Built up the wall a little and spent some time with the cliff face. Scout towers aren't used in gameplay anyway and they make great doodads! Normally when I terrain things (and I really use that term as lightly as I can, my normal terraining is terrible...) I tend to go for geometic shapes and perfect lines. Feels kinda weird doing messy, organic shapes.
The water looks kinda boring. Not sure if that's ever going to be noticed in-game, but the water's edge looks so silly. There's no transition between sand and water and the result looks really jarring when the water is moving.
The area behind the wall is reserved for gameplay, but I'd like to pave it or something. Seems almost silly to spend so long terraining the map borders and then leave the main areas completely blank!
Thanks for the feedback! I totally agree with the bareness of it, I spent a fair while toying with foliage and I think it's in a better place. Some of the sc2 doodads work so well with wc3 ones. Will post a few more screenshots when things look better.
It's;
Phaeton Sand Dark
Korhal City Grass
Haven Grass Rocky
Haven Grass
Haven Rock Rough
Agria Dirt
Agria Dirt Rough
Xil Sand Cracked
Haven Rock Rough and Haven Grass Rocky for cliffs.
Agria Dirt with Agria Dirt Rough borders for roads.
Korhal City Grass with Haven Grass highlights for the forest areas.
Phaeton Sand Dark for the beaches with Xil Sand Cracked for the sea bed to help bring the caustics of the water out.
Built up the wall a little and spent some time with the cliff face. Scout towers aren't used in gameplay anyway and they make great doodads! Normally when I terrain things (and I really use that term as lightly as I can, my normal terraining is terrible...) I tend to go for geometic shapes and perfect lines. Feels kinda weird doing messy, organic shapes.
The water looks kinda boring. Not sure if that's ever going to be noticed in-game, but the water's edge looks so silly. There's no transition between sand and water and the result looks really jarring when the water is moving.
The area behind the wall is reserved for gameplay, but I'd like to pave it or something. Seems almost silly to spend so long terraining the map borders and then leave the main areas completely blank!
Some more shots;
Wc3 units stand out like sore thumbs, but from a gameplay point of view I don't think that's a bad thing.
Hopefully looks a little less barren now, without looking cluttered, since it's meant to be a playable terrain and all.
I like the zerus brambles. Some wc3 doodads look really good in sc2 too. Not many, but some.
Thanks for the feedback! I totally agree with the bareness of it, I spent a fair while toying with foliage and I think it's in a better place. Some of the sc2 doodads work so well with wc3 ones. Will post a few more screenshots when things look better.
Learning to make use of the war3 terraining assets.
I really need to export a Pepe model from WoW...