So I was looking at the sewer texture pack a bit more and tried to design a small area to portray Korhal's various Slum locations during the events of LOTV. The slums design was slightly inspired by Starwars Coruscant's Invisec sector, which were located deep under the skylanes and massive skyscrapers, and Gotham City, in particular the Batman Begin's portrayal, where some of the crap neighborhoods were located under the highways and large overpasses, and of course, again, between massive skyscrapers.
I was thinking of designing a "Trooper" campaign mission based around it, where some Troopers go through this linear with a few branches, rescuing civilians and other forces from the events of LOTV, eventually managing to make it to an airfield and getting rescued from Raynor and Artansis's forces....but that of course is a long looonnnng way off.
In the mean time, I wanted some feedback on the Terrain and over all feel of the design.
Be Gentle too guys, Ive been out of the terrain design for a while.....
It great! The screenshot you show here does not showoff the full potential of the terrain. It's much better by downloading the map and moving around. Few suggestions could be like adding rocks, fallen panels, street lights, tires, decals on the ground, cars, maybe a little bit of heigh deformation, more ground texture variation like dirt, bit of grass, etc. You can also try to look at your terrain with a step back, thinking "Is this realistic, color-wise, scale-wise, logic-wise...? Is the blue-ish grey fog really what it would look like with fires burning around or there would be some fire particles and dark column of fog going up in the sky, should you modify the global light or add some omni lights... Does the scaling of the fallen structures really reflect how big they should be compared to the signs, to the other objects around them... Does the terrain make sense? The paths, the placement of everything, is it logic that there are dead corpses randomly lying on the ground, what happend to them? A rock fell on them? They got burnt to death? They died because an invasion of zombies?
Once you do that step back and find a couple new ideas you just keep going and cycle between step back and creativity. When you have a burst of ideas, just throw them all on the map and place it as best as you can effectively and then afterward just come back and polish up eatch corners and focus on small parts of the map.
For your current terrain, you're on the good way. A terrain can always be improved in some ways.
I wanted this to take place shortly after the events of LOTV's attack on Korhal, where Artansis pushes back Amon's forces and gains the Xelnaga Artifact...so, thats why they are all dead, I plan on keeping a good portion of the layout but scaling it a bit differently, though I do question, How do I get "roads" on the sewer tileset, do I need to manually set them?
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So I was looking at the sewer texture pack a bit more and tried to design a small area to portray Korhal's various Slum locations during the events of LOTV. The slums design was slightly inspired by Starwars Coruscant's Invisec sector, which were located deep under the skylanes and massive skyscrapers, and Gotham City, in particular the Batman Begin's portrayal, where some of the crap neighborhoods were located under the highways and large overpasses, and of course, again, between massive skyscrapers.
I was thinking of designing a "Trooper" campaign mission based around it, where some Troopers go through this linear with a few branches, rescuing civilians and other forces from the events of LOTV, eventually managing to make it to an airfield and getting rescued from Raynor and Artansis's forces....but that of course is a long looonnnng way off.
In the mean time, I wanted some feedback on the Terrain and over all feel of the design.
Be Gentle too guys, Ive been out of the terrain design for a while.....
Dropbox Map Download Link : Map
It great! The screenshot you show here does not showoff the full potential of the terrain. It's much better by downloading the map and moving around. Few suggestions could be like adding rocks, fallen panels, street lights, tires, decals on the ground, cars, maybe a little bit of heigh deformation, more ground texture variation like dirt, bit of grass, etc. You can also try to look at your terrain with a step back, thinking "Is this realistic, color-wise, scale-wise, logic-wise...? Is the blue-ish grey fog really what it would look like with fires burning around or there would be some fire particles and dark column of fog going up in the sky, should you modify the global light or add some omni lights... Does the scaling of the fallen structures really reflect how big they should be compared to the signs, to the other objects around them... Does the terrain make sense? The paths, the placement of everything, is it logic that there are dead corpses randomly lying on the ground, what happend to them? A rock fell on them? They got burnt to death? They died because an invasion of zombies?
Once you do that step back and find a couple new ideas you just keep going and cycle between step back and creativity. When you have a burst of ideas, just throw them all on the map and place it as best as you can effectively and then afterward just come back and polish up eatch corners and focus on small parts of the map.
For your current terrain, you're on the good way. A terrain can always be improved in some ways.
Note if you did not know I made a list of all the doodads you can access here: http://www.screference.op74.net/
Working on projects:
I wanted this to take place shortly after the events of LOTV's attack on Korhal, where Artansis pushes back Amon's forces and gains the Xelnaga Artifact...so, thats why they are all dead, I plan on keeping a good portion of the layout but scaling it a bit differently, though I do question, How do I get "roads" on the sewer tileset, do I need to manually set them?