As per a suggestion by SirDeeDs in the last WTE, this time I decided to do something different than a regular WTE. For the next two weeks, you folks will have a chance to show what you've learned over all these WTE's and enter submissions into a small terraining contest! I can't offer much in terms of a price (other than [Mozared's Seal of Approval]), but I'll try to have a proper judgement of all submissions and all in order to get a little bit of competition going.
Submissions can be made in this thread and will be judged by the following criteria:
1) Originality: am I looking at yet another Bel'Shir jungle or is there something I haven't seen before in your terrain? 2) Overall Atmosphere: what does the terrain I see on your screenshots feel like? Is it ominous, dark and severe or is there perhaps no real atmosphere whatsoever? 3) Texture use: what textures are used in your terrain? How well do they fit the scene? Is the texturework amazing or depressing? 4) Doodad use: what doodads are used in your terrain? How well do they fit the scene? Are you using them creatively, or are you plumping stuff down like a maniac? 5) Playability: though not necessary to create a good looking terrain, the best terrains are also fully playable, and as such points can be obtained here for people who want to try. Playability does not only include 'can units walk on it?', but also 'can units walk on it without things looking weird, and are the borders clearly defined?'
That brings us to two relatively subjective feeling-based criteria and three down-to-earth ones. I hope we get to see some terrains that excell in every department. For now, get to work and send in those submissions - I'll see you guys at the contest's end, on May 19!
That aside, however, are we allowed to have it "playable" from a perspective other than the default SC2 perspective? If so then may I add in a very basic 1st/3rd person system to move around in-game?
Don't know about showing what I've learned as I mainly just came to gawk at all the amazing terrains that pop up and then pick my jaw up from the floor, but I figured I may as well enter some pics of the Tug-of-War style map I've been working on. Not really all that pleased with my forest section, specially the rather empty looking base, but I'm trying to avoid cluttering it too much as legions of units will be moving through all at once from time to time.
Edit: Couldn't stand how empty and lifeless the forest base was so I updated it a bit.
Figured I might as well share my first thoughts, I want to do something creative and put in many elements that are not normally seen, I will certainly be fleshing this idea out more as the weeks go by when I need a quick study break :)
Ultimately the question "What really is the use of a perfect terrain if it cannot be played in?" is a legitimate question. Terraining has intrinsic value, sure, but I don't want to leave this feature out: the very best terrainers can make their sick looking terrains playable as well.
Sorry, I missed your question earlier. That said... that's a good question indeed. On the one hand I don't really want people to make their terrain playable through triggers (as that seems kind of cheating in a terraining contest), on the other hand... third or first person games within SC2 require their own specific type of terrain that has its own pitfalls and strengths.
Let's just say that if you want to go through all the trouble of creating a triggering/data system to enforce third/first person gameplay in a map just so you can make a playable terrain suitable to that...
Joecab, that's interesting for sure. The camera angle adds alooooot of effect in this terrain. I wonder if the windows are reflective? or that just a bug in the skybox?
I really like the floating objects but I wonder how you want to make this playable as a 3th person camera... if the floor is in angle, that will be tricky except if you make the terrain folow the doodads perfectly.
One thing original that we rarely see is a ceiling. It's so un-usual that it adds alot just by having one.
Do you remember the movie Stargate 1? After many days of digging, they finally get the portal and Raynor and his mercenaries will jump in space with the help of the protoss.
Great idea, but the size are slightly weird and break the illusion. Since the most complicated thing to do is the crater, I suggest you to resize the civilan and try to add more details and texture play to the overall terrain. Try to feel your terrain and think like the people that are there. For example, what trucks did they used to dig, you could add some crane parts, you could add a small village for the diggers, lights, truck rails in the sand,.. I remember a character model with a tool to dig (I don't remember its name though) you could add some. Try to see step by step, how they digged the hole and what impact it had on the terrain. If you dig a hole, you have a mountain of dirt somewhere. If you have people, you have homes. If you have a crater, you have trucks. If you have trucks, you have paths... etc.
The more details you will have and the more the size will be realistic, the best the terrain will be. Of course it takes time... But you have a good idea and I'm pretty sure you can still make it better.
But I just have 2 hours a week to spend on my computer. If you substract some time on searches, etc. I just have few minutes to do editing. Maybe I'll spend some time next week to improve it, but I really want to work on my terrain generator, so I think that it will be the final result. Don't blame me, I always try to do my best ;)
Yeah, they look a bit weird from that perspective. They're positioned perfectly, but apparently they look a bit weird with how they're rendered. Might need to adjust their positions to take that into account.
Greeting everyone!
As per a suggestion by SirDeeDs in the last WTE, this time I decided to do something different than a regular WTE. For the next two weeks, you folks will have a chance to show what you've learned over all these WTE's and enter submissions into a small terraining contest! I can't offer much in terms of a price (other than [Mozared's Seal of Approval]), but I'll try to have a proper judgement of all submissions and all in order to get a little bit of competition going.
Submissions can be made in this thread and will be judged by the following criteria:
1) Originality: am I looking at yet another Bel'Shir jungle or is there something I haven't seen before in your terrain?
2) Overall Atmosphere: what does the terrain I see on your screenshots feel like? Is it ominous, dark and severe or is there perhaps no real atmosphere whatsoever?
3) Texture use: what textures are used in your terrain? How well do they fit the scene? Is the texturework amazing or depressing?
4) Doodad use: what doodads are used in your terrain? How well do they fit the scene? Are you using them creatively, or are you plumping stuff down like a maniac?
5) Playability: though not necessary to create a good looking terrain, the best terrains are also fully playable, and as such points can be obtained here for people who want to try. Playability does not only include 'can units walk on it?', but also 'can units walk on it without things looking weird, and are the borders clearly defined?'
That brings us to two relatively subjective feeling-based criteria and three down-to-earth ones. I hope we get to see some terrains that excell in every department. For now, get to work and send in those submissions - I'll see you guys at the contest's end, on May 19!
As an additional note, pictures are courtesy of the Blizzard Terraining Tutorial, forum member Telthalion and ex(?) Planetary Workshop mapper Funcmode .
Now I hate Exams week even more lol, But I do hope I can contribute :)
I am working on something now for my next campaign, maybe I'll contribute that.
That aside, however, are we allowed to have it "playable" from a perspective other than the default SC2 perspective? If so then may I add in a very basic 1st/3rd person system to move around in-game?
Don't know about showing what I've learned as I mainly just came to gawk at all the amazing terrains that pop up and then pick my jaw up from the floor, but I figured I may as well enter some pics of the Tug-of-War style map I've been working on. Not really all that pleased with my forest section, specially the rather empty looking base, but I'm trying to avoid cluttering it too much as legions of units will be moving through all at once from time to time.
Edit: Couldn't stand how empty and lifeless the forest base was so I updated it a bit.
Figured I might as well share my first thoughts, I want to do something creative and put in many elements that are not normally seen, I will certainly be fleshing this idea out more as the weeks go by when I need a quick study break :)
Hmm playability don't know how I feel about that, but the rest seems like normal good stuff. Good luck everyone.
@SirDeeDs: Go
Ultimately the question "What really is the use of a perfect terrain if it cannot be played in?" is a legitimate question. Terraining has intrinsic value, sure, but I don't want to leave this feature out: the very best terrainers can make their sick looking terrains playable as well.
@Mozared: Go
To reiterate my question, to what degree can I use triggering to enhance the playability of my terrain?
@Nebuli2: Go
Sorry, I missed your question earlier. That said... that's a good question indeed. On the one hand I don't really want people to make their terrain playable through triggers (as that seems kind of cheating in a terraining contest), on the other hand... third or first person games within SC2 require their own specific type of terrain that has its own pitfalls and strengths.
Let's just say that if you want to go through all the trouble of creating a triggering/data system to enforce third/first person gameplay in a map just so you can make a playable terrain suitable to that...
@Mozared: Go
Excellent.
Here's a little preview.
@joecab: Go
Joecab, that's interesting for sure. The camera angle adds alooooot of effect in this terrain. I wonder if the windows are reflective? or that just a bug in the skybox?
@Nebuli2: Go
I really like the floating objects but I wonder how you want to make this playable as a 3th person camera... if the floor is in angle, that will be tricky except if you make the terrain folow the doodads perfectly.
One thing original that we rarely see is a ceiling. It's so un-usual that it adds alot just by having one.
Working on projects:
@Scbroodsc2: Go
Well, the playability of the terrain will be more evident when I am done. Also, if you like ceilings, then you are going to like the terrain. ;)
Anyway, here is another preview.
Do you remember the movie Stargate 1? After many days of digging, they finally get the portal and Raynor and his mercenaries will jump in space with the help of the protoss.
@tatatatate: Go
Great idea, but the size are slightly weird and break the illusion. Since the most complicated thing to do is the crater, I suggest you to resize the civilan and try to add more details and texture play to the overall terrain. Try to feel your terrain and think like the people that are there. For example, what trucks did they used to dig, you could add some crane parts, you could add a small village for the diggers, lights, truck rails in the sand,.. I remember a character model with a tool to dig (I don't remember its name though) you could add some. Try to see step by step, how they digged the hole and what impact it had on the terrain. If you dig a hole, you have a mountain of dirt somewhere. If you have people, you have homes. If you have a crater, you have trucks. If you have trucks, you have paths... etc.
The more details you will have and the more the size will be realistic, the best the terrain will be. Of course it takes time... But you have a good idea and I'm pretty sure you can still make it better.
Working on projects:
@Scbroodsc2: Go
Ah yeah, you're still right man.
But I just have 2 hours a week to spend on my computer. If you substract some time on searches, etc. I just have few minutes to do editing. Maybe I'll spend some time next week to improve it, but I really want to work on my terrain generator, so I think that it will be the final result. Don't blame me, I always try to do my best ;)
@Nebuli2: Go
Really nice man I like the attention to detail!
@Nebuli2: Go
Looks like a friggin loading screen. My only critique is that the splat doodads just seem a little off.
@JacktheArcher: Go
Yeah, they look a bit weird from that perspective. They're positioned perfectly, but apparently they look a bit weird with how they're rendered. Might need to adjust their positions to take that into account.
one wicked dream