Staredit Network > Forums > SC1 Terrain > Topic: Terrain from a new project
Terrain from a new project
Oct 22 2008, 3:16 am
By: T-Virus  

Oct 22 2008, 3:16 am T-Virus Post #1



I thought i would show a rough draft of the the smaller city from what will be my next map after i finish my current project with ETEFT(U) for the SEN winter contest. I apologize for the map revealers, i forgot to remove them. I didn't do a tone of sprite placement to cover rough sections yet, but i thought i would show off some of my own unique terrain to inspire other terrain designers.

Once again its rough, but you get the general idea.




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Oct 22 2008, 4:26 am stickynote Post #2



It looks decent, for buildings. It isn't exactly "unique", since others have done buildings before. In some places, I'm sure there are better blends, but I'm not really familiar with badlands structure.



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Oct 22 2008, 4:30 am T-Virus Post #3



Your right the buildings themselves aren't very unique i was more going for the placement and little details i added. But yeah it's rough i wasn't going to show it off but i thought what the hell.



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Oct 22 2008, 4:38 am Falkoner Post #4



I love that little dirt section in the middle especially, definitely something you usually don't see in city scenes people do. Overall it looks pretty good, you have some terrain height problems, but it all looks good to me :)



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Oct 22 2008, 5:42 am T-Virus Post #5



i appreciate the positive feedback. I know exactly what your talking about with the height but when i designed the terrain i designed it with a map in mind rather then for the illusion of realism. The way i have everything set up is so when i do get started on the map i have tones of room in the roads for my cinimatics and for my defensive missions.


Basically the idea will include a viral outbreak and you will watch the city sort of turns into a post-apocalyptic atmosphere.



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Oct 22 2008, 10:51 am Ultraviolet Post #6

Don't stop till you get enough

I'm not overly impressed with the bare terrain, but I like the way you've used terrain as a feature to integrate with your buildings. Generally the terrain and buildings seem somewhat separate from each other, but you've merged them together in a pleasing manner. I like it :)



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Mercenaries 2020 | Mercenaries III | Impossible Ultraviolet | Impossible UV2

Legacy Projects (No guarantee of functionality in modern SC):

Pixel Adventure 2 | Space Snipers | Control the Ball

Oct 22 2008, 11:54 pm T-Virus Post #7



I just tried my best to make the streets wide enough for the unit placement that will eventually be there, thnx for the feedback =D



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Oct 24 2008, 9:01 am ETEFT(U) Post #8



Wow, you actually finished the terrain, it looks good bro. You said you wanted me to help with this project right? :P



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Oct 24 2008, 12:44 pm Devourer Post #9

Hello

it blends way... on the first look!
as soon as I have "opend" the picture, I saw many blocky things.... I don't know if there are some tiles which much better than these, but I think there are... you should overwork some things [like the top of the "towers" at the top left of the picture... the light fields are blocking the top of the buildings]

and... @ ETEFT: do not posting such small informations like "you like it"... you should give some help for making that terrain epic...



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Oct 27 2008, 2:47 pm Zergblender Post #10



I absolutely love the top right corner part.
The medium raised structure edges could be improved, but without a comp with scmdraft, it's kinda difficult for me to explain.
the dirt part is fabulous and perfect in every way.
Now the only thing I didn't like were the thin twin buildings at the top,
apart from the bottom and roof, to me they didn't appear isometric at all.
Again, w/o scmdraft it's difficult to explain, but look at some of Rory's buildings in his latest city scape before he went modding.

EDIT: there's also a way to decrease the blockyness on some builings. Look at Rory's stuff and you might notice.



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Oct 27 2008, 10:27 pm Falkoner Post #11



Do you think I could get the map of this? PM it to me or something? I'd love to add it to the Terrain Compilation



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[12:51 am]
Ultraviolet -- RIVE
RIVE shouted: Beta 4 lyfe, ya kno
feels like a lower commitment. like if someone bitches about something, I can say it's in beta phase whatchu expect? :P
[2023-9-28. : 6:46 am]
RIVE -- Beta 4 lyfe, ya kno
[2023-9-28. : 5:26 am]
NudeRaider -- Ultraviolet
Ultraviolet shouted: NudeRaider I suppose that's one justification for pushing it to 1.00. I'm still messing with some novel concepts, I completely revamped the Shadowcraft hero in v0.18 and there's some kinks to work out with some of the other changes I made, but I suppose that doesn't mean I can't call the currently version 1.XX
indeed
[2023-9-28. : 1:13 am]
Ultraviolet -- NudeRaider
NudeRaider shouted: Ultraviolet prediction: It will. ;)
:massimo:
[2023-9-28. : 1:13 am]
Ultraviolet -- NudeRaider
NudeRaider shouted: Ultraviolet Oh, then your versioning is maybe a bit misleading. I didn't have much trust in a v0.2
I suppose that's one justification for pushing it to 1.00. I'm still messing with some novel concepts, I completely revamped the Shadowcraft hero in v0.18 and there's some kinks to work out with some of the other changes I made, but I suppose that doesn't mean I can't call the currently version 1.XX
[2023-9-28. : 1:12 am]
Ultraviolet -- NudeRaider
NudeRaider shouted: Ultraviolet :lol: did you really just commit another shout just to add a bracket? :D
Damn straight! :P
[2023-9-27. : 7:22 pm]
NudeRaider -- Ultraviolet
Ultraviolet shouted: Imp UV3 is actually in the works with some major changes, but it's been slow going. I'd like to have a version of Imp UV for every tileset at one point.. hopefully it doesn't take until 2030 :P
prediction: It will. ;)
[2023-9-27. : 7:21 pm]
NudeRaider -- Ultraviolet
Ultraviolet shouted: NudeRaider Oh definitely fully playable. I used the first map as the shell, so it was basically complete from the first release. I've made some tweaks and improvements here and there based on nuances between the maps, like UV2 has more air units so certain ground-focused heroes like Psycho and Shadowcraft have needed some buffing. Other improvements have been little bug fixes or ways of stopping cheese strategies (like the bosses now spawn in a random location instead of at their lair so players can't just camp them with nukes. UV2 is definitely harder despite only being 4 levels + boss fight instead of 5. I'd say it's definitely worth a go, there's some unique mechanics that make each of the levels have kind of their own interesting spin
Oh, then your versioning is maybe a bit misleading. I didn't have much trust in a v0.2
[2023-9-27. : 7:21 pm]
NudeRaider -- Ultraviolet
Ultraviolet shouted: nukes).* lol
:lol: did you really just commit another shout just to add a bracket? :D
[2023-9-27. : 4:22 pm]
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