• 0

    posted a message on Happy Thanksgiving Mapsters

    Well, we ain't got that here in Brazil, but what the hell, merry holidays, folks. If not Thanksgiving, then Christmas in advance. :)

    Posted in: General Chat
  • 0

    posted a message on Weekly Terraining Exercise #224: Slayn (LotV Tileset Try-out)

    @archDeaconstructor: Go

    That's a good start. A bit rough, but so I was in the beginning, it's just a matter of practice and patience as you get more skillful. Just keep practicing and you'll get it.

    And yeah, the feel is understandable, the LotV doodads are a clear step ahead, compared to WoL/HotS, it just shown how much the game matured. Yet, some critics said the engine/graphics was already getting old and showing it's age, something I don't agree with any bit.

    Posted in: Terrain
  • 0

    posted a message on Weekly Terraining Exercise #223: AiurCity (LotV Tileset Try-out)

    Well, as I promised, people. Check it out, enjoy and see for yourselves. Just reminding, it's not all finished, a lot of areas needed much more completion like the government building. But the majority I virtually consider it finished, just needing populating and such.

    Posted in: Terrain
  • 0

    posted a message on [Spoilers] Gradius's LoTV Thoughts

    @Mozared: Go

    One thing else that could've worked in favor of blasting Shakuras is a mission where the player manages to destroy the Warp Gate to Aiur, but it's still not enough - Void rifts open and the Zerg/Corrupted Protoss/Hybrid from Aiur still pour through, making the situation nigh-irreversible - With a Warp Gate, you could blast it into oblivion, not only shutting the passage but also kill everyone and everything in transit, but how can you shut something that has nothing connecting it?

    Something I can agree safely is that the destruction of Shakuras wasn't just rushed, but rather handled callously, poorly exploring Vorazun's character of her sticking to something she'd call a home (She lived there for too long, WTH?) as well as all the cultural/religious artifacts and traditions that the Protoss couldn't evacuate before Artanis went right into the temple. Also, that'd literally be the last option ever conceived, but she's apparently all like 'No, I won't fight harder for it, let's just blow it up.' :p

    Posted in: General Chat
  • 0

    posted a message on Weekly Terraining Exercise #223: AiurCity (LotV Tileset Try-out)

    Well, I technically finished the map, though it's missing final touches, as well as working in some areas, as well. I think that, depending on if I want to finish or not, I'll attach the map tomorrow. But here's the final part, and I think you'll immediately recognize this one.

    BTW, that last question still persists, but also a new challenge - Can you ID the banner colors on the 4th pic with their tribes and guess which is which without consulting wiki? Me, I only missed one, but the rest were pretty much on my mind. :)

    Posted in: Terrain
  • 0

    posted a message on Weekly Terraining Exercise #223: AiurCity (LotV Tileset Try-out)

    More WIP, and this one has a question: Though it's, indeed, pre-'The Fall', from which media form this reference comes from, and what story, exactly?

    Posted in: Terrain
  • 0

    posted a message on Weekly Terraining Exercise #223: AiurCity (LotV Tileset Try-out)

    New updates and a chapter called 'How to try and mimic a short video scene, and spectacularly fail at it'.

    P.S: I think I'm liking more and more of the flower/starfish design the 'Toss have for their building blocks. Gives 'em more of an identity.

    Posted in: Terrain
  • 0

    posted a message on Weekly Terraining Exercise #223: AiurCity (LotV Tileset Try-out)

    @Mozared: Go

    That's a pretty good start. Hope you persevere through it, best of luck, mate.

    /edit New updates, which reminded me to ask you: Any of you played Myst/Riven? Can any of these give that feel? BTW, some of these 'block' concepts come from the first LotV mission.

    Posted in: Terrain
  • 0

    posted a message on Weekly Terraining Exercise #223: AiurCity (LotV Tileset Try-out)
    Quote from Mozared: Go

    @DeltaCadimus: Go

    Looking good. That one Zerg 'tree' annoys me, though.

    What, that one? Well, there's not much color variation for Aiur Foliage, and since Protoss can fly in space, it's not like they wouldn't bring some exotic plants. :p

    Posted in: Terrain
  • 0

    posted a message on Weekly Terraining Exercise #223: AiurCity (LotV Tileset Try-out)

    And progress continues, as usual.

    P.S: Sorry bout the black edge, it's that I like using space to the max, y'know...

    Posted in: Terrain
  • 0

    posted a message on Weekly Terraining Exercise #223: AiurCity (LotV Tileset Try-out)

    Well, I guess this will be the first WTE which I post WIPs continuously. Well, here's tending some wishes by Scbroodsc2...

    Posted in: Terrain
  • 0

    posted a message on Weekly Terraining Exercise #223: AiurCity (LotV Tileset Try-out)

    @Scbroodsc2: Go

    Not just this, but the cliffs are also hidden - That's the LotV feature that allowed them to make both the bridge on the first Aiur Comeback mission, the destroyed zerg-ridden sections, as well as the 'platform pillars' close to the first Ma'lash guardian in the first Alarak mission. Though I'll admit, it takes a lot of work to make it look good and cohesive, to mask all the 'black squares'.

    /edit, I'm working on a mini-temple of sorts, more like a shrine, that's close to the city entrance. But you'll see it only when it's done. :)

    Posted in: Terrain
  • 0

    posted a message on Weekly Terraining Exercise #223: AiurCity (LotV Tileset Try-out)

    I think I managed to find a workaround for this tileset's blending problems, and I believe Blizzard must've done the same, too, when making the first mission map for this tileset.

    • Change one of the textures. (The dark one, preferentially, for Aiur Temple grass)
    • If you're trying to use the Noise brush, like I did, do it in small, controlled clicks, one at a time. Adjust size so the 'edges' are more fluid and a bit akin to old BW terraining.
    • Use custom cliffs (Aiur Rock Cliff Jungle and Aiur Cliff Rocks, in my case) to both disguise and make a variation.
    • Trees can now be placed in clusters, making the job much more easier. The pine looking ones are called 'Regulars'. Use sparingly.
    • Use as MUCH vegetation as you can. It can be both 'Aiur Overgrowth' or 'Aiur Ground Cover'.
    • Vines are a bit complicated to place and make them look good, as you must resize, change height, etc.
    • Don't forget the foliage meter on the Terrain brush.
    Posted in: Terrain
  • 0

    posted a message on Weekly Terraining Exercise #223: AiurCity (LotV Tileset Try-out)

    It seems ScrinKing had a point concerning the tileset - These textures are unblendable, either due to the dds themselves or the programming for the particular tileset.

    It'll try and see what I can do to make at least the 'jungle' settings more appealing, but it's not promising at the moment...

    Posted in: Terrain
  • 0

    posted a message on Weekly Terraining Exercise #223: AiurCity (LotV Tileset Try-out)

    @Mozared: Go

    Hardly a bridge, more like the most ostentatious entryway into a Protoss city ever. Intentional, of course.

    Posted in: Terrain
  • To post a comment, please or register a new account.