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    posted a message on Weekly Terraining Exercise #104: Fogging up

    @SheogorathSC: Go

    I really liked the design, gives that refinery view, and it even reminds me of a sea oil platform. (Armageddon, anyone?) :)

    @ScrinKing: Go

    It's ALL in one same level, I just made some mounds, that's it.

    Also, "Kanzy" is your mother. >:)

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #104: Fogging up

    @SGTMeowmers9: Go

    Well, can't remove the waves from the water. At least I don't know how to.

    Also, added the Scantipede on purpose. Just to add a bizarre feel to the situation.

    @Kanitala: Go

    Yup, that too. :D

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #104: Fogging up

    I just made this one kind of, like, an hour ago. My first WTE I'll participate, I hope.

    I'm just wondering what the hell is this Ghost hunting... or who..,

    Ghost Huntin' Ghost Huntin' Above

    Posted in: Terrain
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    posted a message on (Doodad) Temple watch tower

    @Kanitala: Go

    Something like this:

    Typhon Tower

    I've also included an overhead/top-down vision:

    Typhon Tower in-game

    Posted in: Requests
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    posted a message on (Showcase) Need some critique...

    @Monkalizer

    Yeah, well, scaling is not so much of a problem. But I ought agree some trees could use some scaling, especially upwards. I was just afraid that the trees would overlap, clipping painfully amongst one another. Curiously this doesn't seem to be a problem with rocks...

    Also, I take those pictures directly from the editor, hence the lack of excessive fog like you people love here.

    @DrSuperEvil

    Yeah, well, greenish fog isn't exactly my especiality, although it's acceptable. Some fog is better than none I guess, in immersion terms. :)

    As for the mountains, I've tried finding the jagged surfaces akin to what one of you used in one of your WTEs, it was even covering a crater. I couldn't find it, so I'll have to deal with this later, I'm too occupied with the Protoss temple, right now. Also I wished there could be some 'spiky" rocks facing in the diagonals and upwards, instead of just up or aside, like those cliff spires.

    BTW, thanks for the vine tip, it helped somewhat my waterfall models. :)

    Posted in: Terrain
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    posted a message on (Doodad) Temple watch tower

    I'm currently making a Protoss jungle fortress/temple mix for one of my maps. Currently it's doing fine, so far, but I'm kinda needing a model help in the gates. I need a watch tower structure, somewhat akin to the temple towers used in Dawn of War 2 (Planet Typhon, just so you were asking.).

    Don't need to worry about animations, I only want this as a doodad, just the model and the textures.

    Much appreciated.

    Posted in: Requests
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    posted a message on (Showcase) Need some critique...

    Fixed.

    Posted in: Terrain
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    posted a message on (Showcase) Need some critique...

    Hello there, folks. Yep, it's me, the "bridge guy".

    Yeah, well, see, that reason I started early on that bridge topic was because I just got started in taking terrain modeling in a more serious term.

    I'm kinda of making a separate work of mine, keeping it in the full dark 'til it's close to done, for now, which are twofold objectives: The first, obviously, is to deliver a decent-at-best experience to the player of my maps. The second is to train myself in making Starcraft II maps. Terrain, triggers, all of it is, at a part, my work and the other, my school lesson.

    For now, I'm just focusing on terrain, which is the motive of this topic. I've got some preview images of my works, of which I'd like some criticism on what I could do best and what not to do on a stupid term. I'm ready for the flak, you just say it and I won't be afraid of reading it.

    For now, it'll just cover the organic part, which are some jungle world photos, one of the three worlds my work involves (The other two are a volcanic planet and a Kel-Morian colony). Between those are two trips through space stations.

    Next week I'll be coming with the city photos, as I'm finishing them just now. The next week is so I can give some advance on my next work after the city (256x256, just a hint), which will be a more detailed major temple complex for the jungle world.

    Well, here it is, just remember to comment and critique about my initial steps.

    FROM UP TO DOWN - The first image is a deep jungle set, of the fourth map, but by then I was somewhat advancing in terrain skills. The second is an attempt at a mountain, trying to make it more than just a hill painted with the rock setting. The third is a basical temple complex, just a base location for the Terrans plundering it, the fourth is a makeshift basic bridge, the fifth a larger mountain and the final one a waterfall construct, putting several rocks above it using the Meinhoff textures.

    Deep Forest Mountain attempt Basic temple Basic bridge Larger mountain attempt Waterfall attempt

    Posted in: Terrain
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    posted a message on (Solved) Help with Bridges and Pathing

    Did what you suggested yesterday, and it worked.

    Sure it had a small glitch during crossing when there was a shadow misplacing, but I found out scaling the bridge upwards a bit solved it partially.

    I think you should make this a tutorial, Ahli, particularly concerning making the modded bridge invisible.

    Thank you very much guys! :)

    Posted in: Terrain
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    posted a message on (Solved) Help with Bridges and Pathing

    Yeah, some screenies could translate it better.

    Also, Mozared, I dled your map but I found no data altering whatsoever. Sorry. :(

    Posted in: Terrain
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    posted a message on (Solved) Help with Bridges and Pathing

    Yeah, well, problem is, I tried copying the bridge actor and still it didn't work, the unit wouldn't cross. Unless I did something wrong, hence me asking a step by step tutorial on this.

    Also, on the Terrain object, I've did it, but the problem, for me, is the angle: I need diagonal long bridges and it only supports horizontal or vertical. Otherwise, I'll simply have to redesign it all and that's the last thing I want to do at this progress stage.

    Posted in: Terrain
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    posted a message on (Solved) Help with Bridges and Pathing

    Greetings.

    I've been so far making some work with the map editor, and I've managed some stuff so far. I was able to make some improvised jungles and mountains of my own, which I will show soon to request some decent critique and in another post, naturally.

    My problem is that, now, I'm making a Terran city, kind of like a metropolis in a 256x256 map. So far I've been doing fine, despite the severe limitations of doodads for that (Building and store variations, including houses, lack of other doodads such as playground toys, single chairs, umbrellas fit for food courts and others). My problem is, yup, the Bridges.

    I've been trying so far as to make a bridge (Specifically, using the Mar Sara long bridge), but so far was met with problems.

    I need help to make this long bridge walkable and not just a doodad. Can someone please help, with a step-by-step lesson?

    Will be greatly appreciated.

    Posted in: Terrain
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