I'm a huge admirer of all the scenic pictures I get to see at this board, and I've also noticed that alot of you are good at giving suggestions. So I figure I might ask for some feedback.
I am trying to create an airbase/landing zone in an urban setting. The airbase is to be in a small cinematic cutscene. I am a bit pleased with it as I have improved a little on urban terrain, but it still is pretty bland compared to other terrain i've seen. I was hoping you guys would have some few tips for me on how to improve.
That's looking pretty good already. The only things I can think of would be to break up the empty grass and roads a bit.
Some sort of bushes or foliage in the grass (hedge rows in front of the fence perhaps?). If you have a free texture slot, gently blend in some darker/lighter grass to give it more variety (same goes for the concrete/asphalt - you can mix those together to make darker patches down the traffic lanes). Maybe some foliage in the park.
For the roads, maybe some street lights along the side. A bus station/subway station or something across the street. Either cars parked along the side or moving AI traffic.
The air base itself is a bit too clean. Add some 'stuff lying around'. Fuel tanks, barrels, maybe a bench, some crates...
Aside from that, I quite like what you've got here; I think you need to work on the surroundings instead - filling those up should improve the looks of the overall area and make the base feel better with that.
Nice decal usage. I'd also like to add that having all the flags synchronized really takes away some depth. Make their animation speeds a little different (even 5% will do) or create them at different times.
-Maybe add a garage or two? with Valhalla thor construction (empty) or a aircraft assembly doodad inside the garage
-Like Mozard said, maybe some vespene tanks,barrels, and a tanker construction unit. Some crates won't be bad as well, basically anything that shows that there are aircraft fuel and supplies available for repair and refueling.
-A small HQ building won't be bad, somewhere where administrative work and air control are maintained, maybe, if you know how, turn the logistics headquarter into a doodad and then scale it down?
-If you want to take it up a notch add a small runway with korhal dark concrete, decal doodads, and landing lights. Possibly put a large garage at the end of the small runway and put a colonist ship(landed/unit) in there? or just a closed garage?
-I'd personally use a metal wall with folsom towers, althouth the security fence does have better synergy with the chain fence you have on the outside, it would make sense that the military wouldn't like everyone knowing the going around inside their base. Of course the security fence is good as it is because I know around here there's a 2 Canadian forces base, both with security fences lol.
Those are just some suggestions but it looks good the way it is anyways so your choice either way
P.S. maybe use the wraith formation statue instead of the marine one? dunno but both ones make sense
Got rid of the park. Added an airstrip and tried to mess the place up a little. Might have to do something with the camera angels, perhaps.
Don't know how to make the flags less synchronized. Do I have to make copies of the doodad and desynchronize it that way?
Might have to do something with the camera angels, perhaps.
Seriously though, I feel you've now gone overboard in messing the place up. I liked the previous park. Right now, with the prison towers, statues AND flags it looks cluttered. Remove the statues and that should be fixed.
As for the actual base: your landing strips make no sense. They're too broad for vertically-descending aircraft (dropships or so) and way too short for any airplane to really be used to land on. My suggestion would be to act as if all Terran aircrafts are vertically-descending and simply restrict yourself to landing pads, as any proper strip would take way too much room in your little area - no need to force it in. To achieve this effect, try getting rid of all the doodads currently inside the bigger white square (of decals) and simply make eight or so landing pads similarly to the ones beneath the Wraiths right now, only bigger. Then it'll actually look like one big storage/landing area where personel can actually walk in between the planes to refuel them and such. You can also add stuff like landing lights, and put stuff like barrels, fuel tanks and flood lights on the side of the square, readily accessible for any landed plane.
If I were you, to un-sync them, make a unit actor and make the flags into units with zero occlusion that are also unclickable (so essentially just actors on the map, which is what doodads are). Then have them be "created" at map initialization at .25 second intervals and they will be "off." (remove the doodads you have now that are flags, obviously).
I agree that the base became too cluttered. I've redesigned the place again, and this time I have tried to tone the clutter down a little, altought I might have gone overboard and placed too few doodads. What do you think?
There's two ground decals right north of the 7 in landing pad seven that don't match up completely correct. Overall a huge improvement, looking quite good to me. I hate not being this good with city terrains.
The only thing I still dislike is the spread of your landing pads. I don't like how it's basically nine pads spread out equally (with one being removed). I'm not sure how, but I think this can be improved upon. Try six pads positioned similar to a dice's 6-eye side. Or four larger pads spread out equally (like a dice's 4-eye side).
You could improve it abit more by making those Medivacs look like they're actually taking off or landing. You can do this by just giving them a ActorCreation.AnimPlay {Stand Work} Work PlayForever event message. The Medivacs'll play their unloading animation which looks a hell lot better than it does now where it looks like they'll just fly straight ahead. Since it's for just a cutscene it won't matter if you use units or doodads or not. For the Wraiths well...I don't know. Check their anims in the Cutscene Editor and mess around with actor messages to get the right effect.
Alternatively, if you know how modelling works you can cut out one of the stationary unpowered Medivacs from the Space Platform Cliff Doodads that aren't broken apart.
The transition from grass to pond and grass to pathway in the park doesn't look very natural either. I'd place some small rocks or plants around the edge of the pond. For the path, add some Ground Prop doodads to make it actually look like it's paving through the grass, instead of someone just pouring cement all over the grass and forgetting everything else.
I like that pond. I made something similar on the map, although I'm not sure if it is so scenic as intended. For the Medivac thing I might wait a little. event messages scare me :p
I've finished the map, btw. It can be downloaded here
The dialogues might be a bit cheesy, but I'm eager to hear what people think.
Consider using the Height tool. Even very small little dips and hills can make a HUUUUGE difference. The actual building area of course would have to be flat, but it could be on the flattened top of a hill for example, so that the lawns and roads leading to it slope down some, or there could be some gently rolling hills in the grassy areas (very small hillocks obviously in the actual lawn, but you know what I mean.) I mean, don't go nuts with it - subtle, like I said - but it's a way to add depth and realism without necessarily adding clutter.
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I'm a huge admirer of all the scenic pictures I get to see at this board, and I've also noticed that alot of you are good at giving suggestions. So I figure I might ask for some feedback.
I am trying to create an airbase/landing zone in an urban setting. The airbase is to be in a small cinematic cutscene. I am a bit pleased with it as I have improved a little on urban terrain, but it still is pretty bland compared to other terrain i've seen. I was hoping you guys would have some few tips for me on how to improve.
@njordys: Go
That's looking pretty good already. The only things I can think of would be to break up the empty grass and roads a bit.
Some sort of bushes or foliage in the grass (hedge rows in front of the fence perhaps?). If you have a free texture slot, gently blend in some darker/lighter grass to give it more variety (same goes for the concrete/asphalt - you can mix those together to make darker patches down the traffic lanes). Maybe some foliage in the park.
For the roads, maybe some street lights along the side. A bus station/subway station or something across the street. Either cars parked along the side or moving AI traffic.
The air base itself is a bit too clean. Add some 'stuff lying around'. Fuel tanks, barrels, maybe a bench, some crates...
Aside from that, I quite like what you've got here; I think you need to work on the surroundings instead - filling those up should improve the looks of the overall area and make the base feel better with that.
@njordys: Go
Nice decal usage. I'd also like to add that having all the flags synchronized really takes away some depth. Make their animation speeds a little different (even 5% will do) or create them at different times.
<Click Here> To See My Epic Single Player Campaign (LifeForceCampaign.com)
-Maybe add a garage or two? with Valhalla thor construction (empty) or a aircraft assembly doodad inside the garage
-Like Mozard said, maybe some vespene tanks,barrels, and a tanker construction unit. Some crates won't be bad as well, basically anything that shows that there are aircraft fuel and supplies available for repair and refueling.
-A small HQ building won't be bad, somewhere where administrative work and air control are maintained, maybe, if you know how, turn the logistics headquarter into a doodad and then scale it down?
-If you want to take it up a notch add a small runway with korhal dark concrete, decal doodads, and landing lights. Possibly put a large garage at the end of the small runway and put a colonist ship(landed/unit) in there? or just a closed garage?
-I'd personally use a metal wall with folsom towers, althouth the security fence does have better synergy with the chain fence you have on the outside, it would make sense that the military wouldn't like everyone knowing the going around inside their base. Of course the security fence is good as it is because I know around here there's a 2 Canadian forces base, both with security fences lol.
Those are just some suggestions but it looks good the way it is anyways so your choice either way
P.S. maybe use the wraith formation statue instead of the marine one? dunno but both ones make sense
Thank you all for this list of feedback. I'm gonna work some more on this during the weekend. I'll see what I can cook up then. :)
I made some few adjustments.
Got rid of the park. Added an airstrip and tried to mess the place up a little. Might have to do something with the camera angels, perhaps. Don't know how to make the flags less synchronized. Do I have to make copies of the doodad and desynchronize it that way?
Seriously though, I feel you've now gone overboard in messing the place up. I liked the previous park. Right now, with the prison towers, statues AND flags it looks cluttered. Remove the statues and that should be fixed.
As for the actual base: your landing strips make no sense. They're too broad for vertically-descending aircraft (dropships or so) and way too short for any airplane to really be used to land on. My suggestion would be to act as if all Terran aircrafts are vertically-descending and simply restrict yourself to landing pads, as any proper strip would take way too much room in your little area - no need to force it in. To achieve this effect, try getting rid of all the doodads currently inside the bigger white square (of decals) and simply make eight or so landing pads similarly to the ones beneath the Wraiths right now, only bigger. Then it'll actually look like one big storage/landing area where personel can actually walk in between the planes to refuel them and such. You can also add stuff like landing lights, and put stuff like barrels, fuel tanks and flood lights on the side of the square, readily accessible for any landed plane.
@njordys: Go
If I were you, to un-sync them, make a unit actor and make the flags into units with zero occlusion that are also unclickable (so essentially just actors on the map, which is what doodads are). Then have them be "created" at map initialization at .25 second intervals and they will be "off." (remove the doodads you have now that are flags, obviously).
<Click Here> To See My Epic Single Player Campaign (LifeForceCampaign.com)
I agree that the base became too cluttered. I've redesigned the place again, and this time I have tried to tone the clutter down a little, altought I might have gone overboard and placed too few doodads. What do you think?
There's two ground decals right north of the 7 in landing pad seven that don't match up completely correct. Overall a huge improvement, looking quite good to me. I hate not being this good with city terrains.
The only thing I still dislike is the spread of your landing pads. I don't like how it's basically nine pads spread out equally (with one being removed). I'm not sure how, but I think this can be improved upon. Try six pads positioned similar to a dice's 6-eye side. Or four larger pads spread out equally (like a dice's 4-eye side).
@Mozared: Go
I think I have improved quirte a bit with this project.
I need at least five pads, perhaps I can limit it to 6 larger ones. Thanks for feedback :)
@njordys: Go
Manual roads ftw
@njordys: Go
Nice effort so far indeed.
You could improve it abit more by making those Medivacs look like they're actually taking off or landing. You can do this by just giving them a ActorCreation.AnimPlay {Stand Work} Work PlayForever event message. The Medivacs'll play their unloading animation which looks a hell lot better than it does now where it looks like they'll just fly straight ahead. Since it's for just a cutscene it won't matter if you use units or doodads or not. For the Wraiths well...I don't know. Check their anims in the Cutscene Editor and mess around with actor messages to get the right effect.
Alternatively, if you know how modelling works you can cut out one of the stationary unpowered Medivacs from the Space Platform Cliff Doodads that aren't broken apart.
The transition from grass to pond and grass to pathway in the park doesn't look very natural either. I'd place some small rocks or plants around the edge of the pond. For the path, add some Ground Prop doodads to make it actually look like it's paving through the grass, instead of someone just pouring cement all over the grass and forgetting everything else.
/end perfectionist rant
@sgtnoobkilla: Go
I like that pond. I made something similar on the map, although I'm not sure if it is so scenic as intended. For the Medivac thing I might wait a little. event messages scare me :p
I've finished the map, btw. It can be downloaded here
The dialogues might be a bit cheesy, but I'm eager to hear what people think.
Consider using the Height tool. Even very small little dips and hills can make a HUUUUGE difference. The actual building area of course would have to be flat, but it could be on the flattened top of a hill for example, so that the lawns and roads leading to it slope down some, or there could be some gently rolling hills in the grassy areas (very small hillocks obviously in the actual lawn, but you know what I mean.) I mean, don't go nuts with it - subtle, like I said - but it's a way to add depth and realism without necessarily adding clutter.