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heh.... fellow mur'loc cultist. terrains a bit sharp cornered. my advice, if you care, terraining sand, is to take one ''level'' of sand, what you consider just high enough to be above water/high enough to serve your cliff/ramp needs, and use the plat brush all along the very ''edge'' of the water, and once its all level where water mesh messes with it, you can use the smooth brush one click at a time, the end results much nicer but takes 10 times as long. lol
having a slightly darker secondary sand terrain tile exclusively for the just before, on top of, or beyond the water line also helps hide the water lines sharp mesh corners when they do appear. and you can end the darker sand with alpha tile and have truly awesome and massive ''submerged'' creatures.
@kellym0
Hello, thank you for noticing some intriguing portions of my map scenery or terrain. I certainly failed to make proper river with that, I used down cliff -2, by no choice, because when I use raise below, the terrain just bugs out like a square sinkhole. I think you might have encountered bugs with raising down sometimes.
And for the darker terrain is certainly absent. I don't have a good one, but I might consider that terrain tile if you see (just above right of the murloc carrying lumber of the lowest location), there is tile that is called 'wet sand' or 'darkened due to the sand is wet', which I use rarely because it looks like a plastic sheet on a sand. haha
I had watched the tutorial and pretty seems useful.
"We are the cult of the murloc revolution, one day they will reign over the surface!"
if you don't like these sands, that's ok, the principle works for any texture, it costs you 2 tiles though, but you can have any sand you desire darkened and even brightened.
@kellym0 Sweet! Thankssss . This is a perfect sand tile for that sand tile I used. I have to throw that plastickish dark sand I had. Now I would be able to make rivers realistically wet. Would improve this one with some fine two tiles you gave me, plus some snails and slugs I had here, some shells, and that application of the awesome submerged tutorial.
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