You're getting there. The last one, I ask: "Where is Za'gara?" :D You're including more details, and you have more natural cliffs. Those high rocks usually fit the edge the best, though, unless they are no fly-zones.
O.O Man, if that's not close to HotS, I don't f know what it is! But I'd change the exit vents for the mutas and such, and replace them for larger eggs, maybe the ultra ones from the Castanar mission.
I think that looks better. I'd use even more different tiles, though.
EDIT: I've attached some examples of what you could do. Think of them more as general ways of doing it. I know, for instance, that you didn't want your winter world to look too frozen. You might not even want the temple.
I've also included some tips on how to work in general:
Don't overdo it with the raise tool. Find the right height first, then use the smooth tool to make it look good. I don't usually use those two at all (if you look at WOL, you might notice Blizzard doesn't either). SC2 doesn't really function with it as well as WC3. However, it's possible to make it look good, anyway.
Terraining has a lot to do with feelings. You need to discover a different part of you than the one who does triggers and coding. Yes, a map should serve functions (start points, base size, etc.), but you shouldn't notice that while playing.
Randomness is good. Nature doesn't have a system. It just is. Let me illustrate how to achieve randomness with an example: a mathematician asked two people to randomly put rubber ducks on an ice rink. They set out, and placed the ducks on the rink; some in groups, some alone, never really following a system. But it wasn't random. What the mathemathician did was to put the ducks in a box and just throw them on the rink. That's random. Stop thinking and just do.
Fog can do amazing things. It can be found in the terrain types in the data editor. There are three parts you should concentrate on: the color, height, and density. The color goes a long way to assist with the lighting. The height decides the difference between using the lowest cliff as a viewable but not pathable part of your map, or as an unviewable tool that can create the illusion of being on a high altitude area. Raise it high enough and you can create deep fog. The density regulates how much of the fog you see. You might want a high fog that doesn't look foggy on the pathable part, for example.
I usually clump up different doodads, usually combining rocks with some kind of brush to make it all look more natural. You seem to leave the rocks alone, which looks unnatural, especially when there's a different color between the rocks and the ground.
Unless they serve a certain purpose such as blocking the path, I keep most doodads on the sidelines, perhaps as a smoothing tool between cliffs.
Sometimes, you may want to create a layer of tiles where each layer is smaller than the one under it. You do this by filling out an area with one tile, then creating another atop of it, leaving only the margins of the lower tile visible. Then make an even smaller area with the third tile on toop.
Last, but not least: make DIAGONAL maps. Cliffs going horizontally/vertically looks horrible and should be kept exclusively for chess boards. Yes, you can use it occasionally, but diagonal should be the underlining principle.
You're getting there. The last one, I ask: "Where is Za'gara?" :D You're including more details, and you have more natural cliffs. Those high rocks usually fit the edge the best, though, unless they are no fly-zones.
@DeltaCadimus: Go
Yeah, it was just a quick thing. It actually looked much more like HOTS when I tried it with the Port Zion lighting. It's Aiur atm.
I think that looks better. I'd use even more different tiles, though.
EDIT: I've attached some examples of what you could do. Think of them more as general ways of doing it. I know, for instance, that you didn't want your winter world to look too frozen. You might not even want the temple.
I've also included some tips on how to work in general: