Here are some terrain shots from my current project. The terrain is not done, it needs trees / foliage and other details... It's a slow process, any input to help that process is welcome. The game is an arena style game with a subset of course that im not going into, but essentially its an arena with a 'neutral' zone set in an abandoned protoss temple that was infested by zerg, where a terrany colony set root but shortly after lost communications and you come to investigate... blah blah....
But yeah, Arena style map layout with Protoss Infested Temple aesthetics is the idea.
The editor lighting view of zoomed out entire map
The in-game lighting view of zoomed out entire map
The "Neutral zone" aka terrany colony camp (top left)
More of the "neutral zone"
One of the protoss 'portal' areas (Top and bottom middle)
An infested pylon (left middle)
A random protoss minitemple place area.... (bottom left-ish)
The swamp / marsh area (right middle)
Part of the main temple area (middle)
Part of the glowing pods area?? (top right)
Any help with just ideas or possibly if you wanted to help work on it is appreciated. Send me a message on here if so. As I said this a work in progress... dont know which plants to use exactly and how much to make it look good. Id like it to look like a non geometrical unique infested protoss temple, but still need to keep in-game arena style map play (though it can variate). Thanks for the help!
The Foliage tool is a good place to start for detailing natural terrains. It makes the small generic stuff like grass go really fast (just be sure to block off your roads, cliffs and such before you generate, and keep the density fairly low so it doesn't overwhelm everything. It might take some tweaking to make it look right.)
For trees I like to use 150-200% scale and only use half as many as I otherwise would. It tends to look better and also be faster due to only having to place half as many. (Change the Random Scale in the data editor, rather than manually changing each tree after you place it.) Also, trees tend to look better somewhat clumped with mostly open areas in between, not uniformly scattered.
For the specific types, that's up to personal taste - I would probably use Bel'Shir or Agria trees for what you have so far. Maybe something more unusual for the glowing pods area.
This the whole map or just a section because I only see 4 terrain types. From the tactical point of view it is a nightmare since not all areas have the same numbers of entrances making defence unbalanced. You lack critter and general undergrowth like doodads. Next to the Char tentacles there is a rather sterile map next to directly around the bases/points of interest.
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I tried and liked the agria trees. They look too alive though, if there were some dead ones, cut down or whatnot looking ones to make it look a bit polluted thost trees would work fantasically. Any ideas by chance? :) I'll post a shot below, they currently look.... out of place, almost too healthy IMO. Make sense?
I see how it's just 4 terrain types... I'm using them sparingly as I want to have an idea of what I'm placing. It's a foresty temple area thats being infested, so ive used, rocks, grass, dirt, tiles, concrete. I'm sitting here trying to picture / think of what else would fit, that's why I'm here asking for input. The tactical thing isn't a concern, I meant 'arcade' as in just general sections / themes to areas of the map that would interact with game play possibly. Ill post an updated pic with some trees and undergrowth, any input is welcome to improve on it. What do you mean by 'sterile' map next to char tentacles?
Thanks for the replies-
I put a dead mar sara tree in the creep, it still feels like its lacking in transition from dead/infested trees to living
EDIT:
Heres one with a smaller sizing / hdr multiplier turned down for tree / foliage transition...
Look at your far top pic. There are large areas with almost nothing in them especially the lower left. Just add some small rocks/shrubs/odd crystal just to make it look less flat.
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ahhh... hah yeah. thats terrain not done, i've kinda ran outta ideas to add in or was hoping you fine people on here would muse something awesome into it. But yeah, there is NOTHING there, probably trees in the end w/ rocks shrubs etc.... Thanks for the input though. (part of me was hoping someone would want to help actually make it, hah) :)
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Here are some terrain shots from my current project. The terrain is not done, it needs trees / foliage and other details... It's a slow process, any input to help that process is welcome. The game is an arena style game with a subset of course that im not going into, but essentially its an arena with a 'neutral' zone set in an abandoned protoss temple that was infested by zerg, where a terrany colony set root but shortly after lost communications and you come to investigate... blah blah....
But yeah, Arena style map layout with Protoss Infested Temple aesthetics is the idea.
The editor lighting view of zoomed out entire map
The in-game lighting view of zoomed out entire map
The "Neutral zone" aka terrany colony camp (top left)
More of the "neutral zone"
One of the protoss 'portal' areas (Top and bottom middle)
An infested pylon (left middle)
A random protoss minitemple place area.... (bottom left-ish)
The swamp / marsh area (right middle)
Part of the main temple area (middle)
Part of the glowing pods area?? (top right)
Any help with just ideas or possibly if you wanted to help work on it is appreciated. Send me a message on here if so. As I said this a work in progress... dont know which plants to use exactly and how much to make it look good. Id like it to look like a non geometrical unique infested protoss temple, but still need to keep in-game arena style map play (though it can variate). Thanks for the help!
@ezbeats: Go
The Foliage tool is a good place to start for detailing natural terrains. It makes the small generic stuff like grass go really fast (just be sure to block off your roads, cliffs and such before you generate, and keep the density fairly low so it doesn't overwhelm everything. It might take some tweaking to make it look right.)
For trees I like to use 150-200% scale and only use half as many as I otherwise would. It tends to look better and also be faster due to only having to place half as many. (Change the Random Scale in the data editor, rather than manually changing each tree after you place it.) Also, trees tend to look better somewhat clumped with mostly open areas in between, not uniformly scattered.
For the specific types, that's up to personal taste - I would probably use Bel'Shir or Agria trees for what you have so far. Maybe something more unusual for the glowing pods area.
This the whole map or just a section because I only see 4 terrain types. From the tactical point of view it is a nightmare since not all areas have the same numbers of entrances making defence unbalanced. You lack critter and general undergrowth like doodads. Next to the Char tentacles there is a rather sterile map next to directly around the bases/points of interest.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@Telthalion: Go
I tried and liked the agria trees. They look too alive though, if there were some dead ones, cut down or whatnot looking ones to make it look a bit polluted thost trees would work fantasically. Any ideas by chance? :) I'll post a shot below, they currently look.... out of place, almost too healthy IMO. Make sense?
@DrSuperEvil: Go
I see how it's just 4 terrain types... I'm using them sparingly as I want to have an idea of what I'm placing. It's a foresty temple area thats being infested, so ive used, rocks, grass, dirt, tiles, concrete. I'm sitting here trying to picture / think of what else would fit, that's why I'm here asking for input. The tactical thing isn't a concern, I meant 'arcade' as in just general sections / themes to areas of the map that would interact with game play possibly. Ill post an updated pic with some trees and undergrowth, any input is welcome to improve on it. What do you mean by 'sterile' map next to char tentacles?
Thanks for the replies-
I put a dead mar sara tree in the creep, it still feels like its lacking in transition from dead/infested trees to living
EDIT: Heres one with a smaller sizing / hdr multiplier turned down for tree / foliage transition...
@ezbeats: Go
You might try Typhon trees for a more half-dead look.
@ezbeats: Go
Look at your far top pic. There are large areas with almost nothing in them especially the lower left. Just add some small rocks/shrubs/odd crystal just to make it look less flat.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
ahhh... hah yeah. thats terrain not done, i've kinda ran outta ideas to add in or was hoping you fine people on here would muse something awesome into it. But yeah, there is NOTHING there, probably trees in the end w/ rocks shrubs etc.... Thanks for the input though. (part of me was hoping someone would want to help actually make it, hah) :)