| 04-12-2007, 07:06 AM | #3 |
Actually I this is just a layout, and I forgot to add the two other lanes from the expansions xD, I am updating first post with all info I need. I might browse for grass though, thanks for that idea xD. Still need advice :O |
| 04-13-2007, 08:00 AM | #4 |
I would help however i already have a line of terraining i have, finish a map for Kraken, and then do one for one of my friends. So i could help however.. i recomend you continue to look for help as when i decided to terrain is random and i cannot give you a time when i could possibily finish the others and start yours. |
| 04-13-2007, 08:48 AM | #5 |
Oh no it's ok, I'm satisfied with the looks. It's a real natural beauty of perfection :D, but still crap compared to terrains the pros do. It was my first time exceeding over 8192 doodads xD |
| 04-14-2007, 01:52 AM | #6 |
haha, that is crack man. The first time i exceeded the limit, was like wow... i wont do this often.. Now i have all my maps hacked and exceeding the limits sometimes even to some ungodly numbers i'd rather not share, due to the fact that i might crash the server in the imensity of the number XD. |
| 04-14-2007, 03:48 AM | #7 |
Just make trees bigger and place less -.- I actally have a 2-lane AoS map terrain made right now. It basically fits what you wantt except it has a big kewl waterfall in the middle and its TINY. 64x128 I believe. Ask me if you want screenshots. Edit: Share! Share! |
| 08-09-2007, 12:38 AM | #8 |
First rule of thumb with terrain is to use the random height generator at the start of a new map. It will make the flat terrain "bumpy". It is less time consuming to flatten land than it is to get that variation of height (low hills). Map bounds has always been a pain for me. For forest type scenes I make a custom set of trees which I make into "ramps" (one of the three choices) or pathing blockers. I increase their scaling a lot - then I use a large pathing blocker pathing for them. At the boarder of the map where it gets dark I place the tallest undestructable trees along the edge. Then I go back and modify the size limits laying in a second row of middle high trees which can not be harvested. I replace the pathing with the default tree size, then using the regular variety of tree I clump them together around at the meeting edge of the tallest and middle trees to fill in the gaps. Then I place harvestable trees in front of my boarder trees - return the pathing size of the boundary trees to large pathing blocker (both works rather well, prevents fly overs as well). Blending is key here. you need to present a few of your boundary trees forward into the playing area surrounding them with "normal" trees. An alternative to using a thick cluster of tree wall to provide a "wall" is to increase the pathing map of the tree wall - you get more distance while still having your path blocked. To make it to where it takes longer for your harvesting units to harvest trees increase the destructable's hit points. If hit points are normally 50 then increase to 100 or 200 hit points. The tree lasts longer and the harvesting units will still get as much wood from the same area of trees even though there are less trees. For tall trees pathing blocker both as a pathing works best. You can try to find the right fly over height and adjust each flying unit to be able to fly over (max height) if you want to. Rocks, boulder, rock chunks - use those to define areas. Raise the terrain into a hill, cover the hill with rock and rock chunks (modify the chunks to an undestructable type) plop them then take care to lower then into the ground so they do not stick out this way and that. Under the rocks use a rock terrain texture. Contrary to popular belief you can use outland plants with ashenvale plants - however you need to modify scale and the custom coloring to make them blend better - then you need to use care on how to place them together. Taking say river rushes and enabling the height to range from say 5 to normal, then when you plop one select it hit enter and lower its z it has the same diamter but is lower to the ground. plop a few of those overlapping slightly, then plop in the uncustomized scale in a few places. add a tall shrub or too, conversly using a customized 'green" river rush with a wider y and x and a low z ploping an outland flower in the center and lowering the flower a little makes for a large alien plant. Water: Using your 2 deep water tool, with a light colored or sand or dirt texture - what ever contrasts with what you already have, draw out your river course a little bit wider than your planned river. In advanced turn off "enforce water height limits" Deselect the terrain texture and select the same level tool - pull the surrounding lande back over the water area. Now select the 'apply height' lower tool, hit "P" to show pathing, and lower a tiny square until water shows - it will turn blue before the water is clearly seen. IF your maps over all height map is set high enough at the start (I always make cliff height 3 on a new map) you should be able to lower water further until it turns pink. Just go one click into pink. To control the pathing in water while having a nice looking river, plateau out the pink area, to have shallower water plateau out the blue area. Pull the platue out to almost the edge of the textured terrain which defines where water was placed. Smooth and lower the banks a little. Fill in with with doodads, select rock terrain and mix that with whatever the texture of your river bed is. I usually use custom tiles, adding Sunken Ruins sand to the last point. Sand will then cover any nearby tile, blending any other texture with it. Pull the sand up the banks a bit, blend in a bit of grass. Rock texture, dark (gray) and white marble will blend in nicely under sand - you can't have the two marbles touching since they will show a curb, but having alternating grey and white under your sand in short lines with the 'flow' of the river will add interest to the riverbed. top off with the lowest rocks (customize with pathing set as None, scale down a bit) and you can add walkable rocks. Your best bet is to plop them in an empty space, getting a collection of small rocks. select all and copy and paste. You may need to use 'Cntrl' page down to lower them a little to 'bury' them in the sand. If you are smart you will cluster them randomly, making two or three short clusters that fit in the river, alternating your cluster pastes making it look like the river has diversity and that you placed each rock individually when in fact you did a lot of copy and paste. Toss in logs, rock chunks, regular rocks, lily pads, river rush (looks like dead grass - which customized color you can make shades of greens) Cat-tails that you have customized the size greater and where you have made them taller. Fish here and there, etc. There is more you can do, it is basically up to your imagination and what you do with your customized versions od models. Size changes and color variations are a big part, how low you sink them into the ground is another part - you can make the same doodad look differnt by just how much is above ground level and seen. |
