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    posted a message on Cave Mission terrain

    @Eimtr: Go

    Thanks for replies :)

    I'm hoping for some feedback on the waterfall-oasises in the cave too. I've uploaded some new screens from that part of the map as well.

    Posted in: Terrain
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    posted a message on Cave Mission terrain

    @hobbidude: Go

    Yeah, the gameplay is lacking atm, and there are no story elements in the mission yet. It needs some transmissions and interactions. I will try to think up methods on how to make the gameplay more immersive. Thankfully I have a lot of space to tinker around with.

    So the fact that the water was unpassable felt a bit off?

    ""The biggest issue i found was the lighting has tons of errors as in your applying several different types to the same units and areas without removing any of them or providing a smooth transition.""

    I was a bit unsure what you meant with this?

    I was a bit unsatisfied with the omni lights in the red foggy area of the map, but I thought the use of lightning was a somewhat big selling point on this map. I hope you can elaborate a bit on this, because I very much like to know more.

    Also, I should have told everyone, it must be played at High graphics setting or higher or the tint of the doodads will look a bit weird.

    Posted in: Terrain
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    posted a message on Cave Mission terrain

    Be sure to give the mission a playthrought too ;)

    Posted in: Terrain
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    posted a message on Cave Mission terrain

    @GhostNova91: Go

    Yes, the cave floor does kinda look a bit empty. I shall try to add some more small rocks and try out some terrain painting. Thanks

    Posted in: Terrain
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    posted a message on Cave Mission terrain

    Hi. I've made an interior mission taking place in an underground cave. I've been using the roll and pitch feature on doodads to help tilt the rocks to give it a cave feeling.

    I'd very much like to show it off and get some feedback on the terrain on this mission. As this mission is one in a series of three underground missions I could use some advice on which features of the terrain I should build upon.

    Download Cave Mission

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

    @njordys: Go

    I've fixed it. I forgot to refreshen the map texture. I'm an idiot :P

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

    @HydraMannequin: Go

    No, I still have only 8 textures, and the map has only 3 cliffs. It's just that some texture are paintable while other texture just won't paint. If I try to click and paint Castanar Rock on the ground nothing happens, if I try to paint Bel'Shir Dirt it works fine.

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

    I have some issues regarding adding or changing ground texture and cliff types.

    The thing is that some new textures are paintable, other's wont paint. The same with cliffs, some cliff can be easily be changed while other's wont react. When I try to paint the Agria Organic Cliffs on the Aiur map it works fine, but if I try to paint Haven Organic Cliffs nothing happens.

    On my Aiur map I have changed Aiur Rock to Castanar Rock and Aiur Creep Holes to Bel'Shir Dark Dirt. Why does Bel'Shir Dirt work but not Castanar? It seems so random.

    What causes this?

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

    It look very nice but there is a bug in the gameplay.

    When I start the mission it first show the units but then it fades out and the whole map becomes black. There is also an error message.

    EDIT: According to the error message there is an error in the "unitsetupoutsidecave" trigger

    EDIT2: Sorry for medling but I think I found the error. In the trigger "Cave entrance" there is a "map initialization" event. When I removed that the mission worked well.

    The Mission

    It where a fun and interesting mission. Very nice terrain, and I really liked the small interactive puzzles on what to do next during the obstacles. This mission actually has a certain professional feel to it, it's straight forward and not overly complicated but it is thoroughly well done, both terrain and encounters. There where some parts which could have been emphasized a bit more, like the never-ending stream of Ursadon at the ending, but I think you could solve that with some transmission or something.

    Looking forward to the finished version :)

    When making transmissions there should be a name for the character over the text. The one transmission in the mission did not have that.

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

    @HydraMannequin: Go

    I'm not good at reviews but the terrain was very nice, I don't have anything negative about it that comes to mind. I loved the nifty details when I played it, when the terrain interacts it makes me happy :)

    Hopefully someone else can give some more thorough feedback. I just wanted to give heads up that this is good stuff.

    How many missions do you plan this campaign to be? Looking forward to this.

    Posted in: Terrain
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    posted a message on Hand of Humanity (Campaign) introduction

    @Terhonator: Go

    I remember this. I thought it was a fun campaign and it inspired me to make missions myself. Especially the early version of BioTech3 was made with your AI triggers as a blueprint.

    I see you have a 16th mission in the launcher picture but I only found 15 in the zip. Does it mean that map aint ready yet?

    Posted in: Map Feedback
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    posted a message on Making AI Hero escort player-controlled Hero

    Perhaps it could work if I made an invisible empty AI unit always follow the player Hero and then make the AI Hero escort that unit. Althought it is a complicated solution for something that should be quite simple.

    Posted in: Triggers
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    posted a message on Brainstorming: Protoss Campaign

    My creative process is best at work while I tinker with something which makes it hard for me to structurly contribute ideas outside the context of the editor. But if anyone has a early version of a map or something I can toy with it and see if I can get some ideas. I'd like to contribute to something :) Just PM me.

    I can also do some terraining.

    I have some experience with mission making, my BioTech campaign have currenly seven missions avalible as a reference.

    Posted in: Map Suggestions/Requests
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    posted a message on Weekly Terraining Exercise #136: Pitch and Roll

    Even minor flipping can improve a scene quite alot.

    Posted in: Terrain
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    posted a message on Brainstorming: Protoss Campaign

    @epicprawntime: Go

    Too bad, it looked like a promising project.

    Did you guys have a alpha or a first draft on one of these missions? Could I perhaps take a look at them?

    Maybe I could generate some ideas or contribute in any way.

    Posted in: Map Suggestions/Requests
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