Yeah its a large penthouse/mall ship that is docked above a city. It's got a dominion embassy and will be subject to a power struggle between the very wealthy private owner of the ship and the dominion. In the mean time you play as a team of gutter rats taking advantage of the power struggle to attempt to pull off a robbery of the penthouse safe.
Still in the making, been looking at it all too long, need other opinions.
Sounds like a nice concept, and I quite like the terrain. The only thing I'm having difficulty with at the moment is placing it; some areas seem very much indoors, but because I haven't seen a door it's hard for me to pinpoint stuff. I think the hall/pathways look great with a good amount of detail to them. The 'office' with the carpets looks perhaps a tad dirty for what it is, but otherwise I'm pretty stoked on recommendations. It's very close to perfect if you ask me - mainly also due to the fact that unlike as with most terrains, your terrain is not going to only get better as you add more detail to it due to the fact that the clean Umoja textures work best when they aren't filled up.
I know what you mean by placement, unfortunately I couldn't capture a sense of it with screenshots. The office embassy I originally had in whites and the same motif as the rest of the building but it didn't feel dominion, it also had way too many colours going on, I had red lights plus bright lens flare blues everywhere as well as the greens, and it looked very christmasy rather than dominion xD so I got rid of a lot of the colours and tried to stick with the greys, reds and very small amounts of green.
It left it very dark and dirty looking I suppose, although I restrained myself from placing any form of dirt.
The lens flare lights you can change colour and manipulate, they're my new favourite thing.
Im so screwed when I attempt to trigger and data manipulate this shit ._. a basic space ship fly by takes me a day to figure out.
I feel like if you made the lighting for the office brighter, or used some omni lights it would look better. I think ass long as people know you're supposed to be in a ship the feeling will be conveyed better. Overall it's pretty awesome.
For the ground there is a large doodad that is made for a lower city kinda idea, it even has moving traffic.
IMO, I think you got kinda a decent headstart, unlike myself, when I made my first maps. But then, I wasn't that much skilled at terraining at the time, so let's leave it at then.
I liked pretty much that this was some actual terrain work. The Umojan Terrain is virtually sterile and clean, but it's reasonable, as penthouses are generally clean, and greatly screams sci-fi penthouse by it's look alone. I particularly praise how you did the exteriors for the window corridor on the first screenshot, combining the structures with the vertical wind/light, as well as the scaffolding with the two towers for Drakken Cannons on the last shot, they fit the scene very well, and reminds me of sci-fi animes like Akira and Ghost in the Shell.
The only thing that actually feels out of place though is that you used the Protoss Decals to make the light stripes for the border walls and bridge. But the particular decal variation is the closest there is to not being alien, so I'll let that one go.
Other than that, as I said, it's a decent thing you got going. Will keep tuned for more.
IMO, I think you got kinda a decent headstart, unlike myself, when I made my first maps. But then, I wasn't that much skilled at terraining at the time, so let's leave it at then.
I liked pretty much that this was some actual terrain work. The Umojan Terrain is virtually sterile and clean, but it's reasonable, as penthouses are generally clean, and greatly screams sci-fi penthouse by it's look alone. I particularly praise how you did the exteriors for the window corridor on the first screenshot, combining the structures with the vertical wind/light, as well as the scaffolding with the two towers for Drakken Cannons on the last shot, they fit the scene very well, and reminds me of sci-fi animes like Akira and Ghost in the Shell.
The only thing that actually feels out of place though is that you used the Protoss Decals to make the light stripes for the border walls and bridge. But the particular decal variation is the closest there is to not being alien, so I'll let that one go.
Other than that, as I said, it's a decent thing you got going. Will keep tuned for more.
Indeed, the protoss decals are something I began whilst making the docking (last pic) and main reception, (pic 3), I am still undecided on them. Their neon bright-light and slightly exotic appearance kinda lended itself to my idea of a penthouse casino thing, the ship itself I am portraying as a giant mall, maybe imagine a small space'city' capable of docking at planets cities for periods in which inhabitants would pay extensive amounts to go aboard to see the attractions. However they still appear slightly out of place, I might just get rid of them and go for blue lens flares on the docking lights for some more blue.
Thanks for the constructive posts, I'm always open to any ideas.
Love it, it has a very Mass Effect vibe to it. I like that hallway with the windows and the city outside. Looks great. First time I see that in StarCraft.
Yeah its a large penthouse/mall ship that is docked above a city. It's got a dominion embassy and will be subject to a power struggle between the very wealthy private owner of the ship and the dominion. In the mean time you play as a team of gutter rats taking advantage of the power struggle to attempt to pull off a robbery of the penthouse safe.
Still in the making, been looking at it all too long, need other opinions.
Is the map called Space's Eleven by any chance?
Sounds like a nice concept, and I quite like the terrain. The only thing I'm having difficulty with at the moment is placing it; some areas seem very much indoors, but because I haven't seen a door it's hard for me to pinpoint stuff. I think the hall/pathways look great with a good amount of detail to them. The 'office' with the carpets looks perhaps a tad dirty for what it is, but otherwise I'm pretty stoked on recommendations. It's very close to perfect if you ask me - mainly also due to the fact that unlike as with most terrains, your terrain is not going to only get better as you add more detail to it due to the fact that the clean Umoja textures work best when they aren't filled up.
Why thank you,
I know what you mean by placement, unfortunately I couldn't capture a sense of it with screenshots. The office embassy I originally had in whites and the same motif as the rest of the building but it didn't feel dominion, it also had way too many colours going on, I had red lights plus bright lens flare blues everywhere as well as the greens, and it looked very christmasy rather than dominion xD so I got rid of a lot of the colours and tried to stick with the greys, reds and very small amounts of green.
It left it very dark and dirty looking I suppose, although I restrained myself from placing any form of dirt. The lens flare lights you can change colour and manipulate, they're my new favourite thing.
Im so screwed when I attempt to trigger and data manipulate this shit ._. a basic space ship fly by takes me a day to figure out.
I feel like if you made the lighting for the office brighter, or used some omni lights it would look better. I think ass long as people know you're supposed to be in a ship the feeling will be conveyed better. Overall it's pretty awesome.
For the ground there is a large doodad that is made for a lower city kinda idea, it even has moving traffic.
IMO, I think you got kinda a decent headstart, unlike myself, when I made my first maps. But then, I wasn't that much skilled at terraining at the time, so let's leave it at then.
I liked pretty much that this was some actual terrain work. The Umojan Terrain is virtually sterile and clean, but it's reasonable, as penthouses are generally clean, and greatly screams sci-fi penthouse by it's look alone. I particularly praise how you did the exteriors for the window corridor on the first screenshot, combining the structures with the vertical wind/light, as well as the scaffolding with the two towers for Drakken Cannons on the last shot, they fit the scene very well, and reminds me of sci-fi animes like Akira and Ghost in the Shell.
The only thing that actually feels out of place though is that you used the Protoss Decals to make the light stripes for the border walls and bridge. But the particular decal variation is the closest there is to not being alien, so I'll let that one go.
Other than that, as I said, it's a decent thing you got going. Will keep tuned for more.
Indeed, the protoss decals are something I began whilst making the docking (last pic) and main reception, (pic 3), I am still undecided on them. Their neon bright-light and slightly exotic appearance kinda lended itself to my idea of a penthouse casino thing, the ship itself I am portraying as a giant mall, maybe imagine a small space'city' capable of docking at planets cities for periods in which inhabitants would pay extensive amounts to go aboard to see the attractions. However they still appear slightly out of place, I might just get rid of them and go for blue lens flares on the docking lights for some more blue.
Thanks for the constructive posts, I'm always open to any ideas.
@Ababmer: Go
Where, uh, where did you get that table?
The terrain is very nice ! I don't see many enhancements to bring but I'm looking forward to play it :)
@SheogorathSC: Go
Soulfilcher's models one if his doodad packs.
Looks to me like
http://www.sc2mapster.com/assets/soulfilchers-models/files/20-doodad-pack-2/
Love it, it has a very Mass Effect vibe to it. I like that hallway with the windows and the city outside. Looks great. First time I see that in StarCraft.
Didn't I see this before but without HOTS doodads? Looks great still.