Thanks for the positive reply =). I love terraining and if I can get more people into it, the better ;)
As for the sandbags next to the battleship; maybe it makes more sense if I zoom in on it for you:
http://img815.imageshack.us/img815/7863/coyotecanyon3.jpg
The 'idea' behind that specific bit is that a battlecruiser came to the aid of the mining station, but was shot down - after that the survivors of the crash laid down a defensive perimeter to defend their wreckage while they tried to rebuild it. Keeping that in mind and looking at the new picture, do you still reckon it looks odd? I'm not unwilling to change it if it's indeed for the better, but want to be detailed and clear before I do.
One of my major issues right now seems to be actually getting the the terrain to resemble what is in my mind. I think there is some core piece of information I am missing, but after messing around with the terrain for a while, I find myself designing around what galaxy editor decided to do. So I guess the main thing I am looking for is: How to control the terrain editor is a more percise way.
I figured by either reading a tutorial on someone making something or watching a video some of the control might be transfered to me, but the tutorials I have seen so far is just quickly raising land and not really paying any attention to detail. So for me right now it is like trying to drawing with a crayon. I am sure it just takes practice though.
Let me try and explain what my flow of thought when terraining is; open up a new map, and bare with me.
For a moment, forget everything that doesn't have to do with the terrain. This is not a melee map, it doesn't have to be walkable, screw the pathing, it doesn't need to be balanced, it just needs to have terrain. Start off with a basic idea. Like "I want to make a canyon". Then, you make a simple canyon by getting in some low ground.
Next, you have a look at the textures. Ask yourself "what would make sense?". Obviously, the same sandy texture all over again is ugly. Rocky ground probably won't fit too well in a canyon which would naturally be filled with sand. So try and mix various types of sand. You can use the rocky ground for the actual cliffs.
Then, go to the doodads. See what's in there and see if you can make it interesting. For example, turn it into an ex-'mining colony' that has been overrun with Zerg. Lots of destroyed buildings, mine entrances, and crystals would work. Try and make the terrain 'tell a story'. If you look at it and see all the stuff that's around, you should have a rough picture in your head of what has transpired here. Once you've got the basics of that laid out, fill up the emptiness with some plants, vegetation and rocks. Put them in places so that they look somewhat natural. So no huge clusters, but groups of three, rocks near cliff edges, etc.
P.S. To place objects on lower ground you need to hold the shift button while placing them.
Once all that's done, you've come a far end and only need to do the 'finishing touches' - scroll through the doodad and textures screens again and see if there's anything you can use in a creative way. This is basically where you differentiate your maps from having "nice terrain" to "amazing".
This is basically how I built this;
http://img823.imageshack.us/img823/1990/coyotecanyon2.jpg
It's not exactly my best piece of work, but it's a start. See if you can get something similar and if my way of working suits you - post what you come up with and let us give you some feedback, if you feel like it. Lets see if we can help you along.
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@Lennywing: Go
Thanks for the positive reply =). I love terraining and if I can get more people into it, the better ;)
As for the sandbags next to the battleship; maybe it makes more sense if I zoom in on it for you: http://img815.imageshack.us/img815/7863/coyotecanyon3.jpg The 'idea' behind that specific bit is that a battlecruiser came to the aid of the mining station, but was shot down - after that the survivors of the crash laid down a defensive perimeter to defend their wreckage while they tried to rebuild it. Keeping that in mind and looking at the new picture, do you still reckon it looks odd? I'm not unwilling to change it if it's indeed for the better, but want to be detailed and clear before I do.
Let me try and explain what my flow of thought when terraining is; open up a new map, and bare with me.
For a moment, forget everything that doesn't have to do with the terrain. This is not a melee map, it doesn't have to be walkable, screw the pathing, it doesn't need to be balanced, it just needs to have terrain. Start off with a basic idea. Like "I want to make a canyon". Then, you make a simple canyon by getting in some low ground.
Next, you have a look at the textures. Ask yourself "what would make sense?". Obviously, the same sandy texture all over again is ugly. Rocky ground probably won't fit too well in a canyon which would naturally be filled with sand. So try and mix various types of sand. You can use the rocky ground for the actual cliffs.
Then, go to the doodads. See what's in there and see if you can make it interesting. For example, turn it into an ex-'mining colony' that has been overrun with Zerg. Lots of destroyed buildings, mine entrances, and crystals would work. Try and make the terrain 'tell a story'. If you look at it and see all the stuff that's around, you should have a rough picture in your head of what has transpired here. Once you've got the basics of that laid out, fill up the emptiness with some plants, vegetation and rocks. Put them in places so that they look somewhat natural. So no huge clusters, but groups of three, rocks near cliff edges, etc. P.S. To place objects on lower ground you need to hold the shift button while placing them.
Once all that's done, you've come a far end and only need to do the 'finishing touches' - scroll through the doodad and textures screens again and see if there's anything you can use in a creative way. This is basically where you differentiate your maps from having "nice terrain" to "amazing".
This is basically how I built this; http://img823.imageshack.us/img823/1990/coyotecanyon2.jpg It's not exactly my best piece of work, but it's a start. See if you can get something similar and if my way of working suits you - post what you come up with and let us give you some feedback, if you feel like it. Lets see if we can help you along.