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Foggy Forest-madman9800

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This terrain is 100% playable, all these screenshots were taken in game, so what you see is what you get :) lol...
 

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Level 34
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Sep 6, 2006
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You need way more environment doodads. You are using the UTM so you have a ton of awesome doodads at your disposal.

Your tile variation is really good, and the river looks nice. Your height variation is good. Although it looks like you may have left a few areas flat. Never leave forests flat!
 
Level 10
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Im still working on the height, and dont worry, i wont leave anyplace flat

The reason i dont use too many doodads is because this terrain is for a map, and i dont wanna have too many doodads or it'll lag the game...so im trying to use tile varation to try to make it look more foresty, but i guess i need to use a bit more rocks, shurbs, grass, etc...but if it makes the map lag even 1 bit im removing them back..
 
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Fair enough. Although maybe make it smaller with some doodads. It's so big and empty.
 
Level 10
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ya because i havnt terrained those areas yet, the WHOLE map will be playable, the map is sort of an RPG so i need lots of room. The empty spots are the spots that i havnt terrained yet, but will get to it soon. and i dont really know where to place rocks and shurbs, in like random places near forests?
 
Level 34
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No. It takes practice, but you generally place them around each other. Place a couple of rocks together and shrub them. Move on. Repeat.
 
Level 10
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ya but whats the point of terrain when it looks cool in a adjusted camera, and then not soo cool in game camera, after all this is a terrain for a map im making...i wanna show people what they'll see while playing the game...not while they hack open my map and look at it in the editor...

however i do see your point, and terrains do look better in adjusted camera, i just dont wanna show people something different then what is gonna be in the regular game camera.
 
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Maybe taking both would be better. That way it looks nice and you get a sense of in-game.
 
Level 24
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Well I like some screenshots, and I hate some others. It needs more detail, in all screenshots, but in some of the screenshots it is not really that foggy. In some other screenshots though, like the 3rd and 5th screenshots, I think the fog looks really nice.
 
Level 10
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Messages
237
Thank you all for your suggestions, I have made some small changes to the terrain, and added 6 new screenshots (not game camera, taken in word editor) Please give me some more feed back, thank you all :)
 

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Level 34
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Huge huge improvement. +rep for that! Although I think some of your mountains look a bit odd so smooth and steep. I think you should add little deformations and ridges on the mountain sides. They just look odd to me. But again, much better. I like it a lot!
 
Level 8
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Feb 20, 2007
Messages
338
FarZ is a pain in the... you know.

FarZ is what causes the blue sky to show through the terrain at a distance.

There is a trigger function that sets farZ:

Camera - Set Player 1 (Red)'s camera Far Z to 10000.00 over 0.01 seconds

But beware - having all of the players set with this extreme far z will slow the computer down - all of the objects (doodads, terrain, units) fog, etc) will be rendered We are talking something along the lines of about 18 large grid tiles across (not diagonally).

5000 to 6000 usually works rather well - not too laggy and provides one with a lot of viewing.
 
Level 10
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Gilles and Craka_J i thank you very much for your suggestions and the rep :) I will continue to improve the terrain and add new screenshots. I will try to make the mountains a bit more ruggid.

Wraithwynd, i dont really undrestand what you are talking about. IS farZ like a fog modifier or something?
 
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