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    posted a message on Development feedback: Factory

    Here's the first look at the next structure in the base. Now, I'm having a hard time balancing between a detailed look, and a cluttered look. Any help on that would be appreciated. Oh, and try to ignore the vista below it; it's not detailed yet.

    Posted in: Terrain
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    posted a message on Development feedback: Factory

    Update. Added some detailing to the entrance like you suggested, Entity.

    Posted in: Terrain
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    posted a message on Development feedback: Factory

    Ok, I added some green areas in the lot, and some misc. Barrels around the entrance to give some flare. I think I might start to work on the other parts of the compound, unless you see something that I don't. Thanks a lot for the feedback, It's already made this area look much better.

    Posted in: Terrain
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    posted a message on Development feedback: Factory

    Ok, update. Added some bushes in the compound. Moz, I tried to keep them subtly around the edges of the factory, but they're there. Pathway was also tested out, and cars were shrunk (not trucks). Also added workers to the south area of the factory.

    Posted in: Terrain
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    posted a message on Development feedback: Factory

    @Mozared: Go

    Oop, yea I didn't realize you meant plants within the walls. I'll mess around with that and check the results. I've been thinking about what to use as a path, and I think I'll use some Korhal dark concrete (black), and some edge decorations.

    @EntityEnigma: Go

    Yea, I've moved the stuff around to get more of that effect (won't post pic yet until I edit the parking lot (see above reply to Moz)). Also, the trucks can't be easily resized, since they're units (as opposed to the 'cars'), but I think it's alright, so they can look like proper, huge military trucks beside the small cars.

    Posted in: Terrain
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    posted a message on Development feedback: Factory

    Ok, update. Added some forest, and tried to make the 'entrance' more obvious, and I tried to keep the rubble doodads in, but contained them behind walls.

    I also experimented by adding that section of the factory to the south. Really just to fill in space and give some reasoning to the factories purpose (which I suppose is processing things like wood, rock, etc. into resources like water and food).

    Posted in: Terrain
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    posted a message on Development feedback: Factory

    Howdy guys, recently I've been toying around in the editor, after not using it for a while (other interests), and I wondered if I could get some feedback on a certain section of a new map I have been building. It's this factory. I myself think it turned out O.K, but would love any criticisms/ideas to make it any better. It is positioned in a small Terran camp withing a forest.

    Note: map is early in development - the forest isn't even there at all.

    Posted in: Terrain
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    posted a message on Cave Mission terrain

    @Telthalion: Go

    I guess Tel's right, considering I actually thought that area was outside, based on the screenies.

    I would see If you could make it work without trees, as that would make it slightly more realistic (at least I think that's more realistic), and maybe you could experiment with rocks (arches, towers) above the oasis, in front of the players vision, which could possibly make it seem more enclosed. Perhaps turn some rock tower doodads upside down, and make them into stalactites, trying to get the base high enough to be out of view.

    Overall it's a good start, but could use some general additions like small rocks, more vines, and even some Zerus water plants in the water.

    Edit: Also, you could possibly add some 'oasis patches' along the paths leading up to the oasis, to make the transition to it look a little better. By this I mean throwing some grass and sand patches here and there, slowly getting denser and denser until you enter the oasis.

    Posted in: Terrain
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    posted a message on Pitch and Roll

    Oh wow, didn't even realize there were hotkeys for this! This will help greatly.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #139: Sports

    @Scbroodsc2: Go

    Sweet! Have an awesome trip, sounds like fun.

    Posted in: Terrain
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    posted a message on Doodad Problem

    Well, that sort of works, but I still want to be able to use the different models. I really don't understand why this doodad works like this... Anyway, Thanks, this is better than nothing i guess.

    Posted in: Terrain
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    posted a message on Doodad Problem

    Howdy guys, recently I've found something incredibly annoying relating to the doodad "Hybrid lab fake shadow". Basically, once you place it, you cant swap through different variances of the model, but if you switch between game view and editor view with "v", or restart the editor, the models for this doodad change. Is there anyway to get around this issue - it's driving me mental.

    Posted in: Terrain
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    posted a message on Feedback needed - Mini mission

    Added one more ice wave, just because i had the space, and i think it works.

    Also (did this to the other ice waves as well), added some omni lights to the edges around the ice waves to pop the cliff details more.

    Posted in: Terrain
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    posted a message on Changing Ground Texture and Cliff issues

    @njordys: Go

    The issue may have to do with you reaching the editors maximum in terms of cliff types and textures. Fact is, the editor can only support 8 textures, and i think either 3 or 4 different cliffs. Go over that, and simply nothing is loaded.

    Posted in: Terrain
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    posted a message on Feedback needed - Mini mission

    @Mozared: Go

    Ok, here are a few ideas I whipped up in a few minutes. Not necessarily final renditions of the eye candies, but it's the idea anyhow.

    Also added some omni lights to the underground area (darker) to make the details pop a little more.

    Posted in: Terrain
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