Need your opinion people about map landscape, texture colors palette. Want to create survival map where Terrans want colonize the planet and defend from Zergs. Got idea to create craters where you can build up with natural defences at some point and having problem with showing of where is the holes, passages. Any suggestions how to improve it?
You lack any doodads like small rocks etc. look at the cliff edges in the campaign, there blizzard uses doodads or raises the terrain height at the edges to give them a less round look. Otherwise nice mix of textures.
From a tactical point of view I would need to see the whole map.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
My only input based off what you've got thus far would be to maybe try to change the cliff type look for where its stone / stone (grey areas) vs the brown / dirt areas.
Ex) first pic, bot left has a 'stone' area, maybe use some stone / grey doodads to try to hide / fake the cliff type to make it look like its more seamless with the texture around it. I always enjoy a survival map and hope you finish it!
Well about doodads i cant really rely on rocks cause using custom terrain Type that is not linked up to any of originals so will have some work to be done to make it work and look nice meanwhile done some new lighting and some new screens, landscape. Still dont sure is it good for replayability and at the same time is cool to play on (done only small portion of the map).
Seems like you're not completely finished but as super said, it can use some fluff to make it look natural, although I am terrible at nature scenes, maybe someone else can help you with that?
Personally though, if I were wanting to start a colony, intent on defending against the zerg, I'd not want to start on lower grounds but higher grounds. Possibly atleast medium height with all military installation protecting the choke points, with the civilian infrastructure on the valley/crater/lower area. To use an extreme example, if the terran where to start a base on the first pic of your second post, they would have to build their defense on the top of the ramp but the wide area around the ramp will allow it to be surrounded/flanked easily. Not only that but the buildings below the defense will be in easy shooting range from ranged attackers, which makes the defenders useless.
If you want to take it up a notch, try making the colony near natural resources such as water and vegetation, having readily accessible food or water makes colonization much more easy.
Well about doodads i cant really rely on rocks cause using custom terrain Type that is not linked up to any of originals so will have some work to be done to make it work and look nice meanwhile done some new lighting and some new screens, landscape. Still dont sure is it good for replayability and at the same time is cool to play on (done only small portion of the map).
I'm not sure if I'm getting your point, but are you saying that because you use custom textures your rocks look out of place? If so, then I'd very much suggest taking the effort of getting in some custom rock textures too. If you're already going the distance in getting custom regular textures, this shouldn't be such a leap and it will greatly improve what you can do with dirt/rock-themed terrain.
Personally though, if I were wanting to start a colony, intent on defending against the zerg, I'd not want to start on lower grounds but higher grounds. Possibly atleast medium height with all military installation protecting the choke points, with the civilian infrastructure on the valley/crater/lower area. To use an extreme example, if the terran where to start a base on the first pic of your second post, they would have to build their defense on the top of the ramp but the wide area around the ramp will allow it to be surrounded/flanked easily. Not only that but the buildings below the defense will be in easy shooting range from ranged attackers, which makes the defenders useless.
This is what I was thinking, but I didn't want to comment on it because lower ground defensive positions are not impossible or all that uncommon in military situations afaik and I figured the OP might have his reasons for preferring this set-up.
True, maybe make the terrain all heightened, lowered, texture making a pseudo cliff so those on the high ground doesn't gain vision advantage? Or maybe just fix it with a trigger? Understandable the lowered defensive encirclement is plausible but I figured spreading out your resources on a perimeter when zergs usually swarm and tend to be in bigger numbers is disadvantageous. Granted though, the zerg could be newly arrived or discovered before the terran fully finished colonizing etc so thats all up to the op.
Well zerg is modiffied, they will have melee ranged units at the most of the game, maybe some ranged at late. So the craters defending part isnt really a huge disadvantage for defenders. It most just will block vision whats happening around, or they coming or they dont, you just wont know.
Used custom Terrain Type, Set for whole map so it isnt linked up with textures like of rocks, cause textures is switched by the Name of Texture Set is used in map and my Custom texture set doesnt have it so it uses default stuff of model with what texture set to it.
So if adding at elast half of doodads in such quantity as in image below it really wont make gameplayable, of some lag i guess taht makes these doodads?
I literally have no idea what you're talking about. How do you equate rocks with a different texture to your map being laggy? And even if using over 9000 custom textures, I doubt there's not one rock texture that doesn't fit in with one of them?
Heh, seems like serious misscommunications we have here.
Not textures to Rocks, But ingeneral Doodads rocks!!!! If adding such detail like in picture on the map there will like 5k doodads!!!!
Rocks textures for example now uses agria rock texture, because i DONT USE Original Terrain Types Like Marsara, Char or any other that have their unique ID that is used to switch depending on their Unique ID texture to use!!!! Still no hope? Fuck it then!
For starters, you're not gonna get near 5000 doodads with an average sized map. If you do, you're talking about a maximum size map which will never be fully visible and probably filled with players - at that point 5000 doodads is fine as long as they're equally spread out over the map.
Second, you're saying your problem is that you DON'T use ANY of the regular tilesets, meaning the way the rocks look doesn't fit, right? If so, I'll have to refer back to my previous post: if you have the resources to make a completely custom tileset, you should also be able to make a custom doodad rock texture, and I'd suggest you'd take that effort.
Well tileset is not totally custom, its more custom collected, and some Ground Textures are tweaked in 3rd party tools. And making new textures for the rocks isnt really what i would want to do, but still will leave as option.
Need your opinion people about map landscape, texture colors palette. Want to create survival map where Terrans want colonize the planet and defend from Zergs. Got idea to create craters where you can build up with natural defences at some point and having problem with showing of where is the holes, passages. Any suggestions how to improve it?
You lack any doodads like small rocks etc. look at the cliff edges in the campaign, there blizzard uses doodads or raises the terrain height at the edges to give them a less round look. Otherwise nice mix of textures.
From a tactical point of view I would need to see the whole map.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
My only input based off what you've got thus far would be to maybe try to change the cliff type look for where its stone / stone (grey areas) vs the brown / dirt areas.
Ex) first pic, bot left has a 'stone' area, maybe use some stone / grey doodads to try to hide / fake the cliff type to make it look like its more seamless with the texture around it. I always enjoy a survival map and hope you finish it!
Well about doodads i cant really rely on rocks cause using custom terrain Type that is not linked up to any of originals so will have some work to be done to make it work and look nice meanwhile done some new lighting and some new screens, landscape. Still dont sure is it good for replayability and at the same time is cool to play on (done only small portion of the map).
Seems like you're not completely finished but as super said, it can use some fluff to make it look natural, although I am terrible at nature scenes, maybe someone else can help you with that?
Personally though, if I were wanting to start a colony, intent on defending against the zerg, I'd not want to start on lower grounds but higher grounds. Possibly atleast medium height with all military installation protecting the choke points, with the civilian infrastructure on the valley/crater/lower area. To use an extreme example, if the terran where to start a base on the first pic of your second post, they would have to build their defense on the top of the ramp but the wide area around the ramp will allow it to be surrounded/flanked easily. Not only that but the buildings below the defense will be in easy shooting range from ranged attackers, which makes the defenders useless.
If you want to take it up a notch, try making the colony near natural resources such as water and vegetation, having readily accessible food or water makes colonization much more easy.
I'm not sure if I'm getting your point, but are you saying that because you use custom textures your rocks look out of place? If so, then I'd very much suggest taking the effort of getting in some custom rock textures too. If you're already going the distance in getting custom regular textures, this shouldn't be such a leap and it will greatly improve what you can do with dirt/rock-themed terrain.
This is what I was thinking, but I didn't want to comment on it because lower ground defensive positions are not impossible or all that uncommon in military situations afaik and I figured the OP might have his reasons for preferring this set-up.
True, maybe make the terrain all heightened, lowered, texture making a pseudo cliff so those on the high ground doesn't gain vision advantage? Or maybe just fix it with a trigger? Understandable the lowered defensive encirclement is plausible but I figured spreading out your resources on a perimeter when zergs usually swarm and tend to be in bigger numbers is disadvantageous. Granted though, the zerg could be newly arrived or discovered before the terran fully finished colonizing etc so thats all up to the op.
@Newbie4life: Go
Well zerg is modiffied, they will have melee ranged units at the most of the game, maybe some ranged at late. So the craters defending part isnt really a huge disadvantage for defenders. It most just will block vision whats happening around, or they coming or they dont, you just wont know.
@Mozared: Go
Used custom Terrain Type, Set for whole map so it isnt linked up with textures like of rocks, cause textures is switched by the Name of Texture Set is used in map and my Custom texture set doesnt have it so it uses default stuff of model with what texture set to it.
So if adding at elast half of doodads in such quantity as in image below it really wont make gameplayable, of some lag i guess taht makes these doodads?
EDIT: Again remaking everything from scratch..
@TwoDie: Go
I literally have no idea what you're talking about. How do you equate rocks with a different texture to your map being laggy? And even if using over 9000 custom textures, I doubt there's not one rock texture that doesn't fit in with one of them?
@Mozared: Go
Heh, seems like serious misscommunications we have here.
Not textures to Rocks, But ingeneral Doodads rocks!!!! If adding such detail like in picture on the map there will like 5k doodads!!!!
Rocks textures for example now uses agria rock texture, because i DONT USE Original Terrain Types Like Marsara, Char or any other that have their unique ID that is used to switch depending on their Unique ID texture to use!!!! Still no hope? Fuck it then!
@TwoDie: Go
For starters, you're not gonna get near 5000 doodads with an average sized map. If you do, you're talking about a maximum size map which will never be fully visible and probably filled with players - at that point 5000 doodads is fine as long as they're equally spread out over the map.
Second, you're saying your problem is that you DON'T use ANY of the regular tilesets, meaning the way the rocks look doesn't fit, right? If so, I'll have to refer back to my previous post: if you have the resources to make a completely custom tileset, you should also be able to make a custom doodad rock texture, and I'd suggest you'd take that effort.
@Mozared: Go
Well tileset is not totally custom, its more custom collected, and some Ground Textures are tweaked in 3rd party tools. And making new textures for the rocks isnt really what i would want to do, but still will leave as option.
@TwoDie: Go
Where'd you get that tileset? Zomberium? make it yourself? I'll help you retexture the rocks if you share it lol
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