I've (in my mind anyway) improved and updated it. I've added some more detail and doodads. As I suppose this information is relevant, this area is intended to be the starting area for the zerg character in my map, and the spawning pool is intended to be a shop.
You improved it quite a bit, good job, I like seeing your progress. The things that come to mind for me are A) terrain heighting. Try and create some hills, lower some canyons, raise some mountains. B) the 'walkable' part is a bit empty, there's "just creep" there. I can understand this balance-wise, but if you want to improve the looks I'd suggest adding some doodads or units there to make it seem a little less bland. C) You've still got the creep-on-cliff problem. I think the place would look better if there was creep on the cliffs as well. I'm just a bit stumped as to how this works myself, haven't been able to really find anything out.
You improved it quite a bit, good job, I like seeing your progress. The things that come to mind for me are A) terrain heighting. Try and create some hills, lower some canyons, raise some mountains. B) the 'walkable' part is a bit empty, there's "just creep" there. I can understand this balance-wise, but if you want to improve the looks I'd suggest adding some doodads or units there to make it seem a little less bland. C) You've still got the creep-on-cliff problem. I think the place would look better if there was creep on the cliffs as well. I'm just a bit stumped as to how this works myself, haven't been able to really find anything out.
Overall; nice job. I quite like the whole place.
Thanks! I realize there is still a lot to be done. As for the creep on cliffs, I don't think it's possible to make it appear during gameplay, only in the editor.
Ohh, you want it to look as if these are colonists who fled from the now-infested village? In that case you need to swap some ideas around, as I don't think this works. The main problem is that it doesn't make sense - if a village would get attacked suddenly, then no way that the inhabitants would load up vespene gas on trucks, form into a convoy and proceed to march out of there. If a village would get attacked with warning, then the convoy would have left a lot earlier and they would've been able to get away.
I know it may feel like I'm putting too much thought into it, but it's something that shows very well when I look at your convoy. I see what's there and my first thought is "wtf is a Terran convoy moving out of pure Zerg territory?". It doesn't feel right. I'd recommend to either put the convoy way further ahead or to get rid of all the slow vehicles/cars and make it look like it was just a plain "people fleeing and getting run down", which would involve barely any vehicles (Hellion wrecks if anything) and rather more corpses all over the place.
In regards to creep on cliffs only showing in-editor - I respectfully disagree. It might have something to do with the graphic settings?
I just realized it shows up in some places on my map too - but not others. It appears quite fickle. As for the convoy, I'm going to re-think it a bit. I think I'm going to re-locate the main portion of the zerg base further ahead. I think the convoy was hit before the rest of the base, or that they left with prior warning. It may not make sense now, but hopefully it well when I post the shots. Thanks for your help so far.
Because they're decals, which means there's two options;
A) You're not in game-view mode (press V) - some decals only show up in game cam, or
B) You got that same bug I got when doing my terraining tuesday daily, where some doodads just at random won't show in the editor. This can be fixed by simply restarting the editor.
Because they're decals, which means there's two options;
A) You're not in game-view mode (press V) - some decals only show up in game cam, or
B) You got that same bug I got when doing my terraining tuesday daily, where some doodads just at random won't show in the editor. This can be fixed by simply restarting the editor.
I think it was the bug. Restarting it ameliorated the problem.
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I've (in my mind anyway) improved and updated it. I've added some more detail and doodads. As I suppose this information is relevant, this area is intended to be the starting area for the zerg character in my map, and the spawning pool is intended to be a shop.
On that note, what should I improve?
You improved it quite a bit, good job, I like seeing your progress. The things that come to mind for me are A) terrain heighting. Try and create some hills, lower some canyons, raise some mountains. B) the 'walkable' part is a bit empty, there's "just creep" there. I can understand this balance-wise, but if you want to improve the looks I'd suggest adding some doodads or units there to make it seem a little less bland. C) You've still got the creep-on-cliff problem. I think the place would look better if there was creep on the cliffs as well. I'm just a bit stumped as to how this works myself, haven't been able to really find anything out.
Overall; nice job. I quite like the whole place.
Thanks! I realize there is still a lot to be done. As for the creep on cliffs, I don't think it's possible to make it appear during gameplay, only in the editor.
I've think I've organized the convoy a bit better here. Additionally, I've begun to work on terrain a little bit more.
Working out pathfinding now >.<
Ohh, you want it to look as if these are colonists who fled from the now-infested village? In that case you need to swap some ideas around, as I don't think this works. The main problem is that it doesn't make sense - if a village would get attacked suddenly, then no way that the inhabitants would load up vespene gas on trucks, form into a convoy and proceed to march out of there. If a village would get attacked with warning, then the convoy would have left a lot earlier and they would've been able to get away.
I know it may feel like I'm putting too much thought into it, but it's something that shows very well when I look at your convoy. I see what's there and my first thought is "wtf is a Terran convoy moving out of pure Zerg territory?". It doesn't feel right. I'd recommend to either put the convoy way further ahead or to get rid of all the slow vehicles/cars and make it look like it was just a plain "people fleeing and getting run down", which would involve barely any vehicles (Hellion wrecks if anything) and rather more corpses all over the place.
In regards to creep on cliffs only showing in-editor - I respectfully disagree. It might have something to do with the graphic settings?
@Mozared: Go
I just realized it shows up in some places on my map too - but not others. It appears quite fickle. As for the convoy, I'm going to re-think it a bit. I think I'm going to re-locate the main portion of the zerg base further ahead. I think the convoy was hit before the rest of the base, or that they left with prior warning. It may not make sense now, but hopefully it well when I post the shots. Thanks for your help so far.
Mozared, can you think of any reason why my blood splats and cracks are not showing up in the editor mode?
Because they're decals, which means there's two options;
A) You're not in game-view mode (press V) - some decals only show up in game cam, or
B) You got that same bug I got when doing my terraining tuesday daily, where some doodads just at random won't show in the editor. This can be fixed by simply restarting the editor.
I think it was the bug. Restarting it ameliorated the problem.