| 11-01-2004, 02:19 PM | #1 |
Guest | Hello people, im new to this site. Im trying to become a good mapmaker, but i dont think i do too well, since i stink at triggers and so.. But, to the point, i need some feedback on my terraining i have done. I would appreciate any positive or negative comments about this, as im dead-set on making a good rpg, with a nice terrain(or at least decent in my case) But please remember that im not so good at terraining... yet. Thank you |
| 11-01-2004, 02:23 PM | #2 |
you definatly need to use the smooth tool more. from what i can see, it looks good s far (appart from the lumpy ground). (i assume that its supposed to be sparce woodland). generaly, id say add more doodads (shrubs and such like). repeate the noise and smooth technique, and expermient with the raise, lower and cliff tools to find your own style. also, some tile variation goes a long way. adding patches of dirt and rocky ground |
| 11-01-2004, 02:27 PM | #3 | |
Guest | Quote:
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| 11-01-2004, 02:33 PM | #4 |
Guest | Ah, Thanks for the comments. The area is supposed to be shaken by an earthquake(thus the bumpy ground) and i dont want too add too many doodads either as map size will go through roof. I do have another ss for you to view. Edit: Damn my spelling misstakes o_O |
| 11-01-2004, 02:36 PM | #5 | |
Quote:
if youre going to have lumpy terrain, id sugest setting the max pitch and roll angles on all yuor doodads to 90 degrees so they tilt with the terrain and dont partialy float, like some of the rocks do |
| 11-01-2004, 02:39 PM | #6 | |
Guest | Quote:
Thanks for the tips, its just, i dont really know how to do that ^_^ . Gotta learn more of the powerful editor. |
| 11-01-2004, 02:48 PM | #7 | |
Quote:
its in the obkect editor under the doodads tab, then scroll down all the variables, untill you find two called something like "model-max pitch angle" and "model-max roll angle". apparently you have to set the values to 90, but for some reason i always have to set the values to 0.90 to get 90 degrees |
| 11-01-2004, 02:53 PM | #8 | |
Guest | Quote:
Thanks for that information, i am in your debt ;) I will work on the map again tommorow and come back here with some new screenshots. |
| 11-01-2004, 07:16 PM | #9 |
The map size will get about 50 kb:s bigger for every 100 doodads you use (of course, it depends on wich doodads you use). So do'nt be afraid of adding doodads cause of the map size. The only important thinf is that it looks good. And yes, you really need how to use the smooth tool. |
| 11-01-2004, 07:22 PM | #10 |
Well, if u want to make it seem like an earthquake it, make some big holes with noise around the edges with dirt tiles in it. Like gitlich suggested, mke doodads that roll with the terrain. Also try some different trees, dont be afraid to expand outside your current tileset. Hope some of that helps |
| 11-01-2004, 09:14 PM | #11 | |
Guest | Quote:
Yeah thanks ^_^ and thanks aswell for not looking down on me because of me being ultra newbish o_O |
| 11-01-2004, 09:40 PM | #12 |
well the only thing id change is the fact its so lumpy, i assume that that is going to be a playable map. i know from experiance playing a map where the units are constantly going up and down and up and down when they cross a area can get REALLY annoying and give you a head ache so make it more smooth and fluent with the raising of the ground |
| 11-01-2004, 10:26 PM | #13 | |
Guest | Quote:
Well i guess i have to say it again. Thank you, but i think the terrain looks so .. plain, when you dont do height alterations |
| 11-02-2004, 12:05 PM | #14 |
but make them more fluent! WHERE have you seen a area in reall life that has terrain like that? |
| 11-02-2004, 06:21 PM | #15 | |
Guest | Quote:
Err.. you got a point ^_^ . im working on the terrain right now, so i hope i can get some new screenshots up soon. Edit: Okay here's the pics, they look better now i think |
