My busy season's done and I finally had a chance to look through the Covert Ops tilesets for the first time. Needless to say I found some inspiration and decided to give this one a spin.
That's a pretty solid recreation of the general forms. When I read "Armitage" my mind was scrambling to remember which piece of concept art that was, but seeing your images instantly brought it all back.
As for the actual look/feel, it would be a great match for a Levski-themed map.
The biggest thing I learned while making this: using purely The Void assets, it's really hard to make things look good without becoming overly cluttered.
The terrain textures are all the same shade of grey, so you lose focus and everything blurs together.
Yeah, I've never been a competitive player. I only make "casual" melee maps - fun with friends, nice to look at, but not intended for high-level competitive play. I like to build some odd quirks to give my maps character at the cost of pure balance.
Also, to help with picturing how a game might play out, this is based around the idea of a 2v2v2v2. A pair of players in each corner base.
It works well enough (based on thorough solo testing). All of the "internal" areas are painted over with unpathable, unrevealable, no light and no fly zones, and lined with vision blocking. Not even a warping battlecruiser can break through into the void. It looks and behaves very much like the area outside of dungeon walls in Diablo 2.
I also have occlusion and unit outlines on appropriate tall objects so you can see what you're doing and can't hide units behind them.
Did you made new stuff? Any screen if so? :P Running out of ideas um.... what burns your energy? Searching through the doodad list?
Mainly I added a Protoss-styled industrial/manufacturing area and filled in a few empty spots.
As for burning out, I'm just losing interest in the map. I put a lot of hours into it and my attention is drifting to other projects that I've been working on.
I've been checking in on the forum regularly, even when I'm not actually posting or working on anything. But LotV gave me a bunch of new assets to play with, so I'm back to play with them!
Anyhow, back to continue expanding my city! Will upload the map itself when it's more finished, let people take a deeper look around.
EDIT: Starting to burn out on this one, so I'll call it "Good enough" and upload what I have.
Hmmm. I've done some digging now and it seems they use a different system than they did with the proto-heightmaps in HotS.
So far I haven't found a way to disable the height map for a single texture only. Some terrain textures even have an empty height map field, but still have the full functionality of one.
The "blend" texture has to be in the same texture slot on both tilesets, or you'll get those ugly lines. I use the last slot for the sake of consistency.
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@Terhonator: Go
There are 2 different ones, Nova - Snow Trees and Nova - Heavy Snow Tree.
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My busy season's done and I finally had a chance to look through the Covert Ops tilesets for the first time. Needless to say I found some inspiration and decided to give this one a spin.
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That's a pretty solid recreation of the general forms. When I read "Armitage" my mind was scrambling to remember which piece of concept art that was, but seeing your images instantly brought it all back.
As for the actual look/feel, it would be a great match for a Levski-themed map.
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What are your graphic settings at? Most lights don't appear on lower settings.
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The biggest thing I learned while making this: using purely The Void assets, it's really hard to make things look good without becoming overly cluttered.
The terrain textures are all the same shade of grey, so you lose focus and everything blurs together.
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This. Water is purely visual, it doesn't have any sort of pathing or other mechanics built in - you have to manually block off the edges.
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@ThePhail: Go
Yeah, I've never been a competitive player. I only make "casual" melee maps - fun with friends, nice to look at, but not intended for high-level competitive play. I like to build some odd quirks to give my maps character at the cost of pure balance.
Also, to help with picturing how a game might play out, this is based around the idea of a 2v2v2v2. A pair of players in each corner base.
0
@ThePhail: Go
It works well enough (based on thorough solo testing). All of the "internal" areas are painted over with unpathable, unrevealable, no light and no fly zones, and lined with vision blocking. Not even a warping battlecruiser can break through into the void. It looks and behaves very much like the area outside of dungeon walls in Diablo 2.
I also have occlusion and unit outlines on appropriate tall objects so you can see what you're doing and can't hide units behind them.
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I was already working on this one but it (mostly) fits the theme, so here goes.
A bit more sparse than most of my work because it's one of my rare melee maps. Still needs a bit of detailing work, but the major features are in.
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Mainly I added a Protoss-styled industrial/manufacturing area and filled in a few empty spots.
As for burning out, I'm just losing interest in the map. I put a lot of hours into it and my attention is drifting to other projects that I've been working on.
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I've been checking in on the forum regularly, even when I'm not actually posting or working on anything. But LotV gave me a bunch of new assets to play with, so I'm back to play with them!
Anyhow, back to continue expanding my city! Will upload the map itself when it's more finished, let people take a deeper look around.
EDIT: Starting to burn out on this one, so I'll call it "Good enough" and upload what I have.
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Still a work in progress, lots of incomplete areas, but it's coming along nicely enough to share what I have so far.
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Hmmm. I've done some digging now and it seems they use a different system than they did with the proto-heightmaps in HotS.
So far I haven't found a way to disable the height map for a single texture only. Some terrain textures even have an empty height map field, but still have the full functionality of one.
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@DilemaH: Go
It's a system they've been experimenting with since HotS (remember the annoying Mar Sara texture issues from HotS?)
Easy to change though: open the offending terrain texture in the data editor, and find the Height Map entry. Right click, Reset to Parent Value.
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@LucidIguana: Go
The "blend" texture has to be in the same texture slot on both tilesets, or you'll get those ugly lines. I use the last slot for the sake of consistency.