I don't want to criticize anyone because I suck at terrain and probably shouldn't be talking, but I noticed a lot of the changes were just taking pretty much the exact same map and then just changing the variations... For example the zerg rundown, all I saw was the buildings changed from the regular to the infested models, and then a couple zerg units added. The water valley to the volcano I saw was mostly a change in a couple (or just deletion) doodads and changing the water model from water to lava.
So I guess my point is maybe there could be some more creativity? Just a suggestion, because although I such at terraining, I do specialize (in real life programming, not SC2) in visual effects and designs.
To be fair Stan, that's exactly what I'm aiming for. People can be as creative as they want, but in the end this exercise is mostly there to A) help people create 'catastrophe terrains' more easily by mapping the 'after' situation from a 'before' blueprint. If you'd change any more than people are changing now, you'd just get a completely different terrain, and it wouldn't really have much to do with 'before & after' anymore. Unless you want to argue that your 'after' takes places millions of years after your 'before', in which case you're cutting corners.
" If you'd change any more than people are changing now, you'd just get a completely different terrain, and it wouldn't really have much to do with 'before & after' anymore. Unless you want to argue that your 'after' takes places millions of years after your 'before', in which case you're cutting corners."
omgomgomgomgomgomg
I have some WoW dino models. I got it! A before after terrain showing: first the dinos, then their fossils.
as the maker of the zerg map I am a little offended by your description of the changes i made, none of the buildings are infested variants, I "infested" the buildings using char, zerg, creeped doodads, as far as the units go I either killed, infested or cocooned each unit that was present in the first picture, the only units I added were the infestor and a couple of zerglings. Also some of the plant life had also been affected by the infestation and i swapped out trees and foliage accordingly.
Been interesting to follow the discussion here since my contribution for this week's exercise was bit closer to what you've been speaking about, the change in my picture is not directly due to the disaster, rather it's about the wild reclaiming what was once its own.
Here b mine its a lively city at night but then a war sweeps through it and is demolished by day. I had wanted to do alot more small details but after 4 hours i just wanted to destroy the dam thing lol. i know its allot of pics but i didnt want 2 miss anything :)
Damn, I've never seen a terrain with such emptiness just... work. It's especially noticeable in the first and third pictures - there's a lot of ground with simply nothing on it, but because it's in such a huge city with plaza's and all, it feels right. That said, I like the whole thing, just two comments;
1) on picture 8, there's some kind of terrain object in the lower left corner of the screenie that's floating half over the water. It looks kind of odd.
2) picture 13 and 14... I feel it would've been cooler if you hadn't used the edge of the map as the edge of your terrain. SC2 easily allows for you to make your map a little bit larger than how big you want it so you can make the sides inaccessible but cool looking, and I reckon you should've used that option.
Overall, good job from pretty much everyone this week!
I like your idea, but I feel you could've done better, mainly with more overgrowth (and the 'Vines' doodad). Overall, it's definitely cool
You're definitely right, wasn't sure how much time I'd be able to put into the map so digured I may as well submit it. As for the lack of Vines, it's been a long time since I worked on outdoor environments and I had a much harder time finding the proper doodads that I wanted for the vegetation, I must admit that I didn't find the vines when I went through the editor.
If I have the time I may go back and work some more on it.
lol thanks motzared, and about the floating doodad i had kinda rushed through the making of rubble so didn't even notice it and like i said i didn't have the time to go into the small details i wanted 2 go into, even looking at the pics now I am catching little details that look odd (guess lesson learned is dont rush ur terrain, take a lil pride and time in it :) oh and sorry 4 screwing up all ur ideas Scbroodsc2 lol
To be fair I didn't look to closely at it, so I probably shouldn't have made that assumption before judging your map, and I'm sorry. Believe me, you have a lot more skill than I do when it comes to terraining.
no i just lowered the terrain in the spots with the circle brush, put the doodad Cracks in the middle, and for the smoke put Smokestack (i think thats what its called) in the middle and lowered it so the flame could not be seen.
joecab, that's amazing. It's only four hours or work? *jaw drops* I suck horribly at terrain :P. I love that you used a night-time atmosphere to capture the dazzling lights of the city. It really makes the terrain feel like a massive metropolis; the mind immediately wanders to how epicly large the city must be, even though I imagine it's a fairly small map.
My only complaint would be some of the destruction, which looks too...organized. The last picture shows it the best. The craters seem pre-planned to me, and a few of the doodads are floating above the craters instead of sinking into them or rotating (not necessarily in the last image). If more of the doodads were rotated to look like they followed the curvature of the land it'd add a lot to the finished project.
It would also be nice to see a little bit more wreckage that's out of place. I liked that one picture had a large portion of a building completely sideways, but the pockmarks you placed upon the land made it seem like artillery was involved in its destruciton. If so, I'd think some buildings would have fell across the streets and debris would litter everything. The after images seem like all the destruction is too focussed on where the buildings used to be.
i was thinking "where did he get the number 4 from?" then i remembered that random number i put down a couple posts ago. id say it took me about a good 6-7 hours of work over a dew days to make the city and about an hour n a half of work to destroy it. and yeah i know i should of put more time into the destruction of the city. like you said it looks to organized. with artillery i should of had made the scene more chaotic. oh and i had an idea of a new wte that originated from the random floating doodad in my map. I was thinking we can make any terrain but something weird or out of place has to be in it like a few outhouses in the middle of a protoss base and zerglings are waiting in a line to go, and people may point other things out that they think look odd and we can learn from the other things they may point out. kinda like the wheres waldo theme except we aren't trying to hide it.
I don't want to criticize anyone because I suck at terrain and probably shouldn't be talking, but I noticed a lot of the changes were just taking pretty much the exact same map and then just changing the variations... For example the zerg rundown, all I saw was the buildings changed from the regular to the infested models, and then a couple zerg units added. The water valley to the volcano I saw was mostly a change in a couple (or just deletion) doodads and changing the water model from water to lava.
So I guess my point is maybe there could be some more creativity? Just a suggestion, because although I such at terraining, I do specialize (in real life programming, not SC2) in visual effects and designs.
Great to be back and part of the community again!
To be fair Stan, that's exactly what I'm aiming for. People can be as creative as they want, but in the end this exercise is mostly there to A) help people create 'catastrophe terrains' more easily by mapping the 'after' situation from a 'before' blueprint. If you'd change any more than people are changing now, you'd just get a completely different terrain, and it wouldn't really have much to do with 'before & after' anymore. Unless you want to argue that your 'after' takes places millions of years after your 'before', in which case you're cutting corners.
@Mozared: Go
" If you'd change any more than people are changing now, you'd just get a completely different terrain, and it wouldn't really have much to do with 'before & after' anymore. Unless you want to argue that your 'after' takes places millions of years after your 'before', in which case you're cutting corners."
omgomgomgomgomgomg
I have some WoW dino models. I got it! A before after terrain showing: first the dinos, then their fossils.
Oh, hrm hrm, uh, sorry.
@TacoManStan: Go
as the maker of the zerg map I am a little offended by your description of the changes i made, none of the buildings are infested variants, I "infested" the buildings using char, zerg, creeped doodads, as far as the units go I either killed, infested or cocooned each unit that was present in the first picture, the only units I added were the infestor and a couple of zerglings. Also some of the plant life had also been affected by the infestation and i swapped out trees and foliage accordingly.
Been interesting to follow the discussion here since my contribution for this week's exercise was bit closer to what you've been speaking about, the change in my picture is not directly due to the disaster, rather it's about the wild reclaiming what was once its own.
Here b mine its a lively city at night but then a war sweeps through it and is demolished by day. I had wanted to do alot more small details but after 4 hours i just wanted to destroy the dam thing lol. i know its allot of pics but i didnt want 2 miss anything :)
@Gurrgel: Go
I like your idea, but I feel you could've done better, mainly with more overgrowth (and the 'Vines' doodad). Overall, it's definitely cool though.
@joecab: Go
Damn, I've never seen a terrain with such emptiness just... work. It's especially noticeable in the first and third pictures - there's a lot of ground with simply nothing on it, but because it's in such a huge city with plaza's and all, it feels right. That said, I like the whole thing, just two comments;
1) on picture 8, there's some kind of terrain object in the lower left corner of the screenie that's floating half over the water. It looks kind of odd.
2) picture 13 and 14... I feel it would've been cooler if you hadn't used the edge of the map as the edge of your terrain. SC2 easily allows for you to make your map a little bit larger than how big you want it so you can make the sides inaccessible but cool looking, and I reckon you should've used that option.
Overall, good job from pretty much everyone this week!
You're definitely right, wasn't sure how much time I'd be able to put into the map so digured I may as well submit it. As for the lack of Vines, it's been a long time since I worked on outdoor environments and I had a much harder time finding the proper doodads that I wanted for the vegetation, I must admit that I didn't find the vines when I went through the editor.
If I have the time I may go back and work some more on it.
@joecab: Go
Wow, pretty cool stuff. You screwed up all my ideas xD Anyway, I'll try to make mine once I have the time.
Working on projects:
lol thanks motzared, and about the floating doodad i had kinda rushed through the making of rubble so didn't even notice it and like i said i didn't have the time to go into the small details i wanted 2 go into, even looking at the pics now I am catching little details that look odd (guess lesson learned is dont rush ur terrain, take a lil pride and time in it :) oh and sorry 4 screwing up all ur ideas Scbroodsc2 lol
Hahaha, no problem, I'll get something later =) There is more idea than one in the world.. xD !
Working on projects:
@replaywarrior: Go
To be fair I didn't look to closely at it, so I probably shouldn't have made that assumption before judging your map, and I'm sorry. Believe me, you have a lot more skill than I do when it comes to terraining.
Great to be back and part of the community again!
@joecab: Go
Nice work! I was wondering: how did you make those craters? Is that a terrain object?
no i just lowered the terrain in the spots with the circle brush, put the doodad Cracks in the middle, and for the smoke put Smokestack (i think thats what its called) in the middle and lowered it so the flame could not be seen.
joecab, that's amazing. It's only four hours or work? *jaw drops* I suck horribly at terrain :P. I love that you used a night-time atmosphere to capture the dazzling lights of the city. It really makes the terrain feel like a massive metropolis; the mind immediately wanders to how epicly large the city must be, even though I imagine it's a fairly small map.
My only complaint would be some of the destruction, which looks too...organized. The last picture shows it the best. The craters seem pre-planned to me, and a few of the doodads are floating above the craters instead of sinking into them or rotating (not necessarily in the last image). If more of the doodads were rotated to look like they followed the curvature of the land it'd add a lot to the finished project.
It would also be nice to see a little bit more wreckage that's out of place. I liked that one picture had a large portion of a building completely sideways, but the pockmarks you placed upon the land made it seem like artillery was involved in its destruciton. If so, I'd think some buildings would have fell across the streets and debris would litter everything. The after images seem like all the destruction is too focussed on where the buildings used to be.
Awesome though!
@wingednosering: Go
i was thinking "where did he get the number 4 from?" then i remembered that random number i put down a couple posts ago. id say it took me about a good 6-7 hours of work over a dew days to make the city and about an hour n a half of work to destroy it. and yeah i know i should of put more time into the destruction of the city. like you said it looks to organized. with artillery i should of had made the scene more chaotic. oh and i had an idea of a new wte that originated from the random floating doodad in my map. I was thinking we can make any terrain but something weird or out of place has to be in it like a few outhouses in the middle of a protoss base and zerglings are waiting in a line to go, and people may point other things out that they think look odd and we can learn from the other things they may point out. kinda like the wheres waldo theme except we aren't trying to hide it.