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    posted a message on Some doodad ideas

    Hey, years ago I posted some pics but unfortunately comp crashed, didn't think I'd find my old map somewhere. Remembered posting here before and seeing as how im not working on it, I figured I'd drop it here in case some people might be interested

    (A lil bit more pic in this post http://www.sc2mapster.com/forums/development/terrain/48179-hello/#posts )

    Posted in: Terrain
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    posted a message on urban/base terrain. need suggestions.

    @njordys: Go

    Manual roads ftw

    Posted in: Terrain
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    posted a message on urban/base terrain. need suggestions.

    -Maybe add a garage or two? with Valhalla thor construction (empty) or a aircraft assembly doodad inside the garage

    -Like Mozard said, maybe some vespene tanks,barrels, and a tanker construction unit. Some crates won't be bad as well, basically anything that shows that there are aircraft fuel and supplies available for repair and refueling.

    -A small HQ building won't be bad, somewhere where administrative work and air control are maintained, maybe, if you know how, turn the logistics headquarter into a doodad and then scale it down?

    -If you want to take it up a notch add a small runway with korhal dark concrete, decal doodads, and landing lights. Possibly put a large garage at the end of the small runway and put a colonist ship(landed/unit) in there? or just a closed garage?

    -I'd personally use a metal wall with folsom towers, althouth the security fence does have better synergy with the chain fence you have on the outside, it would make sense that the military wouldn't like everyone knowing the going around inside their base. Of course the security fence is good as it is because I know around here there's a 2 Canadian forces base, both with security fences lol.

    Those are just some suggestions but it looks good the way it is anyways so your choice either way

    P.S. maybe use the wraith formation statue instead of the marine one? dunno but both ones make sense

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #114: Terran Settlement

    @madlibrarian: Go

    This is the best I can come up with, I could probably surround the complex in trees/a forest but that won't change the inside at all

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #114: Terran Settlement

    Done, took faster than expected with work and all that, not much there in terrain but dem doodads

    Imagined the large housing complex as a living area with the first floor housing a cafeteria, gym/pool, laundry, and a general store.

    Just noticed the skewed window in the 6th pic...bleh

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #114: Terran Settlement

    @Mozared: Go I was gonna take a break from terrain and work on models but I was thinking of adding a rural area for my map anyways. Quick question, is rural area allowed? Not a settlement or base but somewhere where civilians live.

    Posted in: Terrain
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    posted a message on HOTS terrain showcase

    @Ababmer: Go

    HotS doodads looks better but a temporary fix is making artificial cliffs, these are just all heightened or lowered texture, so unless I don't change the pathing the units can literally walk down that mountain and into the water. You prob figured out how, but I found out from this

    Posted in: Terrain
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    posted a message on Hello

    @DrSuperEvil: Go

    yea blender

    Posted in: Terrain
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    posted a message on Hello

    Prob last update for awhile, gonna try to learn how to use the model editor superevil told me about, looks like it'll take a while to learn.

    Most of the scenery missing trees, foliage (plan on making lake ontop of mountain)

    Posted in: Terrain
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    posted a message on Hello

    Yea, I used zerg floating creep combined with creep web or something to make the walkway, would be cool if I had a nydus thing going though, I'll see if I can bash together some doodads. Making nydus into a doodad is cool but I only started a few days ago and have little idea on data editing, I plan on making good looking terrain before starting on data/trigger editing.

    I plan on using the concrete area as a parking lot, for the main building and a fighting scene. The lower dam area being a mechanical/garage/repair area with fighting. After I finish that area I plan on expanding upwards to build a city, maybe make a mountain range on the defensive position flank? The reason I post in sporadic bursts is because I usually spend 2-3 hours at once then leave it ahwile and then repeat. I post the updates here more for myself (in motivation to complete it) than anything else. The advises are really welcome though.

    Posted in: Terrain
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    posted a message on Terrain, need opinion.

    True, maybe make the terrain all heightened, lowered, texture making a pseudo cliff so those on the high ground doesn't gain vision advantage? Or maybe just fix it with a trigger? Understandable the lowered defensive encirclement is plausible but I figured spreading out your resources on a perimeter when zergs usually swarm and tend to be in bigger numbers is disadvantageous. Granted though, the zerg could be newly arrived or discovered before the terran fully finished colonizing etc so thats all up to the op.

    Posted in: Terrain
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    posted a message on Need some critique!

    @HydraMannequin: Go

    About the podiums...maybe you would like to use these? These are all billboards scaled down, then used storewindow to cover the letters, than used forcefield over the storewindow.

    • Edit, actually if you really want to use the podium then you can combine the two too if you wish!
      • Double edit, made smaller information post, thought maybe small personal ones were in order?
        • Triple edit, maybe make the wood greyish colour so it doesn't look wooden? dunno what that'll do about the texture
    Posted in: Terrain
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    posted a message on Terrain, need opinion.

    Seems like you're not completely finished but as super said, it can use some fluff to make it look natural, although I am terrible at nature scenes, maybe someone else can help you with that?

    Personally though, if I were wanting to start a colony, intent on defending against the zerg, I'd not want to start on lower grounds but higher grounds. Possibly atleast medium height with all military installation protecting the choke points, with the civilian infrastructure on the valley/crater/lower area. To use an extreme example, if the terran where to start a base on the first pic of your second post, they would have to build their defense on the top of the ramp but the wide area around the ramp will allow it to be surrounded/flanked easily. Not only that but the buildings below the defense will be in easy shooting range from ranged attackers, which makes the defenders useless.

    If you want to take it up a notch, try making the colony near natural resources such as water and vegetation, having readily accessible food or water makes colonization much more easy.

    Posted in: Terrain
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    posted a message on Hello

    test

    Posted in: Terrain
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    posted a message on Hello

    Huh, kinda missed that big yellow button there....tried to use the picture button near the link button

    Edit, update

    Posted in: Terrain
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