Some real nice looking maps (the desert on is a bit brown tends to blend the map objects together, I have a hard time seeing objects in pictures. Im prolly just going blind lol)
But a few questions. You said you had like 1000+ objects in the map. (I have yet to focus on the terrain)
How or what effect do those objects have on FPS for the average players?
When the map is ment to be a 3rd person view what is its effect?
Does the game have any built in objects for effecting what is drawn and what is not, like the oclusion objects for Far Cry 2?
The SC2 engine handles really well. Its processing power is really impressive, i havnt had much lag with anything.
But as for 3rd person, this is a rough view of what the vision will look like.
The finished product would have the fog of war gradually 'fade out' the farther you would look, and ultimately turn black.
This will help the processing of computers with lower specs because it will not render ALL units/doodads at the same time.
I got started on the Char tileset, but I can't find a great amount of 'junk' that'll fill the scenery. Also, 100% cliffs here going for a very jagged look, since I felt the geology and terrain was pretty volatile. Lighting wasn't something I'd approached yet, so I just quickly darkened things a bit, with some type of ash-like clouds going up in a few spots. Could use some tips on aesthetics, and, well, textures, cause that's pretty uniform at the moment.
Ive always wanted to try the char tileset, so i made this one just for you.
Turned out pretty well for 5 minutes worth of work.
When dealing with cliffs i think its best to find the texture that best matches the color of the cliffs, in this case its 'Char Rock'.
And when dealing with doodads its best to match the theme of your map. It is sometimes necessary to use the 'custom color' option to mix and match the terrain to your doodads. For ex: The 'Operations' building in my other screenshots. Its pretty convincing to see it all as 1 building., but if i we to seperate it the doodads would be different colors and sizes. So i would replace all the ble crystals and but in the 'Char Crystal' and increase the scale.
Also a nice glow effect can be added the the crystals by using the omni lights that match the color f the doodad. This can be used with plants, fire, colored doodads, and much more.
These are really, really impressive. I've never seen such beauty dealing with in-game terrain before. I'm having a few problems, however. I'm working on a detailed single player RPG. I know they aren't too popular, but the idea is getting a "party" together like in the Final Fantasy games. I'll likely make a remake once I get it all done to incorporate 4 human players, but for now, I'm having trouble with Terrain height. The raised terrain by default looks too low. I want my mountains to look like yours... Mountains! Also, when I lower the terrain, I get this blue fog. Is there a way to get rid of it? And any other informational tips on how to create realistic-height mountains would be greatly appreciated.
Once again, exceptional work. Blizzard should have hired you instead, TP =p. I wouldn't ask my questions to someone I didnt think could answer them. Also, the other posters here also have insanely well done work, and I welcome any advice from you pro terrainers =)
An easy way around the blue fog at the bottom of the map is to change the base height when creating a map.
As for creating mountains or hills, you just have to incorperate terrain height, cliffs, and rock doodads of all sizes.
Any chance we could find a link to your map somewhere :3? Maybe just the terrain shell? I can't seem to get the doodads the way I want them to like I could in War3... Or if you could recommend a tutorial or another map ^^
Cant uplaod due to the rise of map stealers :P However im working on a tutorial but its rather long, as there are so many thing you can do with doodads/terrain.
In the meantime I can help you with anything you need.
The second question was, how can I get light doodads to work? Or are they not doodads..? I'm putting some lights out, but they don't appear to be doing anything..
The lights from doodads will only show up if you have your game setting on high.
This can be achieved by:
File>Preferences>Video
And here is a complete list of doodads that create light. (Not counting fire)
This looks awsome, i was planning on doing the same thing in a similar map of mine. One thing that i want to do that ill pass on to you is a way to make the plants glow like in the movie 'Avatar'
Its a really simple step that just involves omni lights and plants. It takes about less than 2 minuts and really adds something to your jungle.
I want to mention that I completely agree with OP... also want to add that lighting is really important too. The following picture is from a map I'm working on... heavy modification of Korhal's light to be greener, contrasted, have high glow, etc... really enhances mood.
Greatwork, I love how the city is set up, and how you made the lighting bloom! I have a cinematic set up where a nuke goes off in the city and everything flares white as if the sun got closer. Using lighting can add great effects to your maps like his.
have you tried doing any of this map with just height variation and not cliffs? at least in some parts, i feel as if it always looks better, and you're not limited on height
Yes, in fact I have been playing around with mixing eleveted terrain an cliffs to get a really good looking 'mountain'. But my main problem is that its really hard do get a natural looking mountain.
However, this is a challenge im tackling right now. On the blank side of the minimap i plan to cover it with a huge mountain range that the player(s) will have to go through and look for 3 downed medivacs.
Awesome pictures. 2 questions..
How do you lower the lighting in the map so that lights work?
How do you get lights to work? I can't seem to make them do anything with the light doodads
Simply go to the Window Tab and look for the title 'Lighting'
From there you can choose or edit any Tileset Lighting through the various tabs.
Definitily looks pretty, but how is the performance. I hope you're not making it all pretty at the expense of butchering fps.
I will admit in the galaxy editor it is pretty laggy. But it is a 3rd Person Shooter game, the Fog of War mechanics will not show terrain unless your unit has vision of it, similar to how FOW worked in SC1, where unexplored terrain would appear black or very dim. Also since the SC2 engine is so great, i havnt had any major problem with playing the map on computers with lower specs.
Having terrain in your map is just as important as having triggers. Even if you worked months on triggering a map and have the triggers perfect, the fact is having ugly terrain can be an eye sore. As for me it is the most fun part of making a map.
Post your terrain works here.
This thread is meant to help users with their terrain, whether its with feedback or just tips on how to make some awsome groundwork.
Heres some pic's of my upcoming map series
Legends of War - Prologue [WIP]
Contains 1096 Doodads
[Pictures should resize, if not then refresh the page]
You have no triggers, so thats not the problem.
But with the data editor, alot of information is scrambled up between the Thor and ThorCopy.
So your problem is there.
But the only thing i could see that would cause a problem is that ThorCopy doesnt have any upgrades. I dont know if thats the sorce of the problem so...
The safest way to copy a unit is to just
Right click unit data>Duplicate Object.
I figured in order to change the position, you have to change have what the camera is looking at, in this case, its a ghost.
Ive tried making the camera focus on a region or point, but the problem, how would you keep said point/region infront of the ghost AND the direction the unit is facing.
Camera - Apply (Camera Object) for player (1) over (0.0) seconds with (Existing Velocity)% initial velocity, (0)% deceleration, and (Include Target)
Camera - Turn Camera Mouse Rotation On/Off(1, On)
Camera - Lock Camera Mouse Relative Mode On/Off(1, On)
Camera - (Follow) for player (1) (Unit group(Triggering Unit)) with the camera and (Clear Current Target)
0
The SC2 engine handles really well. Its processing power is really impressive, i havnt had much lag with anything. But as for 3rd person, this is a rough view of what the vision will look like. The finished product would have the fog of war gradually 'fade out' the farther you would look, and ultimately turn black. This will help the processing of computers with lower specs because it will not render ALL units/doodads at the same time.
Ive always wanted to try the char tileset, so i made this one just for you. Turned out pretty well for 5 minutes worth of work. When dealing with cliffs i think its best to find the texture that best matches the color of the cliffs, in this case its 'Char Rock'. And when dealing with doodads its best to match the theme of your map. It is sometimes necessary to use the 'custom color' option to mix and match the terrain to your doodads. For ex: The 'Operations' building in my other screenshots. Its pretty convincing to see it all as 1 building., but if i we to seperate it the doodads would be different colors and sizes. So i would replace all the ble crystals and but in the 'Char Crystal' and increase the scale.
Also a nice glow effect can be added the the crystals by using the omni lights that match the color f the doodad. This can be used with plants, fire, colored doodads, and much more.
An easy way around the blue fog at the bottom of the map is to change the base height when creating a map.
As for creating mountains or hills, you just have to incorperate terrain height, cliffs, and rock doodads of all sizes.
0
Cant uplaod due to the rise of map stealers :P However im working on a tutorial but its rather long, as there are so many thing you can do with doodads/terrain.
In the meantime I can help you with anything you need.
0
The lights from doodads will only show up if you have your game setting on high.
This can be achieved by: File>Preferences>Video
And here is a complete list of doodads that create light. (Not counting fire)
[Am i missing any?]
0
This looks awsome, i was planning on doing the same thing in a similar map of mine. One thing that i want to do that ill pass on to you is a way to make the plants glow like in the movie 'Avatar'
Its a really simple step that just involves omni lights and plants. It takes about less than 2 minuts and really adds something to your jungle.
You can turn this...
Into this...
Greatwork, I love how the city is set up, and how you made the lighting bloom! I have a cinematic set up where a nuke goes off in the city and everything flares white as if the sun got closer. Using lighting can add great effects to your maps like his.
0
Yes, in fact I have been playing around with mixing eleveted terrain an cliffs to get a really good looking 'mountain'. But my main problem is that its really hard do get a natural looking mountain.
However, this is a challenge im tackling right now. On the blank side of the minimap i plan to cover it with a huge mountain range that the player(s) will have to go through and look for 3 downed medivacs.
Ill try to get the 'terrain' done by this week.
0
Simply go to the Window Tab and look for the title 'Lighting'
From there you can choose or edit any Tileset Lighting through the various tabs.
I will admit in the galaxy editor it is pretty laggy. But it is a 3rd Person Shooter game, the Fog of War mechanics will not show terrain unless your unit has vision of it, similar to how FOW worked in SC1, where unexplored terrain would appear black or very dim. Also since the SC2 engine is so great, i havnt had any major problem with playing the map on computers with lower specs.
0
Just 3 more
0
Having terrain in your map is just as important as having triggers. Even if you worked months on triggering a map and have the triggers perfect, the fact is having ugly terrain can be an eye sore. As for me it is the most fun part of making a map.
Post your terrain works here. This thread is meant to help users with their terrain, whether its with feedback or just tips on how to make some awsome groundwork.
Heres some pic's of my upcoming map series Legends of War - Prologue [WIP]
Contains 1096 Doodads
[Pictures should resize, if not then refresh the page]
0
I honestly, have no idea.
You have no triggers, so thats not the problem.
But with the data editor, alot of information is scrambled up between the Thor and ThorCopy.
So your problem is there.
But the only thing i could see that would cause a problem is that ThorCopy doesnt have any upgrades. I dont know if thats the sorce of the problem so...
The safest way to copy a unit is to just
Right click unit data>Duplicate Object.
0
I can help with the background,
-Enviroment: Set Background Model
Then in the terrain editor, select ALL of your cameras, go to edit > modify properties
then change: Distance - Farclip = 9999
0
I figured in order to change the position, you have to change have what the camera is looking at, in this case, its a ghost.
Ive tried making the camera focus on a region or point, but the problem, how would you keep said point/region infront of the ghost AND the direction the unit is facing.
0
How can i change the camera position from this
To this
While still having the camera follow a unit?
0
I have an scv that uses (repeat actions forever) - Follow
How would i make it so that when an scv enters a region (In this case, 2 tanks) Stop following and repair the tank(s)
0
http://www.sc2mapster.com/maps/legends-of-war
Just want feedback on how im doing lol.
Plan to use the whole map. (which probably isnt a good a idea, but i wanted to start big)
Its obviously a WIP
Working on
Visiual
Gameplay
Custom UI
(More to come)
http://www.sc2mapster.com/maps/legends-of-war
0
@ThisIsSpoofed: Go
Camera - Apply (Camera Object) for player (1) over (0.0) seconds with (Existing Velocity)% initial velocity, (0)% deceleration, and (Include Target)
Camera - Turn Camera Mouse Rotation On/Off(1, On)
Camera - Lock Camera Mouse Relative Mode On/Off(1, On)
Camera - (Follow) for player (1) (Unit group(Triggering Unit)) with the camera and (Clear Current Target)