Or you could add a few more cameras along the path of the arc, run through a series of, say, 5 cameras instead of just 2 on the ends. Might have some noticeable "corners" when it switches between cameras, but it shouldn't be too horrible.
I might suggest a few small strategically placed bush/rock clusters in the foreground to fill in the empty terrain. Personally I've always been a fan of the Brambles doodad for desert scenes like that.
I'm only about half done with this one (planning on fully detailing the entire map eventually), but I'm starting to burn out on it. So I'm posting what I have before I stick it on the back burner for a while.
Right now the skyline is mostly flat and uninteresting - throw in a variety of big skyscrapers along the horizon to break things up and it will look a lot better. The less of a flat map edge you can see, the better.
And the lighting doesn't really fit with the current "rain and fog" feel. Once you get your fog finalized, be sure to tweak the lighting to emphasize the atmosphere you're going for.
(Also, remove the occlusion on the buildings in the data editor's Models tab - the transparent buildings are a bit distracting.)
I also think it'd be awesome if they had a version of the In Utter Darkness mission but thanks to Zeratul's actions this time the Protoss do not stand alone... so for example partway through the mission Raynor arrives with the Terrans and then at another point Kerrigan arrives and so all three help stand against the Hybrid.
I really wouldn't be surprised if they did something along those lines for the final mission.
It was probably already eaten by a zerg. It happens when you leave your cake lying around.
Edit: Aaand, my own secret research lab, now available for public perusal. Viewers are subject to unannounced disappearance at the hands of goons in black dropships.
My few comments: The exterior areas look a bit empty. The flat snow needs something (Snow-covered rocks, ice crystals, whatever) to break up the big open expanses. Maybe some of the collapsible ice terrain objects to create big icy pits.
Likewise, in screenshot 5, the big white area at the bottom of the screen is begging for some lab equipment.
You have to set up the lighting itself in the Lighting window (Under the Lighting Regions tab - pick a region, uncheck default settings and tweak the colors as you see fit. Region 1 is the default lighting across the entire map, so I'd recommend leaving it alone.)
Then, under your terrain editing tools you have a Lighting Regions button. Click the lighting region you want to paint, pick your brush settings just like if you were painting terrain textures, and start drawing it onto your map. You can blend lighting regions together to achieve gradients and partial lighting just like you can with terrain textures.
Another trick: you can also use the Remove Lighting brush to completely wipe out any lighting in a region - essentially giving you a 5th lighting region as long as you want "pitch black" to be one of your regions.
And since HotS you can actually see the final result in the editor (If you're in game view 'V'), so you don't need to test document to see the new lighting in-game anymore.
Lighting regions are a really nice tool for making your environments pop, like in this cave.
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Or you could add a few more cameras along the path of the arc, run through a series of, say, 5 cameras instead of just 2 on the ends. Might have some noticeable "corners" when it switches between cameras, but it shouldn't be too horrible.
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@Jeffman12: Go
People have made randomly generating dungeons using wall-shaped units, so it should be possible - though certainly not simple.
You would probably get a more useful answer from the Triggering or Galaxy Scripting forums
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@Alnatair: Go
Your camera may have its far clip set too low. Try Ctrl + Mousewheel down.
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@HydraMannequin: Go
Simple but effective. One doodad in front of an empty skybox.
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@HydraMannequin: Go
I might suggest a few small strategically placed bush/rock clusters in the foreground to fill in the empty terrain. Personally I've always been a fan of the Brambles doodad for desert scenes like that.
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I'm only about half done with this one (planning on fully detailing the entire map eventually), but I'm starting to burn out on it. So I'm posting what I have before I stick it on the back burner for a while.
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@HydraMannequin: Go
Looks like the default Korhal City skybox.
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@Alnatair: Go
Right now the skyline is mostly flat and uninteresting - throw in a variety of big skyscrapers along the horizon to break things up and it will look a lot better. The less of a flat map edge you can see, the better.
And the lighting doesn't really fit with the current "rain and fog" feel. Once you get your fog finalized, be sure to tweak the lighting to emphasize the atmosphere you're going for.
(Also, remove the occlusion on the buildings in the data editor's Models tab - the transparent buildings are a bit distracting.)
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@IeZaeLsc2: Go Map attached.
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I really wouldn't be surprised if they did something along those lines for the final mission.
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@Kanitala: Go
It was probably already eaten by a zerg. It happens when you leave your cake lying around.
Edit: Aaand, my own secret research lab, now available for public perusal. Viewers are subject to unannounced disappearance at the hands of goons in black dropships.
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@Kanitala: Go
I have a sneaking suspicion that it won't actually be taking the cake.
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@ScrinKing: Go
Looking good.
My few comments: The exterior areas look a bit empty. The flat snow needs something (Snow-covered rocks, ice crystals, whatever) to break up the big open expanses. Maybe some of the collapsible ice terrain objects to create big icy pits.
Likewise, in screenshot 5, the big white area at the bottom of the screen is begging for some lab equipment.
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@ScrinKing: Go Just have to decrease the RGB values of the Key and Ambient lights to make it darker.
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@ScrinKing: Go
You have to set up the lighting itself in the Lighting window (Under the Lighting Regions tab - pick a region, uncheck default settings and tweak the colors as you see fit. Region 1 is the default lighting across the entire map, so I'd recommend leaving it alone.)
Then, under your terrain editing tools you have a Lighting Regions button. Click the lighting region you want to paint, pick your brush settings just like if you were painting terrain textures, and start drawing it onto your map. You can blend lighting regions together to achieve gradients and partial lighting just like you can with terrain textures.
Another trick: you can also use the Remove Lighting brush to completely wipe out any lighting in a region - essentially giving you a 5th lighting region as long as you want "pitch black" to be one of your regions.
And since HotS you can actually see the final result in the editor (If you're in game view 'V'), so you don't need to test document to see the new lighting in-game anymore.
Lighting regions are a really nice tool for making your environments pop, like in this cave.