I like this theme. I'll try to participate this week.
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May 21, 2013Dragoneles posted a message on Weekly Terraining Exercise #128: The times they are a-changin'Posted in: Terrain
Mar 17, 2013Dragoneles posted a message on The Sleeping Beast - Timelapse Video/Workflow from WTE#118Posted in: Terrain
The only thing I can see that you could have done better was tint the waterfalls a bit so that they blend more with the murky greens and browns. As they are now, they stand out a lot when you first glance at the picture and seem ever so slightly out of place. Green water doesn't turn white just because it's falling.
Mar 15, 2013Posted in: General Chat
In my opinion, any player that doesn't buy HotS isn't likely to be active enough to draw in much of an audience toward your map. There are exceptions of course, but the reason they don't buy it usually has to do with a lack of interest.
Feb 26, 2013Posted in: Terrain
When placing wall doodads, it's not a bad idea to open up the doodad info panel and make sure they have the same x/y coordinate so that it creates a more seamless look. Of course, if your wall is angled, you may have to do a little bit of measurements based on the angle of the doodad. And don't be afraid to tint the doodads individually. It makes a huge difference in setting the tone and mood of the terrain.
I like what you did with the skybox. The foggy sky matches the background smoke and towers very well. Making effective use of skyboxes can make a huge difference in a good terrain.
Remember to be tasteful with what you choose for trees and rocks. You seem to have palm trees, but your terrain is located in a smogged environment with garbage and fuel storage. I would expect the surrounding woodlands to be a tad more grimy and have less of a "beach" feel to it.
Be sure to play with the height tool a bit when doing close up shots or first/third person terrains. The flat world can seem pretty unnatural, and the accents of the height patterns will help break up your terrain textures a little bit more.
Criticism aside, good work.
Feb 26, 2013Posted in: Terrain
Save the map as a .SC2Components file and it will become a folder you can open that contains every value, from textures to height maps, to water data, to map info, and triggers. To put the height map into a new map, just create a new map, save it as components, and add the height map file to the new folder. When it prompts you to replace it, do so, and you're done. Next time you open the new map, it will have the old map's height map.
Feb 15, 2013Dragoneles posted a message on Weekly Terraining Exercise #115: Infested SettlementPosted in: Terrain
Overall pretty decent but you could stand to twerk the fog settings little bit to make the background mountains less blatant and make the shadows a tad more... lively.
Jan 28, 2013Posted in: Terrain
It looks nice, but yeah, it could definitely use some going over with the height brush. The flatness in the middle of the base just gives the expression of "another melee map". It'd be cool if the creep broke up with the lava a bit more to give it a more intricate feel.
Jan 20, 2013Posted in: Terrain
You might need to use a site ops to rotate the diagonal pieces. I normally use doodads as skyboxes in my maps and it doesn't look that bad unless you are in a freespace environment. Keep in mind though, the scale of the doodad needs to be like .002, those things are ginormous.
Jan 20, 2013Dragoneles posted a message on Weekly Terraining Exercise #111: Fulla's Trivial PursuitPosted in: Terrain
Jan 18, 2013Dragoneles posted a message on Weekly Terraining Exercise #111: Fulla's Trivial PursuitPosted in: Terrain
Here's something if you're still looking for help. Not perfect, but you can do more on it of course. I hope you like it.
Jan 17, 2013Dragoneles posted a message on Terraining Exercises: Global Information/Idea ThreadPosted in: Terrain
It would probably work out a bit better if everyone had the full week to recreate the same image, and then another image be brought up in a future WTE.
Dec 22, 2012Posted in: Triggers
After toying with translator and mixing and matching some common sense, I see what your trigger does. For other's sake:
Unit - Unit enters region Mins (Mins is the region's name)
My Hero = Any Unit <Unit>
If (Conditions) are true, do (Actions)
My Hero is in region Mins == true
General - Wait 5 seconds (not sure if game time or otherwise)
Modify (Owner of My Hero) minerals: Add 50
General - Break
So it looks like what you're trying to do is just give a player minerals every time one of their units enters the specified region, after waiting 5 seconds. To accomplish this, the only things you actually need (seeing as how you don't have any limitations on what unit it is) are the Event you currently have and these actions:
General - Wait 5 seconds (game time or real time is up to you)
Modify (Owner of Triggering Unit) Minerals: Add 50
The rest of the trigger doesn't actually accomplish anything other than look fancy.
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