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Critique my terrain

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I give up trying to start with making AOS maps so I decided to make a simple 3-capture point map like TF2 with 6 hero classes, but have the map based on the Khaine's Embrace map in Warhammer Online. So I am using the dungeon tileset and I have most of one side of the map done (basically it will be symmetrical) and I don't know how to make it look any better. Is it just warcraft 3 or am I doing something wrong?

PS: I know there's no pathing blockers yet, am going to try making some cliffs walkable by Rangers so they will be considered flying units and some cliffs will be ground blocked, some all-blocked.
 

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Level 8
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I think he made this ... maybe because of the magma terrain ,I think that's why he didn't add any environment ... tell me if I'm mistaking :) but still you need a lots of work.
 
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Looks very unnatural

Quite on the coutruary, I am impressed at the work done here with tiles alone, I think it looks staggeringly realistic, for simple tile work, of course. And as my fellow terrainers have been saying; it does need more doodads. Rocks, and inovative environmental constructions, to name a few.

Good work so far, looking forewards to see the improvements.
 
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Thanks for feedback, was worried about the texture stretching on sharp slopes but it looks like I'm going to redo it for a couple reasons:

1. The cliffs are way too big and mess with the camera in game, going to make them just a little taller than the normal cliffs this time.

2. Line of sight; I read that I can have these steep cliffs and preserve the uphill-downhill LOS block if I use normal cliffs with 100% ramps, so I am going to do that and see how it looks.

And I didn't have doodads yet because I was going to place all the pathing blockers first to make sure I don't go over the 8000 limit.

Right now, just working on the triggered spells.
 
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Ok here it is redone to about the same progress as I had before. I changed a little bit visually, but the map layout is still pretty much the same. It is half of the map, which will be mirrored and changed slightly for flavor.

Again this is only using terrain tiles because I want to make sure I get all the pathing and LOS blockers in before I go over the doodad limit.

Since it will be 6v6 at most, and no plans to have AI units, I tried to cramp it a little more to keep the battlefields small. A lot of the map will be outside the play area. The biggest change was to the spawn zone (lower right), instead of having it bordered by lava on one side and a huge cliff on the other, I surrounded it with lava and I think it has a lot cooler dramatic effect as spawning players re-enter the action by running across that narrow land bridge. Also change a lot more cliffs to black rock, with some transition to the dirt. I think the transition from the black stone - cracked lava - lava looks nice so I put that around all the lava. I kept most of the rest the same, but the second go at it came with a lot of improvements I think.
 

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