Honestly, I don't find them to be very gorgeous...
Anyway, I voted for doodads. They are, in my mind, the most essential part of a good terrain. You can make a beautiful and functional map with nothing but them. Terrain without doodads could never be any good, but it could be if all the others were removed.
Also, you might want to add lighting, because that's a huge part of terraining.
Honestly, I don't find them to be very gorgeous...
Anyway, I voted for doodads. They are, in my mind, the most essential part of a good terrain. You can make a beautiful and functional map with nothing but them. Terrain without doodads could never be any good, but it could be if all the others were removed.
Also, you might want to add lighting, because that's a huge part of terraining.
I bet you only looked at one or two and said "Meh"
There's about 70 or more Cortex maps you know, look at them all and then come back to me or show me a terrain screenie of what you think gorgeous terrain is~
Voted "Great planning". If I need to choose only one element I would vote "cliffs" because its after all most important element that affects on moving around (doodads can do it too but cliffs can contain ramps.)
Anyway, I voted for doodads. They are, in my mind, the most essential part of a good terrain. You can make a beautiful and functional map with nothing but them. Terrain without doodads could never be any good, but it could be if all the others were removed.
I Voted for doodads cus that's what's closest to my opinion. Great planning helps, but good looking terrain can be made without it. Planning has more to the with making the terrain work with the other parts of the map, mainly gameplay.
To make terrain good I think the main point is to make it intresting. This can be done trough both simplicity and complexity.
When i create terrain i want everything to "make sense". I keep asking myself the question when i make the terrain. "Why is there pipes out here i nowhere?" If i cant find the answer it has to go." Does a forest grow like this?" If no, redo it.
On another note, I could continue on your statement; "Terrain without doodads could never be any good, but it could be if all the others were removed". The last bit makes little sense too. Doodads without terrain means floating objects and rocks with a background. Even a blank map with one texture and no heigh differences has 'terrain'.
Hence why I thought the poll was screwed; you can't really make a terrain without either terrain or doodads. And you can't compare their functions to things as "complexity", "uniqueness" or "simplicity". In a sense, you can only improve your terrain by adding all items in the poll's list. The reason I'm willing to go for 'complexity' is because it encompasses creative doodad use, a skybox, uniqueness, color, lighting and a bit of planning and size.
Without ground textures? I agree with mozared, terrain needs a little bit of everything. If you can place a doodad right, texture the ground to make it interesting, find a lighting that suits the terrain, plan things out to make it realistic, make sure the map size fits the purpose of the map, and be unique, then you have what we call a "good" terrain. That's all there is to it. No 1 thing can save you, you must do as much as you can.
I know that's what you're saying, but it still doesn't really work well. It's better now that you changed 'doodads', but that doesn't change the fact that 'smart use of doodads' still falls under complexity. And poll answers like 'randomization'... not even sure what it's doing there - whether you need randomized terrain is entirely dependant on your map and has very little to do with making it look good. The one thing that can make a good terrain great when worked to perfection would be 'telling a story' without overdoing the doodad part, if you ask me. That kind of encompasses 'smart use of doodads', 'complexity', 'simplicity' and 'uniqueness'.
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As the title says which is MOST important.
To make a map you will need all of these, But which should be worked on to Make Perfection.
Uniqueness for a reason~
Ever seen any of the Cortex Roleplay maps?
All great and gorgeous, yet each is so unique
@Taintedwisp: Go
Alright...who voted for doodads? >_>
@Vossan: Go
Honestly, I don't find them to be very gorgeous...
Anyway, I voted for doodads. They are, in my mind, the most essential part of a good terrain. You can make a beautiful and functional map with nothing but them. Terrain without doodads could never be any good, but it could be if all the others were removed.
Also, you might want to add lighting, because that's a huge part of terraining.
I bet you only looked at one or two and said "Meh"
There's about 70 or more Cortex maps you know, look at them all and then come back to me or show me a terrain screenie of what you think gorgeous terrain is~
I voted for doodads, you can make a beautiful entire city with nothing but doodads.
Randomization has most replay value though.
Diablo 2 proved that one :P
Voted "Great planning". If I need to choose only one element I would vote "cliffs" because its after all most important element that affects on moving around (doodads can do it too but cliffs can contain ramps.)
http://www.sc2mapster.com/forums/development/terrain/15651-weekly-terraining-exercise-19-lets-be-pretentious-and/
Poll is a bit scewed, so I didn't vote. If I had to, it'd be complexity.
I Voted for doodads cus that's what's closest to my opinion. Great planning helps, but good looking terrain can be made without it. Planning has more to the with making the terrain work with the other parts of the map, mainly gameplay.
To make terrain good I think the main point is to make it intresting. This can be done trough both simplicity and complexity. When i create terrain i want everything to "make sense". I keep asking myself the question when i make the terrain. "Why is there pipes out here i nowhere?" If i cant find the answer it has to go." Does a forest grow like this?" If no, redo it.
My simple view of the issue.
@Mozared: Go
Touché, though I do still believe that terrain is infinitely better with doodads.
@Nebuli2: Go
On another note, I could continue on your statement; "Terrain without doodads could never be any good, but it could be if all the others were removed". The last bit makes little sense too. Doodads without terrain means floating objects and rocks with a background. Even a blank map with one texture and no heigh differences has 'terrain'.
Hence why I thought the poll was screwed; you can't really make a terrain without either terrain or doodads. And you can't compare their functions to things as "complexity", "uniqueness" or "simplicity". In a sense, you can only improve your terrain by adding all items in the poll's list. The reason I'm willing to go for 'complexity' is because it encompasses creative doodad use, a skybox, uniqueness, color, lighting and a bit of planning and size.
@Mozared: Go
Oh, you can make a perfectly functional little terrain with only doodads. I'll make one now, in fact lol.
Without ground textures? I agree with mozared, terrain needs a little bit of everything. If you can place a doodad right, texture the ground to make it interesting, find a lighting that suits the terrain, plan things out to make it realistic, make sure the map size fits the purpose of the map, and be unique, then you have what we call a "good" terrain. That's all there is to it. No 1 thing can save you, you must do as much as you can.
Terrain without terrain tiles :D
Not even using the actual "pathing" from the terrain.
@Nebuli2: Go
O_O
I'm...impressed...
However...still saying...every other part of terrain is necessary in...most...situations...
@yukaboy: Go
:3
Say, when will Mozared make WTE 57 already?
Oh right, it's monday.
Just checking to see if you guys were paying attention, will post it up now.
i never said the others wouldnt be there, whats MOST imporatant part part, if you could make 1 part perfect what would have the largest effect?
@Taintedwisp: Go
I know that's what you're saying, but it still doesn't really work well. It's better now that you changed 'doodads', but that doesn't change the fact that 'smart use of doodads' still falls under complexity. And poll answers like 'randomization'... not even sure what it's doing there - whether you need randomized terrain is entirely dependant on your map and has very little to do with making it look good. The one thing that can make a good terrain great when worked to perfection would be 'telling a story' without overdoing the doodad part, if you ask me. That kind of encompasses 'smart use of doodads', 'complexity', 'simplicity' and 'uniqueness'.