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Critiquing Terrain

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I'm working on a map currently that terrain really needs to take a big part in as far as game quality. However I am not a confident terrain creator and would like some input on the terrain for this map and some ideas for how to fix some bad terrain spots. You do not need to concern yourself with the upper section of the map, as this is not the section I'm worried about. I'm really worried about the Island or "The Fray". This section looks to me like its okay, but I'm not a good terrain person. Please tell me what you think.

To keep things simple, just follow this posting style so I can better understand your input and make clear cut modifications to the terrain.

Layout for Input
Rating (Out of 5, 5 being really good, 1 being awful): Value
Descriptive critiquing of terrain: Text
Suggested Modifications (Be Specific): Text
Overall feel of terrain: Text
This layout is simply for me to understand your suggestions, and descriptions because I want this to be a very professional and upfront modification of terrain. Map is attached below and can also be downloaded by clicking here.
 

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  • Heroes of the Fray.w3x
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Level 12
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Hello, khamarr3524! I have reviewed your map's terrain:

Rating: I have to be honest here, the terrain will require much improvement. To be brief, my rating for this would be 1 1/2.

Descriptive critiquing of terrain: To help you better understand, I have created a visual image.
150541-albums5467-picture56694.jpg


The green box represents the total area of the map you asked the Hive members to review.

When I opened the map, the main thing that struck me was the coastline. Not only did you use Blizzard cliffs, but you also made it very... rectangular. The red arrows represent the bad coastline. The interior river, where you didn't use Blizzard cliffs, is also very teeth-like, almost like the steps up a pyramid. The "Smooth" tool can help a little bit with this. Otherwise, the interior river is a very basic geometry shape, basically a curved, thick line, where as realistically rivers do not flow in a normal pattern (usually.) However, I understand the practical use of the river as a defensive/choke point area, so this can easily be overlooked (this is only really a problem in campaigns and ORPGs.) The main problem is really with the river's rigged coastline.

Moving on to the blue arrows, which represent the, once again, rectangular merging of 2 different tiles with no median tile (grassy dirt, rough dirt, etc.) to make it seem more natural. Either ways, you should always steer clear of very unnatural, basic merges. Just cutting off a tile and making another one for a whole area is never a good idea.

On to the yellow circle, which represents a model that does not fit very well into the general area. An urban city with a farm-type building on it's initial border, especially when the model doesn't even fit in with the Warcraft III buildings that are nearby. (Once again to the tiles, how is there a farm near a sandy area?)

Now finally for the visual image, the pink cirlces. In the right circle, the trees are huge, overwhelming. In the left circle, they are small, normal warcraft trees. I would highly suggest you keep the trees in a similar size.

Otherwise, the temple in the middle seems a bit misplaced (maybe more tile variation could fix this), there is not much - if any tile variation (the top left of the island is probably the best example of you using tile variation), and some of the bridges don't seem realistic. (The ones on the exterior, where the ocean meets the river)


Suggested Modifications: Don't use Blizzard Cliffs, use more tile variation, scale your models more appropriately, make sure models compliment eachother, smooth out your raised/lower ridges, move/delete the exterior bridges that would seem rather out of place.

Suggested/Helpful Tutorials:
The Ultimate Beginner's Terrain Tutorial
Natural Environments


Overall feel of Terrain: Not very good/Needs Improvement


Conclusion: The terrain of your map has a lot of need for improvement, as has been pointed out. Personally, I do believe that terrain is one of the hardest aspects of map-making (atleast, good terrain), and that it requires practice and time to master. Just remember - just because you are lacking in a certain field, does not mean you should abandon any map. Nobody opened the world editor and made great terrain the first time they tried. And if you simply cannot get the terraining down, or don't find yourself having enough time to, you can always find somebody to do the terraining for you.
 
Level 12
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'Blizzard cliffs' are the cliffs that appear in the World Editor under "Terrain." There is generally 2 different ones per tileset (like Grass Cliff, Dirt Cliff, City Cliff.) A much better alternative to these is Raise/Lower/Plateau/Smooth/Noise tools.

If you have any further specific questions, I will be happy to answer them.
 
Level 12
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Jun 10, 2008
Messages
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Like I said, I personally believe terraining is one of the hardest things to do. As stated in my conclusion, it migh tbe a good idea to pair up with somebody else who is good at terraining. You can recruit at Map Development.
 
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