This thing has something really cool. I really like the colored doodads and the overall floating effect. However, I really thinks it needs a slight background effect instead of the thick grey... otherwise it just feel like a 3D program where you're making a model with no background...
Looking at it closer, I wonder if it would add some more effect if the overall terrain was less flat. Think about the floating bridge of bricks, what about having them at different height, and maybe even different angles (including tilted)...
Depending how far you would want to go, maybe even add paths that goes deeper in the picture so you don't know where is the gravity. If it's like you say, a dream, in a dream nothing is logic...
On the camera side I suggest you to be less focussed on the character Zeratul. Do not center the camera on him. Try to use the rule of thirds and even maybe add a little inclinaison to the camera to make it even less linear.
The lightning looks fine to me, there is not special point to say. But maybe you can experiment on this side too and add more omni to make things brighter with more colors. Dreams can be super colored in a way you would not imagine. :P
Ok so I've been working for 2-3 hours and forced me to stick with a terrain size and go for details over scale. I had no idea so I googled "random idea" and took the first site. After a few click I had something like take a walk in a cemetery at night. From that it inspired me to do one. So far I only have a path
... But Hey oh, I like it. But I got other things to do for now so here is what I got so far. I must continue that!
@Maxsvard: Go
Nicely done. Keeping it small and simplistic eh.
It honestly looks like something you'd find from one of the earlier Final Fantasy games.
Now that I know it has to be playable (I missed the last paragraph in the original post somehow) thought I might as well show what I have thus far :D I have done allot of dark, intensely themed terrains, so why not sit back and have a bit of fun making a Protoss 5 star restraint? I was also trying to pick textures that were difficult to mesh together and I think I am doing an alright job thus far using contrasting things without clashing in a bad way.
I really like some of the submissions thus far, some really creative stuff.
Omg that's flashy, but it's nice. At first I really don't know what I am looking at, but I like it. Looking further, its a restaurant with the table and chairs in the middle, but I don't get the overall feeling. The textures are quite nice though! You have a very good detailled concept / idea, but it still need a "container" and maybe even more details. Like, what about a zealot sit somewhere with a plate with stuff in it? Maybe dead zergling? eh xD What about a cook in the middle with fire. I wonder if a ceilling with actual walls and lights would be nice... there is alot of potential.
Edit: I started working back on my "All Doodads" project, this time to complete it and maybe go further on with units or even all models. But first, I'm gonna do all doodads. This will greatly help anyone that want to search something specefic.
I want to make something that will allow anyone to easily search through all the pictures of all the doodads. Even if it takes a few weeks to make (instead of 2 years...), I want it done, for me at least, and whoever will be interested in using such content.
Sweet Wargirl posted =P So, overall, I'm sorry but I don't like it. However, there are some really interesting details you put in there. I'll justify my thoughts and don't hate me please.
Let's go with the good points. The idea of mixing multiple type of terrains is good. You added many cliffs that aren't in Zerus by default and it can be really interesting blended together in some ways. Trying to mix these is an interesting point.
In the second pictures, I reaaaallly like the spike plant doodads you put in the cliff. (I don't remember the name of it). Overall I like the fact that you put groups of doodads together more than just spreaded everywhere. This is a mistakes that some people do, but not you.
I really like the waterfall mixed with Zerus cliffs doodads. That thing works.
I really like the water variation on the ground. That's interesting. Although, in a melee maps the heigh tool is generally not used because when you play on a map and you place a building, the terrain will be reset to flat. So either you make it kind of big or really small detail. Think of Bel'Shir Beach map with water accross half the map, I don't think you can build in water (But I'm not sure). The heigh tool can be interesting for details outside the playable area principally. I know you tend to don't respect "normal" rules, but that's my point.
I realllly like once again the Xel'Naga doodads in picture 5 that are tilted and slightly underground. That's reallly really interesting. I love that.
I like how you focussed on filling the dead space such as between cliffs. That is really good to get a good melee map.
I like the mega waterfall in the last picture, but the problem with waterfalls is they usually looks kind of out of nowhere. "Where is the water coming from?" It's like poping right there. "Why are there rocks only where there is a waterfall?" Could a massive number of rocks fills the hole in a V shape?
So, with all that said, here is some points I think you could work more on.
You tried the default texture play with multiple cliffs type, why not try to mix in different textures? When you look at picture 2 for example, more precisely to the ramp, you barely see a difference between low and high ground. Only because of the cliff model that you can see the difference. You could work more on thinking, "where that textures should be" instead of trying to place all textures everywhere blended together. It needs a bit more thoughts.
Some doodads used blend really bad with the terrain, principally the bridge on the floor that you can see in picture 2, or the spikes coming out of the ground in few pics. Either they do not fit well, or they are not well incorporated to the terrain. The spikes for example do not have a texture under them and on some pictures you can see through them (which is a really bad thing) The bunch of WTE we seen about taking a specefic doodads and scaling it to something like 300% is forcing you to think how to incorporate that doodad to the terrain, these are good practice for this I believe.
So, another thing is the overall terrain, there is absolutly no focus point... I don't get the story, the feeling, or anything when I look at the terrain. I see, plants, roots, bones, different cliffs... and that's about it. There is alot of time put in this for sure, I can see it. It's not just a random mess like I often did. There is a search of doodads and care of details. But I'm sure, you can do better and make the overall blend better together.
Little note, if you want this to be playable as a melee map, you need minerals and geysers. These can be incorporated with doodads as well adding maybe a even better feeling. Anyway, I hope you take these comments the good way!
Bit of an update on mine, I do hope to complete this terrain but I may have to settle for less to get it complete, anyway here are some pics, I have yet to work on the garden in the back as well as decide how to flesh out the bottom platform.I also finally decided to put it in a mountain on a moon orbiting a planet. I like how this one is turning out :)
Cant wait to see what Neb comes up with in his third person terrain, I would like to see what Scbrood makes of that interesting bridge, and only SirDee knows what awesomeness he is churning out in the shadows.
That's some good additions. But I wonder if the blue pillar are too tall? Does it make sense? I like the stairs, they are well made. I am less sure about the two heigh terrain... I feel like it's more of a challenge than an actual reflexion on "would it be nice if it was kinda floating?" That said, I'm curious to know how you did it. The only way I think is you used the heigh tool, made a platform and used hide cells on the sides, added some doodads to hide, and then added these protoss decals to fill in the hole under.
The background and mountains are fine, but overall everything is not blending yet together. The background is separated from the mountains and the mountains from the field and the field from the "building". I think from here it will get tricky to get good looking. But joecab you shown some pretty epic terrain in the past, you can make this one just as epic as you're used to. ;)
For some reason the blue towers make me think of Sonic 2. Not quite sure why 0o
Funny thing is, given that Protoss do not eat (which admittedly raises major questions regarding Aiur Chef) a Protoss restaurant would likely just be a lot of sun lamps (lorewise that is actually how Protoss 'eat', absorbed through the skin from sunlight/starlight)
In general I have to say a lot of great entries :-D always inspiring seeing what people dream up :)
thank you for youre points is new ideas with this textures i been trying i hope i get better with time
ps... still a rebel at heart and you know me too well. lol thank you.
Wow. Pretty interesting stuff here. The first picture, honestly, I don't feel like it's complete...but I don't know what is missing. The field of view adds alot of effect to the screenshot and sticking with that blue is just..perfect. The second screen is great, but I feel like the background needs more utility... like, what is that room for? What you do there? Why is there a balcony? And not just I put a wall with pipres and things to make a wall. I know it can be tricky or barely possible in some situation / ideas... The third screen is great too, but the field of view could use some more precision I think. The main subject are the characters and the planet, but I feel like the planet is a bit blur... In fact, I wonder if the overall field of view is too thick. So much that it makes the characters completly separeted from the background which makes the picture a little bit weird. I think it is also a little too dark, the Valerian's cape is blending in the dark of the background... Another thing is the texture on the ground, it is so uniform, that the characters looks like floating (kinda). Maybe some more detail there would be nice.
So, on the ship side, The first picture's field of view is killing the background too much I think... At the point where the ship looks like copy pasted over a texture. Personnaly, I would try to do the reverse effect, make the ship like moving and the planet be clear. The second picture is interesting, the ship is a mess of doodads in multiple angles... and it works. The field of view is just perfect, just enough details to keep the background interesting and the ship stay the main subject. I feel like the hole needs more destroyed things around it... but when I look to the last screen, it's just crazy good.
Overall, you have some really good terrain (Just as always ;) ) Keep up the good work!
Holy cow! I very like that waterfall and the green-ish fog-poison-ish cloud at the bottom. All the vines on the rocks and accross the valley, all the zerus cliff doodads... Well done! Just a little point though, if you ever want your map to get to "blizzard likes", watch your doodads density. As a WTE (or contest) it's really looking good, but as a melee map, it's a zone that could make some people lag.
I don't know what I'm looking at, but it's good. The photoshopped version for the contrast is much better. But the green seems too green to me... I like the pile of destroyed items on the right. I think a bit more lore clues to help understanding the picture would be nice. I don't really know what to say more...
It's supposed to be a neighborhood in the antigan countryside. I didn't get to work in the interiors, I must make a custom model for the houses instead of the few that the editor has. Right now they're placeholders, and I don't think I'll finish it before the deadline.
@Nebuli2: Go
I think what you need is to change slightly the lightning to fit with the background more. Maybe even add some omni lights...
@Maxsvard: Go
This thing has something really cool. I really like the colored doodads and the overall floating effect. However, I really thinks it needs a slight background effect instead of the thick grey... otherwise it just feel like a 3D program where you're making a model with no background...
Looking at it closer, I wonder if it would add some more effect if the overall terrain was less flat. Think about the floating bridge of bricks, what about having them at different height, and maybe even different angles (including tilted)...
Depending how far you would want to go, maybe even add paths that goes deeper in the picture so you don't know where is the gravity. If it's like you say, a dream, in a dream nothing is logic...
On the camera side I suggest you to be less focussed on the character Zeratul. Do not center the camera on him. Try to use the rule of thirds and even maybe add a little inclinaison to the camera to make it even less linear.
The lightning looks fine to me, there is not special point to say. But maybe you can experiment on this side too and add more omni to make things brighter with more colors. Dreams can be super colored in a way you would not imagine. :P
Working on projects:
Ok so I've been working for 2-3 hours and forced me to stick with a terrain size and go for details over scale. I had no idea so I googled "random idea" and took the first site. After a few click I had something like take a walk in a cemetery at night. From that it inspired me to do one. So far I only have a path
... But Hey oh, I like it. But I got other things to do for now so here is what I got so far. I must continue that!
Working on projects:
@Maxsvard: Go
So many seemingly clashing ideas... But blended so friggin well. Really cool.
@Maxsvard: Go Nicely done. Keeping it small and simplistic eh. It honestly looks like something you'd find from one of the earlier Final Fantasy games.
Now that I know it has to be playable (I missed the last paragraph in the original post somehow) thought I might as well show what I have thus far :D I have done allot of dark, intensely themed terrains, so why not sit back and have a bit of fun making a Protoss 5 star restraint? I was also trying to pick textures that were difficult to mesh together and I think I am doing an alright job thus far using contrasting things without clashing in a bad way.
I really like some of the submissions thus far, some really creative stuff.
@joecab: Go
Meh looks more like a four star restaurant :D . Looks cool so far, but I don't know what you'll do for patrons assuming you try to add some.
@joecab: Go
Omg that's flashy, but it's nice. At first I really don't know what I am looking at, but I like it. Looking further, its a restaurant with the table and chairs in the middle, but I don't get the overall feeling. The textures are quite nice though! You have a very good detailled concept / idea, but it still need a "container" and maybe even more details. Like, what about a zealot sit somewhere with a plate with stuff in it? Maybe dead zergling? eh xD What about a cook in the middle with fire. I wonder if a ceilling with actual walls and lights would be nice... there is alot of potential.
Edit: I started working back on my "All Doodads" project, this time to complete it and maybe go further on with units or even all models. But first, I'm gonna do all doodads. This will greatly help anyone that want to search something specefic.
In case you don't know what kind of stuff I am talking about, here is what I made like 2 years ago...
http://www.sc2mapster.com/media/attachments/21/144/SC2Doodads-LOS-Cliff.jpg
http://www.sc2mapster.com/media/attachments/21/145/SC2DoodadsEnvironment.jpg
http://www.sc2mapster.com/media/attachments/23/390/SC2DoodadsProps-Part1.jpg
I want to make something that will allow anyone to easily search through all the pictures of all the doodads. Even if it takes a few weeks to make (instead of 2 years...), I want it done, for me at least, and whoever will be interested in using such content.
Working on projects:
this is a zerus jungle by wargirl is a mellee map i dont always have something to show but this one hope is Mozared approved
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
Sweet Wargirl posted =P So, overall, I'm sorry but I don't like it. However, there are some really interesting details you put in there. I'll justify my thoughts and don't hate me please.
Let's go with the good points. The idea of mixing multiple type of terrains is good. You added many cliffs that aren't in Zerus by default and it can be really interesting blended together in some ways. Trying to mix these is an interesting point.
In the second pictures, I reaaaallly like the spike plant doodads you put in the cliff. (I don't remember the name of it). Overall I like the fact that you put groups of doodads together more than just spreaded everywhere. This is a mistakes that some people do, but not you.
I really like the waterfall mixed with Zerus cliffs doodads. That thing works.
I really like the water variation on the ground. That's interesting. Although, in a melee maps the heigh tool is generally not used because when you play on a map and you place a building, the terrain will be reset to flat. So either you make it kind of big or really small detail. Think of Bel'Shir Beach map with water accross half the map, I don't think you can build in water (But I'm not sure). The heigh tool can be interesting for details outside the playable area principally. I know you tend to don't respect "normal" rules, but that's my point.
I realllly like once again the Xel'Naga doodads in picture 5 that are tilted and slightly underground. That's reallly really interesting. I love that.
I like how you focussed on filling the dead space such as between cliffs. That is really good to get a good melee map.
I like the mega waterfall in the last picture, but the problem with waterfalls is they usually looks kind of out of nowhere. "Where is the water coming from?" It's like poping right there. "Why are there rocks only where there is a waterfall?" Could a massive number of rocks fills the hole in a V shape?
So, with all that said, here is some points I think you could work more on.
You tried the default texture play with multiple cliffs type, why not try to mix in different textures? When you look at picture 2 for example, more precisely to the ramp, you barely see a difference between low and high ground. Only because of the cliff model that you can see the difference. You could work more on thinking, "where that textures should be" instead of trying to place all textures everywhere blended together. It needs a bit more thoughts.
Some doodads used blend really bad with the terrain, principally the bridge on the floor that you can see in picture 2, or the spikes coming out of the ground in few pics. Either they do not fit well, or they are not well incorporated to the terrain. The spikes for example do not have a texture under them and on some pictures you can see through them (which is a really bad thing) The bunch of WTE we seen about taking a specefic doodads and scaling it to something like 300% is forcing you to think how to incorporate that doodad to the terrain, these are good practice for this I believe.
So, another thing is the overall terrain, there is absolutly no focus point... I don't get the story, the feeling, or anything when I look at the terrain. I see, plants, roots, bones, different cliffs... and that's about it. There is alot of time put in this for sure, I can see it. It's not just a random mess like I often did. There is a search of doodads and care of details. But I'm sure, you can do better and make the overall blend better together.
Little note, if you want this to be playable as a melee map, you need minerals and geysers. These can be incorporated with doodads as well adding maybe a even better feeling. Anyway, I hope you take these comments the good way!
Working on projects:
Bit of an update on mine, I do hope to complete this terrain but I may have to settle for less to get it complete, anyway here are some pics, I have yet to work on the garden in the back as well as decide how to flesh out the bottom platform.I also finally decided to put it in a mountain on a moon orbiting a planet. I like how this one is turning out :)
Cant wait to see what Neb comes up with in his third person terrain, I would like to see what Scbrood makes of that interesting bridge, and only SirDee knows what awesomeness he is churning out in the shadows.
@joecab: Go
That's some good additions. But I wonder if the blue pillar are too tall? Does it make sense? I like the stairs, they are well made. I am less sure about the two heigh terrain... I feel like it's more of a challenge than an actual reflexion on "would it be nice if it was kinda floating?" That said, I'm curious to know how you did it. The only way I think is you used the heigh tool, made a platform and used hide cells on the sides, added some doodads to hide, and then added these protoss decals to fill in the hole under.
The background and mountains are fine, but overall everything is not blending yet together. The background is separated from the mountains and the mountains from the field and the field from the "building". I think from here it will get tricky to get good looking. But joecab you shown some pretty epic terrain in the past, you can make this one just as epic as you're used to. ;)
Working on projects:
@joecab: Go
For some reason the blue towers make me think of Sonic 2. Not quite sure why 0o
Funny thing is, given that Protoss do not eat (which admittedly raises major questions regarding Aiur Chef) a Protoss restaurant would likely just be a lot of sun lamps (lorewise that is actually how Protoss 'eat', absorbed through the skin from sunlight/starlight)
In general I have to say a lot of great entries :-D always inspiring seeing what people dream up :)
Well it's about bloody time. K, so, 4 days left?
I can do this...
The second one is photoshopped because I wanted a teeny bit more contrast and because the green was too eyesore.
@Scbroodsc2: Go
thank you for youre points is new ideas with this textures i been trying i hope i get better with time ps... still a rebel at heart and you know me too well. lol thank you.
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 how everything is looking so far. I'm not sure if I'll have time over the weekend to go back over and work on it some more, unfortunately.
@Nebuli2: Go
Wow. Pretty interesting stuff here. The first picture, honestly, I don't feel like it's complete...but I don't know what is missing. The field of view adds alot of effect to the screenshot and sticking with that blue is just..perfect. The second screen is great, but I feel like the background needs more utility... like, what is that room for? What you do there? Why is there a balcony? And not just I put a wall with pipres and things to make a wall. I know it can be tricky or barely possible in some situation / ideas... The third screen is great too, but the field of view could use some more precision I think. The main subject are the characters and the planet, but I feel like the planet is a bit blur... In fact, I wonder if the overall field of view is too thick. So much that it makes the characters completly separeted from the background which makes the picture a little bit weird. I think it is also a little too dark, the Valerian's cape is blending in the dark of the background... Another thing is the texture on the ground, it is so uniform, that the characters looks like floating (kinda). Maybe some more detail there would be nice.
So, on the ship side, The first picture's field of view is killing the background too much I think... At the point where the ship looks like copy pasted over a texture. Personnaly, I would try to do the reverse effect, make the ship like moving and the planet be clear. The second picture is interesting, the ship is a mess of doodads in multiple angles... and it works. The field of view is just perfect, just enough details to keep the background interesting and the ship stay the main subject. I feel like the hole needs more destroyed things around it... but when I look to the last screen, it's just crazy good.
Overall, you have some really good terrain (Just as always ;) ) Keep up the good work!
@wargirlwargirl: Go
Holy cow! I very like that waterfall and the green-ish fog-poison-ish cloud at the bottom. All the vines on the rocks and accross the valley, all the zerus cliff doodads... Well done! Just a little point though, if you ever want your map to get to "blizzard likes", watch your doodads density. As a WTE (or contest) it's really looking good, but as a melee map, it's a zone that could make some people lag.
@ScrinKing: Go
I don't know what I'm looking at, but it's good. The photoshopped version for the contrast is much better. But the green seems too green to me... I like the pile of destroyed items on the right. I think a bit more lore clues to help understanding the picture would be nice. I don't really know what to say more...
Working on projects:
@Scbroodsc2: Go
Thanks for the feedback. What do you think of these changes?
@Scbroodsc2: Go
Oh, right, it's a radiation blasted space platform, too close to the sun.
Here's mine:
It's supposed to be a neighborhood in the antigan countryside. I didn't get to work in the interiors, I must make a custom model for the houses instead of the few that the editor has. Right now they're placeholders, and I don't think I'll finish it before the deadline.
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