It's a good start. You've got the balance laid out right. What I'd do next is make the textures less strict but rather flow over in eachother more to make the whole area look more naturally. That, and you need to mess significantly with some of the higher ground bits to make them look less like they are simply 'obstacles in the map'. You'll need both textureplay as well as doodads to accomplish this.
In a nutshell: make the whole thing look more flowing and natural looking as opposed to manmade. Then add doodads, then post more pictures :D
thanks for the feedback, so your saying put like a bunch of tree or other doodads (in a good looking way) so that players can see where are heights you can walk on compared to those where you can't, is that right or did I get something wrong ??
No - really more the opposite. You do not want a natural terrain with trees to look like it was completely man-made. If you have straight pieces of cliff blocking pathing obviously in some areas, stuff looks man-made. What you need to do is to 'naturalize' the whole area by prettifying it with trees, rocks, and other doodads to make the whole thing feel more like an actual forest/dirt-area, rather than a completely man-made zone. The challenge is achieving this effect while still keeping the borders obvious enough for players to easily know where they can and can't walk.
I just had a setback in my map so it might take a while longer till i can make terrain changes like my time is counted, is there any main thing you think I should absolutely change before release or is it fine as it is?
Before release? Unless you plan to release your map as a WIP, I wouldn't dare release this terrain-wise. What you've got is a really good lay-out and basis for the actual terraining to begin. If you'd show me this terrain without any additional info I would tell you it's about 20% done. I mean, I don't want to be offensive, but unless your highest aim is to out-terrain Nexus Wars you'll have some of the worst looking terrain on battle.net.
If you don't care about that though, then by all means go for it. That said: if you don't care about it, why ask at all?
I do care but time is short so I will release it as a WIP just cause I want a shot, even if it is tiny at the jackpot, that said, I don't stand a chance if my terrain is that bad so I will take time to fix it. Any idea on where to start ??
What I'd do next is make the textures less strict but rather flow over in eachother more to make the whole area look more naturally. That, and you need to mess significantly with some of the higher ground bits to make them look less like they are simply 'obstacles in the map'. You'll need both textureplay as well as doodads to accomplish this.
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I have been working on his for the Rock the Cabinet contest and wanted some feedback on the way it looks, what do you guys think
It's a good start. You've got the balance laid out right. What I'd do next is make the textures less strict but rather flow over in eachother more to make the whole area look more naturally. That, and you need to mess significantly with some of the higher ground bits to make them look less like they are simply 'obstacles in the map'. You'll need both textureplay as well as doodads to accomplish this.
In a nutshell: make the whole thing look more flowing and natural looking as opposed to manmade. Then add doodads, then post more pictures :D
thanks for the feedback, so your saying put like a bunch of tree or other doodads (in a good looking way) so that players can see where are heights you can walk on compared to those where you can't, is that right or did I get something wrong ??
@pokenoufl: Go
No - really more the opposite. You do not want a natural terrain with trees to look like it was completely man-made. If you have straight pieces of cliff blocking pathing obviously in some areas, stuff looks man-made. What you need to do is to 'naturalize' the whole area by prettifying it with trees, rocks, and other doodads to make the whole thing feel more like an actual forest/dirt-area, rather than a completely man-made zone. The challenge is achieving this effect while still keeping the borders obvious enough for players to easily know where they can and can't walk.
I just had a setback in my map so it might take a while longer till i can make terrain changes like my time is counted, is there any main thing you think I should absolutely change before release or is it fine as it is?
Before release? Unless you plan to release your map as a WIP, I wouldn't dare release this terrain-wise. What you've got is a really good lay-out and basis for the actual terraining to begin. If you'd show me this terrain without any additional info I would tell you it's about 20% done. I mean, I don't want to be offensive, but unless your highest aim is to out-terrain Nexus Wars you'll have some of the worst looking terrain on battle.net.
If you don't care about that though, then by all means go for it. That said: if you don't care about it, why ask at all?
I do care but time is short so I will release it as a WIP just cause I want a shot, even if it is tiny at the jackpot, that said, I don't stand a chance if my terrain is that bad so I will take time to fix it. Any idea on where to start ??