@joecab: Go
I've been working on Strategy Turn based RPGs for years, and for the past few months I've been creating a Turn Based RPG Mod for SC2. The setting of my map is Steampunk/Medieval so all 50 class units (i.e. Soldier, Warrior, etc) are models imported from WoW as well as a few medieval buildings, to make the map have a medieval feel. The problem is map size limits, but even a few models can make the illusion work. I've actually been trying to create medieval castle town environments in the editor, but I keep starting over due to various things. The code itself is almost done, but the terrain is mostly blank. I did however just make a small "town" with a castle, church, and tents. It's more of a hub for missions (castle), healing your units (church), and representing a population (tents).
Anyway, reading this topic piqued my interest since I just infact finished my 5000th version of my castle so I'll share some pictures. Everyone's submissions so far are really great, but Bronxsy, Cbrag and joecab have really impressed me. Seeing these pictures make me feel like im in the castle, they're so great. Mine is not only bland, but it's probably "cheating" since it's using WoW imported models mixed with SC2 ones, but Castles are Castles.
Joecab's work just got me thinking about the environment of my mod and how even the particular terrain you showed in this thread would be an awesome "level" for my mod. Since it's a grid based game, like Final Fantasy tactics, Disgaea, or Fire Emblem, I use my map area to create 20x20 "scenes" which become maps in which to combat and hopefully tell a story with a campaign mode. If you, joecab, or anyone else I mentioned (or even didnt mention), is interested in sharing ideas/working together on terraining medieval/steampunk scenes definitely let me know. I'm not asking to team up or get anyone involved in a commitment or anything serious, more of a workshop of ideas and map making for people who enjoy these sorts of things.
I have a thread in the project section called "Makai Kingdom: Turn Based Strategy Mod" so if you're interested post there or here or PM me, whatever works.
(Sorry to sort of hijack the thread with my crap; these weekly excercise threads always have great things, but I was really just that amazed by what I saw and im passionate about my game)
My take on this exercise is the "Minimalistic Visual Representation" that is often used in games to define a place or an idea in order to enrich the game and make it more thematic and immersive. What I mean is, my Castle isnt there to be used as a castle. It's empty inside, it's small, and it's simple in an iconic way, In the game, it represents a place to get quests, advance storylines, etc. The Mausoleum/Hospital is the same way for healing. If I had a level where you visited the actual castle, you can bet it would be a separate area, and one room would probably be larger than the entire castle model. As a kid I used to love how world maps were used in old SNES and NES games to allow you to see an entire world in a less resource-consuming minimalist way, this is smart terraining. And again, I have gone off on a tangent...heh...well anyway, thanks for reading if you made it all the way through.
Anyway, onto my Castle: The Country it's in is called Asteria, a synonym for Blue (the army wears blue, etc) and i you've played WoW, you'll recognize my town's landmarks. All of the models were slightly modified or combined to create the structures though, so they're not just straight up models from the game. There's a bridge, moat, and two fountains. The mausoleum has benches and plants near it, with columns and a spiritual ring aura on the floor. Also, please note: The lighting is set like that since I need it to test while I work on the combat animations, aka it has to be VERY bright and whitish with no defining shadows and the like. That will be addressed much later in the process.
@joecab: Go I've been working on Strategy Turn based RPGs for years, and for the past few months I've been creating a Turn Based RPG Mod for SC2. The setting of my map is Steampunk/Medieval so all 50 class units (i.e. Soldier, Warrior, etc) are models imported from WoW as well as a few medieval buildings, to make the map have a medieval feel. The problem is map size limits, but even a few models can make the illusion work. I've actually been trying to create medieval castle town environments in the editor, but I keep starting over due to various things. The code itself is almost done, but the terrain is mostly blank. I did however just make a small "town" with a castle, church, and tents. It's more of a hub for missions (castle), healing your units (church), and representing a population (tents). Anyway, reading this topic piqued my interest since I just infact finished my 5000th version of my castle so I'll share some pictures. Everyone's submissions so far are really great, but Bronxsy, Cbrag and joecab have really impressed me. Seeing these pictures make me feel like im in the castle, they're so great. Mine is not only bland, but it's probably "cheating" since it's using WoW imported models mixed with SC2 ones, but Castles are Castles.
Joecab's work just got me thinking about the environment of my mod and how even the particular terrain you showed in this thread would be an awesome "level" for my mod. Since it's a grid based game, like Final Fantasy tactics, Disgaea, or Fire Emblem, I use my map area to create 20x20 "scenes" which become maps in which to combat and hopefully tell a story with a campaign mode. If you, joecab, or anyone else I mentioned (or even didnt mention), is interested in sharing ideas/working together on terraining medieval/steampunk scenes definitely let me know. I'm not asking to team up or get anyone involved in a commitment or anything serious, more of a workshop of ideas and map making for people who enjoy these sorts of things.
I have a thread in the project section called "Makai Kingdom: Turn Based Strategy Mod" so if you're interested post there or here or PM me, whatever works.
(Sorry to sort of hijack the thread with my crap; these weekly excercise threads always have great things, but I was really just that amazed by what I saw and im passionate about my game)
My take on this exercise is the "Minimalistic Visual Representation" that is often used in games to define a place or an idea in order to enrich the game and make it more thematic and immersive. What I mean is, my Castle isnt there to be used as a castle. It's empty inside, it's small, and it's simple in an iconic way, In the game, it represents a place to get quests, advance storylines, etc. The Mausoleum/Hospital is the same way for healing. If I had a level where you visited the actual castle, you can bet it would be a separate area, and one room would probably be larger than the entire castle model. As a kid I used to love how world maps were used in old SNES and NES games to allow you to see an entire world in a less resource-consuming minimalist way, this is smart terraining. And again, I have gone off on a tangent...heh...well anyway, thanks for reading if you made it all the way through.
Anyway, onto my Castle: The Country it's in is called Asteria, a synonym for Blue (the army wears blue, etc) and i you've played WoW, you'll recognize my town's landmarks. All of the models were slightly modified or combined to create the structures though, so they're not just straight up models from the game. There's a bridge, moat, and two fountains. The mausoleum has benches and plants near it, with columns and a spiritual ring aura on the floor. Also, please note: The lighting is set like that since I need it to test while I work on the combat animations, aka it has to be VERY bright and whitish with no defining shadows and the like. That will be addressed much later in the process.