I actually just wanted to show off a couple of editor shots, but since I'm actually finished with the terrain (except cinematics) I might as well show you ingame screenshots.
Hey Outsider, glad you've posted your stuff here! Let's see if I can give you some feedback...
First of all, I can say that overall I love what you've done. You've used the Ulaan tileset very well, implementing a lot of fog, cliffs, winding paths, and high rocky spires, to really make the player feel as if they're in a cave. Your use of textures is excellent and the ground rarely ever looks repetitive. Your doodads are grouped nicely to make focal points, yet your terrain doesn't feel empty, and you've even managed to make the creeped up Zerg areas not feel monotonous by cutting some gaps in the creep and adding the stray doodad here and there. This is practically at Blizzlike level, and it's how a playable terrain should be.
I really only have three points of improvement: A) As the largest point, the one thing I would argue you could've done better is to give every specific zone a different look. While the map as a whole looks great and there's definitely some differentiation (mainly in the temple-y bits from the first screenshots when compared to the cave-y and zerg-y bits from the other screenshots), I think you could improve upon this point. If you look at some of the Blizzard cave maps you'll note that all sections of separated gameplay also look slightly different.
For example, in the WoL map Belly of the Beast the objective is to take out 3 Nydus Worms and then escape with all your characters. As you look at the terrain you'll note that all 4 sections of gameplay feel like they are part of the same cave network but yet look slightly different; the top left bit is rocky and somewhat open, while the bottom left bit has less lava, more plants, and more winding hallways. The bottom right bit is entirely Zerg-infested and as such holds more Zergy plants, while the top right bit is filled to the brim with lava (an element which also ties into the gameplay). This is something I reckon you could implement in more detail in your own map, by perhaps making the temple area feel more temple-y, and maybe adding some more specific themes for each objective's area. I'm thinking maybe one bit filled with more canyons while another having a bit fewer cliffs and more Rock Spire doodads.
B) Those yellow crystals. I don't like them. Their color contrasts too much with the purple-blueish feeling of the entire cave, plus they look way too much as the static crystal 'units' players see in normal melee maps. I'd replace them with crystal doodads, preferably purple-colored ones.
C) The Temple Stone Inlay doodads as well as some of the other Protoss temple doodads - while they don't look completely out of place, I reckon they would all look better in your map if you used the darker Zhakul'Das variant textures for them. It just fits in more with the dark rocky walls and the already dark Xel'Naga decals and buildings shown on some of your other screenshots.
All in all though, great job. I'm not sure if you're still looking to improve the terrain, but I'm definitely looking forward to more.
Hey Outsider, glad you've posted your stuff here! Let's see if I can give you some feedback...
First of all, I can say that overall I love what you've done. You've used the Ulaan tileset very well, implementing a lot of fog, cliffs, winding paths, and high rocky spires, to really make the player feel as if they're in a cave. Your use of textures is excellent and the ground rarely ever looks repetitive. Your doodads are grouped nicely to make focal points, yet your terrain doesn't feel empty, and you've even managed to make the creeped up Zerg areas not feel monotonous by cutting some gaps in the creep and adding the stray doodad here and there. This is practically at Blizzlike level, and it's how a playable terrain should be.
Thank you :) I remember our discussion about adding more realistic space. I don't know If it worked out or if one can see that in the screenshots.
...I would argue you could've done better is to give every specific zone a different look.
This is actually one of my design philosophies but the Ulaan tileset made it really hard. Almost all textures lean towards the blue look and there is only one manmade texture. I also couldn't implement as many doodad-types as I usually do. I wanted to play with different light settings for each area but the only time it really worked but with the zerg boss. What I tried to do is create a more manmade look the deeper one gets inside the cave, and also add a bit moree zerg to the zerg areas.
I added them for two reasons: Contrast (I guess I am on the opposite side here :P) and lore. Not that they actually appear in the book, but there is one point where the characters talk about crystals and since blizzard never really explained the appearance of high yield minerals (at least not to my knowledge) I took liberty in explaining it for them. In other maps you can see the outside of the cave/artifact where they also appear. I added them at the last minute. Might also be a reason why they sometimes look out of place.
All in all though, great job. I'm not sure if you're still looking to improve the terrain, but I'm definitely looking forward to more.
Well, nothing is really finished and I appreciate any feedback. 5 of the 7 maps in the campaign use the Mar Sara tileset, and while I got really good with that it feels good to try out a new tileset. Despite my first attempt with the Ulaan tileset I feel like this is my best terrain yet.
Changes will probably not be made until chapter 7 is finished (hopefully in summer). Sometimes it's good to take a break and reflect after a longer time.
Looks pretty cool. I do wonder with all those heroes if the player will be having to switch between them a lot to use their special abilities. I remember they did that in the nydus worm mission in WoL. It was tolerable, but a little annoying.
There's a total of 10 abilitites for 6 types of units. Managing the abilities was annoying until I mapped all hotkeys to QWER. Basically you'll only need Q and W. E is for Medic's auto-heal and R to turn a unit into a hero which you wont do often.
Thank you :) I remember our discussion about adding more realistic space. I don't know If it worked out or if one can see that in the screenshots.
It's hard to say as most of your screenshots showcase a specific room/area rather than give a more general view of the path the player takes, but from what I can see it's looking good. Nothing I'd have serious comments on either way.
This is actually one of my design philosophies but the Ulaan tileset made it really hard. Almost all textures lean towards the blue look and there is only one manmade texture. I also couldn't implement as many doodad-types as I usually do. I wanted to play with different light settings for each area but the only time it really worked but with the zerg boss. What I tried to do is create a more manmade look the deeper one gets inside the cave, and also add a bit moree zerg to the zerg areas.
This makes sense, though it also means you have to get really creative to pull it off. You've already done quite a bit of it, I just think it can be done better. Try and grab one area that you just straight up bombard with Rock Spires, where you use a couple less in another. Maybe give one area a 'balcony' style look where you make a large (inaccessible) low ground zone that's completely fogged up, with maybe some rock spires sticking above the fog. As for man-made bits... you can do more in this department, I think. Maybe make an entirely ruined temple with lots of broken temple pieces lying around at one point. All these things would give your map a lot of innate diversity.
I added them for two reasons: Contrast (I guess I am on the opposite side here :P) and lore. Not that they actually appear in the book, but there is one point where the characters talk about crystals and since blizzard never really explained the appearance of high yield minerals (at least not to my knowledge) I took liberty in explaining it for them. In other maps you can see the outside of the cave/artifact where they also appear. I added them at the last minute. Might also be a reason why they sometimes look out of place.
The lore reason seems like a fine reason to have them in. I would still say, however, that it may be better to make a doodad using the crystals as a model so you have some more agency over how you place and turn them, rather than simply having them as mineable crystal props in your map. Also you could consider making their color a little less brown/orange and a bit more yellow or even bordering green-ish. This would still provide the contrast you're looking for, but I feel the color would look a little bit better in the overall palette of your map's terrain.
Following up on this, there's actually a bit of an idea for a diversified area here too; maybe you could make a bit of a mineral field with larger and smaller minerals in a specific spot. I'm thinking having a field of smaller minerals to the bottom left and right sides of the temple in this shot would really make them fit in better, and they'll also strengthen your primary lore-related reason for having them in the first place (by indicating that the crystals really grow there).
Changes will probably not be made until chapter 7 is finished (hopefully in summer). Sometimes it's good to take a break and reflect after a longer time.
Fair enough, though I do hope we see more of you. I really like where this is going and feel it could become something really good.
Oh I just reread some parts of the final chapters of the book and it seems the crystals are Khaydarin Crystals (http://www.sc2mapster.com/assets/hammers-assets/images/79-khaydarin-crystals/)... But it wouldn't be the first time I neglect actual facts to get my own ideas through. Well, something to think about :)
You can create a doodad with the same model as rich mineral fields, and then have fine control over them, like scaling and rotation. I recommend this, plus some rocks and stuff to make them fit in better.
Chapter 6 is nearing completion. Only two cinematics are missing which I will implemented over the next couple of days. To celebrate this I have uploaded a video of the first 7 minutes of gameplay, screenshots and a summary of the map design process for Chapter 6 to my Shadow of the Xel'Naga portfolio site (http://www.outsiderxe.campaigncreations.org/sotx06.php)
Work on Chapter 7 will probably start in 4 to 5 months from now.
Sadly no, I've been working on my bachelor's degree for the last couple of months and will continue to do so until late July. After that I will update my Warcraft 3 campaign Day of the Dragon.
I've had some spare time and (almost) finished pre-production (=just writing stuff in MS Word or using Paint) on map layout, mission objectives and transcript for the final chapter 7. It's going to be a very classic base-building-mission in two phases (1. hold out, 2. kill all). I will start production on the final chapter of SotX sometime in late August/September if I have time. Because I always make gameplay first and terrain second screenshots of chapter 7 will probably not be out until late fall.
There's still the portfolio website (http://www.outsiderxe.campaigncreations.org/sotx.php) to check out more screenshots. If you are wondering why some videos are bad quality: I plan to update each chapter once chapter 7 is finished (better gameplay and terrain). As soon as the campaign is finished I'll post HD walkthroughs of all maps and update the screenshot galleries. If things go well the campaign might be out in 6 months (if not probably 12).
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Hey ya, this is for my co-op campaign Shadow of the Xel'Naga: http://www.sc2mapster.com/forums/resources/project-workplace/16346-co-op-campaign-shadow-of-the-xel-naga/?page=3#p54
I actually just wanted to show off a couple of editor shots, but since I'm actually finished with the terrain (except cinematics) I might as well show you ingame screenshots.
Ulaan tileset.
So nice!!
Hey Outsider, glad you've posted your stuff here! Let's see if I can give you some feedback...
First of all, I can say that overall I love what you've done. You've used the Ulaan tileset very well, implementing a lot of fog, cliffs, winding paths, and high rocky spires, to really make the player feel as if they're in a cave. Your use of textures is excellent and the ground rarely ever looks repetitive. Your doodads are grouped nicely to make focal points, yet your terrain doesn't feel empty, and you've even managed to make the creeped up Zerg areas not feel monotonous by cutting some gaps in the creep and adding the stray doodad here and there. This is practically at Blizzlike level, and it's how a playable terrain should be.
I really only have three points of improvement:
A) As the largest point, the one thing I would argue you could've done better is to give every specific zone a different look. While the map as a whole looks great and there's definitely some differentiation (mainly in the temple-y bits from the first screenshots when compared to the cave-y and zerg-y bits from the other screenshots), I think you could improve upon this point. If you look at some of the Blizzard cave maps you'll note that all sections of separated gameplay also look slightly different.
For example, in the WoL map Belly of the Beast the objective is to take out 3 Nydus Worms and then escape with all your characters. As you look at the terrain you'll note that all 4 sections of gameplay feel like they are part of the same cave network but yet look slightly different; the top left bit is rocky and somewhat open, while the bottom left bit has less lava, more plants, and more winding hallways. The bottom right bit is entirely Zerg-infested and as such holds more Zergy plants, while the top right bit is filled to the brim with lava (an element which also ties into the gameplay). This is something I reckon you could implement in more detail in your own map, by perhaps making the temple area feel more temple-y, and maybe adding some more specific themes for each objective's area. I'm thinking maybe one bit filled with more canyons while another having a bit fewer cliffs and more Rock Spire doodads.
B) Those yellow crystals. I don't like them. Their color contrasts too much with the purple-blueish feeling of the entire cave, plus they look way too much as the static crystal 'units' players see in normal melee maps. I'd replace them with crystal doodads, preferably purple-colored ones.
C) The Temple Stone Inlay doodads as well as some of the other Protoss temple doodads - while they don't look completely out of place, I reckon they would all look better in your map if you used the darker Zhakul'Das variant textures for them. It just fits in more with the dark rocky walls and the already dark Xel'Naga decals and buildings shown on some of your other screenshots.
All in all though, great job. I'm not sure if you're still looking to improve the terrain, but I'm definitely looking forward to more.
Thank you :) I remember our discussion about adding more realistic space. I don't know If it worked out or if one can see that in the screenshots.
This is actually one of my design philosophies but the Ulaan tileset made it really hard. Almost all textures lean towards the blue look and there is only one manmade texture. I also couldn't implement as many doodad-types as I usually do. I wanted to play with different light settings for each area but the only time it really worked but with the zerg boss. What I tried to do is create a more manmade look the deeper one gets inside the cave, and also add a bit moree zerg to the zerg areas.
I added them for two reasons: Contrast (I guess I am on the opposite side here :P) and lore. Not that they actually appear in the book, but there is one point where the characters talk about crystals and since blizzard never really explained the appearance of high yield minerals (at least not to my knowledge) I took liberty in explaining it for them. In other maps you can see the outside of the cave/artifact where they also appear. I added them at the last minute. Might also be a reason why they sometimes look out of place.
Thanks, I'll have a look.
Well, nothing is really finished and I appreciate any feedback. 5 of the 7 maps in the campaign use the Mar Sara tileset, and while I got really good with that it feels good to try out a new tileset. Despite my first attempt with the Ulaan tileset I feel like this is my best terrain yet.
Changes will probably not be made until chapter 7 is finished (hopefully in summer). Sometimes it's good to take a break and reflect after a longer time.
Looks pretty cool. I do wonder with all those heroes if the player will be having to switch between them a lot to use their special abilities. I remember they did that in the nydus worm mission in WoL. It was tolerable, but a little annoying.
There's a total of 10 abilitites for 6 types of units. Managing the abilities was annoying until I mapped all hotkeys to QWER. Basically you'll only need Q and W. E is for Medic's auto-heal and R to turn a unit into a hero which you wont do often.
I'll probably use QWER for all maps.
It's hard to say as most of your screenshots showcase a specific room/area rather than give a more general view of the path the player takes, but from what I can see it's looking good. Nothing I'd have serious comments on either way.
This makes sense, though it also means you have to get really creative to pull it off. You've already done quite a bit of it, I just think it can be done better. Try and grab one area that you just straight up bombard with Rock Spires, where you use a couple less in another. Maybe give one area a 'balcony' style look where you make a large (inaccessible) low ground zone that's completely fogged up, with maybe some rock spires sticking above the fog. As for man-made bits... you can do more in this department, I think. Maybe make an entirely ruined temple with lots of broken temple pieces lying around at one point. All these things would give your map a lot of innate diversity.
The lore reason seems like a fine reason to have them in. I would still say, however, that it may be better to make a doodad using the crystals as a model so you have some more agency over how you place and turn them, rather than simply having them as mineable crystal props in your map. Also you could consider making their color a little less brown/orange and a bit more yellow or even bordering green-ish. This would still provide the contrast you're looking for, but I feel the color would look a little bit better in the overall palette of your map's terrain.
Following up on this, there's actually a bit of an idea for a diversified area here too; maybe you could make a bit of a mineral field with larger and smaller minerals in a specific spot. I'm thinking having a field of smaller minerals to the bottom left and right sides of the temple in this shot would really make them fit in better, and they'll also strengthen your primary lore-related reason for having them in the first place (by indicating that the crystals really grow there).
Fair enough, though I do hope we see more of you. I really like where this is going and feel it could become something really good.
Oh I just reread some parts of the final chapters of the book and it seems the crystals are Khaydarin Crystals (http://www.sc2mapster.com/assets/hammers-assets/images/79-khaydarin-crystals/)... But it wouldn't be the first time I neglect actual facts to get my own ideas through. Well, something to think about :)
You can create a doodad with the same model as rich mineral fields, and then have fine control over them, like scaling and rotation. I recommend this, plus some rocks and stuff to make them fit in better.
Chapter 6 is nearing completion. Only two cinematics are missing which I will implemented over the next couple of days. To celebrate this I have uploaded a video of the first 7 minutes of gameplay, screenshots and a summary of the map design process for Chapter 6 to my Shadow of the Xel'Naga portfolio site (http://www.outsiderxe.campaigncreations.org/sotx06.php)
Work on Chapter 7 will probably start in 4 to 5 months from now.
Any updates and more screen wonderful shots ??? :-)
Marie T. Freeman If you're too busy to give your neighbor a helping hand, then you're just too darned busy. https://www.facebook.com/wargirlmaps.maps
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Sadly no, I've been working on my bachelor's degree for the last couple of months and will continue to do so until late July. After that I will update my Warcraft 3 campaign Day of the Dragon.
I've had some spare time and (almost) finished pre-production (=just writing stuff in MS Word or using Paint) on map layout, mission objectives and transcript for the final chapter 7. It's going to be a very classic base-building-mission in two phases (1. hold out, 2. kill all). I will start production on the final chapter of SotX sometime in late August/September if I have time. Because I always make gameplay first and terrain second screenshots of chapter 7 will probably not be out until late fall.
There's still the portfolio website (http://www.outsiderxe.campaigncreations.org/sotx.php) to check out more screenshots. If you are wondering why some videos are bad quality: I plan to update each chapter once chapter 7 is finished (better gameplay and terrain). As soon as the campaign is finished I'll post HD walkthroughs of all maps and update the screenshot galleries. If things go well the campaign might be out in 6 months (if not probably 12).