around some of the factories to give them a super toxic effect ^^
But very nicely done, compared to the tileset you are using! (terrain textures does soooooo much)
Thanks heaps for the postive feedback, ive taken on board some of the advice and touched up the street part of the map, using plain concrete with touches of cracked to add an aged effect, then using the terracotta tiles? (i think thats it) with a low increment to add some structure to the footpaths. also started on a science experiment gone wrong part of the map, complete with mobile defense to keep things under control.
Once again, really nice job! I don't want to sound egocentrical, but you remind me of myself - so much freaking detail EVERYWHERE. If you just played with the lightning (try dark, midnight theme) and fixed up those cliffs/boundaries, you'd have a proper "WOW" terrain - you know, one of those landscapes that just make you go "holy shite, this is cool".
@Mozared
some of the vacant areas in the pics are just parts of the one map i have not touched yet, and some are boundaries should i just raise the terrain there to make a more natural looking boundary, and as i mentioned earlier, i have no idea on lighting at the moment, so help with that would be sweet.
I figured the boundary thing, hence why I didn't mention it in my original post. It is currently the primary lack of your screenshots though - I would've had a nerdgasm if they had been in order as well.
As for lighting... Window > Lighting > Profit. Really, there are so many options I can't explain how they all work (heck, I don't even know what 90% of them does) - you just have to try out specific different ones and fiddle with the options to see what effects you can create.
Wow! really nice work! would never guess (except for recognizing things) that that was SC2. Your use of Doodad's and terrain lv variation is really nice! You ever done any level design in any other engine?
@Anthius:
No i haven't done anything like this before, just played the campaign then tried the multi-player, but im fairly noob at competitive play, so gave the editor a try :D
Here's the next area, setting is "the local authorities are keeping a small camp of infested at bay while trying to get help to the civilians on the other side of the road". Almost has a fallout feel to i think.
Played with lighting settings (omg) dont know enough about it to make any meaningful changes, but here's a screenie anyway.
I've tinkered with the lighting quiet a bit and I've gone over all of the different options, so if you have a certain kind of lighting you were aiming for I could try to make it.
@Mienk: do you think you have the time to write a little tutorial? Nothing to fancy, just a short description of the various settings and options would already be great.
Hi all, have been looking at some of the work here, and its amazing to say the least, here are some pics of a map ive been playing with, pretty new to galaxy edit so feedback appreciated, pics are of my idea of what a vespene facility / mine might look like.
@replaywarrior: Go
Really like it all man, looks great. It all flows together rather well. It looks pretty realistic and functional too. I like the layout and how it seems to have life. Really good job man.
The only thing I might work on is adding a little bit more color. It's good to stick with color schemes but it seems rather gray other than the green of the Vespene stuff.
Yup, really good work you've got here. It'll look even better in game because you won't see as much at a time. My only suggestion: get some awesome lighting for that awesome terrain.
Ctrl-Shift-F10 bring up the lighting manager. What I suggest you do first is go to the data editor and find Lighting in the dropdown menu. Make a duplicate of the lighting used on your map and edit that duplicate. You can then use a trigger to set the lighting at map initialization to the duplicate. A map like yours doesn't need major light tweaking. Mine was another story.
I was going to write up a huge reply, but to be honest, I think it looks plain great. Terrain is never perfect, but I really don't see anything bad or odd I could point out to you. Mountain edges are smooth but clear, you've got focal points, you use textures pretty well and you even make cliffs look somewhat natural. Is this your first terrain? If so, you're a natural.
Only thing I could possibly say is that you could do some really advanced texture play where you blur the edges and fill up large pieces of texture X with small touches of texture Y, and that you could go for even more detail by zooming in and adding some bricks, loose pipes, trees and flowers. Aside from that; awesome, awesome job!
If you are new to the editor, it sure is a cool map. I can't point out many "mistakes" so to say. then those who have already been posted. what is a deff a big need is for you to short the tiles off where the tiles "end". so it accually looks like a brick and not a paintbrush.
another thing is the mountains/hills. they are quite... plain. I bet you could spice it up with some rocks so one gets the feel of an unpassable area ( assuming that they are ment to be that.
and yet another thing. When creating a vespene facilty in general I do not think it would be bad to throw in some green lights around some of the factories to give them a super toxic effect ^^
But very nicely done, compared to the tileset you are using! (terrain textures does soooooo much)
Once again, really nice job! I don't want to sound egocentrical, but you remind me of myself - so much freaking detail EVERYWHERE. If you just played with the lightning (try dark, midnight theme) and fixed up those cliffs/boundaries, you'd have a proper "WOW" terrain - you know, one of those landscapes that just make you go "holy shite, this is cool".
I need to secure you for my upcoming project! =P
@replaywarrior: Go
I figured the boundary thing, hence why I didn't mention it in my original post. It is currently the primary lack of your screenshots though - I would've had a nerdgasm if they had been in order as well.
As for lighting... Window > Lighting > Profit. Really, there are so many options I can't explain how they all work (heck, I don't even know what 90% of them does) - you just have to try out specific different ones and fiddle with the options to see what effects you can create.
@replaywarrior: Go
Very very awesome. I like that a bit better than the originals. Great incorporation of colors and placement. Keep working hard man, it looks amazing.
@replaywarrior: Go
Wow! really nice work! would never guess (except for recognizing things) that that was SC2. Your use of Doodad's and terrain lv variation is really nice! You ever done any level design in any other engine?
@replaywarrior: Go
I've tinkered with the lighting quiet a bit and I've gone over all of the different options, so if you have a certain kind of lighting you were aiming for I could try to make it.
Great looking terrain replaywarrior, really nice.
@Mienk: do you think you have the time to write a little tutorial? Nothing to fancy, just a short description of the various settings and options would already be great.
@DisAs7ro: Go
Sure, I'll have to do a little more research, but I wouldn't mind the extra knowledge. Do you need it ASAP to assist with a current project?
@Mienk: Go
Nope, although it would help a lot. Great to see people like you around (you know, helpful attitude). Thanks!