Uh....maybe replace a /few/ of the haven trees with agria, to add some diversity. Otherwise, add some small animals, sheep, cows, birds, and ect. Place some, I think, new folsom misc (or props) in your interiors where it works. I think the boom threshhold in the light, if that is what you altered (it looks like it) should be turned back up a tad.
This map is in 3rd person, so the fog is to prevent the game lagging horrible, there is in fact a waterfall by the small pool, the grass is wide so that I don't use too many of that model (and it looks fine in game,) some birds are in the map, just not in any of the photos. Also, with the over sized doodads, it actually seems to make a bit more sense that way. Does it seems as though a marine should be half the size of a house? Also, the omni lights look a bit... odd, in the game. I've tried them but they just look completely out of place and mess up the shadows.
And a response to your statement about the rocks: in this small area, there are 466 rocks.
Overall though, thanks for the feedback :)
Nice style you got there. :) Could we perhaps see some water too?
I'd have to disagree with the scaling pointer. If anything, make the trees even taller, considering the third person view! Make those trees loom over the protagonist as he strolls through the forest!
Everyone has their own style. Objectively, I think (contradictory, yes) that your terrain looks awesome!
I agree with quancakes, make the trees even bigger. I would leave x and y the same, and increase z by maybe 20-30% or so. Then make sure the pathing works and what not. Also, I'm sure you have done this, but the near clip is incredibly important in TPS games. Figure out what works for your game.
Fog will not prevent your game from lagging horribly, since SC2 does not correctly render on a horizontal view. You will have to come up with a decent way of streaming your map, if you want to go TPS. Otherwise, shit will go down bad ;) On the terms of doodads: I meant stuff like fern & bushes. They get ugly very fast if you scale 'em that big. Rather use a few more of them in one spot and build a good level streaming, instead of placing one giant bush that hurts people's eyes =)
Dug up some of my old TPS stuff on the forums. Might help you get a decent idea of what I meant exactly. For indoor, please refer to TheKC and the Vector Project ;)
Most are just quick works for ModCraft or a test level though. Nothing fancy.
P.S.: lol ... 466 rocks ... that's kinda cute :P Come back when there's 46600 rocks, and I'll tell you a secret *g*
The fog is actually so that the border between the terrain and the skybox isn't hideous. Also, my game doesn't really lag much at all. At least, not much more than it would in the default view.
@Nebuli2: Go
In that case you either got a pretty good pc or a small map or it isn't done yet ;) Everyone who made good looking TPS projects up to this point came across this problem at some point =)
Looks great. The only thing I could think of was that the vines in the first shot look a bit "off". Especially the top one. I think they could be a bit closer to the rocks, at least imo.
Also. just out of curiosity, what scale are your trees?
I'd agree with you on the vines. I put the bottom ones closer to the rock and it certainly looks better. The top vines have now been removed. They just didn't work.
Better already, but don't those roots look even better if you make them a bit darker to match the colour completely? I realize real-life roots don't necissarily work that way, but I have a feeling it'll improve the area by a large amount. Something you have to try I guess?
Here's some terrain I made for my RPG. Any feedback would be appreciated :)
Decent Terrain shots detected. Xara help mode engaged.
Also, add more rocks. Because rocks rock.
Damn you magic screenshots. Stop appearing when I'm done
Uh....maybe replace a /few/ of the haven trees with agria, to add some diversity. Otherwise, add some small animals, sheep, cows, birds, and ect. Place some, I think, new folsom misc (or props) in your interiors where it works. I think the boom threshhold in the light, if that is what you altered (it looks like it) should be turned back up a tad.
@Gorandor: Go
This map is in 3rd person, so the fog is to prevent the game lagging horrible, there is in fact a waterfall by the small pool, the grass is wide so that I don't use too many of that model (and it looks fine in game,) some birds are in the map, just not in any of the photos. Also, with the over sized doodads, it actually seems to make a bit more sense that way. Does it seems as though a marine should be half the size of a house? Also, the omni lights look a bit... odd, in the game. I've tried them but they just look completely out of place and mess up the shadows.
And a response to your statement about the rocks: in this small area, there are 466 rocks. Overall though, thanks for the feedback :)
Nice style you got there. :) Could we perhaps see some water too?
I'd have to disagree with the scaling pointer. If anything, make the trees even taller, considering the third person view! Make those trees loom over the protagonist as he strolls through the forest!
Everyone has their own style. Objectively, I think (contradictory, yes) that your terrain looks awesome!
@Nebuli2: Go
I agree with quancakes, make the trees even bigger. I would leave x and y the same, and increase z by maybe 20-30% or so. Then make sure the pathing works and what not. Also, I'm sure you have done this, but the near clip is incredibly important in TPS games. Figure out what works for your game.
Great to be back and part of the community again!
@TacoManStan: Go
There was some water, and I scaled the trees up by about 40%.
Fog will not prevent your game from lagging horribly, since SC2 does not correctly render on a horizontal view. You will have to come up with a decent way of streaming your map, if you want to go TPS. Otherwise, shit will go down bad ;) On the terms of doodads: I meant stuff like fern & bushes. They get ugly very fast if you scale 'em that big. Rather use a few more of them in one spot and build a good level streaming, instead of placing one giant bush that hurts people's eyes =)
Dug up some of my old TPS stuff on the forums. Might help you get a decent idea of what I meant exactly. For indoor, please refer to TheKC and the Vector Project ;)
Most are just quick works for ModCraft or a test level though. Nothing fancy.
P.S.: lol ... 466 rocks ... that's kinda cute :P Come back when there's 46600 rocks, and I'll tell you a secret *g*
@Gorandor: Go
The fog is actually so that the border between the terrain and the skybox isn't hideous. Also, my game doesn't really lag much at all. At least, not much more than it would in the default view.
@Nebuli2: Go In that case you either got a pretty good pc or a small map or it isn't done yet ;) Everyone who made good looking TPS projects up to this point came across this problem at some point =)
@Gorandor: Go
I already have had that problem and I've compensated for it :)
@Nebuli2: Go
Well, earlier today, I touched up on some areas of my map. Here are the screenshots.
@Nebuli2: Go
Looks great. The only thing I could think of was that the vines in the first shot look a bit "off". Especially the top one. I think they could be a bit closer to the rocks, at least imo.
Also. just out of curiosity, what scale are your trees?
@hawkerhurricane: Go
I'd agree with you on the vines. I put the bottom ones closer to the rock and it certainly looks better. The top vines have now been removed. They just didn't work.
My trees' scale is 0.8.
Also, try and recolour those Bel'shir Cliff Roots to see if you can get them the same colour as the trees.
@Mozared: Go
How's this?
Better already, but don't those roots look even better if you make them a bit darker to match the colour completely? I realize real-life roots don't necissarily work that way, but I have a feeling it'll improve the area by a large amount. Something you have to try I guess?
@Nebuli2: Go Try a dark-greyish. Not brownish =)
@Gorandor: Go
I'm still working on getting the color right. It's a bit tricky, getting it perfect.
How's it now?