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Need Comments

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Level 6
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I actually don't have the talent on terraining. But i need to learn to do a good terrain so i can make my map(yeah i'm alone for the project T_T). So I am here to ask for your critiscims. I want to make a elevated land where in an Artifact(the story revolves on the artifact) is on the top of it. I just made this terrain for about 30 mins. I just put anything that i want. Please tell me what should I do to make the terrain better.

NOTE: The elevated terrain is situated on the center of the map.
 

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Level 34
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First off, generally try not to use Blizzard cliffs. Instead use the raise ground tool to make hills and mountains. Are you supposed to be ale to get to the top? The raise ground hills work a ton better for pathing as well.

You need a ton more environment doodads. Take some time to go though all the doodads so you know what you have to work with. Use shrubs, bushes, and rocks on your hill. Rocks improve wills a lot. I would suggest going crazy with doodads. Cover the hill.
 
Level 6
Joined
Jan 17, 2007
Messages
177
First off, generally try not to use Blizzard cliffs. Instead use the raise ground tool to make hills and mountains. Are you supposed to be ale to get to the top? The raise ground hills work a ton better for pathing as well.

You need a ton more environment doodads. Take some time to go though all the doodads so you know what you have to work with. Use shrubs, bushes, and rocks on your hill. Rocks improve wills a lot. I would suggest going crazy with doodads. Cover the hill.

Ok, i will follow your tips. And no, heroes cant reach the top. Kinda like its a design or just an attraction lolz. XD
 
Level 8
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Feb 20, 2007
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Tips:

1. flatten the landscape, then raise it up in a hill.

2. For "cliffs" use the plateau tool and flatten the bottom inward, then "paint" your rock texture along the side of the hill - using something like clumpy grass at the top (over hanging) and grassy dirt at the bottom.

3. Use several kinds of trees from various sets: Ex: from Ashenvale use both types of trees, from the city use the summer tree, from Northrend use the dead tree.

4. Use rocks or rock chunks and enlarge them. For Rock chunks convert the category to "ramp" or Pathing blocker so it can not be attacked in game. Place a few large ones in your rocky cliff area, then use CTRL page up or page down to control the height. Creating a pile of rubble around the base of your cliff to act as a visable reason for pathing blockers You can go back and fill in with pathing blockers (if you desire) or you can change the pathing of the rocks. Rock chunks will give you the near vertical cliff face look.

5. Add environmental stuff (flowers, shrubs, bushes) and units (animals/critters: deer, raccoon, etc)

If you use rock chunks as a cliff face you need to balance our the stretch of the rock side against the needs of your game and what can be seen In the game. Usually 3-4 is about as big as you want to take it unless you are insetting smaller rocks inside or on the side to manage the stretched out look of giant doodads.

I threw something together to show you what I mean.
 

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Level 6
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Jan 17, 2007
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I edited the first post. i added two new screenshots. Please comment on the new terrain that i have experimented XD.
 
Level 8
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I would soften the tops of the new ones, use smooth and click a couple of times to round off the top slightly. Such a sharp cut with all of that green is counter to what we would assume is a wet climate. Lots of green means rain - rain means quick erosion.

Either shrink the floor or enlarge the mountain/hill top - you have corners hanging out in space. You could "support" the corner with a bit of rock wedged under the stone floor and into the cliff then use some cliff vines to "soften" up the corner.

Trees on top are "floating" lower them &/or place green rushes (customize and reduce Red and Blue in the coloring to make "green grass") &/or shrubs around them.

Need to fill in the bare areas - the vines/leafy/grassy areas need to be covered with something green to mask the over stretched look. Might want to consider a tile or two (single small tile) of rock or dirt on those very steep areas. Rock could be long term and have the feel of permanence. Dirt would be a recent land slide making it clear that this ancient temple/altar/place of magic is not going to be around for ever.

If you are looking for overgrown and ruins kind of feel, you might want to raise bits of the top land up and through the stone floor then plop in a few grass or shrubs to give the appearance of being time worn. The sharp, clear square is kind of a contrast to the surrounding leaning obelisks and the broken pillar.

I'm assuming this is for a game that will be played. Have you considered how players will see this bit of the map from inside the game?
 
Level 6
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Jan 17, 2007
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177
I'm planning to show this bit of map on a cinematic. I have another terrain idea XD. I'll just post the new ones later.(practice, practice, practice.)

P.S. Thanks for the tips Wraithwynd^^
 
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