For this week, I'm bringing back something old in a rehashed fashion! All the way back in WTE #6, we had a theme called 'Bridging the Gap', where I provided you with a bit of terrain that you folks need to build a bridge across and prettify it as much as possible. A suggestion by Scbroodsc2 got me to thinking, and like the Do That Doodad exercises, I figured I could bring back that theme as a bit of a recurring thing. As such, this week's theme is "Bridging the Gap II"!
So how does this work? Easy: you grab the terrain I've attached to this post, remove the broken bridge, and replace it with a bridge of your own making. You may not edit the existing cliffs in any way or alter the tileset, though you are free to use the textures that come with the tileset as you see fit, as well as the elevation tools and any doodads you desire.
Good luck and have fun - I wonder how many different types of bridges we'll see for the same gap!
Whoops.. So I think I broke every rule because I didnt read the whole post and just assumed the rules were to make the landscape nice. Ill see if i cant post it at the end of the WTE then. Just so I can show it, even though I broke the rules
Nice interesting one. I personally prefer the two last pictures and their dark atmosphere. It looks like a very isolated planet with very little light and creepy trees and stuff...I like it. :D
I very like the bridge although its kind of not integrated to the rest of the terrain. The bridge is very interesting but i think there should have been more bones around to fit the bridge's design. And maybe tint them slightly darker to fit the whole dark atmosphere? Its just so bright compared to the rest.
I like it even more than the one you posted on TAC. The first thing that came to my mind as story-telling picture is Dehaka ate (or broke) the bridge. The truck and the road scaling looks perfect compared to the cliff. The trees and grass though look like an alien planet. I particularly like the little tall plant behind the truck, it fits well. The only thing that bugs me a bit is the depth of field, I like that you tried and got it to look nice, but I think it woudl be better if the focus was more around the bridge and the sign leaving Dehaka slightly blured as he is so close but not the main subject of the picture.
I think I gotta find some time to do the bridge...
Cacho, I love your rock bridge, but I think your terrain could use a little bit more filling. It's got a great atmosphere, but it's rather empty overall. If you don't want to go with a "lots of trees/rocks" approach and want the terrain a bit barren, at least play around with the elevation options or do some fancy texture play to provide eye-candy!
The same goes for you, really: the bridge looks very interesting (albeit a bit cluttered, could do with a few less doodads, I think), but the area around it is a bit lackluster. Prettify it with some Zergy doodads or creeped-up dead trees! On another note: if you're going to go for this cinematic angle/experience, consider going a bit further and putting some triggers in your map to make your creatures actually walk so that it looks like they're crossing the bridge rather than standing around it aimlessly.
This bridge may be my favourite so far. The creepy fumes/mist along with the Mengsk statues give off a really horror-like atmosphere that serves as a bit of an 'interlude' to something that's gone horribly wrong. I also really like the contrast between the foggy, green other side of the river and the more reddish foreground - was that intentional? It's a shame you can see the unfinished areas on your screenshot, I'd love to see something like this worked out into a full map.
Leave it to Fenix to mix the wrong trees with the wrong texture set and lightning and make it work. The atmosphere the terrain gives off is very very "The Barrens"-y, from the WarCraft universe; was that intentional? I love the rapid river flowing (did you know there's a HotS doodad for that? is that what you used?) and the little gap in the bridge. The only regret I've got is that the lighting on the rock arches you used as a bridge is different than the actual floor textures, making the whole thing stand out a bit. Still, you managed to obscure this well enough with small rocks and a 'mossy rock'-texture near the cliff's edge. Perhaps your terrain could do with some more focal points - while it feels like it could be a great tileset on its own, there isn't a lot to see in it as it stands aside from the bridge and some random trees. I'd like to see maybe some larger (huge?) rocks or rock archs, or perhaps statues, big animal nests, or really just anything that draws the observer's eye.
Overall, amazing job by everyone - there's no terrain without its own flair here!
Whoops.. So I think I broke every rule because I didnt read the whole post and just assumed the rules were to make the landscape nice. Ill see if i cant post it at the end of the WTE then. Just so I can show it, even though I broke the rules
That's okay, ThePhail - just throw us what you have! The WTE's are meant as a learning experience and the themes are guidelines. If people consistently want to do something else, it may simply be clearer if they make their own threads, but I'm not going to throw warnings around for people who do something else than my original intention.
That's a great scene you've made there. I love the Dropship in the front of the picture, adding a lot of depth. Going from the first screenshot, my main comments would be the relative emptiness of the area to the left of the bridge, as well as the bit with the lone marine in the bottom right. I get that the the area is meant to look somewhat polluted and you may want to avoid trees, but at least add some dead trees, rocks, and/or dumping areas. Also the exhaust pipe in the back that clips with the cliff a little bit; perhaps you can move and/or attach that to the ground with something. And could we get a close up of the bridge itself? It feels a bit cluttered with the repetitive doodads and I think it could look a bit better with less, but it's hard to say.
Leave it to Fenix to mix the wrong trees with the wrong texture set and lightning and make it work. The atmosphere the terrain gives off is very very "The Barrens"-y, from the WarCraft universe; was that intentional? I love the rapid river flowing (did you know there's a HotS doodad for that? is that what you used?) and the little gap in the bridge. The only regret I've got is that the lighting on the rock arches you used as a bridge is different than the actual floor textures, making the whole thing stand out a bit. Still, you managed to obscure this well enough with small rocks and a 'mossy rock'-texture near the cliff's edge. Perhaps your terrain could do with some more focal points - while it feels like it could be a great tileset on its own, there isn't a lot to see in it as it stands aside from the bridge and some random trees. I'd like to see maybe some larger (huge?) rocks or rock archs, or perhaps statues, big animal nests, or really just anything that draws the observer's eye.
I laughted when I first read the first sentence. I was like, "wait, is it that bad, all wrong?" and then... "make it work". Honestly, this was a bit randomness and not alot of care about what I do for placement and scaling (other than the bridge) and I did not texture alot of stuff. The bridge is not made of rock. It is made of Broken Edging which takes its texture from the ground texture. This is why it was easy to add a hole in the bridge and to make it so the cliff and the bridge are combined and not separate doodads looking. However, this doodad has no texture under it so I copy pasted and flipped up side down so it fills most holes. But when I looked at it overall, I felt it needed more rocks under it. So I placed the Rock Large up side down and filled the remaining hole and made the bridge take more space overall. I then placed some in the river. The flowing water is just made of scaled tinted waterfall. I knew there was a doodad for that, but I did not search enough and just used that. I modified the tree in the data editor to scale randomly from 1 to 4 because i hate fix scaled trees. The I placed a bunch of underbrush, critters, small rocks, and that's about it. About the lighting, i wanted to make it look like a sunset, but it was not easy to get it look right. Then add a bit of depth of field and the whole thing comes alive.
I see you cheated on the textures, but otherwise that looks really good. I love it when maps have so much detail in the low ground, it subconsciously makes the whole thing feel better, even if the observer never really looks down there. And your 'broken' bridge looks pretty creative too. Perhaps just a little bit too little buildings for that much concrete to be there, though.
Yeah, like I said. I broke just about every rule at some point. Some more than others. Also, it isnt finished, and may not be finished either. I just cant be bothered.
Also yeah, I really love to make good low grounds. Even though they arent very "active" in peoples heads, they most definitely makes a map so much better.
Weekly Terraining Exercise #213
Hey hey folks!
For this week, I'm bringing back something old in a rehashed fashion! All the way back in WTE #6, we had a theme called 'Bridging the Gap', where I provided you with a bit of terrain that you folks need to build a bridge across and prettify it as much as possible. A suggestion by Scbroodsc2 got me to thinking, and like the Do That Doodad exercises, I figured I could bring back that theme as a bit of a recurring thing. As such, this week's theme is "Bridging the Gap II"!
So how does this work? Easy: you grab the terrain I've attached to this post, remove the broken bridge, and replace it with a bridge of your own making. You may not edit the existing cliffs in any way or alter the tileset, though you are free to use the textures that come with the tileset as you see fit, as well as the elevation tools and any doodads you desire.
Good luck and have fun - I wonder how many different types of bridges we'll see for the same gap!
The Global Information/Idea thread for Terraining Exercises can be found here: http://www.sc2mapster.com/forums/development/terrain/14658-terraining-exercises-global-information-idea-thread/
Whoops.. So I think I broke every rule because I didnt read the whole post and just assumed the rules were to make the landscape nice. Ill see if i cant post it at the end of the WTE then. Just so I can show it, even though I broke the rules
@Mozared: Go
Nice one, this terrain has alot of open possibilities...
Humm... maybe wargirl Terran, lucid Zerg, and I.... randomness. What about that?
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I followed the main principle of adding more rocks.
Here's the result:
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@Cacho56: Go
Nice interesting one. I personally prefer the two last pictures and their dark atmosphere. It looks like a very isolated planet with very little light and creepy trees and stuff...I like it. :D
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I originally planned this to be more organic, but I ended up preferring all the bones.
Very cool entries.
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@LucidIguana: Go
I very like the bridge although its kind of not integrated to the rest of the terrain. The bridge is very interesting but i think there should have been more bones around to fit the bridge's design. And maybe tint them slightly darker to fit the whole dark atmosphere? Its just so bright compared to the rest.
@Alevice: Go
I like it even more than the one you posted on TAC. The first thing that came to my mind as story-telling picture is Dehaka ate (or broke) the bridge. The truck and the road scaling looks perfect compared to the cliff. The trees and grass though look like an alien planet. I particularly like the little tall plant behind the truck, it fits well. The only thing that bugs me a bit is the depth of field, I like that you tried and got it to look nice, but I think it woudl be better if the focus was more around the bridge and the sign leaving Dehaka slightly blured as he is so close but not the main subject of the picture.
I think I gotta find some time to do the bridge...
Working on projects:
@Scbroodsc2: Go
Thanks. You're definitely right about needing more context—I honestly just ran up against my self-imposed time limit.
About the light, though, I was kinda going for eery by making it stand out. What's a better way to accomplish that?
Here we go with my... natural bridge. So epic, it's like PvP. Jk.
3 first pictures without depth of field, the others with some. I'm trying to add it to all views now.
Looking at all the other posts this week, we all go some different approaches and it looks niceeeee!
Working on projects:
Well, this was a treat to come home to from holiday!
@Cacho56: Go
Cacho, I love your rock bridge, but I think your terrain could use a little bit more filling. It's got a great atmosphere, but it's rather empty overall. If you don't want to go with a "lots of trees/rocks" approach and want the terrain a bit barren, at least play around with the elevation options or do some fancy texture play to provide eye-candy!
@LucidIguana: Go
The same goes for you, really: the bridge looks very interesting (albeit a bit cluttered, could do with a few less doodads, I think), but the area around it is a bit lackluster. Prettify it with some Zergy doodads or creeped-up dead trees! On another note: if you're going to go for this cinematic angle/experience, consider going a bit further and putting some triggers in your map to make your creatures actually walk so that it looks like they're crossing the bridge rather than standing around it aimlessly.
@Alevice: Go
This bridge may be my favourite so far. The creepy fumes/mist along with the Mengsk statues give off a really horror-like atmosphere that serves as a bit of an 'interlude' to something that's gone horribly wrong. I also really like the contrast between the foggy, green other side of the river and the more reddish foreground - was that intentional? It's a shame you can see the unfinished areas on your screenshot, I'd love to see something like this worked out into a full map.
@Scbroodsc2: Go
Leave it to Fenix to mix the wrong trees with the wrong texture set and lightning and make it work. The atmosphere the terrain gives off is very very "The Barrens"-y, from the WarCraft universe; was that intentional? I love the rapid river flowing (did you know there's a HotS doodad for that? is that what you used?) and the little gap in the bridge. The only regret I've got is that the lighting on the rock arches you used as a bridge is different than the actual floor textures, making the whole thing stand out a bit. Still, you managed to obscure this well enough with small rocks and a 'mossy rock'-texture near the cliff's edge. Perhaps your terrain could do with some more focal points - while it feels like it could be a great tileset on its own, there isn't a lot to see in it as it stands aside from the bridge and some random trees. I'd like to see maybe some larger (huge?) rocks or rock archs, or perhaps statues, big animal nests, or really just anything that draws the observer's eye.
Overall, amazing job by everyone - there's no terrain without its own flair here!
That's okay, ThePhail - just throw us what you have! The WTE's are meant as a learning experience and the themes are guidelines. If people consistently want to do something else, it may simply be clearer if they make their own threads, but I'm not going to throw warnings around for people who do something else than my original intention.
Ok here is my bridge
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@wargirlwargirl: Go
That's a great scene you've made there. I love the Dropship in the front of the picture, adding a lot of depth. Going from the first screenshot, my main comments would be the relative emptiness of the area to the left of the bridge, as well as the bit with the lone marine in the bottom right. I get that the the area is meant to look somewhat polluted and you may want to avoid trees, but at least add some dead trees, rocks, and/or dumping areas. Also the exhaust pipe in the back that clips with the cliff a little bit; perhaps you can move and/or attach that to the ground with something. And could we get a close up of the bridge itself? It feels a bit cluttered with the repetitive doodads and I think it could look a bit better with less, but it's hard to say.
I laughted when I first read the first sentence. I was like, "wait, is it that bad, all wrong?" and then... "make it work". Honestly, this was a bit randomness and not alot of care about what I do for placement and scaling (other than the bridge) and I did not texture alot of stuff. The bridge is not made of rock. It is made of Broken Edging which takes its texture from the ground texture. This is why it was easy to add a hole in the bridge and to make it so the cliff and the bridge are combined and not separate doodads looking. However, this doodad has no texture under it so I copy pasted and flipped up side down so it fills most holes. But when I looked at it overall, I felt it needed more rocks under it. So I placed the Rock Large up side down and filled the remaining hole and made the bridge take more space overall. I then placed some in the river. The flowing water is just made of scaled tinted waterfall. I knew there was a doodad for that, but I did not search enough and just used that. I modified the tree in the data editor to scale randomly from 1 to 4 because i hate fix scaled trees. The I placed a bunch of underbrush, critters, small rocks, and that's about it. About the lighting, i wanted to make it look like a sunset, but it was not easy to get it look right. Then add a bit of depth of field and the whole thing comes alive.
Working on projects:
alrighty then. Here it is. Some places were rushed, some were not.
EDIT: apparently sc2mapster didnt upload the pictures.. Ill try again
I see you cheated on the textures, but otherwise that looks really good. I love it when maps have so much detail in the low ground, it subconsciously makes the whole thing feel better, even if the observer never really looks down there. And your 'broken' bridge looks pretty creative too. Perhaps just a little bit too little buildings for that much concrete to be there, though.
@Mozared: Go
Yeah, like I said. I broke just about every rule at some point. Some more than others. Also, it isnt finished, and may not be finished either. I just cant be bothered.
Also yeah, I really love to make good low grounds. Even though they arent very "active" in peoples heads, they most definitely makes a map so much better.
@ThePhail: Go
It looks really nice still ;) Well done.
Working on projects:
My humble entry. Some sort of templar showdown. Spent most of my time on the bridge itself.
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