Last week's WTE had a fairly open theme and though the submissions were awesome, they seemed to go all over the place! Because of this I figured I'd do a theme this week that's a bit more narrowed down: "All Your Base Are Belong To Us". The idea of this week's theme is that you guys make us all a military base on a relatively regular inhabited planet. So either a military hold on Aiur, a base on one of the bigger Terran planets or perhaps a hive on Char. You don't need to use these tilesets per se, as long as the base isn't part of an expedition to a new planet (we've seen too many of these already).
Ummm... A military base on a relatively regualr inhabited planet... with examples: Aiur and Char? I didn't know those were inhabited, did I miss something?
I also don't think there's necessarily a timeframe of WHEN it can be set, right Moz? I remember entering the two-tone contest (the one with two drastically different environments) with a Protoss Monastery on Aiur being overrun with Creep during the last days of the Zerg invasion, so perhaps someone could enter with a Templar Base on Aiur during it's glory days. As for Char well Mozared said it could be Zerg but going by the more recent revisions of the Lore I believe Char was a mining colony before the Zerg came. Then again I guess that doesn't fit with it being a base in a heavily populated area...
Ah well, thought I'd share my thoughts even if I might not end up entering (we shall see) I would suggest though for anyone thinking of doing Protoss to look up Teltharion's Protoss reskins for the Korhal Skyscrapers, they look just like the Protoss Spires from the SC1 Briefing screen ^_^
Yes, the timeframe doesn't matter. Which is why I used the examples I did; Aiur is currently overrun by Zerg and Char was never a fully Zerg planet - those two are just as close to a 'racially owned planet' as we're gonna get for the Protoss and Zerg.
To change subject, Why don't we do a copy-paste style WTE next week? I just throw the idea in the air, but I'm sure that Moz will find something original with this :P
I think you could work on your camera and have some more epic view than just an over-view that you can see the map edge...that breaks everything. Everything is about feelings. You want to make that outpost be the last one still alive? You want the person to look at this and think "wow, these guys are holding hard" You don't want the person to look and say "oh, there is alot of pre-placed zerg units". You want to get that victorious feeling through the chaos of a zerg "invasion". A more close view of the battle field would probably be better. And if when you zoom in you think "it looks not that great" this means you can still add alot of stuff to get it more epic.
Also you could play with the lightning to get a more specefic time frame (not sure how to say)...but get the feeling of morning, of day time or night...
And maybe a few explosions? I'm pretty sure that if this is a satellite view of the battle field, there would be more explosions than none as there are tanks and zerg units all around. Of course explosions are harder to get, but I'd say with camera and lightning you could get a much better version. Then if you want to make it feel more real, it's up to you.
Thx for comments man, I surely get this for the future.
By the way, I didn't know that WTEs exist since more than 3 years... It passes very fast and it's bad, because there's only few players that are still active...
That has something interesting... Zerg doesn't always mean Creep... I think you could have more texture play to fake steps by using the tool that randomize spots in the circle and having it brush super fast.. not sure how it would look.. xD Anyway, one thing you should realyl have is a skybox or something behind the wall. I think I would also remove completly the fog of war and just put some Fog doodads here and there to fake sand getting in the air cause of all that movement. I think it would be better also if most of all the units were facing the wall instead of randomly facing with 3 different scales. You could probably set as well a scale minimum and a scale maximum to get more variation of the same unit. I wonder if some turrets or tank or something on the eatch pilar would make it feel more like a terran resistance.
In overall you got a good idea I would say, but still need some work :P Pretty nice.
What do you use to get the animation like the marines not on a stand animation and the gun fireing, and maybe the viking if it's not a doodad with pitch and roll.
that is absolutly amazing, love the marines and the added bullets, a handfull of wraiths next to the vikings might be good, and adding the high res smx models for the ultralisks would be good, that and one- two heavy turrets/ tanks or an apc
if you want to go even further you could add corpses
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
Yep, those Vikings are doodads (there isn't a single unit in this). Ghostnova's Umojan Marine uses Raynor's sniper animations, so I just set them an AnimPlay Stand, Work event with Play Forever flagged so that it doesn't loop. For the rest that don't have such simple animations, I use Timers to freeze the animation in place.
So ah yeah, three weeks late but here it is finally...
Credits go to GhostNova and Rulerian for their custom models of course.
Niflheim
Background:
Forming the strategic fault line between Terran and Zerg space, Niflheim was until recently an uninhabited frozen planet. Due to its extremely harsh environment and expansive barren wastelands, Niflheim has always made for a rather poor choice for colonisation.
That is, until a Dominion expeditionary task force was dispatched to the planet in search of reportedly rich veins of resources. Within a span of months the planet was quickly annexed by the Dominion and a capital city, Altis, built from the remains of the original landing zone.
Niflheim's newly discovered resource nodes did not go unnoticed for long however. Not long after, the Queen of Blades had dispatched four Broodmothers to oversee the assimilation of the planet and destruction of all Terran forces. But with her sudden disappearance, the disorientation created havoc within the ranks of the swarms on Niflheim, with each Broodmother now vying for control against not only the Dominion for the resources, but each other as well.
Topography:
A barren planet mostly devoid of any natural flora, Niflheim itself offers very little capable of sustaining life on its harsh surface. Underground, the planet offers much more, with not only flowing fresh water molten from the icy surface and arable soil but also rich mineral veins and vespene.
The capital city of Altis is essentially a heavily defended fortress, with the city itself surrounded on all sides by easily defensible mountains and approachable from only one direction. Incidentally, it also sits upon one of the largest caves that lead underground into the heart of the mineral veins.
Situation:
Task Force Stratis forms the bulk of the local Dominion military forces, with Forward Operating Base Camp Maxwell serving as the vanguard for the city.
The four Broodmothers are primarily clustered to the east and west of the city mountains. Hostile to each other and the Terrans, Maxwell often comes under heavy attack from both sides, with three-way battles not an uncommon situation for the garrisoned forces. Ground based radars have even detected the presence of a Protoss fleet likely converging onto the planet.
This is how you WTE. Awesome job noobkilla. I love about 90% of what you're showing us. The Banshee coming out of the ground on Terrain_180 looks a bit off to me, but otherwise everything looks natural and well thought out. If I didn't know this was the SC2 engine I wouldn't have guessed it from the first pic. This is also a very good example of how to do a terrain primarily focused on textures without using too much doodads, though I will say I think a couple of smaller doodads could have improved it. The terrain overall still looks just a tiny bit too much like an empty plain with buildings on them for my liking. I also like how everything ties in with the background story in regards to there being a lot of play with underground units (burrowing Ultra's or the Banshees).
Now I want to see what the underground area beneath Altis looks like.
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Weekly Terraining Exercise #148
Hey folks!
Last week's WTE had a fairly open theme and though the submissions were awesome, they seemed to go all over the place! Because of this I figured I'd do a theme this week that's a bit more narrowed down: "All Your Base Are Belong To Us". The idea of this week's theme is that you guys make us all a military base on a relatively regular inhabited planet. So either a military hold on Aiur, a base on one of the bigger Terran planets or perhaps a hive on Char. You don't need to use these tilesets per se, as long as the base isn't part of an expedition to a new planet (we've seen too many of these already).
Good luck, and have fun!
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/
Ummm... A military base on a relatively regualr inhabited planet... with examples: Aiur and Char? I didn't know those were inhabited, did I miss something?
Working on projects:
@Scbroodsc2: Go
It can be a Protoss or Zerg base, if you want to get creative :P
I also don't think there's necessarily a timeframe of WHEN it can be set, right Moz? I remember entering the two-tone contest (the one with two drastically different environments) with a Protoss Monastery on Aiur being overrun with Creep during the last days of the Zerg invasion, so perhaps someone could enter with a Templar Base on Aiur during it's glory days. As for Char well Mozared said it could be Zerg but going by the more recent revisions of the Lore I believe Char was a mining colony before the Zerg came. Then again I guess that doesn't fit with it being a base in a heavily populated area...
Ah well, thought I'd share my thoughts even if I might not end up entering (we shall see) I would suggest though for anyone thinking of doing Protoss to look up Teltharion's Protoss reskins for the Korhal Skyscrapers, they look just like the Protoss Spires from the SC1 Briefing screen ^_^
@Kanitala: Go
Yes, the timeframe doesn't matter. Which is why I used the examples I did; Aiur is currently overrun by Zerg and Char was never a fully Zerg planet - those two are just as close to a 'racially owned planet' as we're gonna get for the Protoss and Zerg.
Haven as its 'best' day...
To change subject, Why don't we do a copy-paste style WTE next week? I just throw the idea in the air, but I'm sure that Moz will find something original with this :P
@tatatatate: Go
I think you could work on your camera and have some more epic view than just an over-view that you can see the map edge...that breaks everything. Everything is about feelings. You want to make that outpost be the last one still alive? You want the person to look at this and think "wow, these guys are holding hard" You don't want the person to look and say "oh, there is alot of pre-placed zerg units". You want to get that victorious feeling through the chaos of a zerg "invasion". A more close view of the battle field would probably be better. And if when you zoom in you think "it looks not that great" this means you can still add alot of stuff to get it more epic.
Also you could play with the lightning to get a more specefic time frame (not sure how to say)...but get the feeling of morning, of day time or night...
And maybe a few explosions? I'm pretty sure that if this is a satellite view of the battle field, there would be more explosions than none as there are tanks and zerg units all around. Of course explosions are harder to get, but I'd say with camera and lightning you could get a much better version. Then if you want to make it feel more real, it's up to you.
Working on projects:
Thx for comments man, I surely get this for the future.
By the way, I didn't know that WTEs exist since more than 3 years... It passes very fast and it's bad, because there's only few players that are still active...
I usually drop in activity during the school year myself, and if I do contribute during school, it is usually no more than 3 hours of work haha.
Playing agound with something too, maybee i will finish it untill deadline, if i have the motivation.
@fate1990: Go
That has something interesting... Zerg doesn't always mean Creep... I think you could have more texture play to fake steps by using the tool that randomize spots in the circle and having it brush super fast.. not sure how it would look.. xD Anyway, one thing you should realyl have is a skybox or something behind the wall. I think I would also remove completly the fog of war and just put some Fog doodads here and there to fake sand getting in the air cause of all that movement. I think it would be better also if most of all the units were facing the wall instead of randomly facing with 3 different scales. You could probably set as well a scale minimum and a scale maximum to get more variation of the same unit. I wonder if some turrets or tank or something on the eatch pilar would make it feel more like a terran resistance.
In overall you got a good idea I would say, but still need some work :P Pretty nice.
Working on projects:
Almost finished...
Well not quite actually, The base hasn't been added yet lulz.
@sgtnoobkilla: Go
What do you use to get the animation like the marines not on a stand animation and the gun fireing, and maybe the viking if it's not a doodad with pitch and roll.
Working on projects:
@sgtnoobkilla: Go
that is absolutly amazing, love the marines and the added bullets, a handfull of wraiths next to the vikings might be good, and adding the high res smx models for the ultralisks would be good, that and one- two heavy turrets/ tanks or an apc
if you want to go even further you could add corpses
by the waycould you post the map?
http://www.sc2mapster.com/assets/nolanstars-textures/
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
@Scbroodsc2: Go
actor event: create- animation play- (whatever you want)
http://www.sc2mapster.com/assets/nolanstars-textures/
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
@Scbroodsc2: Go
Yep, those Vikings are doodads (there isn't a single unit in this). Ghostnova's Umojan Marine uses Raynor's sniper animations, so I just set them an AnimPlay Stand, Work event with Play Forever flagged so that it doesn't loop. For the rest that don't have such simple animations, I use Timers to freeze the animation in place.
@nolanstar: Go
Yeah I'll be posting the map along with the screenshots of the completed version. Just sit tight, should be done in a few more hours time.
So ah yeah, three weeks late but here it is finally...
Credits go to GhostNova and Rulerian for their custom models of course.
Niflheim
Background:
Forming the strategic fault line between Terran and Zerg space, Niflheim was until recently an uninhabited frozen planet. Due to its extremely harsh environment and expansive barren wastelands, Niflheim has always made for a rather poor choice for colonisation.
That is, until a Dominion expeditionary task force was dispatched to the planet in search of reportedly rich veins of resources. Within a span of months the planet was quickly annexed by the Dominion and a capital city, Altis, built from the remains of the original landing zone.
Niflheim's newly discovered resource nodes did not go unnoticed for long however. Not long after, the Queen of Blades had dispatched four Broodmothers to oversee the assimilation of the planet and destruction of all Terran forces. But with her sudden disappearance, the disorientation created havoc within the ranks of the swarms on Niflheim, with each Broodmother now vying for control against not only the Dominion for the resources, but each other as well.
Topography:
A barren planet mostly devoid of any natural flora, Niflheim itself offers very little capable of sustaining life on its harsh surface. Underground, the planet offers much more, with not only flowing fresh water molten from the icy surface and arable soil but also rich mineral veins and vespene.
The capital city of Altis is essentially a heavily defended fortress, with the city itself surrounded on all sides by easily defensible mountains and approachable from only one direction. Incidentally, it also sits upon one of the largest caves that lead underground into the heart of the mineral veins.
Situation:
Task Force Stratis forms the bulk of the local Dominion military forces, with Forward Operating Base Camp Maxwell serving as the vanguard for the city.
The four Broodmothers are primarily clustered to the east and west of the city mountains. Hostile to each other and the Terrans, Maxwell often comes under heavy attack from both sides, with three-way battles not an uncommon situation for the garrisoned forces. Ground based radars have even detected the presence of a Protoss fleet likely converging onto the planet.
@sgtnoobkilla: Go
This is how you WTE. Awesome job noobkilla. I love about 90% of what you're showing us. The Banshee coming out of the ground on Terrain_180 looks a bit off to me, but otherwise everything looks natural and well thought out. If I didn't know this was the SC2 engine I wouldn't have guessed it from the first pic. This is also a very good example of how to do a terrain primarily focused on textures without using too much doodads, though I will say I think a couple of smaller doodads could have improved it. The terrain overall still looks just a tiny bit too much like an empty plain with buildings on them for my liking. I also like how everything ties in with the background story in regards to there being a lot of play with underground units (burrowing Ultra's or the Banshees).
Now I want to see what the underground area beneath Altis looks like.