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101 Do's and Dont's of Terraining

Discussion in 'Terrain & Level Design' started by DoOs_101, May 6, 2007.

  1. iristle

    iristle

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    75)Include wildlife! Ever seen a forest with no wildlife in it?
    76)Try and have your terrain have a theme Eg. Creepy, Enchanted.
     
  2. 1)ark_NiTe

    1)ark_NiTe

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    How?
     
  3. Jattenalle

    Jattenalle

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    In your graphics card settings. WC3 itself have no such option.
     
  4. DoOs_101

    DoOs_101

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    We are close men! Do not give UP! March! March!
     
  5. demonsofdante

    demonsofdante

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    Dont spam small doodads to make a bigger doodads, such as small rocks to make a giant cliff


    Use dynamic camera angles to make the terrain more interesting

    Determine beforehand whether the terrain will be playable or not

    Be aware importing extra tiles takes up a lot more room and is often uneeded.

    Make sure to download the misc.txt file if you want steep cliffs.

    If your terrain is not meant to be played, download custom trees to replace blizzard's for better screenshots.

    Custom models do not make a good terrain. Precision, knowledge, and unity do.

    Turn off pathing for more freedom in placing doodads. (But remember to put pathing blockers for playable maps).

    Units can walk on elevators no matter their height or model, this can open up a lot of possibilities when terraining playable maps.


    Constantly avoid sharp edges in the terrain, the smooth tool is your friend.

    Spells, buffs and missiles can make interesting doodads and effects.

    Terraining takes practice, dont give up!

    If large doodads are getting in the way of other doodads in the editor, go to the object editor and check true for "Ignore Model Clicks" for that large doodad.

    I dunno if i repeated any, thats just all that came to mind
     
  6. Larksmann

    Larksmann

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    @ "5. Do not use the random height field, it is a noob feature."

    Sorry, but this one really annoys me. It's a GREAT feature if you use it with the Smooth tool, which most people don't.
     
  7. skaterjcp

    skaterjcp

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    Heres my 3 cents

    -Every small detail counts
    -Dont just cover large areas with big groupings of trees, work on each part
    -Blend the terrain so it looks as natural as possible
     
  8. DoOs_101

    DoOs_101

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    We are dying...
     
  9. panther-anthro

    panther-anthro

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    You guys know blizzard cliffs, can be useful in a few regards, but not in the regard that blizzard intended them to be used. If you use them skillfully a blizzard cliff could be used to enhance your terrain and how it works. You just have to modify your idea of how to use the cliff, cliffs aren't always a bad thing.
     
  10. Blue_Jeans

    Blue_Jeans

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    I'm thinking we could use another one of these:
    (77?). Blizzard trees are a No-no. Bad boy, don't use!
     
  11. panther-anthro

    panther-anthro

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    Are we talking map functional terrain ment for B.net or terraining to make it look pretty, if its for b.net both cliffs and blizzard trees are less of a issue.
     
  12. Codexx

    Codexx

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    People are too whiny.

    If someone came out with high res replicas of Blizzard trees, I'd say everyone should use them. But it's more effective at this time to not bother tracking down a suitable, good quality, low file size model, and then using that.

    So here's a tip.

    DON'T EVER take a tutorial and make something that looks EXACTLY like in the tutorial and use it in a map. Tutorials are great, but make it your OWN terrain first. This goes double for textures. If someone makes a nice tile, and you want to get a feel for making textures, and make one exactly like in the tutorial, or as close as you can get, DON'T use it. Even if it looks different due to randomization and such that may occur in Photoshop, it's still NOT YOURS.
     
  13. panther-anthro

    panther-anthro

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    Glad someone else aggrees with me that it's not that bad to use blizzard trees, in a functional map. You are definitely right about the tutorials though.
     
  14. Codexx

    Codexx

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    Yeah, it's annoying when someone replicates it. It's ok to learn, but nobody should rely on it to make the same thing once they understand it well enough. And if you don't understand how to do it yourself, but NEED it for a map or something else, then just keep practicing until you can apply the lessons to your own work.

    I took a Photoshop tutorial for making text look like rocks in a river, lined up to make words. And what did I do? Without practice I made a realistic Castle stone wall. Granted it wasn't for Warcraft 3 or anything, but it was for a Guild Layout for my WoW Guild, and it came out pretty nice. I didn't even practice.
     
  15. Pyritie

    Pyritie

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    • Tint your doodads darker if you want more of a dark/evil/dead ambience.
    • The shrub doodad and the river rushes are your friend! Tint the river rushes so they match your grass color.
    • Don't forget to add critters! They are very important for making a scene look more realistic.