| 01-23-2005, 01:23 AM | #1 |
yea i do. stop talking flames and get on with it. ok. yea im helping my friend Duke do some terrain fo The Light, his project on. a uh... paladin saving a corrupted town from ...darkness? Duke im not too familiar with the plot. anyway, i wanna convey the theme of like... well not a corrupt town so to speak, but a town thats faded away from the way of the light. this one paladin wants to save these people. so he asked me to terrain this city (along with a graveyard, and....i forget what else). flames stop talking, people wanna see your terrain. ok sorry. *ahem* heres the wip city. what do you guys think? NOTE: the overhead shot has NO purpose but to serve as a reference. showing you whats where. |
| 01-23-2005, 04:47 AM | #2 |
i think it's pretty innovative of you using barracks' back side as a wall.. it looks really nice. is this map suppose to be playable? or cinematic? you should take these 2 points into consideration... if it is for playablilty, place doodads that would not horrendify the gameplay... if it is a cinematic, try placing more doodads, as it would look much better when being viewed, and just note that the "specified" path of the unit(s) are not blocked, etc... btw, this town doesn't look that "dark" to me... maybe adding some fog would create a better atmosphere... |
| 01-23-2005, 12:36 PM | #3 |
simplistic, yet nice. i agree with mousepad. i think some heavey grey (or perhaps grey-blue) fog could add a lot to this terrain. generaly i think it need more of those little touches, small things in the street that make it look more lived in. crates, barrles, piles of wood, ect |
| 01-23-2005, 01:27 PM | #4 |
Guest | could be better, -use more tile variation -use more doodas (envriorments such as flowers) -and the terrain looks ABIT flat.... dunno why... but its ok |
| 01-23-2005, 02:30 PM | #5 |
thanks for the imput guys, i think ill add some fog next, along with making it night out. maybe.... hmm... whatchyemecallit. i dont wanna add people, because people really change it. i mean, the impact of seeing a human in one of these just changes it dramatically. i wanna convey the feeling of ....not lifelessness, but abscencse of activity. more doodads would help then... yea its for an opening cinematic. thanks again. |
| 01-23-2005, 09:41 PM | #6 |
Maybe it's just me, but emptiness adds something to it. A look of abandon. And for some reason I just can't figure out, I just love that lightpost in front of the Cathedral. But I'd add, I don't know, maybe some plants sprouting from cracks in the streets or something? |
| 01-23-2005, 11:15 PM | #7 | |
Quote:
a lot of city terrain is lacking in people, and as a result this isnt always enough to convey a feeling of absence of activity. you might with to try makeing it look over grown and derelic. or you could add a lot of chaoticly placed street doodads to make it look as though some kind of trajedy has taken place. but these may not fit with the plot of the cinematic. as it is a cin, id generaly suggest takeing advantage of being able to have more doodads in a small area than is practical on a playable map, so you may want to make the city more detialed, generaly adding more doodads to the building strcutures, and useing a lot of environmental doodads outside of the city walls |
| 01-24-2005, 05:45 AM | #8 |
Guest | I like it, Add more doodads and more detail. Good Job. |
| 01-27-2005, 05:23 AM | #9 |
Guest | The barracks wall, make it a Doodad (not a destructable) and change the (y or x) scael depending on direction. You can make it thinner from one side but you can still have it look like a wall. |
| 01-27-2005, 02:19 PM | #10 |
aha! so THATS why i couldnt adjust those damn barracks. thanks man. |
| 01-27-2005, 02:26 PM | #11 |
What did you do with the human tower? If I remember correctly, using the guard/cannon etc towers as a doodad will cycle it through all its' different standing animations. I've solved this problem with a work-around, but am curious how you did it. |
| 01-27-2005, 02:33 PM | #12 |
i didnt. they still cycle through... |
| 01-27-2005, 11:22 PM | #13 |
Guest | there is some string that needs to be added to stop it from going throgh all the tower models. i cant remember how to do it thoe. try ingame. |
