Another idea from Vossan; the Wild West! This week we're going to be recreating some kind of 'western' theme. Anything that looks like it could fit (space) cowboys, saloons and uncharted shootouts goes. Whip out your Mar Sara tilesets and show us what ye got.
I decided to do a bit, did this really fast and I'll probably revise it later.
More screenshots. I made a big desert and also added plants. I didn't do rocks yet. :)
Final screenshot. Map is uploaded too so you can check the map out for yourselves. Not exactly the best...but it's so large it makes for great pictures.
Creative use of pipes there Sheo, for the plantation side. Loving the waterfall as well. Fairly original, I like it :)
Yuka, the ghost and the mine one I like a lot - the simplicity works really well there. The town one, should have scaled the buildings to the marines, and possibly put them in action poses? Aside from that though, noice effort.
I'm lacking inspiration nowadays to do anything of my own... Might just take a break from creating stuff. Let my creative juices regenerate.
I like Sheo's a lot there. Just a quick comment; that waterfall looks a bit out of place. The idea is great, but it needs more rocks or a cliff-face next to it so it doesn't look like it's coming out of nowhere. I reckon it could look pretty good with more surface area to either side of it.
I agree with the others as well. The only problem I had with it was the oasis. Not sure how many towns had the opportunity to have one. And the town itself is just a small farm with a few small buildings. I would have thought an oasis had a large town. Maybe it's brand new?
Yuka, love the water pipe bit, and the water storage photo is fairly well placed. Dunno if you want to add more doodads etc. in the town make it look more 'homelike' but yeah, very good improvement sir.
Great creation. The background and destroyed building are well placed. There is alot of bodybags though, I don't know if you could have varied a little bit more with something like gory corpse of scientist, or different kind of dead marine, etc. I think you could add some more environment effect like fog or wind and play on the lightning to creat different kind of effect on the spectator. Also, there is no shadows on the animals nor the marine or scv. You should revise your lightning for that at less. We see also different textures, but not very much. I think you could try to create your own road with doodads instead of using the preset roads. By doing this, you could use more texture for the roads, add car stripes on the ground, or whatever.
I like the concept of purp marine and yellow scv, but I think you should try to make them constrast with something else like the opposite color. I don't know if adding a thirth unit could add something better. "Never two without three" Like The Three Musketeers.
Nice job though.
EDIT: Here is what I've done in 3 hours of work. I had to stop caus of time but I was really inspired somehow and the result is very interesting. I did not make a huge map. I kept it simple. Take a look to the details. There is alot of small details. I know I got many pictures, it is to show it not only in overall but to show the details part by part.
Edit: I should have add wind and try to play with the lightning. I'll do that possibly later.
I would say the first pic is the best just for the crow :D The wooden fence is also not too shabby. Don't really get the piping though just seems random and the terrain behind the camp is just foliage and alot of rocky texture, might be cooler with some sandy dunes or something. The height cuts into the roof of the camp not really a fan of that but i don't normally like height anyway so... And roof itself looks like it's Z axis is at 10% and it makes the vents look a bit off and i suppose you have it tinted blue to match the panels (?) Can't you tint the panels grey instead?
Haha yeah I had to add the crow for good effect =P. You're right, the terrain in the BG is a bit shottily done and could use a lot more of the sand brush to differentiate it; I'll definitely fix that in a bit when I have time. I think the roof looks as if its angled just due to the angle of the pictures, to my knowledge it's straight—I think my camera shots were just deceiving >.<! As for the roof, it would probably look more realistic as gray, but I wanted to add a bit of contrast instead of everything taking on dull colors.
The reason the structure is clipping into the mountain was an attempt to make it look as if winds had shifted the dirt onto the roof, as to whether or not I was able to achieve that look is now up to debate haha.
I attached a photo to try and make sense of the pipes. I probably could have given a better camera angle to illustrate what I was going for in my original post, or maybe its too elaborate (lemme know!!).
I like the layout you have going, especially the small settlement—the buildings are well spaced and organized, the guards & dogs give an interesting "dangerous" vibe to the landscape, and the nearby mine gives meaning to the colony's placement.
Here's a couple things I would do (and of course you can ignore them if you don't approve!) :
Some more terrain variation : I can see some possible use of the terrain noise brush on the overhead view, but I can't really make out much on your angled shots. Perhaps add something like sand that has built up around the buildings due to sandstorms, or some possible depressions in the landscape to mix it up. (Again that is what I prefer, some people like flatter terrain).
Add to the "dangerous vibe" : Maybe add some more security measures or doodads around your settlement. Perhaps a fence already constructed or currently being built to void off the harsh aspects of the landscape, or give us a glimpse of what they are protecting themselves from by adding some hostile forces. (I think I see some hydra's up north and south but I can't tell >.<). You could even take this a step further by adding hostile settlements or bases.
Create a supply cache: I found myself wondering what the colonists were doing with the minerals they were gathering from the mine, do they intend on stockpiling them to create more structures? Are they a form of export to a different location? Are they being processed and moved to and from any location?
Polish the mine: The color of the rocks on the mining entrance doodad seem a little out of place. You could add similar rocks around the mine and try some additional texture-play to give it a more fitting feel to the current landscape or use the raise cliff brush to give a similar rock face. The mine entrance from this angle also looks as if its leading into the dirt of the mountain, this can be pretty easily fixed if you choose to do so. I attached a picture for some examples of how to give the entrance additional depth (ignore the bad texturing).
---------------------------------------
The first entrance on the left is just a bunch of small omni light doodads which I have recolored black and spammed at the back of the cave, I added one red omni light towards the front of the entrance for some color.
The middle entrance is just two of the same cave doodads, one is the one you used and the other a different variation layered over the original.
The right entrance is another thought, just three of the same doodad stacked to give it a "deeper" look—though it arguably looks a little repetitive.
—It's looking good so far, I just think it could use some additional details. Lemme know if this was helpful!
Foxtail's is great as always, Sheo already said all bad I could've said about that.
I also really like Sheo's, and I like Brood's attempt of making the whole area look windswept by adding so much sand - I'd suggest adding some kind of wind effect and shooting pics in-game for that, though.
Abrais: nice addition for a first post. Welcome to mapster :) Forgive me if I don't give detailed comments, I think Foxtail did a pretty good job at that =P.
Weekly Terraining Exercise #58
Another idea from Vossan; the Wild West! This week we're going to be recreating some kind of 'western' theme. Anything that looks like it could fit (space) cowboys, saloons and uncharted shootouts goes. Whip out your Mar Sara tilesets and show us what ye got.
Somebody poisoned the water well!
The Global Information/Idea thread for Terraining Exercises can be found here:
http://forums.sc2mapster.com/development/terrain/14658-terraining-exercises-global-information-idea-thread/
I decided to do a bit, did this really fast and I'll probably revise it later.
More screenshots. I made a big desert and also added plants. I didn't do rocks yet. :)
Final screenshot. Map is uploaded too so you can check the map out for yourselves. Not exactly the best...but it's so large it makes for great pictures.
Aight here's my attempt.
Creative use of pipes there Sheo, for the plantation side. Loving the waterfall as well. Fairly original, I like it :)
Yuka, the ghost and the mine one I like a lot - the simplicity works really well there. The town one, should have scaled the buildings to the marines, and possibly put them in action poses? Aside from that though, noice effort.
I'm lacking inspiration nowadays to do anything of my own... Might just take a break from creating stuff. Let my creative juices regenerate.
I like Sheo's a lot there. Just a quick comment; that waterfall looks a bit out of place. The idea is great, but it needs more rocks or a cliff-face next to it so it doesn't look like it's coming out of nowhere. I reckon it could look pretty good with more surface area to either side of it.
@SheogorathSC: Go
I agree with the others as well. The only problem I had with it was the oasis. Not sure how many towns had the opportunity to have one. And the town itself is just a small farm with a few small buildings. I would have thought an oasis had a large town. Maybe it's brand new?
Edit: How's this?
Yuka, love the water pipe bit, and the water storage photo is fairly well placed. Dunno if you want to add more doodads etc. in the town make it look more 'homelike' but yeah, very good improvement sir.
Well, this is about to get ugly... serves that marine for wearing armor of that color, at least.
@MarcusFell: Go
Lol @ the car's wheel without texture haha.
Great creation. The background and destroyed building are well placed. There is alot of bodybags though, I don't know if you could have varied a little bit more with something like gory corpse of scientist, or different kind of dead marine, etc. I think you could add some more environment effect like fog or wind and play on the lightning to creat different kind of effect on the spectator. Also, there is no shadows on the animals nor the marine or scv. You should revise your lightning for that at less. We see also different textures, but not very much. I think you could try to create your own road with doodads instead of using the preset roads. By doing this, you could use more texture for the roads, add car stripes on the ground, or whatever.
I like the concept of purp marine and yellow scv, but I think you should try to make them constrast with something else like the opposite color. I don't know if adding a thirth unit could add something better. "Never two without three" Like The Three Musketeers.
Nice job though.
EDIT: Here is what I've done in 3 hours of work. I had to stop caus of time but I was really inspired somehow and the result is very interesting. I did not make a huge map. I kept it simple. Take a look to the details. There is alot of small details. I know I got many pictures, it is to show it not only in overall but to show the details part by part.
Edit: I should have add wind and try to play with the lightning. I'll do that possibly later.
Working on projects:
Howdy! Here's my submission. It's supposed to represent a bandit compound nestled near a high point in the desert.
The environment could probably use some windy effects of some sort, I realized, but I left it as is for now.
@F0xtail: Go
Well that's pretty damn cool.
@F0xtail: Go
I would say the first pic is the best just for the crow :D The wooden fence is also not too shabby. Don't really get the piping though just seems random and the terrain behind the camp is just foliage and alot of rocky texture, might be cooler with some sandy dunes or something. The height cuts into the roof of the camp not really a fan of that but i don't normally like height anyway so... And roof itself looks like it's Z axis is at 10% and it makes the vents look a bit off and i suppose you have it tinted blue to match the panels (?) Can't you tint the panels grey instead?
Keep in mind all above is IMO ;)
Here's my attempts hope theyre not too late its a small colony any suggestions would be greatly appreciated as am new to this starcraft editor :)
pics here
@Nebuli2: Go
Thank you sah.
@SheogorathSC: Go
Haha yeah I had to add the crow for good effect =P. You're right, the terrain in the BG is a bit shottily done and could use a lot more of the sand brush to differentiate it; I'll definitely fix that in a bit when I have time. I think the roof looks as if its angled just due to the angle of the pictures, to my knowledge it's straight—I think my camera shots were just deceiving >.<! As for the roof, it would probably look more realistic as gray, but I wanted to add a bit of contrast instead of everything taking on dull colors.
The reason the structure is clipping into the mountain was an attempt to make it look as if winds had shifted the dirt onto the roof, as to whether or not I was able to achieve that look is now up to debate haha.
I attached a photo to try and make sense of the pipes. I probably could have given a better camera angle to illustrate what I was going for in my original post, or maybe its too elaborate (lemme know!!).
@Abrais: Go
Hi Abrais,
I like the layout you have going, especially the small settlement—the buildings are well spaced and organized, the guards & dogs give an interesting "dangerous" vibe to the landscape, and the nearby mine gives meaning to the colony's placement.
Here's a couple things I would do (and of course you can ignore them if you don't approve!) :
---------------------------------------—It's looking good so far, I just think it could use some additional details. Lemme know if this was helpful!
Foxtail's is great as always, Sheo already said all bad I could've said about that.
I also really like Sheo's, and I like Brood's attempt of making the whole area look windswept by adding so much sand - I'd suggest adding some kind of wind effect and shooting pics in-game for that, though.
Abrais: nice addition for a first post. Welcome to mapster :) Forgive me if I don't give detailed comments, I think Foxtail did a pretty good job at that =P.
@Mozared: Go
Yeah I know for the wind / sand effect could be great. Except that, I really like it, the way I made the building =P
Working on projects: