Made some more progress today. Also researched the original ITT, and will likely follow their lead and add several smaller islands connected by shallows around the map.
That looks quite good, though the rocks on the cliffs look a bit awkward. If you're going to be covering cliffs with rocks, I'd recommend that you cover the ENTIRE cliff with rocks. I know, it's a pain, but it looks much better in the end.
Why not use the rapids technique for that higher-ground waterfall in those last 2 pictures of yours? Looks like it'd work pretty well there. Check out the latest terraining tuesday (~45:00 and past) if you want more details on that.
I'm liking your rock usage and am starting to like the overall picture more and more. It's also becoming more distinct.
My only real note is this: you seem to use a lot of height play. That's great, but the problem with it is that it's less obvious what ground is walkable and not. I suggest using the plateau option with a tiny brush just to 'unsmooth' some edges near elevation-mountains with the sole purpose of making the walkable borders a bit more clear. Normally this wouldn't be such a hassle, but now that I've seen that small canyon entrance up there I know there's going to be some small-scale skirmishes and such in your map, which is where the terrain needs to be clear about where you can and can't walk.
You started using a down-top approach. In my view you should first make the gameplay design and scripting, and build up terrain later, especcialy if you wan't to intergarate terrain with gameplay, for example making destroyable tress, rocks.
It depends. Gameplay design should probably come first, yes - you do need to know what exactly you're making or you're going to be forced to change half your lay-out. Unless of course terrain plays no real role in your balance. You can easily do terrain before you ever touch the data or trigger editors, though.
I am a huge fan of ITT and I'm delighted people are trying to make a SC2 version.
I really like the terrain and the layout, it's nice that you're trying to stay close to the original ITT theme. I really liked the idea I read in your other thread somebody posted, involving debris and crash sites providing resources. Another key aspect of ITT was the trading ships, what is your take on that?
I'm interested in what ways you intend to change the gameplay and what classes you would make, whether it would be different or not.
One thing I think could be changed for sure is the "guides" that were at the bottom of the map. Perhaps having a drop-down menu where you can select what you want to produce and see it's requirements.
I'm impressed by your terrain so far, keep it up! :)
Dam, out of every other ITT on sc2, i have to say yours is the best. Other makers just forget about the trees and the natural environment but you stayed on it. I would suggest looking at the site provided by Bluntje for ideas for recipes, classes, herbs, and other stuff. overall i would say this is amazing. Still, i would like to see some good old copies from the original map like natural tree formations that can be made into a base, mammoth, alligator man, and the trolls on separate islands.
Are you coming along in this project at all? is this still active.
Im working on an island troll tribe map as well and i have almost finished all the triggers and all the data items,abilities,buildings,recipes let me now if you would like any help.
Only issue is i have made everything minature to be smaller then the probe by about 1/3
So im wondering how large is your terrain is it made for regular size units?
I think it would make a way better game if the units were smaller allowing for a Huge map.
because smaller units cover less distance most buildings have a footprint of 1x1 or 2x2 nothing bigger
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@Nebuli2: Go
Thanks!
Now I just need to make sure I blend the char rock at the peripheries properly...
Made some more progress today. Also researched the original ITT, and will likely follow their lead and add several smaller islands connected by shallows around the map.
@hawkerhurricane: Go
That looks quite good, though the rocks on the cliffs look a bit awkward. If you're going to be covering cliffs with rocks, I'd recommend that you cover the ENTIRE cliff with rocks. I know, it's a pain, but it looks much better in the end.
@Nebuli2: Go
Do these look an better?
Not entirely happy with this river atm, but I'm going to keep improving it.
Why not use the rapids technique for that higher-ground waterfall in those last 2 pictures of yours? Looks like it'd work pretty well there. Check out the latest terraining tuesday (~45:00 and past) if you want more details on that.
I'm liking your rock usage and am starting to like the overall picture more and more. It's also becoming more distinct.
My only real note is this: you seem to use a lot of height play. That's great, but the problem with it is that it's less obvious what ground is walkable and not. I suggest using the plateau option with a tiny brush just to 'unsmooth' some edges near elevation-mountains with the sole purpose of making the walkable borders a bit more clear. Normally this wouldn't be such a hassle, but now that I've seen that small canyon entrance up there I know there's going to be some small-scale skirmishes and such in your map, which is where the terrain needs to be clear about where you can and can't walk.
@hawkerhurricane: Go
I'd say that those cliffs do look a bit more... complete than the earlier ones.
You started using a down-top approach. In my view you should first make the gameplay design and scripting, and build up terrain later, especcialy if you wan't to intergarate terrain with gameplay, for example making destroyable tress, rocks.
@PvtChevron: Go
It depends. Gameplay design should probably come first, yes - you do need to know what exactly you're making or you're going to be forced to change half your lay-out. Unless of course terrain plays no real role in your balance. You can easily do terrain before you ever touch the data or trigger editors, though.
I am a huge fan of ITT and I'm delighted people are trying to make a SC2 version. I really like the terrain and the layout, it's nice that you're trying to stay close to the original ITT theme. I really liked the idea I read in your other thread somebody posted, involving debris and crash sites providing resources. Another key aspect of ITT was the trading ships, what is your take on that?
I'm interested in what ways you intend to change the gameplay and what classes you would make, whether it would be different or not. One thing I think could be changed for sure is the "guides" that were at the bottom of the map. Perhaps having a drop-down menu where you can select what you want to produce and see it's requirements.
I'm impressed by your terrain so far, keep it up! :)
Hey man, awesome terrain!
You should team up with the original ITT map makers, they're actually still active!
Site(wiki): http://islandtrolltribes.wikia.com/wiki/Island_Troll_Tribes_Official_Wiki
Forum: http://islandtrolltribes.myfastforum.org
Dam, out of every other ITT on sc2, i have to say yours is the best. Other makers just forget about the trees and the natural environment but you stayed on it. I would suggest looking at the site provided by Bluntje for ideas for recipes, classes, herbs, and other stuff. overall i would say this is amazing. Still, i would like to see some good old copies from the original map like natural tree formations that can be made into a base, mammoth, alligator man, and the trolls on separate islands.
Are you coming along in this project at all? is this still active. Im working on an island troll tribe map as well and i have almost finished all the triggers and all the data items,abilities,buildings,recipes let me now if you would like any help.
Only issue is i have made everything minature to be smaller then the probe by about 1/3 So im wondering how large is your terrain is it made for regular size units? I think it would make a way better game if the units were smaller allowing for a Huge map. because smaller units cover less distance most buildings have a footprint of 1x1 or 2x2 nothing bigger