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    posted a message on Looking for some feedback - Cavern

    @Cacho56: Go

    Now your lightshafts are really neon-bright. It feels more like a dance floor than a cave.

    You might try decreasing their HDR multiplier and/or applying a darker custom tint. Ideally they should be visible, but not intrusive. And the whole scene is still generally very bright for an underground area.

    As for the fog doodads, the new tint blends in too well with the ground. Something half way between the old and the new should look just about perfect.

    Posted in: Terrain
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    posted a message on [Solved] Black tiles under a bridge

    I don't use bridges very often, (at least not functional ones), but I've never had one disappear on me. Sorry, can't help with that.

    Speaking of the achievement... it's about time to update it for the new year.

    Posted in: Terrain
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    posted a message on [Solved] Black tiles under a bridge

    @sunyatasattva: Go

    The hole is part of the terrain object. The simplest fix would be to cover the hole with doodads.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #157: A Sense of Depth

    It's been a while, I had to prove to myself that I still knew how to use the SC2 editor. And I finally had inspiration for this week's event!

    Hid a pair of large floodlights behind the cliff to get some shadows on the back wall of the pit.

    And I've been sitting on my custom runestone models for a while, I figure it's time to get them out into the world for some fresh air. (Mod attached, since it's required to open the map - yes, they use team color.)

    Posted in: Terrain
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    posted a message on Looking for some feedback - Cavern

    @Cacho56: Go

    The main thing I notice is that the lighting is all very flat and uniform. I feel like you could improve the atmosphere a lot with a darker base light, then use lighting regions to create larger pools of light around the various cystals and energy sources (or just scale up your omnis a tad, but lighting regions give you more control). Get some real contrast between the dark and lit areas.

    Though if you darken the scene, you may also need to darken your lightshafts a bit to make them fit.

    Also, tint your fog to match the environment. Right now it really sticks out.

    Posted in: Terrain
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    posted a message on Surprise!

    @madlibrarian: Go

    It's off to a good start, I'm curious to see it in its finished state.

    Two critiques so far:

    A lot of the colonist huts in the twisty back alleys feel like they're just ...floating there. They need some sort of doodad, texture or lighting work to help establish a footprint.

    The map feels like it needs a foliage pass - the ground is far too barren for the overall cluttered rundown feel.

    Posted in: Terrain
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    posted a message on Patch 2.1 Editor Changes

    @Zolden: Go

    Nope. Those have been there since WoL.

    Posted in: General Chat
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    posted a message on Weekly Terraining Exercise #151: Storytime
    Quote from pokenoufl: Go

    I was wondering if you guys mind having a noob join the WTEs because I am really bad at terraining but wish to get better because every map needs good terrain, so do you guys mind if I post in bad looking stuff until I get better ??

    For sure. That's the main purpose of the WTE: to practice, get feedback and improve.

    But usually we only have a very small group of regulars participating, so newer terrainers are pretty rare to see these days.

    Posted in: Terrain
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    posted a message on Terraining FAQ

    @Necromoni: Go

    Actor Creation events fire when a unit/doodad is placed in the editor, not just in game.

    Posted in: Terrain
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    posted a message on Invisible Terrain!!! Need Help!!!

    Cliffs and the geometry immediately above/below them can't be hidden. The best you can do here is to use a space platform cliff, which don't have visible geometry on the bottom.

    (Also, I think you need a few more exclamation marks. I can still see your thread title through them.)

    Posted in: Terrain
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    posted a message on Problem With Terrain FOG!!! Help Please!!!

    The problem is that the entire map is on the lowest cliff level. Flying units over cliff level 0 behave as though they're over cliff level 1, which makes the ships fly 9 units above your 'ground'.

    The trouble is that the game's x,y coordinate grid (for selecting and ordering units) is also based on cliff level 1. If you dropped the ships' flying height to say, -6, it would match the visibility radius more accurately, but then the ship would be flying around below the plane you issue orders on - which is also pretty horrible to look at and difficult to play.

    Unclesatan's suggestion of height 0 is probably the best compromise between the two, but you might be able to get away with a -1. You would have to play with it and see what you like.

    Edit: You might also try flattening the map out to cliff level 1, and using the Hide Terrain Cell brush to make the ground invisible.

    Posted in: Terrain
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    posted a message on Problem With Terrain FOG!!! Help Please!!!

    @DJYVG: Go

    From the screenshot, it looks like the ship is just really high above the ground.

    What is the ship's movement height set at? (Also, what does it look like with the ship over solid ground?)

    Posted in: Terrain
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    posted a message on Cave Mission terrain

    @njordys: Go

    The oasis is a good start, but it doesn't feel like it's underground. The lighting is too bright and uniform. You might try making it darker overall, with more clearly defined pools of sunlight leaking in to illuminate key areas.

    It might also look better with fewer (but larger) sunbeam doodads.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #141: Do That Doodad 7 - HotS Explosive Mine Entrance

    @yawnamana: Go

    Only need one big one.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #136: Pitch and Roll

    I'll be leaving early tomorrow morning and probably won't have internet access for a few months - so I had to rush this one out half-finished.

    After the discussion a few weeks ago about trying to mix lava and snow effectively, I figured I'd give it a shot. And here it is.

    Posted in: Terrain
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