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Orc Base - WIP

08-12-2007, 08:02 PM#1
Karzvitch
Before I begin the finish the buildings and major details of the base, I want to get the layout and what I have done nice 'n neat. Tell me what you think!

Enjoy!

Pic1 - Screenshot of looking up at base before any buildings / doodads were placed.
Pic2 - Screenshot of a Volcano near the base.
Pic3 - Screenshot of the stronghold in the base.
Pic4 - Screenshot of looking up at base with doodads and buildings placed.
Pic5 - Birdseye view of base layout.

Added 5 more.
Attached Images
File type: jpgOrcBase1.jpg (119.9 KB)
File type: jpgOrcBase2.jpg (106.5 KB)
File type: jpgOrcBase3.jpg (140.0 KB)
File type: jpgOrcBase4.jpg (152.9 KB)
File type: jpgOrcBase5.jpg (235.6 KB)
File type: jpgOrcBase6.jpg (108.2 KB)
File type: jpgOrcBase7.jpg (113.7 KB)
File type: jpgOrcBase8.jpg (131.3 KB)
File type: jpgOrcBase9.jpg (137.1 KB)
File type: jpgOrcBase10.jpg (114.3 KB)
08-12-2007, 09:12 PM#2
Wraithwynd
As a WIP it is wonderful.

I already know people are going to tell you to hit V to hide the pink boxes of the pathing blockers. They will scream "Needs more DOODADS!!!" and stuff like that.

An empty landscape works as well as one chocked full of doodads.

Since it is "rocky" you might want to make a customized rock chunk doodad or two, switch to either pathing blocker or ramps (being a destrucible your choices are limited) and make a few that have a larger size, a few that are darker, and a few that have a hint of tinting like a little bit more green to hint at lichen/moss/etc.

I try not to use pathing blockers when making maps, I tend to use rocks, rock chunks or similar to block the paths, using blockers as a last resort.

I also tend to change the pathing map of doodads. If you are using larger rock chunks use a larger pathing map.

A dead tree or two might work for you. Take any tree plop it in place, take the single tile blight to blight a spot of ground next to the tree - the tree instantly dies. Go back and use your default terrain texture to change the surrounding extended area of blight back. If you have your tree in the right place you may not have to "hide" the plight. If you need to hide it use a pathless rock chunk, lowering it to where the top is just above the terrain - or use the brown rushes like dead grass or something.

Dust: cinematic. although it is a very tall doodad, if you place it an lower it a lot you will find that at the top rock chunks are tossed upward before falling down. change the tinting to a hot red color and it looks like a volcano is spewing debris. Add your fires and smokes as needed to blend the brownish dust.
08-13-2007, 12:20 AM#3
Karzvitch
Or I could just flip the dust and tint it red. But no need, and the last picture has visible boxes because it was showing the layout. Notice there are none in the other screenshots? And if people are smart enough they will see the WIP and avoid saying ' needs for doodads '. Thanks for the comments.
08-31-2007, 05:46 PM#4
~Void~
The spacing of shrubs and rocks aren't natural. It seems that there are only natural doodads where there are man made doodads. Shouldn't it be the other way around?
09-02-2007, 10:46 AM#5
bounty_hunter2
For a WIP it is great but I found it to plain. it misses shrubery and stuff like that, it just looks dead. Other then that great.
09-04-2007, 08:51 AM#6
bur
I find the simplicity of your Orc 'base' inspiring. Though if your going to make a terrain based with tilesets and raised ground, then you really have to focus on the little things. Such as being a base (or I'd probably say an outpost), you need to show signs of life. Maybe around that flamin' pig you can add rock pillars from the barren set and modify them so they look like seats. Also you can make a ladder to lead up into your watch towers. Little trash by the fire pit, maybe a weapon stack by the entrance of the watch tower. The only thing that felt out of place was that Tauren Totem. May I suggest adding a few more 'tauren' themed doodads to fit around it. Looks good though and I liked how you pathed the entire thing too, thats creditable.