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    posted a message on Need some critique!

    Hi everyone! I thought I'd ask you guy to critique the progress I've made on my current project. It's designed to be purely for showcase, BTW. It is meant to represent a zoo.

    Currently, I've only made any real progress on the rain forest exhibit, as shown in the images below.

    Here is the whole exhibit:

    Image 1: Entire area

    Image 2 (left of image 1): Viewing area

    Image 3: Entrance

    Image 4: Section of viewing area

    Image 5: Another section of viewing area

    Image 6+7: Close-ups of decorative waterfalls

    THESE IMAGES ARE NOW OUTDATED - UPDATED VERSION BELOW

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #113: Zerg base

    Unfortunately I cant do this WTE, as I'm currently working on a project for the Blizzard BWTE. However, these are some nice maps here! I'm particularly fond of Telthalion's abandoned-infested style. Keep up the good work, guys!

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #112: The Death Star

    @Mozared: Go

    I agree. I'm sure once Hots hits and the whole community is woken up, there'll be a lot more activity here. Not to mention, the full release of HotS will bring new art tools like campaign-exclusive doodads and such, which will definitely spark the creative spirit in many mappers (including myself).

    Posted in: Terrain
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    posted a message on Terraining Exercises: Global Information/Idea Thread

    How about you (Mozared) post an initial picture of, say, a landscape, and the person below will have to re-create that landscape in the editor, and take a screenshot that looks like the image. In their comment they will also post an new landscape image, and so on. If you wish to work on an image, you will comment beforehand in reply to the comment, so that another person does not work on that project at the same time. No 2 people may work on the same image. For you to be allowed to post an image, it must be accompanied by an editor re-creation, and vice-versa. Also, prompt them not to be too mean with their image; try to imagine how difficult it may be to re-create in the editor. Example: While the valley image is cool, it would be quite a great deal more challenging than the icey image (though you would need the beta editor for that one).

    Also, if someone takes longer than 1 or so day(s) to re-create the image, then another person may step in.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #110: New Years Edition

    @Argutaris: Go

    I'm assuming you used the Zerus water sparkles doodad for the top of the waterfall; you should use a few at the falls base to make it all a bit more seamless.

    Posted in: Terrain
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    posted a message on Movement blocking on cliffs *help pls* :)

    Also, if you feel you've done your best in completing the map, but would like some helpful tips from others, try putting your melee map up for a showcase in the melee development forum. There, you will find the constructive criticism that all mappers need to complete any melee project.

    Posted in: Terrain
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    posted a message on Movement blocking on cliffs *help pls* :)

    First off, welcome to the world of mapping! An adventurous journey of wonder and antipodean excitement surrounds your coming experience, and the mapping community - including myself - hopes to see more from you in the future!

    As for your question, all you need to do is go to the pathing tool and paint "No Ground" pathing where you would like. The painted area, while visible and able to be flown over, is inaccessible to ground units and cannot have carried troops deployed upon it.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #109: More Christmas

    Alright, then here's my quick whip-up for ya'. The mountain was partly inspired by the paramount mountain.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #109: More Christmas

    @Mozared: Go

    Am I allowed to use HotS tilesets / doodads for this? I have the beta for it, but I'm wondering if that may be unfair for those who don't.

    Posted in: Terrain
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    posted a message on Terraining FAQ

    Mozared, in your FAQ about fog of war, I would add that the setting "Black mask (reduced radius)", like "Black mask", gives the map a solid mask that players must venture through to have that area revealed, but also hides areas of the map on a higher cliff level than the one that a players ground forces explore (with the "black mask" setting, though unexplored areas of the map are hidden, ground forces can still see a small grey-masked area outside of their view radius, which ignores cliff levels).

    This setting is used commonly on cave maps.

    Posted in: Terrain
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    posted a message on [Showcase] Feedback / Critique?

    Thank you so much for the feedback! I'll be sure to apply the improvements.

    P.S. Yes, this map is still a WIP - I was thinking of adding more islands but since they take a good deal of time I decided to post this now.

    P.P.S. Oh, and the 6 - syllable core of the haiku is supplemented by the "When I make a Starcraft 2 haiku!", which transforms it into a long (25 syllable) haiku.

    Posted in: Terrain
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    posted a message on [Showcase] Feedback / Critique?

    Hey guys, this is my first post to SC2 Mapster! Anyway, I was wondering what the community felt about the terrain I'm producing for a little self - terrain project I'm working on.

    Some things to note:

    -The map is meant to be a campaign - style map, so there are open, non doodad filled flats for structures.

    -The map is not 100% complete, I still have some areas to fill in with doodads, and possibly some cliff reworks (if you think that it isn't that great)

    -Mission explained: The player (Terran) starts this map, and is introduced to banshees for the first time in the campaign. Your goal is to get 1 SCV to the terrazine node. Once it has been gathered, you must defend the terrazine canister for a few minutes until a dropship comes to pick you up. Destroying the Protoss bases is optional, but the more you kill decreases the power of the Protoss as they try to retake their terrazine. Also there are some bonus artifact pickups.

    -"Mission explained" is theoretical. I don't have the expertise whatsoever to do what I would want with this map on the technical side.

    Posted in: Terrain
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