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Classic Terrain Showcase

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Just posting some terrain pictures of a very early team project. I am trying to use exclusively high quality models to make it a true total conversion terrain.

This is the first of around 6-7 zones (each zone will be different maps, and combined like in the Rexxar campaign).

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Someone's spamming the terrain board, lol.
Well nobody posts in the terrain board, so someone's gotta give it some love :p
Would be a good idea to not leave people too much in suspense. Write some description about the images under spoilers. You wouldn't know what to expect. 'tis like gambling :D
Well that would be a project thread, now I'm just posting terrain screenies.
 
I wish you didn't use realistic assets especially those made by B2M, for me they don't work well because it is using real textures while the rest looks fantasy-ish because of hand brushed textures. Nonetheless it looks good! Like I said at one of your captures you posted in the media section I like the foliage alot, you're really good at it. I like the lighting too.
 
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I wish you didn't use realistic assets especially those made by B2M, for me they don't work well because it is using real textures while the rest looks fantasy-ish because of hand brushed textures.
I think they look good some places while other places could probably do without them.
Nonetheless it's looks good! Like I said at one of your captures you posted in the media section I like the foliage alot, you're really good at it. I like the lighting too.
Thanks! :-)
 
Awesome tree house! Very atmospheric with the fog too.
Thanks!


More terrain is done, which means more pictures:
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(The hunter's lodge still needs some stuff, but I have to edit some models for that. It's gonna get some furs, dead animal racks, skinning rack and more).
 
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How do you achieve that? Somewhoe playing around with destructables?
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Haha just kidding.

First I placed invisible units as pathing blockers on top of invisible platforms and killed/resurrected them as needed but then I found a more efficient and cleaner way.

It turns out you can kill a destructible and place another one on top of the dead destructible (for example an invisible platform on top of a dead pathing blocker).

So you preplace a lot of invisible platforms, kill them at initialization, create pathing blockers on top of the invisible platforms with triggers at initialization and then save them to variables. When a unit enters certain regions you first kill the pathing blockers, then you ress the invisible platforms. Reverse the effects when the unit moves back.
 
Love that you managed to create a vibrant forest without overcrowding of tress, which is not a simple task concerning visibility in stuff in wc3. For sure gonna take some inspiration from that :p
I'm glad you like it! The world tree models you see can actually turn transparent, so I have a plan of making them transparent when you walk behind them.
 
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