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Fall Mountaintop

05-13-2007, 09:41 AM#1
Pyrogasm
Well hello again! I'm here with some hopefully better and more realistic terrain than my last sad attempt. I was going for a sort-of somber feeling in this fall mountaintop scene:

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Criticism would be much appreciated.
05-13-2007, 01:57 PM#2
Rinpun
Not enough [of the right] doodads? Not enough terrain tile variety? Too bumpy slopes? It's kinda ugly :X
05-13-2007, 02:00 PM#3
Rising_Dusk
I genuinely cannot tell what it is supposed to be.
The center of the picture's attention is completely fogged out of vision.

Also, not enough tile variation on the visible part, minimal doodads, and the fog really ruins it all.
Keep trying though!
05-13-2007, 02:35 PM#4
Toink
If you want a creepy or spooky kind of thing right there you shouldn't completely blacken it out, give it some more lighting. The sky is not even as dark as the peak of the mountain/hill.
05-13-2007, 08:08 PM#5
Pyrogasm
Ack! Failure once again. I just liked the first picture because of its silhouette, but I guess that was bad.
Quote:
Originally Posted by Rinpun
Too bumpy slopes?
Where specifically? I thought everything was rounded enough, except for maybe at the very top of the mountain, ><.
Quote:
Not enough [of the right] doodads? minimal doodads,
I guess I forgot to mention that there are no custom doodads. I think that's a problem, as I can't see much other terrain out there that doesn't use at least some custom ones. But aside from that, what types of doodads am I missing? People doodads, shrubbery doodads, more trees, general funky doodads like wheelbarrows?
Quote:
Not enough terrain tile variety? Also, not enough tile variation on the visible part,
Mmmkay, I can see that. So there should really be a ton of tile interaction, not just some other tile on top of the default tile in most places?
Quote:
Originally Posted by Rising_Dusk
and the fog really ruins it all.
Ah. I thought there should've been less terrain fog, but I wasn't really sure. I can, however, definitely agree with you.
Quote:
Originally Posted by Toink
If you want a creepy or spooky kind of thing right there you shouldn't completely blacken it out, give it some more lighting. The sky is not even as dark as the peak of the mountain/hill.
By "more lighting", do you mean just reducing the terrain fog, or do you mean adding some type of lightning effect that I don't know about?

And I just realized that that gate is way out of scale... I'll have to shrink that down.


One quick question: How do I get into 'Game View Settings' mode without applying the game's terrain fog, so that I can create my own fog?
05-13-2007, 08:33 PM#6
Rising_Dusk
Quote:
How do I get into 'Game View Settings' mode without applying the game's terrain fog, so that I can create my own fog?
Scenario > Map Options

You can create your own fog however you want it and it will show when you do Game View Settings.
That way you can experiment with fog.

You can also just hit 'F' in the world editor.
It enables the fog you have set in the Map Options area.
05-13-2007, 09:06 PM#7
2-P
Quote:
Originally Posted by Pyrogasm
Where specifically? I thought everything was rounded enough, except for maybe at the very top of the mountain, ><.
At the "lake" besides the mountain.

Quote:
Originally Posted by Rinpun
Not enough [of the right] doodads? minimal doodads

I agree with Rinpun, it's hard to explain. The terrain lacks "harmony". You left too much space between the doodads, for example you placed a barrel and there's nothing around it, it's just laying there all alone. Same with the hay cart, the crates, ... There's no "connection" between the doodads.
It's better to place a bunch of stuff together (so that it makes sense) and therefor leave some empty spaces.

Well you need more houses/farm stuff, actually more props in general. I have the feeling that you're scared of placing the same prop twice. =P
Also place some trees here and there and not only on the hill. And trees have usually grass under them, not dirt. They could also be larger.

The cathedral looks out of place in such a small "village".

Another point is the randomness of the tiles. Placing dark grass besides dirt isn't such a good idea. There should be some "gradual decay", you know:
dark grass -> grass-> short grass-> dirt
Of course you don't have to follow that exactly all the time, it's more like a guideline. =P

Quote:
Originally Posted by Pyrogasm
I just liked the first picture because of its silhouette, but I guess that was bad.

Nah, I like it too. :)
05-17-2007, 01:44 AM#8
Rinpun
Well assuming you check this terrain piece again, I shall clarify what I mean. I see 2-P has added some information. I would include screenshots, but WC3 is on my other computer, and I don't use it often since this is my new for-college laptop.

Quote:
Originally Posted by Pyrogasm
I guess I forgot to mention that there are no custom doodads. I think that's a problem, as I can't see much other terrain out there that doesn't use at least some custom ones. But aside from that, what types of doodads am I missing? People doodads, shrubbery doodads, more trees, general funky doodads like wheelbarrows?

Alright, my first response was vague, and 2-P fleshed it out a bit more. Placement of doodads is akin to style, I should think. For me, on a "blank" setup like this, it's basically a hill in the midst of a fall plain, so I would concentrate more on rock clusters than goofy hay clusters and blankness. This is my personal style, but when I make a terrain, starting with a blank spot, I first lift it, as you did, but I place the doodads, and then I paint the texture...unless I'm making a hill, then I paint the hill before adding doodads.

Either way, I suggest as you place the doodads to place them in a concentrated, "meaningful" placement. This is not to say that the placement is not "random", but everyone knows, or should know, that nature in its randomness follows a backbone of order, and the order is what we aspire to think beautiful. To implicate this, I pick three or four models to use, vary their sizes, and place them in clusters according to the terrain. A patch of stones here, a patch of stones there, a stand of trees there, etc. I would then mix it up by adding wildlife, or shrubbery...or both. I find non-custom shrub models look the best when placed next to and around non-custom rock and wood models. If you want stand alone grass, download a custom model, or put grass tile underneath them (grass on dirt looks lame). I would venture to say the same thing for trees, but too many shrubs make them look ugly.

And since it's a fall setting, if you choose to use shrubs, tint them a little towards red and green, focusing more on red. There should be very little blue tint, and the result should be a shrub that looks more "dead". This is, of course, if you choose to not use custom models continuously.

If you go back to terraining something like this, allow me to define cluster as well. A lot of newb maps I've seen have clusters or blankness. Blankness is ugly, period. When you want a large path, heavily layer tile textures that look good together to make up for the lack of doodads. Anyway, for clusters, a lot of maps that have them tend to have them in too huge an amount. I select the patches because they look ugly, and I'm annoyed to find that they've placed 10-20 of these things in a two-three square area. Not only is it wasteful on the doodad count, but it does not look good. You have to place each doodad so it can be noticed, if only for a small amount. Some people stack 20 waterfall models in a gigantic waterfall, and all that is gained is a tiny bit of lag when the wc3 engine has to keep running through the motions of telling your graphics card to render pixels for particle emitters and animation. If you need something that looks that stacked for colors, you either need some rock patches below the waterfalls (because I agree, waterfalls don't add enough tint to normal tile) or a custom model to fill up below the waterfalls. But please, don't stack models within 16.0 warcraft pixel/points of each other. It's a waste. You haven't in this map, just warning if you intend to spice it up, to watch your step. To name some other poorly stacked doodads, I notice River Rushes and bubbles and sometimes rocks.

Yes, I realized I only addressed one terrain issue of yours, but I think this was the most important

Oh, but again, the bumpiness of the hill is bad and the pit near it. You need to smooth the area over again around the hill. Also, as said, the hill itself looks bad. I find myself, after I lift the terrain to make a hill, lowering or even plateauing parts of the hill. I don't know any hills with *stuff* on them (you have some fortification) that are that craggy. In the general scale of things, it's an unusually tiny hill that is unusually bumpy.
05-17-2007, 04:33 AM#9
Pyrogasm
Wow, Rinpun, thanks for that more-than-a-paragraph of feedback/suggestions/things not-to-do with doodads! Though it may be basic, information like that is invaluable to me, as I have never been instructed in such ways. I hope that I will come back to this as I am planning on because I would like to improve my terraining. And some extra feedback wouldn't hurt!
Quote:
Originally Posted by 2-P
I agree with Rinpun, it's hard to explain. The terrain lacks "harmony". You left too much space between the doodads, for example you placed a barrel and there's nothing around it, it's just laying there all alone. Same with the hay cart, the crates, ... There's no "connection" between the doodads.
It's better to place a bunch of stuff together (so that it makes sense) and therefor leave some empty spaces.
Once again, I at least find feedback such as that useful. I will definitely take that into consideration the next time I terrain anything....
Quote:
Originally Posted by 2-P
The cathedral looks out of place in such a small "village".
I honestly don't know what I was planning on doing with that when I placed it; maybe if I turned it into a graveyard of some sorts.
Quote:
Originally Posted by Rinpun
Oh, but again, the bumpiness of the hill is bad and the pit near it. You need to smooth the area over again around the hill. Also, as said, the hill itself looks bad. I find myself, after I lift the terrain to make a hill, lowering or even plateauing parts of the hill. I don't know any hills with *stuff* on them (you have some fortification) that are that craggy. In the general scale of things, it's an unusually tiny hill that is unusually bumpy.
I see, then. I think I'll be rebuilding the entire hill when I come back to this, as I can definitely understand the "small hill, too much stuff that doesn't make sense" aspect of the whole hill.
05-18-2007, 01:02 AM#10
PurgeandFire111
Boxed sky ftw? lol

Anyways, the terrain looks pretty nice, but it looks quite empty and the boxed sky makes the atmosphere look real bad.

The fog gradient from the close area to the furthest point doesn't look quite right as well, I think you should have the fog near the current view dark as well or else it will seem as though there is a dark side and a light side.
05-18-2007, 04:59 AM#11
Pyrogasm
Is there a way to fix the sky? It was bugging me too...
05-18-2007, 07:57 PM#12
Rinpun
You have to replace it with a custom skybox (a model basically) and use it with triggers. I can't explain it usefully--you never see the sky in-game anyway, except for what the bottom of the sky looks like (black on all non-custom boxes) when you alpha out the terrain.
06-20-2007, 11:54 PM#13
Game_Slave
really bad angles (for the screenshots) bad fog, shows worldedit artifacts (camera bound lines) randomly placed doodads (place them strategically for a natural look) not enough tile variation on the ground, floating trees... ugly