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Need help!

06-06-2004, 11:56 AM#1
CryptLord
This Undead camp needs lot of improvement, but I can't figure out what. Can you guys please give me some tips? ^_^
06-06-2004, 11:59 AM#2
rainbow_god
Quote:
Originally Posted by CryptLord
This Undead camp needs lot of improvement, but I can't figure out what. Can you guys please give me some tips? ^_^

That depends on what it is for. is it a cinematic or playable?
06-06-2004, 12:41 PM#3
Gitlich
too flat, needs more raiseing and lowering. not enough tile variation. just add random patched of other tiles in the bit with the base in it. the trees are in rows. fine if you want it to look like a plantation, but to make it look more like aofrest, use the circle brush to paint trees, or place them freehand with no pathing (time consumeing, but worth it) at the edges of your forest, put ricks, bushes (well maby not bushs this time as its UD) and other environmental doodads. this makes the whole forest look like tisa got a natural forest florr without haveing to do a whole massive area like that and makeing your doodad count go off the scale. generaly put more rocks everywhere. i find plain cliffs look dull. use the max pitch and roll values to have trees at slightly slanyed angles on slopes (i always think this gives a nice close up feel when veiwed in cinematic) a few grave stones would be good. perhaps you could make one of the undead buildings like a grave yard. useing iron fences and gravestones, with perhaps a single standing tree. dot some more corpses around, maby a few more at the entrance to the tunnle in the background. and have something is the far distance, so far it just ends, maby extend the forest, have a mountain/hill. or a huge undead citadel just for show (sounds a lot more difficult than it is, just a few scaled up undead buldings or cathedals in the far distance, no pathing so they can be overlaped, a couple of lights, then adjust the fog so you can only see the outline). hope this helps
06-06-2004, 07:21 PM#4
CryptLord
Here is an update. I've removed the pathing of the trees and under the black citadel I've done some green water. And it looks much better now! ^_^ But I have 2 problems now. Problem 1: The Black Citadel turns into a Necropolis when I place it above the water. Do I have to fix this with triggers or something? Problem 2: I don't want the water in the whole level to be green, only the water under the Black Citadel. How do I do this? :\
06-06-2004, 07:30 PM#5
Gitlich
Quote:
Originally Posted by CryptLord
Here is an update. I've removed the pathing of the trees and under the black citadel I've done some green water. And it looks much better now! ^_^ But I have 2 problems now. Problem 1: The Black Citadel turns into a Necropolis when I place it above the water. Do I have to fix this with triggers or something? Problem 2: I don't want the water in the whole level to be green, only the water under the Black Citadel. How do I do this? :\
learning quickly :D . you still need more environmental doodads round the edge of the forest, and preferably dirt or something else other than snow under the trees, and a little more raiseing and lower of the cliffs. i dont know how to solve the problem with the necropolis. but it dose sound like i trigger thing
06-06-2004, 08:25 PM#6
Beam
The thing with the necropolis is that it is changing animations. The town hall for any race has its tier two and three upgrades as animations, so they'll change around periodically. This is only if you changed a doodad to the town hall model. You'd probably get more solutions to fixing this if you asked in general discussion.

BTW it's kinda funny how I don't know the names of any of these town hall buildings. Except for humans I got humans down. Town hall, keep, castle. I don't know the rest.
06-06-2004, 09:41 PM#7
lordcarnage666
I know the solution to your Black Citadel prob, I use this in one of my (unfinished) cinematics, make this trigger:

Events:
Map initialization

Actions:
Animation - Play the Stand Upgrade Second animation for all doodads of type (name of doodad) within (Playable Map Area)


I'm a newb at triggering but this one should work.
06-07-2004, 01:51 AM#8
Murcielago)
umm like this....???

06-07-2004, 05:21 AM#9
Xeth-Ban
how did you have two water colours in one map
06-07-2004, 05:33 AM#10
Pheonix-IV
yes, how did you do that?
06-07-2004, 01:40 PM#11
Xeth-Ban
well i have figured out what the water under the necropolis is its the water from the moon well ability cool idea
06-07-2004, 02:50 PM#12
CryptLord
But how do I do that? I'm veeeeeeery bad at triggers. :(
06-07-2004, 04:41 PM#13
Murcielago)
Quote:
Originally Posted by Pheonix-IV
yes, how did you do that?

oooohh inpresed pheonix-iv....cool ;)

anyway back on topic, actually its the currupted moon well water(the normal one is blue not green) ^_^

so cryptlord, first make a custom doddad(preferably prop)(dont know why.. o_O ) the make its model to the currupted moon well target(path is Abilities\Spells\NightElf\MoonWell\CorruptedMoonWellTarget.mdl, in case u dont have UMSWE))if u do its under extra, by the hidden effects)

then set its pathing texture to none

set the max size to 10


then you make the hole in the ground,

place the doddad in the center, then you make it bigger by pressing + on the keyboard # pad.

then use ctrl + pg up/dn to set the height correctly

now all you have left to do is put the building. im sure you already know how :D

hope this helps :>
06-07-2004, 11:42 PM#14
Pheonix-IV
learn something new every day, i would have thought the blueness of the normal water would show through, guess i was wrong. Another trick i can use!
06-08-2004, 05:14 PM#15
CryptLord
It worked perfectly! Soon I'm gonna end another update ;)