Hey folks! Last week's Jungle Basin terrains were awwesome, with double double you. For this week, something we haven't tried at all yet!
Weekly Terraining Exercise #38
A theme that I figured has so far been mostly untouched by most terrainers here is Deadman's Port. I've seen some great terrains on the tileset by people like Dresnia already, but nothing really 'mainstream' yet; hence why I wanted to bring this theme up. For those who don't know what this is: Deadman's Port is a settlement on Dead Man's Rock where a mission from the campaign takes place. The town mostly resembles a dump with all sorts of rusty mechanical objects and contagious barrels to be found all around the place.
So, on to making rusty dumps of cities it is for all of you - GL, HF! :)
As you might remember i did a terrain Deadman's port style for my own project, but i had some problem with terrain objects f*ck*ng the whole thing up and made the center piece have massive lag, still performance doesn't have anything to do with screenies so here you go:
Note: The terrain gets more Castanar then Deadman's port in the middle.
Interesting. I like the kind of stand with the people and the tires to make a kind of door. There is alot of omni green light xD Why not try to use the lighting setting or add some lamp. All over your terrain there is light, but nothing that technically give light... xD Something weird here.
But other way it is very nice.
Edit: My map is done. I think this is the one i pass the most time on it and placed the most different doodate/unit. My map is... totally filled and freaking lagging when using graph in max. As I always try to do a short film in the better quality possible, this time I got some troubles.... It already happended to me with another WTE with the lonely zergling through snow, but I had at less 1 fps and then I juste put the video speed during the montage to x2. It looks to lag less...
This time, I don't have 1 fps... but more something like.... 0,33fps what is just... toooo lagggggyyyyy. yyyyy gyyyyyyy. xD So, I'll try to ask a friend to record it for me. Then I'll try to make a video of it =) If no friends are able to record it soon, I'll post some pictures.
I was struggling to find a good idea to approach this one since a broken down city doesn't have that many focal points that come to mind. So thinking about it I realized that even at a place like Dead Man's port, someone is going to be in power, and that's what I went for. So Orlan has a power plant in the city that is better than the trash that is around the rest of the city.
Wow, very nice. There is some doodate I haven't used that you did >.< I forgot the Garage and some others... Well, I think I still got enough like that. I'm actually transfering the video from my friend's computer to me. If we don't have enough time today, we will try again tomorrow.
So, I will not have time today to get my video. I'll do it tomorrow.
Yeah, I'm always lazy.
Just wanted too point out a little thing I used for this one is, using Mara Sara Panels and cutting out the 'stuff' with just dirt. So it looks like doodads placed around the ground, but it's actually just terrain.
Allot of great work has been posted in here, but I keep noticing allot of you over-do stuff. There's really no need to use such a amount of doodads and make stuff look heavy. Terrain should look just nice, but not fps heavy ! Then again, we can all do as we like :)
Terrain should look just nice, but not fps heavy ! Then again, we can all do as we like :)
Tbf, that's debatable. One of the reasons why I leave folks free to pick their own style in WTE's is because it allows them to make terrain-only showcases, where balance and performance are no-issues. Showcases are great to let people play and practice with the details of terrain without them having to worry about balancing the map and not overdoing doodads.
This is a good point though, I should perhaps do a WTE regarding lay-outs or such to put special emphasis on the lay-out and balance for once, as it is a different zone of practice than doing details.
Hey folks! Last week's Jungle Basin terrains were awwesome, with double double you. For this week, something we haven't tried at all yet!
Weekly Terraining Exercise #38
A theme that I figured has so far been mostly untouched by most terrainers here is Deadman's Port. I've seen some great terrains on the tileset by people like Dresnia already, but nothing really 'mainstream' yet; hence why I wanted to bring this theme up. For those who don't know what this is: Deadman's Port is a settlement on Dead Man's Rock where a mission from the campaign takes place. The town mostly resembles a dump with all sorts of rusty mechanical objects and contagious barrels to be found all around the place.
So, on to making rusty dumps of cities it is for all of you - GL, HF! :)
The Global Information/Idea thread for Terraining Exercises can be found here:
http://forums.sc2mapster.com/development/terrain/14658-terraining-exercises-global-information-idea-thread/
As you might remember i did a terrain Deadman's port style for my own project, but i had some problem with terrain objects f*ck*ng the whole thing up and made the center piece have massive lag, still performance doesn't have anything to do with screenies so here you go:
Note: The terrain gets more Castanar then Deadman's port in the middle.
Here's a small little bit of terrain I made. I tried to make it look depressing and I hope that I succeeded.
Eh...
I don't how good/applicable to the WET this is, but here goes:
Fire away!
Here's my try.
@Exaken: Go
Interesting. I like the kind of stand with the people and the tires to make a kind of door. There is alot of omni green light xD Why not try to use the lighting setting or add some lamp. All over your terrain there is light, but nothing that technically give light... xD Something weird here.
But other way it is very nice.
Edit: My map is done. I think this is the one i pass the most time on it and placed the most different doodate/unit. My map is... totally filled and freaking lagging when using graph in max. As I always try to do a short film in the better quality possible, this time I got some troubles.... It already happended to me with another WTE with the lonely zergling through snow, but I had at less 1 fps and then I juste put the video speed during the montage to x2. It looks to lag less...
This time, I don't have 1 fps... but more something like.... 0,33fps what is just... toooo lagggggyyyyy. yyyyy gyyyyyyy. xD So, I'll try to ask a friend to record it for me. Then I'll try to make a video of it =) If no friends are able to record it soon, I'll post some pictures.
Working on projects:
I was struggling to find a good idea to approach this one since a broken down city doesn't have that many focal points that come to mind. So thinking about it I realized that even at a place like Dead Man's port, someone is going to be in power, and that's what I went for. So Orlan has a power plant in the city that is better than the trash that is around the rest of the city.
@Duncs878: Go
Wow, very nice. There is some doodate I haven't used that you did >.< I forgot the Garage and some others... Well, I think I still got enough like that. I'm actually transfering the video from my friend's computer to me. If we don't have enough time today, we will try again tomorrow.
So, I will not have time today to get my video. I'll do it tomorrow.
Working on projects:
not too beat up but it's getting there. security is tight
Curseforge was down for 4 days, extension plz?
@Dalemil: Go
I like how you built in that prison. Overall small, but it works. It's not exactly what I meant, but I'll let it slide ;)
@ScrinKing: Go
Yeah, I will extend this WTE because we got to see so little on it through the downtime.
Yeah, I'm always lazy.
Just wanted too point out a little thing I used for this one is, using Mara Sara Panels and cutting out the 'stuff' with just dirt. So it looks like doodads placed around the ground, but it's actually just terrain.
Allot of great work has been posted in here, but I keep noticing allot of you over-do stuff. There's really no need to use such a amount of doodads and make stuff look heavy. Terrain should look just nice, but not fps heavy ! Then again, we can all do as we like :)
Tbf, that's debatable. One of the reasons why I leave folks free to pick their own style in WTE's is because it allows them to make terrain-only showcases, where balance and performance are no-issues. Showcases are great to let people play and practice with the details of terrain without them having to worry about balancing the map and not overdoing doodads.
This is a good point though, I should perhaps do a WTE regarding lay-outs or such to put special emphasis on the lay-out and balance for once, as it is a different zone of practice than doing details.
I was lazy and just did a smiple entrance, if hope you dont mind.
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
@Alevice: Go
That reminds me of the old labs in Portal 2. Nicely done.
So yeah - while this may be a bit early, I'm extending this WTE for a week because of the downtime. This means it'll last until the 4th of July.
@Alevice: Go
Hmmm... did you use custom models?
nope.
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
@Alevice: Go
Are the people using campaign models?
yup.
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!