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One screenshot from my upcoming campaign

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Tell me what you think:
 

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Looks fairly decend. You seem to have controll over your doodad placement, and environmental understanding. The only thing I would suggest here is for you to use more imported doodads, as that will greatly improve your terrain. Especially the trees.
 
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Thanks for the feedback.

The problem with the trees though, is that I can't easily replace them. There are about 5000 of those in this map, heh. It's also pretty hard to find good looking trees with hit and death animations, and a blight skin. Most custom trees are made for terraining only.

But still, I'll try to find some good-looking custom doodads.
 
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Thanks for the feedback.

The problem with the trees though, is that I can't easily replace them. There are about 5000 of those in this map, heh. It's also pretty hard to find good looking trees with hit and death animations, and a blight skin. Most custom trees are made for terraining only.

But still, I'll try to find some good-looking custom doodads.

There's an option in world editor where you can replace 1 specific doodad with an other one. And just ask animators to make hit and death animations if you like a specific tree.
There are a few that have it.
 
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I think the town is to dark... I mean dont ya think they had torches in the street and more?

It's a poor town though. The big one is within those walls. ;P
But, some more light won't hurt.

Not very eye catching imo but besides that it isn't really bad although like keiji sayed i would've used custom models i think you could achieve a lot more if you would use custom models.

I see that most complaints are about me not using custom models (I actually use lots of custom models, but all on units, heh).
I already downloaded some custom trees and plants, and I'll mix them a bit with the standard ones.

Thanks for the feedback both.
 
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Those trees are actually much larger than the standard ones. From 0.80-1.20 (standard) to 1.50-2.00. But, yeah, I'll add custom trees (I've actually added some already, but I haven't updated this screenshot).

I do use lots of different doodads, but it's a bit hard to see here (I enlarged those rocks a lot). Lily pads, fire flies, shrub, flowers, etc, are all in there.

Thanks both. :)
 
Those trees are actually much larger than the standard ones. From 0.80-1.20 (standard) to 1.50-2.00. But, yeah, I'll add custom trees (I've actually added some already, but I haven't updated this screenshot).

I do use lots of different doodads, but it's a bit hard to see here (I enlarged those rocks a lot). Lily pads, fire flies, shrub, flowers, etc, are all in there.

Thanks both. :)

but still those trees are kinda small, if you put units there I think the trees would be about the same size as a normal unit so make the trees bigger...
 
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but still those trees are kinda small, if you put units there I think the trees would be about the same size as a normal unit so make the trees bigger...

I agree the trees look small in this screenshot, but they are actually pretty big. You should know I scaled down all units in my campaign by about a third as well.

Take a look at this new screenshot (left is standard, right is my campaign).

Environmental transitions are a bit odd too imo. Red background, green center, clear and light town (compared to the other parts). I'd tint all spots towards the same direction of color.

I see what you mean. The fog and sky won't actually be like that in the campaign. I just thought it looked good. xP
The fog will be brighter orange/brown, and the sky will be Dalaran's sky.

Thanks both.
 

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I like that you're trying to work with semi-realistic proportions, but if you do it with just the trees it will look weird, especially if you scale down your units without scaling down things like lily pads, cattails, and bushes. Maybe make the buildings a bit bigger, and work on the rock formations to make them looks a little bit better. By that I mean more clean looking.
 
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Yeah, I enlarged the buildings as well. From 0.8-1.2 to 1.2-1.5. You're right about those small props. I still need to scale those down a bit.

And by clean-looking, do you mean less cluttered? You can hardly see it from that angle, but most of those rocks form a path, to cross the water.
 
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Clean looking as in lowering the rocks into the ground so that you can't see the 2d aspects of them. Maybe even layering them so that as they go farther from the path they elevate, rather then being a random elevation change from rock to rock.
 
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