Though we'll have that doodad lottery coming up soon in the future, this week's WTE will be another rendition of the 'Do that doodad' theme. For those who missed the earlier ones (WTE #67, #77, #91 and #99), the concept of 'Do that Doodad' is that I pick one doodad, along with a minimum size, and you are required to build any kind of terrain you like as long as it includes the doodad in question. This time, the doodad of choice is "HotS - Zerus Chrysalis Egg Base" while the size is "At least 200". This means that you need to use the doodad 'HotS - Zerus Chrysalis Egg Base' in your map with a size of at least 200 - aside from that you're free to terrain as you like.
Hoping to see what you guys come up with. Good luck, and have fun!
I opened this thread on my tablet this morning and spent 5 minutes scrolling past that picture that was about twice my screen size. Then I reached the bottom of your post and read "Larger imagne:" and laughed.
Either way: I'm liking that - wouldn't want to be the marine on that picture. Can we get a top-down look as well from normal camera? I'm wondering if it looks cluttered from a playable angle.
EDIT: Also, there's something ironically satisfying about glancing back and forth between Mozared's avatar image and mine...
It's like you're the cheeky dog who ruined the pillow and I'm the annoyed master. Got a laugh out of that one. In regards to the actual terrain though: I'll agree with HydraMannequin - I too like your top-down version better, mainly because it looks more playable, though this is the case for most terrains. The dirt path is the only thing that needs some work from this angle, I think.
I should really start a project where I make WTE's playable or such... some of these terrains would be so awesome to see in actual games...
You've done it Tel, you've made a terrain I don't absolutely love! :P I like some of your ideas (like your 'trees'), but aside from maybe in picture one, the whole area just looks too cluttered and random. There's no focal points, just a bunch of doodads - this makes it really messey to look at. Plus, the 'river' banks are notoriously empty. Also, have you tried some sporadic texture play outward from your sand paths? Thinking that may look nice.
Yeah, this one was thrown together really quickly. Started with a vague concept of "desert-based" and "neon green water", but no real thoughts beyond that.
I just started throwing things down and expanding out from the center to fill in the empty corners of the shot - ended up expanding my filler material enough that I felt guilty not using it for a few more screens.
My direction took about 4 different 120-degree turns while I was building it. Which is actually fairly common in my WTEs when I haven't slept in 20+ hours. It's usually pretty easy to tell which ones those are when they pop up. :)
What else would you do to the paths? I do agree that they look a bit bland. Maybe try to mesh some sand texture in towards the center of it to give it more detail...
I actually like the terrain, the only thing that needs to be changed is this acidic water, better making it black or transparent. It reminds me of this picture of the Inner Earth (and no, other than deep unexplored caves, I do not think there is such a world as literally described).
The water's actually pretty transparent, you can clearly see the gravel on the bottom even in the deepest parts - the crazy neon effect comes from lighting regions. Bright yellow with its intensity cranked up to like 4, to make it look unnatural and exotic.
I like that picture and eh... tried to remake it. It's "ok". It's not perfect, there are a lot of stuff wrong, but it's really hard to remake a picture. Also, the lightning was very hard to get. Anyway... I would give myself a 7/10 for this one haha. Oh and I had to add the Chrysalis as well to fit in the WTE. I took about 2h, maybe a little more to do that.
Oh and, what is the unit name of the white scientist that we can find in the campaign. I used a ghost with modified actor so it doesn't have its gun in hand, but I think it would have been better with the real scientist.
Heh cool, didn't expect someone would try that. Though, I think I saw plants that look closer to the one in the pic from Zerus. The rocks may be closer in look if they are with Meinhoff texture, the water more black and less purple.
There are probably some plants that could be more similar to the one from the picture, but I think these are fine. The rock placement is quite hard to do since no rocks have the right model to be like the picture. You have to play with scaling and most rocks don't have the same texture so... you try to use as much as possible the same type of rocks. And for the water, eh, where do you see purple? Just saying, it's gray, completly gray. I tried to set the fog to black and get it working but it did not work as I wanted. This is why the far back is not black at all. The angle of view shows more far water in the picture than in my map, but the texture of the water gets repetitive and...ugly. It's pretty tricky to get it right.
Weekly Terraining Exercise #123
Hey hey people!
Though we'll have that doodad lottery coming up soon in the future, this week's WTE will be another rendition of the 'Do that doodad' theme. For those who missed the earlier ones (WTE #67, #77, #91 and #99), the concept of 'Do that Doodad' is that I pick one doodad, along with a minimum size, and you are required to build any kind of terrain you like as long as it includes the doodad in question. This time, the doodad of choice is "HotS - Zerus Chrysalis Egg Base" while the size is "At least 200". This means that you need to use the doodad 'HotS - Zerus Chrysalis Egg Base' in your map with a size of at least 200 - aside from that you're free to terrain as you like.
Hoping to see what you guys come up with. 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/
Maybe I'll actually get around to making something this week.
Since I got my hands on the art tools I've been thoroughly absorbed in playing with those.
@Telthalion: Go
The terrain editor in your hands could be considered an 'art tool' by itself tbh, Telthalion.
(Larger image: http://puu.sh/2AYzX )
@Ickynesss: Go
I opened this thread on my tablet this morning and spent 5 minutes scrolling past that picture that was about twice my screen size. Then I reached the bottom of your post and read "Larger imagne:" and laughed.
Either way: I'm liking that - wouldn't want to be the marine on that picture. Can we get a top-down look as well from normal camera? I'm wondering if it looks cluttered from a playable angle.
Lol, yeah, here's a top down image.
@Ickynesss: Go
To be perfectly honest, I personally prefer the normal game view of the area. Nevertheless, very nice!
@Ickynesss: Go
Looks like a spawning pool, so it's good! Also I like the water
@Eimtr: Go
Yeah, it's totally the campaign idea, but I absolutely loved it when I saw it. I knew I had to try it for myself. :D
EDIT: Also, there's something ironically satisfying about glancing back and forth between Mozared's avatar image and mine...
What is it? I don't know, but it just ate Jimmy.
It's like you're the cheeky dog who ruined the pillow and I'm the annoyed master. Got a laugh out of that one. In regards to the actual terrain though: I'll agree with HydraMannequin - I too like your top-down version better, mainly because it looks more playable, though this is the case for most terrains. The dirt path is the only thing that needs some work from this angle, I think.
I should really start a project where I make WTE's playable or such... some of these terrains would be so awesome to see in actual games...
You've done it Tel, you've made a terrain I don't absolutely love! :P I like some of your ideas (like your 'trees'), but aside from maybe in picture one, the whole area just looks too cluttered and random. There's no focal points, just a bunch of doodads - this makes it really messey to look at. Plus, the 'river' banks are notoriously empty. Also, have you tried some sporadic texture play outward from your sand paths? Thinking that may look nice.
@Mozared: Go
Yeah, this one was thrown together really quickly. Started with a vague concept of "desert-based" and "neon green water", but no real thoughts beyond that.
I just started throwing things down and expanding out from the center to fill in the empty corners of the shot - ended up expanding my filler material enough that I felt guilty not using it for a few more screens.
My direction took about 4 different 120-degree turns while I was building it. Which is actually fairly common in my WTEs when I haven't slept in 20+ hours. It's usually pretty easy to tell which ones those are when they pop up. :)
@Telthalion: Go
I really like the desert theme, Tel. I'm gonna have to toy around with that idea.
@Mozared: Go
What else would you do to the paths? I do agree that they look a bit bland. Maybe try to mesh some sand texture in towards the center of it to give it more detail...
@Ickynesss: Go
Textureplay like you mentioned yeah, and also smaller doodads. Small rocks, plants, vines crossing it... that kind of stuff.
@Telthalion: Go
I actually like the terrain, the only thing that needs to be changed is this acidic water, better making it black or transparent. It reminds me of this picture of the Inner Earth (and no, other than deep unexplored caves, I do not think there is such a world as literally described).
@Eimtr: Go
The water's actually pretty transparent, you can clearly see the gravel on the bottom even in the deepest parts - the crazy neon effect comes from lighting regions. Bright yellow with its intensity cranked up to like 4, to make it look unnatural and exotic.
@Eimtr: Go
I like that picture and eh... tried to remake it. It's "ok". It's not perfect, there are a lot of stuff wrong, but it's really hard to remake a picture. Also, the lightning was very hard to get. Anyway... I would give myself a 7/10 for this one haha. Oh and I had to add the Chrysalis as well to fit in the WTE. I took about 2h, maybe a little more to do that.
Oh and, what is the unit name of the white scientist that we can find in the campaign. I used a ghost with modified actor so it doesn't have its gun in hand, but I think it would have been better with the real scientist.
Working on projects:
@Scbroodsc2: Go
Heh cool, didn't expect someone would try that. Though, I think I saw plants that look closer to the one in the pic from Zerus. The rocks may be closer in look if they are with Meinhoff texture, the water more black and less purple.
@Eimtr: Go
There are probably some plants that could be more similar to the one from the picture, but I think these are fine. The rock placement is quite hard to do since no rocks have the right model to be like the picture. You have to play with scaling and most rocks don't have the same texture so... you try to use as much as possible the same type of rocks. And for the water, eh, where do you see purple? Just saying, it's gray, completly gray. I tried to set the fog to black and get it working but it did not work as I wanted. This is why the far back is not black at all. The angle of view shows more far water in the picture than in my map, but the texture of the water gets repetitive and...ugly. It's pretty tricky to get it right.
Working on projects:
Ladies and Gentlemen, I give you... A MESS!
(Spent about 10 minutes on it)