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    posted a message on Terrain for Campaign Map

    Thanks for the comments Telthalion. I did forget about the terrain raising/lowering. Im not sure how that works with the buildings that a player might build but i suppose i could make the area unbuildable. It does definately look better with it.

    And your right the edges need a clean up... i always run out of ideas of what to put around the edges :p

    Posted in: Terrain
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    posted a message on Terrain for Campaign Map

    Hello Chaps,

    I've been learning myself to create some Campaigns for SC2. While doing this i've created a map which unfortunately due to my twisty turney timey wimey nature now no longer fits with the storyline i have in mind. Because i dont want all the time i've invested in it go to waste i thought maybe to get an idea of what people thought about it.

    I've stripped the triggers out because most of them werent working anyway, but i think you can get an idea of what is going on and where the player would start out. Mostly though im interested in what people think of the lay out and design, what do you like, what dont you like, how would you do it?

    I think i tend to go a bit mad with the doodads personally so im trying to be less clutterific.

    ZergCam1

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #27: Operation Desert-like

    Here's my go. Its missing something but for the life of me i cant seem to get it right, any suggestions? Think i'll have a go with the Monlyth tileset see if i have more luck with that one.

    Desert

    Posted in: Terrain
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    posted a message on Feedback Requested

    Thank you very much for your suggestions and comments, i've already started making it less cluttered and testing it particularly to make more room for the player, i think maybe i had been concentrating a bit on decoration when the majority of the time the player wont even bother looking so i think i'll tone it down a bit :p

    Posted in: Terrain
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    posted a message on Feedback Requested

    Im looking for a bit of feedback on a map im making, Im a bit worried that it looks a bit... cluttered and messy, maybe even a bit too much detail. Im trying to create a campaign that starts with a map of an installation gone wrong and you attempting to escape from it with the help of some not too friendly Zerg (kinda like the last tosh mission on the actual game). I hope im heading in the right direction but some comments (good and bad) would be most appriciated.

    Starting Point (too messy?) Pic1

    First Zerg Pen (again messy?) Pic2

    Defence point under attack Pic3

    These next two are the ones im really not sure about, they're supposed to be a train station? train depot... basically im thinking Half Life tram type thing for the employees of the installation, i've changed and added and fiddled, and im still not 100% throwing it open to comments as to if i should keep it or get rid of it (also the dead civvies are again another Half Life theme with the installation staff being "removed" by another military force) Pic4 Pic5

    Second Zerg Pen (think this one looks a bit empty actually) Pic6

    I've tried to make little "offices" but not sure if they add anything or just pointless. Pic7 Pic8 Pic9

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #5: Under the Mountains!

    My attempt

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #3: These Dead Streets

    Thanks Zarakk, i did play around with some bodies and more visable signs of a battle, but in the end decided that slightly more empty look made it look a touch more sinister. I love the lighting in your shot the orange glow at the back really ofsets against the darky purple on the left, gives a great sense of depth. I really need to learn how to use lighting like that :)

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #3: These Dead Streets

    My attempt :)

    Posted in: Terrain
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    posted a message on Beta Usernames

    Debe 830- EU

    Posted in: General Chat
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    posted a message on Feedback for Terrainers
    Quote from TheAhlias: Go

    @Debe2233: Go

    If you hold down the "Shift" key while placing objects it will automatically ignore placement requirements.

    <takes hat off to you> sir, you have saved me hours of my precious exsistance on this planet :>

    Posted in: Terrain
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    posted a message on Feedback for Terrainers

    Tradnan, good start! Put some terrain close to each other in clusters, makes it look more interesting. Maybe a large rock with a couple of trees next to it, or maybe some trees in a group. If your not sure how to do that double click on a doodad and tick the "ignore placement requirements" tickbox, you can then place that doodad anywhere you want.

    SiuLimTao i love creepy jungle, how did you get the nice grassy stuff? Was it using generate Foliage? I can never get the Foliage to do what i want...

    Posted in: Terrain
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    posted a message on Feedback for Terrainers

    Ralme360 I think i suffer as you do, i enjoy making terrain but never manage to quite think out the storyline.

    Thanks for the comments peeps, as it happens i did have the zangamarsh idea in my head when i saw those bulby blue tree things and thought it would fit a nice errie swamp like area. I'd love to see some more peoples terrain pictures, they always give me good ideas.

    Heres some more of mine, a map that i pretty much finished then got bored with because i didnt really like the storyline very much.

    Terrain

    Terrain

    Posted in: Terrain
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    posted a message on Feedback for Terrainers

    I love those pics guys, some brilliant work there. I cant seem to get jungle terrain looking... right. Anyway heres a map im working on, feed back would be appriciated. I tend to end up tweaking parts of the terrain for ever and never get to actually publishing a map.

    1

    2

    Posted in: Terrain
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    posted a message on AND operator

    Oh right, so no AND... makes you wonder what the heck its actually for. Thanks alot guys :)

    Posted in: Miscellaneous Development
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    posted a message on AND operator

    Im trying to use the AND operator to specifiy two conditions before an event is fired.

    AllSpineCrawlersDead

    Events TriggerAddEventUnitDied(null)

    Local Variables deadUnit = (EventUnit()) <unit>

    Conditions And() cond Comparison((UnitGroupHasUnit(spineCrawlerGroup, deadUnit)), ==, true) Comparison(spineCrawlerDeath, ==, 3)

    Actions UIDisplayMessage((PlayerGroupAll()), c_messageAreaSubtitle, "All Units Dead")

    I cannot for the life of me work out where im going wrong... both of those conditions work seperately but when i try them together it just wont work. Im guessing im just not using the AND operator right.

    Any help would be appriciated!

    Posted in: Miscellaneous Development
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