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Terrain Crits please! (For my new map)

08-13-2005, 10:04 PM#1
Optional
Hey guys, Im working on this new map. For now its secret, you're free to guess but thats not why Im posting them. I wont some feed back and crits on it please, thank you.
























08-14-2005, 02:59 PM#2
Gitlich
1st pic: youve got snow falling from the sky, and now snow tiles on the ground. looks pretty odd. ive never been a fan of the blizz cliffs. they always look awkward and ugly, and that has got the be the worst cliff texture. if you want rocky chaotic areas, blizz cliffs can serve some purpouse, but their useless for large areas. the grass tiles really dont fit with that cliff model either.

also you can see the edge of the waterfall in the background. id suggest covering that up with small areas of raised terrain, or rocks with no pathing.

overall the colour ballence in this pic is pretty screwed. dull brown dirt tiles, with light grass tiles, trees that look more suited to a colder climate, snow, and one out of place foutain with flowers. theres nothing to say you cant use flowers in such a terrain, but ifd you do, tint them to something a lot darker and lacking in clolour. same goes for the fountain.

2nd pic: better use of tiles in this pic. but the ground in the center of the pic is far too flat. even if you just use noise and smooth, some height variation is essential. also, the flowers and viney plants seem too chaotic and spamed. for a more natural look, use a wider variation of plant doodads.

those archways could do with a little tinting, as their far too bright for the surrounding terrain (something along the lines of 180 for each couler)

you also have no fog or sky. press V before you take screenshots. and if your unhappy with the view, you can change the sky and fog (couler and dencity) in the scenario options

3rd pic: better than the last two. the couler ballence is pretty good in this pic. however, useing the standard blizz tilesets servealy restricts your ability to come up with any kind of origonal atmosphere. the overall terrain looks too smooth (try useing a little noise). there are no environmental doodads. unless youre makeing a huge playable map, and are forces to use fewer doodads, then this is a big mistake. also, i notice that those ugly brown cliffs are back again.

4th pic: the enlarged trees are a good idea, and help to give a more realistic sence of perspective. however, the use of tiles in this pic could do with a lot of improvement. to create a more realistic looking ground texture. place more, smaller areas of single tiles. that NE building looks pretty out of place. try finding a human bulding that suits your needs. or contruct a building out of smaller architechtural models.

ill finish my crits of each pic later on
08-15-2005, 05:59 PM#3
Optional
Thanks for the crits, but maybe I should have explained. This map im workign on is to be playable, its my version of silmarillion, maybe that should help you a little bit more.

PS: Its not the trees that are englarged, i make units .6 in size.
08-23-2005, 12:58 PM#4
Tim.
I suggest increase building size to a more realistic size. However it depends on what the map is. (RPG/AOS/etc)
08-23-2005, 08:11 PM#5
Optional
It's played like Ring Wars and War of the Jewels if that helps, so its sort of melee. The units spawn at how ever many main buildings you have, and you get more and more, and better and better units depending on how many castles you upgrade in those main buildings.

The heros are strong with stomps and heals, stuns critical strikes etc. Not many waves though.

that give you an idea how it's played?

Unit/hero sizes have been reduced to close to .5 or .6 buildings have been reduced to about .8. And camera has been put to 2400 feet.
10-19-2005, 10:21 AM#6
zergleb
So its going to be melee view? Well then it would be better to put the screenies from top view so we can tell what the terrain will look like in-game. Most 3D worlds look better from those angles, but what are you really asking to be judged and where is the majority of gamers going to view this terrain from? Those camera angles will just fool us that the terrain is better than it really is.
11-20-2005, 04:17 PM#7
The Terrain

<>Cluttered
<>Mismatched
<>Pic 1-No water for waterfall, no snow texture for snowy weather
<>Lack of pitch and roll of doodads
<>Scaling between doodads and buildings=Unrealistic
<>Confusing...

<>Nice use of texture
<>Nice use of height
<>Realistic tree size (Everything else...well.... )
<>Pic 11-Nice walls
<>Use of height (as opposed to cliffs) on water
12-19-2005, 04:34 AM#8
Hemlock
I will keep this short, try to give the terrain more reality, sow like gitlich says if snow fals make sure you have a snow tileset droped on the places were snow falls, also, try to enhighten places were only doodads are placed, adn try to lower places were people walk this has to do with errosion, and gives a more natural view to the eye.

also, a suggestion try blending doodads.
P.S if you are making cities, try contacting me over mail if your intrested and maybe I can inspire you with some screens from my own work.

also try doing these screens in hyperlinks or tumbnails, now the page really load slowly.

like you asked for crits and feedback, I will vote on this, I would say all in all I would give this terrain a 5.5/10.

I see you made the effort, now the prefectionizing and pollishing.

good luck.