Dalaran Template

This bundle is marked as approved. It works and satisfies the submission rules.


Dalaran Template
By: Forsaken


A template of the Great City Dalaran still on ground; can be used for a gameplay or cinematc, or something by your imagination!

If you use it, give me credits :)

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hs2blu.jpg
316lnhj.jpg
2zeyo2b.jpg


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Version 1.0 - Updated in Hive
Version 1.1 - Some terrains and doodads changed, also, add fog for the map













Keywords:
Dalaran, Template, Terrain, Forsaken, WOW
Contents

Dalaran Template (Map)

Reviews
Vengeancekael Date: 2013/Feb/10 16:13:57 [Please do not send me a message, use Staff Contact] Comment:Very packed, only useful for a cinematic or a short campaign mission. Also remove the player 1 pedestal and add it as a doodad...

Moderator

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Moderator

Vengeancekael
Date: 2013/Feb/10 16:13:57
[Please do not send me a message, use Staff Contact]

Comment:
Very packed, only useful for a cinematic or a short campaign mission.
Also remove the player 1 pedestal and add it as a doodad.​
Acceptable
[tr]​

reportV2_animated.jpg
Rules

Vengeancekael -
Date: 2012/May/19 19:29:13

Reasons:
Lacking Description: Template

Other:
Check out the tutorials section: Tutorials
Check out the Map Development Section: Map Development Section
Check out the World Editor Help Zone (Trigger issues, object editor, overall WE issues): WE Help Zone


Comment: [Rejected]
Admin Contact - Resource Moderation - Rules
 
Level 4
Joined
Jan 28, 2013
Messages
74
Looks alright.

I would suggest trying to add some sort of snadwitching effect between pathing areas and doodad areas, such as large buildings which look bad if they are just alone in the open, so add small doodads like environmental doodads to offset the random existence of a giant structure. Also same goes for treelines. a few of the treelines look really nice abut some seem ignored.

Also a cool thing for city style terrains is floor decorations, you can take a wall end short scale it down and sink it into the land so just the top is showing and then take one with a blue tint and sink it on top of it so it looks like a cool tile design to add to areas where it is just city tiles.

A lot of the doodads are repetitive throughout the city, such as the obelisks to counteract having the same doodads over and over again but still using only your limited standard models I would suggest taking things like magic lanterns and lifting them up onto the obelisk to use them as sort of street lamps and things like that. Making a single doodad with 3-4 doodads can look really good if you take the time to make each one properly.
 
Level 22
Joined
Apr 5, 2012
Messages
1,842
Looks alright.

I would suggest trying to add some sort of snadwitching effect between pathing areas and doodad areas, such as large buildings which look bad if they are just alone in the open, so add small doodads like environmental doodads to offset the random existence of a giant structure. Also same goes for treelines. a few of the treelines look really nice abut some seem ignored.

Also a cool thing for city style terrains is floor decorations, you can take a wall end short scale it down and sink it into the land so just the top is showing and then take one with a blue tint and sink it on top of it so it looks like a cool tile design to add to areas where it is just city tiles.

A lot of the doodads are repetitive throughout the city, such as the obelisks to counteract having the same doodads over and over again but still using only your limited standard models I would suggest taking things like magic lanterns and lifting them up onto the obelisk to use them as sort of street lamps and things like that. Making a single doodad with 3-4 doodads can look really good if you take the time to make each one properly.

thanks for the suggestion, so useful :)
 
Level 2
Joined
May 3, 2008
Messages
18
I think it looks real nice, apart from the entrance.
You shouldn't use 2 different types of cliffs too close to each other because it bugs the texture.
 
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