"...the doodad will have to be changed in a modeling program..."
There's your answer :P
In order to have the doodad ramp up/down with the terrain you'd have to change the structure in a 3d modeling program, but i suspect it wouldn't be that hard as you would just have the drag points to the proper height.
Use the * and / keys on your numberpad to turn units and doodads. Or you can double click or press enter on the highlighted unit and doodad and change its rotatation manually
So heres just a few pics of how you can acheive amazing structures with doodads.
Here was my first image of the airlock.
i thought it was alright, but something seemed off. So it evloved into this.
Which i think is alot better, and here is the final product.
There are so many things you can do with doodads if your creative. If you elaborate more you can use doodads in ways that werent ment to be. For example the airlock uses 'SpacePlatformCliffDoodadLarge', even though it was meant for cliffs it creates a great effect as a door, same with the platforms to the right of the airlock. The generators to the left have been sunken down so that only the top part is showing which creates a nice sci-fi feel. And scale is also important, which shows in the "HavenDoodadCrates", different in height and scale can add thousands of variations of the same doodad.
And here is the outer part of the asteroid.
The mountains turned out well with a nice jagged and enourmous look.
have you figured out how to grab a section of terrain and 'move' it to another spot on the overall map? i havn't had much luck in that department
While in the terrain tab, press space so it shows the default cursor. And just highlight what ever you want. Simply copy and paste using the 'Edit' tab.
also you can use the option to flip/rotate. And easy way to make mirrored maps or maps with identical parts.
ive seen your thread sir, and you've got some amazing maps
whats your work flow? design layout in photoshop then move to GE? or straight into GE and go?
Well i have just a sketch book on what the groundplan of the map will look like.
For example this screenshot looks just like it would be in my sketch book. (just about 4-8 minutes or drawing)
But after that its all just imagination.
From what i started with, you could see it progressivly change every time i used the editor. The map would simply evolve.
The difference between making triggers and terrain, is that with triggers: The more you know the the more you can accomplish.
But with terrain you cant just memorize everything, it just come out of your imagination like a painting. There isnt a rule that simply states you use this doodad this way. Take an object, and instead of saying "where do i put this", just change your thought and say "what can i do with this"
As for the basics, for example how to change variations, directions, ambience, scale. Those static things i can teach you, but as for 'making' a landscape, its all you.
It started out as a plan to make an asteriod with several airlocks around the map. So I did what i could, keeping Acolyte updated everybit of the way
With his aproval, i started making the terrain more detailed, but only with the terrain tab, there are no doodad. Its important to get the cliffs and height as close as you want it to before adding in units and doodads.
Everything was going good, but when you looked deeper into it, it didnt look much like an asteroid, I wanted to remake the asteroid from "Armageddon"
Then we hit a little speed bump, with braxis alpha tile set, there is only 1 natural texture. So while is was expirimenting around the terrain came to look like this.
Once i finish up most of the map, ill be posting screenschots of the ways you can apply doodads in various ways :].
Once again thanks to everyones support and feedback and everyone who has posted here.
Hey, the Char terrain is magnificent, especially for having completed it in 5 minutes!
I've been trying to replicate the effect somewhat because I might be using the Char tileset for my map, and I was wondering: How did you get the boundary between the lava and the base of the cliffs to look so good? Yours has a nice glow that makes it look like the whole lava layer is extremely hot. When I tried to recreate it, though, the border between them was jagged, which in turn made the lava look extremely two-dimensional. Is there some trick you used with the lighting or water settings? Any tips would be appreciated! Thanks.
Well it has to do with base height, and water height. For some reason you cannot change the height of lava.
This is what the default Char cliff looks like.
Now the height of the lava is around 15-20. So you need to change your map height accordingly.
Then you add the water and youll get the effect that the lava is really hot.
So, I'm fiddling around with the terrain, and I just realized that if I put cliffs on high raised terrain, it gives it a.. unique kind of look. I just can't tell how good it looks, and want a second opinion.
All 3 of the photos are on the same mountainside, I'm just seeing which one looks the best out of them
I do this currently in my maps. Its definently the best way to aproach mountains, but you cant just use terrain. Put some rock doodads in the little cracks of cliffs, too add to the more natural feeling. But be careful with height. If the mountain is too steep, it ruins it completly, so you just have to find the right mix of hight, cliff positions, and doodad positions.
Just finished the basic terrain layout for the canyon part of my map. It contains no doodads as of now. I used a temporary light setting just to show the elevation of the terrain.
Those are excelent!!! For anyone who wants to learn the basics of terrain. I recommend starting with the 'Mar Sara' tileset, the have great man-made and natural lookig textures. Also a wide variety or enviromental doodads and doodads that will match the theme.
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Im in hands down lol :] How about a contest on a certain theme, or have users create a map to fit game mode(Melee, TD, Survival,ect..)?
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"...the doodad will have to be changed in a modeling program..."
There's your answer :P
In order to have the doodad ramp up/down with the terrain you'd have to change the structure in a 3d modeling program, but i suspect it wouldn't be that hard as you would just have the drag points to the proper height.
0
Use the * and / keys on your numberpad to turn units and doodads. Or you can double click or press enter on the highlighted unit and doodad and change its rotatation manually
0
So heres just a few pics of how you can acheive amazing structures with doodads.
Here was my first image of the airlock.
i thought it was alright, but something seemed off. So it evloved into this.
Which i think is alot better, and here is the final product.
There are so many things you can do with doodads if your creative. If you elaborate more you can use doodads in ways that werent ment to be. For example the airlock uses 'SpacePlatformCliffDoodadLarge', even though it was meant for cliffs it creates a great effect as a door, same with the platforms to the right of the airlock. The generators to the left have been sunken down so that only the top part is showing which creates a nice sci-fi feel. And scale is also important, which shows in the "HavenDoodadCrates", different in height and scale can add thousands of variations of the same doodad.
And here is the outer part of the asteroid. The mountains turned out well with a nice jagged and enourmous look.
0
While in the terrain tab, press space so it shows the default cursor. And just highlight what ever you want. Simply copy and paste using the 'Edit' tab. also you can use the option to flip/rotate. And easy way to make mirrored maps or maps with identical parts.
0
Well i have just a sketch book on what the groundplan of the map will look like. For example this screenshot looks just like it would be in my sketch book. (just about 4-8 minutes or drawing)
But after that its all just imagination.
From what i started with, you could see it progressivly change every time i used the editor. The map would simply evolve.
0
The difference between making triggers and terrain, is that with triggers: The more you know the the more you can accomplish. But with terrain you cant just memorize everything, it just come out of your imagination like a painting. There isnt a rule that simply states you use this doodad this way. Take an object, and instead of saying "where do i put this", just change your thought and say "what can i do with this"
As for the basics, for example how to change variations, directions, ambience, scale. Those static things i can teach you, but as for 'making' a landscape, its all you.
0
Well here is a multiplayer map "Desert Fortress' Its only in a basic stage just to show the playing field
It will be a Territory control map, the control points will be shown here.
Ill be addind detailed terrain and doodads soon. Tell me what you guys think, any suggestions/feedback is welcome.
0
Thanks to everyone for posting their support and feedback :]
For this post, I'll be showing the evoloution of a project from scratch to what it looks like so far.
This is a preveiw for a project called Scylla's Hatred with the project leader AcolyteFright from the team Fighting Polygons
It started out as a plan to make an asteriod with several airlocks around the map. So I did what i could, keeping Acolyte updated everybit of the way
With his aproval, i started making the terrain more detailed, but only with the terrain tab, there are no doodad. Its important to get the cliffs and height as close as you want it to before adding in units and doodads.
Everything was going good, but when you looked deeper into it, it didnt look much like an asteroid, I wanted to remake the asteroid from "Armageddon"
Then we hit a little speed bump, with braxis alpha tile set, there is only 1 natural texture. So while is was expirimenting around the terrain came to look like this.
Once i finish up most of the map, ill be posting screenschots of the ways you can apply doodads in various ways :].
Once again thanks to everyones support and feedback and everyone who has posted here.
0
Well it has to do with base height, and water height. For some reason you cannot change the height of lava. This is what the default Char cliff looks like.
Now the height of the lava is around 15-20. So you need to change your map height accordingly.
Then you add the water and youll get the effect that the lava is really hot.
0
Make a trigger that when the player 'x' leaves, have it destroy all of player 'x's units.
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Hey there, Id love to help you guys on your Final Fantasy 13 map.
Ive worked with both the SC1 and WC3 Editors, Im most strong in working with detailed and natural looking terrain. http://forums.sc2mapster.com/development/artist-tavern/2299-terrain-artist-picture-heavy/#posts
I know my way around the Data Editor, and the more then the basic triggering.
Just ask if you have any questions or need any details.
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Light only appears from doodads if you video setting are on high.
File>Preferences>Video
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I do this currently in my maps. Its definently the best way to aproach mountains, but you cant just use terrain. Put some rock doodads in the little cracks of cliffs, too add to the more natural feeling. But be careful with height. If the mountain is too steep, it ruins it completly, so you just have to find the right mix of hight, cliff positions, and doodad positions.
0
Just finished the basic terrain layout for the canyon part of my map. It contains no doodads as of now. I used a temporary light setting just to show the elevation of the terrain.
Tell me what you think. :]
Those are excelent!!! For anyone who wants to learn the basics of terrain. I recommend starting with the 'Mar Sara' tileset, the have great man-made and natural lookig textures. Also a wide variety or enviromental doodads and doodads that will match the theme.