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Map terrain - Have a look

11-18-2004, 09:55 PM#1
Yamaha R1
I'm somewhat new to terraining, I'm more of a format and trigger guy. Here are some elements of my almost complete map.

Some areas I'm not that happy with, and I'd apreciate any constructive advice on how to improve them.

The base is sunken ruins, with swapped tiles and a couple custom tiles.

1. Center of map
2. Off Road Race area
3. Hunting game area
4. Desert like area
5. City for two games
6. Center of lane, four places.
7. Overview, to give you an idea of what the map looks like.
11-18-2004, 10:11 PM#2
Shining Force
Oh, you're the maker of Ryoko's Tower Defense?

Heheh, well that terrain certainly looks much better than that of the last version I've played.

Assuming that it is still a tower defense, I understand that there must be a certain amount of linearity and uniformity, and as such I personally don't see much room for improvement...
However, I think that the small city could use some work... Make it look more natural or something.

You could also add more tile variation on the lanes perhaps, just some fancy eye catching stuff or something...
11-18-2004, 10:21 PM#3
Yamaha R1
Yeah, it got a major revamp. Instead of the format it was, now you can maze and the creeps come through your area. Lots of small improvements everywhere, a more artistic touch and things, and new features.

I'm not so happy with the road race area, hunter, etcetera. Very unnatural lookin'
11-18-2004, 10:52 PM#4
Shining Force
Yes, but that is to be expected seeing as the map is meant to be playable and the fact that they are just mini-games.

In the racing area you could add some small rocks and grass tufts in the road I suppose, maybe add a few small trees in towards the road as well.
For the hunting area all I can see you doing is adding some bushes or flowers or something and maybe evening out the trees throughout the area...
I suppose you could also enlarge the trees and thin them out in order to make them look more natural and less like spammed doodads, but that's a style more suited for non-playable terrain.
11-23-2004, 12:09 AM#5
Yamaha R1
1. Another color. Whats better, the black cliffs, the brown, or original purple from dalaran? I hate the brown but the black costs me about 160kb.

2. Is this better? (Previous picture 4)
11-23-2004, 11:57 AM#6
AntJAB
The brown adds a nice contrast to the look of the map, but the origonal pictures seem... Cool? I don't know, I've always liked the deep colors (black, purple, deep green) with a touch of white.

I doubt that helps much. x.x

And I like how the new #4 looks, much better.
11-23-2004, 11:58 AM#7
Shining Force
Hmm, I prefer the black, but if you're worried aboutthe size I guess there's not much you can do about it.
You should give rocks pitch and roll angles also so that they won't just stand straight up in the second one, and also add some non-canopy trees.
11-23-2004, 12:09 PM#8
KingGigli
i really like it, looks like a good tower defence for once.
11-23-2004, 08:56 PM#9
Yamaha R1
Thankyou for the feedback.

I could probobly stick with the black if I half the texture image resolution.

Being black, you probobly won't notice it much anyway.

Half the res will make it less than half the space. In the end, its still wasted space.

Sigh...I think a TD should always be size effecient, for all those crazy slow downloaders.
11-24-2004, 11:46 AM#10
KingGigli
well ya. i only know a few good TD's. wait i hate TD's what am i saying?

good luck with your map!
11-24-2004, 05:56 PM#11
Master-O-Chaos
wow! i gotta play that td o_O it all looks good to me nice work!



Also.. how did u get that picture in there???? :(

______________
If the hosts even let them download it :P
11-24-2004, 06:03 PM#12
Yamaha R1
Thanks ;)

I took LoadingScreen.mdx, and made it an MDL.

I change the corner vertex to be 100x100 square. I changed the selection radius.

I made the texture Image1.blp instead of LoadingScreen.blp.

Then I converted it to mdx, and imported all together, and made a doodad.

Then repeat for Image2.mdx, and the arrows.

The arrows have a replaceable texture for transparency, which was real hard to figure out by hand. But I managed.