I have been working my cheeks (no, not my face) off trying to get this right. The project is for an RPG I am working on with krell356. I need advice very, very badly and this must turn out pretty good.
The map is supposed to be broken up into different "zones" or "areas" that different misions can fit into. Mountains, swamps, and an enclosed area for teleporter acess only are all included and they need to look good. Krell places functionality over good looks and to a point I agree. However, I just want to maxamize on the K.I.S.S. principle, keep is simple stupid, while still creating a good quality map for the project.
I'd say paint the texture where you'll put all those trees first, that way you can place them according to texture variation, like putting trees at the grass or at the dirt.. whatever your variation may be. Spamming trees on spots you won't see is also a bit useless. Just keep it empty instead, unless it'll be viewed. Put trees a bit more random aswell, so it doesn't seem like it is filled as much as possible. Perhaps add some bushes or flowers instead of putting down that extra tree. The platform where the road goes to also seems flat while the rest is all bumpy, perhaps make it a tiny bit bumpy aswell. It doesn't have to be much. And that steep slope near the water could use a fix but other than that. When you have some more to show it will be easier to give more tips! Goodluck:P
ps. this is just from what I can see on the screenshots, higher resolution shot or closer shots might make things look a bit different so don't think I'm right on all this.
The main comments I have at this point in development are to remember that even flat ground isn't perfectly flat. Throw in some subtle hills and depressions to liven up flat areas whenever they show up.
And the proper application of textures is the single most important aspect to creating a good terrain, in my book. Mix in some darker/rougher texture immediately around large rocks, trees or cliffs. Try to break up large areas of similar terrain (add darker spots in grass, rocky patches in dirt, etc). And except in specific circumstances (like perhaps in a desert setting), trees will almost always be found in grassy areas - rarely growing out of bare dirt.
I can't really offer anything more specific until the terrain is closer to completion.
In my opinion, ONLY if the map(Whatever ur doing) its PURELY UGLY and hurts everyone eyes, you should restart..but ur other terrain dint cause any trouble...so it will be better if u just change some stuff than restarting...
Once again, it's impossible to give much feedback during such early stages of development.
My main suggestion for now is to use a soft brush with a fairly low Increment to blend your textures together, rather than leaving a hard edge.
I like the idea behind the cliff columns, but the loss of the natural hills from the first map is very noticeable. You might also try lowering some parts of the coastline into the water, so it's more like a natural beach with the columns sticking out - just to see how it looks.
Update (A couple new posts while I was typing this up - I agree with Tekaichi that there wasn't anything particularly flawed with the original):
The way I would go about making a swamp is to use a soft brush to sink lakes and rivers into a mostly-flat ground, blend some mud or dirt textures into the low spots, then cover them with water. Then pull up some small hills in between, add some trees and line the water with bushes.
And for some atmosphere maybe add a scaled-up Fog doodad or three, as you see fit.
Just a few suggestions to make it look nicer: Raise the ground a bit around the base of your cliffs for a more natural appearance, and use more texture variation. Find something that looks a bit rougher or rockier and work a bit into the base of your cliffs or rocks, grass right around the base of your trees, that kind of thing. It helps to define the edges and objects a bit more.
Also, a few rocks, plants or similar doodads near the bottoms of cliffs make a huge difference. (Like the crystals in your mine)
A good Swamp effect is the Char Mud, i would use it.
Here is one of my Pictures, i used Char Mud and some Grass that i can't remember the name of (me.. )
I didn't use Water because it didn't fit in, but fog and sigh blockers, i made the ground lower then to the rest of the place and added 2-3 extra fogs with good distances.
Hope it helped, just alittle. (:
If you want to maximize the space in a 256 x 256, you would do good to create pathways with cliffs and trees as opposed to making large open fields. In that way you can create points of interest and direct the flow of the story as opposed to just peppering enemies everywhere. So think of creative ways to create a maze and you'll be good.
I agree but the project lead isn't really sure what he wants yet. It's a bit backwards the way he is doing it but he is basing the missions off of the map, not the other way around o.O
In which case I think you too should also work backwards. That is, starts with the point of interest which would be the "end" of the story. If, suppose, he wants a boss there, provide some open space for the fight, choose appropriate doodads, and vary your textures, always. Also, use the height brush to vary the height to make a more natural feel. The advice I got very early on from Piekan, the lead cortex roleplay terrainer, is that the terrain itself should tell a story. Ask the lead to give you a general outline of the story, if you haven't one, to give you more ideas.
I have to do that yeah. It's still very early beta thoughts and nothing has been really confirmed though. What I gather is that it will be a hybrid RPG/MMO with a pot of 50 plus mission possibilities that will sometimes appear and other times not appear in different locations throughout the map. There will be about 10-12 people (I think) trying to complete the set of missions the particular loadout has in it.
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I have been working my cheeks (no, not my face) off trying to get this right. The project is for an RPG I am working on with krell356. I need advice very, very badly and this must turn out pretty good.
The map is supposed to be broken up into different "zones" or "areas" that different misions can fit into. Mountains, swamps, and an enclosed area for teleporter acess only are all included and they need to look good. Krell places functionality over good looks and to a point I agree. However, I just want to maxamize on the K.I.S.S. principle, keep is simple stupid, while still creating a good quality map for the project.
I'd say paint the texture where you'll put all those trees first, that way you can place them according to texture variation, like putting trees at the grass or at the dirt.. whatever your variation may be. Spamming trees on spots you won't see is also a bit useless. Just keep it empty instead, unless it'll be viewed. Put trees a bit more random aswell, so it doesn't seem like it is filled as much as possible. Perhaps add some bushes or flowers instead of putting down that extra tree. The platform where the road goes to also seems flat while the rest is all bumpy, perhaps make it a tiny bit bumpy aswell. It doesn't have to be much. And that steep slope near the water could use a fix but other than that. When you have some more to show it will be easier to give more tips! Goodluck:P
ps. this is just from what I can see on the screenshots, higher resolution shot or closer shots might make things look a bit different so don't think I'm right on all this.
ok thanks. Mostly I wanted to get the word out too. Anyway Good tips already! Keep em coming as I work through this.
I'll try to check back every now and then, I usually just pop up randomly after weeks cause of college.. why oh why must it take all my time..
@Reaper872: Go
The main comments I have at this point in development are to remember that even flat ground isn't perfectly flat. Throw in some subtle hills and depressions to liven up flat areas whenever they show up.
And the proper application of textures is the single most important aspect to creating a good terrain, in my book. Mix in some darker/rougher texture immediately around large rocks, trees or cliffs. Try to break up large areas of similar terrain (add darker spots in grass, rocky patches in dirt, etc). And except in specific circumstances (like perhaps in a desert setting), trees will almost always be found in grassy areas - rarely growing out of bare dirt.
I can't really offer anything more specific until the terrain is closer to completion.
meh, I'm restarting it. Is this a better start?
In my opinion, ONLY if the map(Whatever ur doing) its PURELY UGLY and hurts everyone eyes, you should restart..but ur other terrain dint cause any trouble...so it will be better if u just change some stuff than restarting...
alrighty then, so how do I make a good swamp?
A lot of lakes, some good lightning and maybe a zerg-ish theme will fit good in a swamp
Once again, it's impossible to give much feedback during such early stages of development.
My main suggestion for now is to use a soft brush with a fairly low Increment to blend your textures together, rather than leaving a hard edge.
I like the idea behind the cliff columns, but the loss of the natural hills from the first map is very noticeable. You might also try lowering some parts of the coastline into the water, so it's more like a natural beach with the columns sticking out - just to see how it looks.
Update (A couple new posts while I was typing this up - I agree with Tekaichi that there wasn't anything particularly flawed with the original):
The way I would go about making a swamp is to use a soft brush to sink lakes and rivers into a mostly-flat ground, blend some mud or dirt textures into the low spots, then cover them with water. Then pull up some small hills in between, add some trees and line the water with bushes.
And for some atmosphere maybe add a scaled-up Fog doodad or three, as you see fit.
Small mine, forrested swampland, and idk what to call it but it looks cool
bump and new pic included.
The last few updates are looking better.
Just a few suggestions to make it look nicer: Raise the ground a bit around the base of your cliffs for a more natural appearance, and use more texture variation. Find something that looks a bit rougher or rockier and work a bit into the base of your cliffs or rocks, grass right around the base of your trees, that kind of thing. It helps to define the edges and objects a bit more.
Also, a few rocks, plants or similar doodads near the bottoms of cliffs make a huge difference. (Like the crystals in your mine)
A good Swamp effect is the Char Mud, i would use it.
Here is one of my Pictures, i used Char Mud and some Grass that i can't remember the name of (me.. ) I didn't use Water because it didn't fit in, but fog and sigh blockers, i made the ground lower then to the rest of the place and added 2-3 extra fogs with good distances. Hope it helped, just alittle. (:
P.S IT IS A INGAME VIEW PICTURE
If you want to maximize the space in a 256 x 256, you would do good to create pathways with cliffs and trees as opposed to making large open fields. In that way you can create points of interest and direct the flow of the story as opposed to just peppering enemies everywhere. So think of creative ways to create a maze and you'll be good.
@voodude2008: Go
I agree but the project lead isn't really sure what he wants yet. It's a bit backwards the way he is doing it but he is basing the missions off of the map, not the other way around o.O
@Reaper872: Go
In which case I think you too should also work backwards. That is, starts with the point of interest which would be the "end" of the story. If, suppose, he wants a boss there, provide some open space for the fight, choose appropriate doodads, and vary your textures, always. Also, use the height brush to vary the height to make a more natural feel. The advice I got very early on from Piekan, the lead cortex roleplay terrainer, is that the terrain itself should tell a story. Ask the lead to give you a general outline of the story, if you haven't one, to give you more ideas.
@Yeti434: Go
I have to do that yeah. It's still very early beta thoughts and nothing has been really confirmed though. What I gather is that it will be a hybrid RPG/MMO with a pot of 50 plus mission possibilities that will sometimes appear and other times not appear in different locations throughout the map. There will be about 10-12 people (I think) trying to complete the set of missions the particular loadout has in it.