Really cool, its got a nice gothem city feel to it. You could make a batman game! Ive always wanted to learn to make something like that just so i can make GTA or some sort of hitman game.
Details are coming along nicely - keep it up and it can become pretty cool.
Tips;
1) Less linearity. Obviously man-made terrains aren't as random and curved as natural terrains, but you've literally got nine blocks of shit with roads surrounding them. That makes it a bit boring. It wouldn't be bad if some of those blocks were of different size, to start with.
2) That park... No offense, but... it's just grass with random trees. Either you make it all natural, give it borders and add a river or such, or you make it a man-made-planted park, which means you use boxed off areas with trees planted symmetrically.
I can fix both problems at one. I can remove a few road segments and make it look more natural I guess. Also, notice the birds. I also made a resturant :) Not amazing but another creation inspired me so I tried, :P
Well, here is is after a few more hours. Included an overhead view this time as well. I hope it's looking better (I think it is). Getting very close to 1k doodads. Past the 950 mark already. How would I make doodads appear in game on the mini map?
Reaper, I just got a pretty awesome idea for your map; now that I see you removed the second army base, you could easily turn this into a balanced and cool map. What I was thinking is a 'rebels at bay' style map where one or two players control the army base, and three or four players control rebels/insurgents who start at the edge of town. The rebel's goal would be to take over the city (you could do something with having to destroy important buildings in every district) while the army's goal would be to kill all rebels. It'd be similar to a combination of cat vs mice (hunter vs seeker) and vampire hunters from Warcraft 3, where the rebels all have one unit and the army players are strong but have to ocassionaly return to their base for ammo and health.
It would work really well with your lay-out, but do with it what you will.
Hey, that is a good idea. I'll look into that after its done. I hope you can tell I was trying to use your advice. Ahhh just thought of another option that is just as good.
A patroling dominion force will go around a path on the outside of the city (uncontrolable). Your job is to either kill all the rebels or destroy all dominion buildings. Mercs vs Dominion :)
Here is a picture of the rebel's starting armies. 1 squad per player but I have not changed yet.
Well, now the map is begining to have some scattered Dominion Guard soldiers. The goal is to destroy all of the Dominion buildings or to stop the mercenery team from blowing up the city. I still need to add many more buildings and figure out where to put them as well. Pathing (not allowing units to walk through buildings) still is yet to be added as well.
I also would like a patrol team going along the roads and engaging enemies. Every loop, killed units will be replenished as close to the surviving buildings as I can manage. I need triggers and such and I am not sure where to begin with that.
The map also looks dull still, at least to me. How do I add even more details to finish the look?
lol glad you like it :) It actually wasn't that hard now that I think about it. It just takes a long time. Basically what I have been doing is looking around at different angles and seeing what I think should go where. It is way easier than looking at an overhead view and only seeing it from 1 perspective.
Well, now the map is begining to have some scattered Dominion Guard soldiers. The goal is to destroy all of the Dominion buildings or to stop the mercenery team from blowing up the city. I still need to add many more buildings and figure out where to put them as well. Pathing (not allowing units to walk through buildings) still is yet to be added as well.
I also would like a patrol team going along the roads and engaging enemies. Every loop, killed units will be replenished as close to the surviving buildings as I can manage. I need triggers and such and I am not sure where to begin with that.
The map also looks dull still, at least to me. How do I add even more details to finish the look?
You may get some inspiration by checking this Link, you can find a lot of buildings in there that looks amazing. However they may not fit into your map theme. :(
Hehehe yeah those do look pretty sweet. What I meant by buildings though was the standard unit buildings and the korhal building doodads however. For some reason the units walk right through the korhal building doodads, and it looks stoopid!
I did make a small resturant that way for the fun of it.
For some reason the units walk right through the korhal building doodads, and it looks stoopid!
That can be solved by adding pathing blockers or by painting a pathing zone. If you press "H" in the editor you'll open the pathing menu. You can paint a "no pathing" area around these buildings. Another solution may be to enable their original footprint (if such exists, and are disabled). In case you have trouble to see any painted "no pathing zones" you can press Shift + D to hide all doodad objects, pressing it again will show these doodad objects again.
Good luck with your project :)
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Ok, so after a while of tinkering, I finally have something to show off. Granted, it still is not finished. Welcome to downtown Korhal :)
Really cool, its got a nice gothem city feel to it. You could make a batman game! Ive always wanted to learn to make something like that just so i can make GTA or some sort of hitman game.
@DrHu: Go
Hehehe yeah I could I guess. I was practicing and I'm still not quite sure what to turn it into.
Nice...i think...nope..its really nice:D
@Tekaichi: Go
Thanks.
@Reaper872: Go
haha, really got me thinking of superhero names, The Reaper Man...no.... i can do better then that....
well anyways good luck with the rest of it.
I made a nightclub area, lol. Too bad the locals were dumb enough to build a gunstore near a place with booze though...... Some roadwork too.
Details are coming along nicely - keep it up and it can become pretty cool.
Tips;
1) Less linearity. Obviously man-made terrains aren't as random and curved as natural terrains, but you've literally got nine blocks of shit with roads surrounding them. That makes it a bit boring. It wouldn't be bad if some of those blocks were of different size, to start with.
2) That park... No offense, but... it's just grass with random trees. Either you make it all natural, give it borders and add a river or such, or you make it a man-made-planted park, which means you use boxed off areas with trees planted symmetrically.
@Mozared: Go
I can fix both problems at one. I can remove a few road segments and make it look more natural I guess. Also, notice the birds. I also made a resturant :) Not amazing but another creation inspired me so I tried, :P
Well, here is is after a few more hours. Included an overhead view this time as well. I hope it's looking better (I think it is). Getting very close to 1k doodads. Past the 950 mark already. How would I make doodads appear in game on the mini map?
Reaper, I just got a pretty awesome idea for your map; now that I see you removed the second army base, you could easily turn this into a balanced and cool map. What I was thinking is a 'rebels at bay' style map where one or two players control the army base, and three or four players control rebels/insurgents who start at the edge of town. The rebel's goal would be to take over the city (you could do something with having to destroy important buildings in every district) while the army's goal would be to kill all rebels. It'd be similar to a combination of cat vs mice (hunter vs seeker) and vampire hunters from Warcraft 3, where the rebels all have one unit and the army players are strong but have to ocassionaly return to their base for ammo and health.
It would work really well with your lay-out, but do with it what you will.
@Mozared: Go
Hey, that is a good idea. I'll look into that after its done. I hope you can tell I was trying to use your advice. Ahhh just thought of another option that is just as good.
A patroling dominion force will go around a path on the outside of the city (uncontrolable). Your job is to either kill all the rebels or destroy all dominion buildings. Mercs vs Dominion :)
Here is a picture of the rebel's starting armies. 1 squad per player but I have not changed yet.
Well, now the map is begining to have some scattered Dominion Guard soldiers. The goal is to destroy all of the Dominion buildings or to stop the mercenery team from blowing up the city. I still need to add many more buildings and figure out where to put them as well. Pathing (not allowing units to walk through buildings) still is yet to be added as well.
I also would like a patrol team going along the roads and engaging enemies. Every loop, killed units will be replenished as close to the surviving buildings as I can manage. I need triggers and such and I am not sure where to begin with that.
The map also looks dull still, at least to me. How do I add even more details to finish the look?
Just wanted to chime in and say this is starting to come together nicely. Keep up the good work :)
@alexbis: Go
I can only try, right? Also, getting aproval from the Mods really puts icing on the cake :) The fish-man seems pretty happy for a frowning sardine.
If I had fraps I would show you the opening cinematic I made. It's only 30 seconds but still enough of an opener.
I love it! DO NOT QUIT TEH CITY.
@ScrinKing: Go
lol glad you like it :) It actually wasn't that hard now that I think about it. It just takes a long time. Basically what I have been doing is looking around at different angles and seeing what I think should go where. It is way easier than looking at an overhead view and only seeing it from 1 perspective.
You may get some inspiration by checking this Link, you can find a lot of buildings in there that looks amazing. However they may not fit into your map theme. :(
@Infernium: Go
Hehehe yeah those do look pretty sweet. What I meant by buildings though was the standard unit buildings and the korhal building doodads however. For some reason the units walk right through the korhal building doodads, and it looks stoopid!
I did make a small resturant that way for the fun of it.
That can be solved by adding pathing blockers or by painting a pathing zone. If you press "H" in the editor you'll open the pathing menu. You can paint a "no pathing" area around these buildings. Another solution may be to enable their original footprint (if such exists, and are disabled). In case you have trouble to see any painted "no pathing zones" you can press Shift + D to hide all doodad objects, pressing it again will show these doodad objects again.
Good luck with your project :)