Looking good so far, albeit a bit empty. You've mixed the WarCraft and StarCraft styles really well. It's hard to summarize the Warcraft style (a lot of dead ends, forests by placing lots of trees at the same distance from each other, but there's more to it), but the StarCraft style being the idea of focal points where your gaze goes from interesting point to point in the terrain. Want to see how this pans out in the end.
Thanks for the feedback! I totally agree with the bareness of it, I spent a fair while toying with foliage and I think it's in a better place. Some of the sc2 doodads work so well with wc3 ones. Will post a few more screenshots when things look better.
There is some model in zerg effects folder that i used for making shiny bugs/fireflies in the grass, it calls FungalEruption.m3. Adds up a little bit to the fantasy environment
I absolutely love the fog. Maybe you could consider a bit of a swamp-based approach with some pools of water and more dead trees. This would contrast with the sea pretty badly though, and you'd need to also re-do those bits to create some kind of swamp-into-sea-'delta' style terrain, which hasn't been done before as far as I know - that'll be a challenge. I think some more 'lone' trees to make the whole area feel more thickly forested might help either way.
For the second and third pics... I think the walls are a bit too much. It's very hard for me to objectively state why, but it just looks a bit over the top to me, ALL those outlying 'vertically-pointing' walls branching off from the main wall. You'd need to (quite literally) build upon that and make the whole wall bigger and more impressive for something like that to work, or you should save the branch-offs for the end-pieces of the wall. You can instead do something else to fill up the then open cliff wall a little bit, like using vines or brambles, along with maybe a plateau or two and a rock sticking out.
Built up the wall a little and spent some time with the cliff face. Scout towers aren't used in gameplay anyway and they make great doodads! Normally when I terrain things (and I really use that term as lightly as I can, my normal terraining is terrible...) I tend to go for geometic shapes and perfect lines. Feels kinda weird doing messy, organic shapes.
The water looks kinda boring. Not sure if that's ever going to be noticed in-game, but the water's edge looks so silly. There's no transition between sand and water and the result looks really jarring when the water is moving.
The area behind the wall is reserved for gameplay, but I'd like to pave it or something. Seems almost silly to spend so long terraining the map borders and then leave the main areas completely blank!
Looking good so far, but try adding some more rocks to the edge of the water making easy in some parts from water to terrain. Also play with the size and some pich and roll as all trees should not be perfectly strait. Same with rocks. Other than that i like the direction you are heading. :-)
A good water-land transition is without a doubt one of the hardest things to do in the SC2 editor. The only way I've been able to make that work so far is by creating a broad coastline and implementing a tide, so that the water was constantly slowly going up and down. I've tried hiding the line with small rocks and such, but that just ends up emphasizing how ugly it is. One thing you can do is use two types of sand textures; one smoother one to place under the water and a slightly rougher one for the dry area. It's not a solution, but it helps.
On another note; I'm not entirely sure if I like the concrete line you made in the gate. Have you tried using a wall doodad sunken into the ground for that, so you get the white rocks that form the top? It may be worth trying just to see how it looks.
Learning to make use of the war3 terraining assets.
I really need to export a Pepe model from WoW...
Looking good so far, albeit a bit empty. You've mixed the WarCraft and StarCraft styles really well. It's hard to summarize the Warcraft style (a lot of dead ends, forests by placing lots of trees at the same distance from each other, but there's more to it), but the StarCraft style being the idea of focal points where your gaze goes from interesting point to point in the terrain. Want to see how this pans out in the end.
Thanks for the feedback! I totally agree with the bareness of it, I spent a fair while toying with foliage and I think it's in a better place. Some of the sc2 doodads work so well with wc3 ones. Will post a few more screenshots when things look better.
Some more shots;
Wc3 units stand out like sore thumbs, but from a gameplay point of view I don't think that's a bad thing.
Hopefully looks a little less barren now, without looking cluttered, since it's meant to be a playable terrain and all.
I like the zerus brambles. Some wc3 doodads look really good in sc2 too. Not many, but some.
There is some model in zerg effects folder that i used for making shiny bugs/fireflies in the grass, it calls FungalEruption.m3. Adds up a little bit to the fantasy environment
I absolutely love the fog. Maybe you could consider a bit of a swamp-based approach with some pools of water and more dead trees. This would contrast with the sea pretty badly though, and you'd need to also re-do those bits to create some kind of swamp-into-sea-'delta' style terrain, which hasn't been done before as far as I know - that'll be a challenge. I think some more 'lone' trees to make the whole area feel more thickly forested might help either way.
For the second and third pics... I think the walls are a bit too much. It's very hard for me to objectively state why, but it just looks a bit over the top to me, ALL those outlying 'vertically-pointing' walls branching off from the main wall. You'd need to (quite literally) build upon that and make the whole wall bigger and more impressive for something like that to work, or you should save the branch-offs for the end-pieces of the wall. You can instead do something else to fill up the then open cliff wall a little bit, like using vines or brambles, along with maybe a plateau or two and a rock sticking out.
Built up the wall a little and spent some time with the cliff face. Scout towers aren't used in gameplay anyway and they make great doodads! Normally when I terrain things (and I really use that term as lightly as I can, my normal terraining is terrible...) I tend to go for geometic shapes and perfect lines. Feels kinda weird doing messy, organic shapes.
The water looks kinda boring. Not sure if that's ever going to be noticed in-game, but the water's edge looks so silly. There's no transition between sand and water and the result looks really jarring when the water is moving.
The area behind the wall is reserved for gameplay, but I'd like to pave it or something. Seems almost silly to spend so long terraining the map borders and then leave the main areas completely blank!
Looking good so far, but try adding some more rocks to the edge of the water making easy in some parts from water to terrain. Also play with the size and some pich and roll as all trees should not be perfectly strait. Same with rocks. Other than that i like the direction you are heading. :-)
Marie T. Freeman If you're too busy to give your neighbor a helping hand, then you're just too darned busy. https://www.facebook.com/wargirlmaps.maps
Spread the love join DISCORD
https://discord.gg/Jtzt8Su
@TyaArcade: Go
A good water-land transition is without a doubt one of the hardest things to do in the SC2 editor. The only way I've been able to make that work so far is by creating a broad coastline and implementing a tide, so that the water was constantly slowly going up and down. I've tried hiding the line with small rocks and such, but that just ends up emphasizing how ugly it is. One thing you can do is use two types of sand textures; one smoother one to place under the water and a slightly rougher one for the dry area. It's not a solution, but it helps.
On another note; I'm not entirely sure if I like the concrete line you made in the gate. Have you tried using a wall doodad sunken into the ground for that, so you get the white rocks that form the top? It may be worth trying just to see how it looks.
Wargirl knows what's up!
What tiles from sc2 are you using?? This looks amazing
i can see haven dirt and maybe grass and what seems to be zerus pebbles
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
It's;
Phaeton Sand Dark
Korhal City Grass
Haven Grass Rocky
Haven Grass
Haven Rock Rough
Agria Dirt
Agria Dirt Rough
Xil Sand Cracked
Haven Rock Rough and Haven Grass Rocky for cliffs.
Agria Dirt with Agria Dirt Rough borders for roads.
Korhal City Grass with Haven Grass highlights for the forest areas.
Phaeton Sand Dark for the beaches with Xil Sand Cracked for the sea bed to help bring the caustics of the water out.
What water settings did you use?