Nobody takes me seriously. Admin remove this when ready please. Shame i do try but you guys only talk to people you already know but never me.
give it a bit of time my friend, the terrain forum's always been a rather slow place and it looks even slower these days
good cave, simple and effective structure, nice use of sand/village rocks. village rough dirt also looks very good with those tiles. i wouldn't use river rushes though, they're rather pixelly. i'd think about using one type of rock only
interesting work on the second one, but what really makes the kind of cliff terrains is if there's a visible path connecting each house, with a bit more variation in houses too, to the actual road, and with people interacting with each other on those paths (doodad people). that's the kind of thing that really makes it great and super to look at. i'd suggest making it a bit more tame too, looks rather wild atm
try to stick with a single kind of structural element, i.e. all the pillars/walls/etc from the same rock texture or something, so that it looks like a proper actual house/interior . agreed with the strange effect of the ripple, try to make any kind of raise a sharp, clear version of hills and then using walls on both ends to hide any kind of effects, or using platforms as walkable areas for units - however not ones like you used in front of the fire, but rather ones that actually look like floor. overturned walls often work. i'd also try creating a more homely atmosphere - the king's bedchamber looks a bit primitive in one part with the fire, then really spartan in the bed and yet religious and impressive with the statue, and then a bit homely with the darker walls and the bookcase, each element giving new effects.
just wondering, what are those trees? haven't been on wc3 terraining in ages
better tiles are needed here. sunken ruins dark grass isn't a great one imo, with trees that have leaves like that, you can easily use the leaves tile in small spots (always use 1 tile brush), and that'll give a great variation with the ashen grass already. dirty grass is even more essential though, giving variation from the path to the grass and all. cobbles aren't exactly a good choice imo, their overgo is rather bad, for paths like that, just use dirt + rough dirt, and soft overgo tiles such as dirty grass between it and the sharper ones like grass, lumpy grass etc. also try to vary the tiles with the rocks, put some dirty grass, grass, sand in there. it looks a whole lot better, or cover it with good rock creations.
i prefer doodadless rock creation most of the time because it can look a whole lot better with tiles.