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Here`s the terrain of my map i`m a bit confused about the spaces & I want to change its name but I didn`t find a comfortable name . So any one got any ideas?
Thanks for feedback . Well I didn`t finish it yet , it needs alot of work . I`ll try to use some scary models & I`m gona change da name of the map because its a hero arena map and the Death race name doesn`t fit with it :>
If you avoid using man-made tiles as the main floor of the map you'll be allowed to experiment with more height variation (the raise and lower terrain tool). So that area around the big cross won't be so boring.
If you avoid using man-made tiles as the main floor of the map you'll be allowed to experiment with more height variation (the raise and lower terrain tool). So that area around the big cross won't be so boring.
Man-made tiles are those made by man. They're bricks, marble tiles, pavement, streets, etc. Their opposite are the natural tiles, they're dirt, grass, natural rocks, leaves, etc. Example:
I told you to experiment more variation of natural tiles, because with them you can experiment more with hills, depressions, and such
I also want to note that while I see the appeal to making everything symmetrical and
neat, it is sort of a rookie mistake that makes the map look not as good as it could look.
The tile system in the WE is easily one of the easiest ways of making a terrain look better,
use it frequently, overlap many different tiles, experiment with their borders, and use the
tiles in combination with doodads to watch magic happen.
Also, I'd like to see less symmetry, the volcanoes for instance, no chance in hell they'd
align, naturally, that perfectly. Vary where they are and vary their heights and
surroundings, I'd suggest. And, well, DOODADS, use more doodads, they make
everything better.
Man-made tiles are those made by man. They're bricks, marble tiles, pavement, streets, etc. Their opposite are the natural tiles, they're dirt, grass, natural rocks, leaves, etc. Example:
I told you to experiment more variation of natural tiles, because with them you can experiment more with hills, depressions, and such
I also want to note that while I see the appeal to making everything symmetrical and
neat, it is sort of a rookie mistake that makes the map look not as good as it could look.
The tile system in the WE is easily one of the easiest ways of making a terrain look better,
use it frequently, overlap many different tiles, experiment with their borders, and use the
tiles in combination with doodads to watch magic happen.
Also, I'd like to see less symmetry, the volcanoes for instance, no chance in hell they'd
align, naturally, that perfectly. Vary where they are and vary their heights and
surroundings, I'd suggest. And, well, DOODADS, use more doodads, they make
everything better.
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