Howdy! While this structure isn't fully constructed, the front side is pretty much done (behind the side you're looking at is nothing). I'll post the images I took of my progress so far.
No posts? A shame. I've not been able to make many entries - let alone be present at mapster - due to many of my other priorities. Let's hope next week holds some goodies!
Create a landscape using only cliffs and textures, like this: (this represents a landscape made with only textures + cliffs)
[ A ]
Then, you select that landscape in the terrain pallet, and copy it. Then, paste the terrain, one area beside another, 3 times, like this:
[ A1 ] [ A2 ] [ A3 ]
After that, you add doodads to [ A1 ] to create a scene. After that, you proceed to do the same for [ A2 ] and [ A3 ], and making the same scene as you wanted to create in [ A1 ]. Now, you should have the same scene 3 times, but each with slightly different doodad setups, like this:
[ A1a ] [ A1b ] [ A1c ]
I might add pictorial references later, but for now work with this.
Perhaps there could be a re-creation theme? Pick a scene from your favorite movie, tv show, etc. and make that in the editor! Sorry if this has been done before, I couldn't remember. But this could be an interesting experiment in molding real imagery into the editor.
I liked it over all! I won't bring up a lot of things that have already been mentioned (Anamorphic LF's on HD aspect ratio), but I will comment on one thing that annoyed me: the lines.
The fact is, regular people just don't talk like this: "I will take the dog, Betty, for a walk."
Instead, try to put more work into making the dialogue more natural, like: "I'm gonna take Betty for a walk."
The key thing to remember: people don't usually talk in correct grammar. When we hear grammatically perfect lines from characters like the colonel - or any natural character for that matter - it seems strange, and unnatural. While my dialogue example was exaggerated, the point still remains for your knowledge.
But as I said, I did like this machinima, and it was certainly better than the winning entry (by a lot...). Keep up the good work.
For underground monsters, try experimenting with the hostile creeps found in the HotS evolution missions. Things like the one that splits upon death (Mito-scarab, I think). Those would be ideal, as to not segregate an entire race (most likely Zerg) as 'cave dwellers'.
Thanks for all the help! I went with Agria trees after trial/error, since Zerus trees seemed too natural (not man-planted), and the others just didn't sit right colour-/shape-wise with me.
Cool! Very interesting design, I only have a few suggestions:
Try using things like bushes, barrels, etc at the base of the structures to blend them with the ground more.
See if you can lower the brightness of that ship (If you can, if not it still looks great), because right now it's on the verge of being glaring. If you're worried that this may lessen its point of interest, try booting it back up by placing some landing light doodads on the landing pad. Some floodlights (tall, skinny variant) might look good as well.
Experiment with the area that the facility enters the cliff (screenshot 3, lower-right), with small rocks and the like, to perhaps blend it with the environment a bit more.
But again, these are just nitpicks. It looks like you put a lot of effort into this, and it looks sweet.
Thanks for all the feedback! Ok, so I have an update. Made boxes / etc smaller, attempted a PoI at the top of it, and some other stuff. But, I'm having an issue: I can't decide which of the following images looks better. The only difference is the light in the bottom - right area. When it's lit, it reveals more detail with the dynamic shadows, but without it, it helps to not make the area stand out too much.
What do you guys think?
EDIT: added another variant, which adds a small white omni light to accent the left side of the entrance to the bottom - right area. It's very faint.
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Alright, an update to my earlier post: 'finished' structure (plus surroundings, for added effect)
EDIT: I've also attached the map file, for anyone interested.
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Howdy! While this structure isn't fully constructed, the front side is pretty much done (behind the side you're looking at is nothing). I'll post the images I took of my progress so far.
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No posts? A shame. I've not been able to make many entries - let alone be present at mapster - due to many of my other priorities. Let's hope next week holds some goodies!
0
@tatatatate: Go
Essentially I believe you do this:
Create a landscape using only cliffs and textures, like this: (this represents a landscape made with only textures + cliffs)
[ A ]
Then, you select that landscape in the terrain pallet, and copy it. Then, paste the terrain, one area beside another, 3 times, like this:
[ A1 ] [ A2 ] [ A3 ]
After that, you add doodads to [ A1 ] to create a scene. After that, you proceed to do the same for [ A2 ] and [ A3 ], and making the same scene as you wanted to create in [ A1 ]. Now, you should have the same scene 3 times, but each with slightly different doodad setups, like this:
[ A1a ] [ A1b ] [ A1c ]
I might add pictorial references later, but for now work with this.
0
Perhaps there could be a re-creation theme? Pick a scene from your favorite movie, tv show, etc. and make that in the editor! Sorry if this has been done before, I couldn't remember. But this could be an interesting experiment in molding real imagery into the editor.
0
I liked it over all! I won't bring up a lot of things that have already been mentioned (Anamorphic LF's on HD aspect ratio), but I will comment on one thing that annoyed me: the lines.
The fact is, regular people just don't talk like this: "I will take the dog, Betty, for a walk."
Instead, try to put more work into making the dialogue more natural, like: "I'm gonna take Betty for a walk."
The key thing to remember: people don't usually talk in correct grammar. When we hear grammatically perfect lines from characters like the colonel - or any natural character for that matter - it seems strange, and unnatural. While my dialogue example was exaggerated, the point still remains for your knowledge.
But as I said, I did like this machinima, and it was certainly better than the winning entry (by a lot...). Keep up the good work.
0
@Scbroodsc2: Go
Haha, now that you mention it, I must have been quite tired when I published those images. Will work on it, thanks for the feedback!
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Ok, here it is! As always, constructive criticism is welcome.
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Hmm... I'm formulating an idea for this in my mind. Will post results if any occur.
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@njordys: Go
For underground monsters, try experimenting with the hostile creeps found in the HotS evolution missions. Things like the one that splits upon death (Mito-scarab, I think). Those would be ideal, as to not segregate an entire race (most likely Zerg) as 'cave dwellers'.
0
Thanks for all the help! I went with Agria trees after trial/error, since Zerus trees seemed too natural (not man-planted), and the others just didn't sit right colour-/shape-wise with me.
0
Ok, how's this?
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@joecab: Go
Cool! Very interesting design, I only have a few suggestions:
Try using things like bushes, barrels, etc at the base of the structures to blend them with the ground more.
See if you can lower the brightness of that ship (If you can, if not it still looks great), because right now it's on the verge of being glaring. If you're worried that this may lessen its point of interest, try booting it back up by placing some landing light doodads on the landing pad. Some floodlights (tall, skinny variant) might look good as well.
Experiment with the area that the facility enters the cliff (screenshot 3, lower-right), with small rocks and the like, to perhaps blend it with the environment a bit more.
But again, these are just nitpicks. It looks like you put a lot of effort into this, and it looks sweet.
0
Is this what you mean? Shifted some stuff around, added some stuff, and whatnot.
0
Thanks for all the feedback! Ok, so I have an update. Made boxes / etc smaller, attempted a PoI at the top of it, and some other stuff. But, I'm having an issue: I can't decide which of the following images looks better. The only difference is the light in the bottom - right area. When it's lit, it reveals more detail with the dynamic shadows, but without it, it helps to not make the area stand out too much.
What do you guys think?
EDIT: added another variant, which adds a small white omni light to accent the left side of the entrance to the bottom - right area. It's very faint.