This thread is for posting your most snazzy screen shots, either from your un-bumpable map threads, map header scrap pile, from some of your texturing/doodading endeavours, or for something of a different nature:
I hereby coin the term Map Art! Map Art is something you create when mapping, that has absolutely nothing to do with gameplay, and is not 100% categorizable as decoration. I´m talking about when you spend waaaay to much time stacking a bunch of doodads or meticulously paint the smallest details out of a handful of textures. It´s when you use the editor as an art medium; Map Art.
Other than showing off, this thread is also meant to be a place where you mappers can come looking for inspiration to new map themes. Also it is nice to have a collection of other map makers eye candy, so that you can learn from what they did.
If you like this thread idea, please participate, and I will commit to keeping a "best of" gallery from the whole community, plus a featured Map Artist of the Month, with some of the sweetest eyecandy by different map makers.
This month I present: Meltage
With a background in game design, Meltage has made beautiful map art from day one, and he makes sure all his maps both play well and look awesome. Just check out the gallery below, and let the images speak for themselves. + Show Spoiler [Meltage gallery] +
fenX was already a highly productive map maker before he found his way into this forum, and he immediately made an impact with lots of great looking maps and he blew me away with this awesome custom texture:
While not the most productive map maker in this forum eTcetRa has proven himself as one of the most talented map artists... . - check out his highly refined doodad control as well as his excellent texturing skills:
We all know and love dezi, a custom maps forum veteran with more than 20 maps under his belt. dezi won MotM #1 with The Crucible, and since then he has reached top 5 several times, and we can often enjoy high level games on One Must Fall. For some reason, dezi is not particularly known for his aesthetics, which is strange because they are certainly top notch!
While Sam is best known for his top notch maps such as Burning Altar or Cascade, he is also a top notch Map Artist. Unlike some of us he doesn´t go overboard and spam doodads & whatnot. You can always count on him to first and foremost focus on gameplay, however he will always deliver the whole package with great texturing and stunning map borders.
I still think Crevasse is one of the best looking maps ever made, and while Jacky doesn't post a much eye-candy as a lot of other mappers, all his stuff just looks great imo.
WniO has been an active poster on TL for more than a year, posting lots of maps and pioneering assymetric layout as well as wild texture usage. Having won most attractive map award in MotM, he is also one of the most skilled in Map Art.
There´s no getting around Koagel. Apart from decorating a bunch of iCCup maps, he also contributed to the forum with texturing tutorials, pioneered some wild doodads usage and did some unique Map Art pieces.
-photo realistic drawing made entirely by grass textures.
There´s no getting around LSPrime. Apart from being the lead supplier to GSL maps, he also finds time to support the mapping community, and even help map makers decorate their map borders.
[url=http://imgur.com/i7HKa] Screenshot from Brasilia by RainBell
From LSPrimes own maps:
[url=http://imgur.com/kTn55][/url] Screenshot from Dual Sight
[url=http://imgur.com/KjHzV][/url] Screenshot from Black Forest
And last but certainly not least: Here is LSPrime showing off his incredible skills, using the editor to build a space ship of pure awesomeness:
Great idea for a thread. I fear my minimalist/organic style hasn't yet translated to a really beautiful snapshot of mapwork yet, but this is inspiration to change that.
I'm definitely not be the best, but I am a nut for embedding sick visuals into melee maps.
When all is said and done though, I think that a lot of merit should be given to the subtle art of doing more with less (for serious tournaments at least). I have understood this since the first of these... I have made some progress but I'm still a newb at it >.<
all i really have to show off is my SC2BW Destination, i recently imported terrain textures from SC1 and used them. trying to recreate it as accurately as possible. i was suprised the textures actually look pretty good in sc2.
This is something i did while messing around with water, i see no practical use, as you have to form the thing to the grid that water is placed in, and it has to be kinda large to look good.
On August 07 2011 08:52 Gl!tch wrote: This is something i did while messing around with water, i see no practical use, as you have to form the thing to the grid that water is placed in, and it has to be kinda large to look good.
I have nothing to post... but i want to complain about the visuals on blizzards ladder maps. I've noticed alot of areas ( im thinking the mains of Nazarim Crypt specificaly ) where the textures are downright slopy.
On August 31 2011 13:28 Gl!tch wrote: I have nothing to post... but i want to complain about the visuals on blizzards ladder maps. I've noticed alot of areas ( im thinking the mains of Nazarim Crypt specificaly ) where the textures are downright slopy.
On August 06 2011 09:54 MavercK wrote: all i really have to show off is my SC2BW Destination, i recently imported terrain textures from SC1 and used them. trying to recreate it as accurately as possible. i was suprised the textures actually look pretty good in sc2.
Oh wow, they do. Hope to be seeing some of this in future maps!
Been missing this thread for some time now! Here's a little part of my ongoing 4player-project I'm working on. Note, It's not fully completed yet but I'm planning to do make all side cliffs like that.
in case you have minimal knowledge of a 3d program then build some extra models for your cliff decoration. the doodads look strongly scaled up and hence have blurred textures. otherwise very nice stylisticly. make sure the player know where the are going. high detailed deco spots should not take away focus from gameplay and should be well integrated at the same time, sothat they do not jump in your face, because the rest is rather simply decorated
WniO has been an active poster on TL for more than a year, posting lots of maps and pioneering assymetric layout as well as wild texture usage. Having won most attractive map award in MotM, he is also one of the most skilled in Map Art.
On October 15 2011 20:51 SaltyDog wrote: The last picture of Winio's, the one with the blue rocky island and red, misty background...
How the did he get the rocks like that? Custom doodads? It looks amazing.
There are 2 variations of Rubble that look like that. I believe all of those are just rubble that have been scaled and warped and rotated. Nice effect.
awesome lol! u should give it more background (like a skybox and maybe some tall things sticking through clouds a little) and it'd be an amazing picture
On October 19 2011 03:12 Dudemeister wrote: lol this thread makes me both inspired and depressed
Don't worry! Most of the prettiest things here are unusable in a balanced melee map because they take way too much space, unless if you make the map large and the playable section small, which is going to feel weird :D
My contributions, don't wanna waste TL bandwidth, so just some links to the HD pics:
This is a small piece of a project I'm working on. A Mineral Rig from a map and some simple custom unit textures. Sorry I can't show you more, gotta maintain some mystery
Edit: @SaltyDog - thsoe are pretty cool crystminerals! I like how you put them in the foreground like that for the scene composition. Wanna see it as a rendered movie clip
On October 19 2011 03:58 Callynn wrote: .. don't wanna waste TL bandwidth, so just some links to the HD pics ...
I don't think images take TL bandwidth at all. Most of these images are hosted on imgur.com - we use their bandwidth (and they love us for making their name bigger).
If anything, people who have a low-capped internet might not want to go loading huge pictures all the time. But for every 1gig of cap you can load something like 500 high quality SC2 map images :o
Most of the images shown here aren't the high quality version anyway. If you have a high quality image and use the "Upload Image" feature, the upload image feature will literally make a second, smaller copy (that just barely fits perfectly onto TL) and clicking on that image will open a link to the HQ image.
(small preview of my upcoming map's theme; visuals are wip)
Nowadays Chau Sara is mostly known for mining and hard-bitten men working underground. Demanding jobs and low payment allow few sweets. When night closes in, cool air streams down from the mountains and fog allocates in cracks and grooves and moisture accumulates reviving weary bones. Around midnight haze occurs and everyone is willing to spend most of the hard-earned cash. People from all parts of the galaxy offer many kind of stimulants arousing mass bloom among the planet's biota and men. Irradiated dust emits purple light and the netherworld gleams in warm haze.
who needs a shark when you can have a pole dancer?
I have had some trouble picking a featured artist of December, and I didn't wanna pick 2 TPW members in a row, so I decided to go with JackyPrime. Imo Crevasse is one of the best looking maps ever made and he continues to churn out good stuff.
I wanted to create a mountain-top theme on Auir. A sacred place, for protoss templar pilgrimage. I used less than 500 doodads and only Auir tileset textures. The lighting is Agira. Ulaan lighting looked faboulous, but too dark for a good melee map, imo.
On January 13 2012 22:49 Meltage wrote: TPW Sacred
I wanted to create a mountain-top theme on Auir. A sacred place, for protoss templar pilgrimage. I used less than 500 doodads and only Auir tileset textures. The lighting is Agira. Ulaan lighting looked faboulous, but too dark for a good melee map, imo.
These are utterly gorgeous. Personally I like the Agria lighting more though, the Ulaan makes it all look more fake. The Agria makes it look stunninly real, imo. Great work no matter what. A perfect example of doing a lot with little.
I was wondering how i would go about finding some of the maps featured here to play on? Are there channels on the AM server that go customs of those maps a lot?
Basically I want to know how to find games on maps as sick as the ones in the OP and subsequent posts.
On January 24 2012 07:02 Koagel wrote: LOL Why wasn't this thread around when I was still active?
I think i heard of you somewhere
And I just might have read your name somewhere... Just not sure...
Btw, the third map picture is not my version of the map.
Whoah! Koagel necroed himself!! Now that you´re here, plz go scan your hard drive for snazzy screens so I can update your gallery
Btw, those of you who wondered who came up with using ground props as stairs... - Master Koagel!
@m3rciless: you have to be more specific, different maps are published on different servers around the world, so pick a few screens of the maps you´d like to play, and we´ll direct you to them.
Wow, thanks for the warm welcome folks. Really appreciated. Right now I'm as a visiting student in Cambridge, and I don't have SC2 or any screens of my maps on my notebook. Maybe I'll get my parents to send me my SC2, I'm kind of feeling the itch again...
On January 24 2012 19:00 Koagel wrote: Wow, thanks for the warm welcome folks. Really appreciated. Right now I'm as a visiting student in Cambridge, and I don't have SC2 or any screens of my maps on my notebook. Maybe I'll get my parents to send me my SC2, I'm kind of feeling the itch again...
Scratch that itch baby! SC2 aesthetics has come a long way. Lots of great stuff being created these days.
On January 24 2012 07:02 Koagel wrote: LOL Why wasn't this thread around when I was still active?
I think i heard of you somewhere
And I just might have read your name somewhere... Just not sure...
Btw, the third map picture is not my version of the map.
Whoah! Koagel necroed himself!! Now that you´re here, plz go scan your hard drive for snazzy screens so I can update your gallery
Btw, those of you who wondered who came up with using ground props as stairs... - Master Koagel!
@m3rciless: you have to be more specific, different maps are published on different servers around the world, so pick a few screens of the maps you´d like to play, and we´ll direct you to them.
Alright, specifically:
The first picture in WniO's section. The last picture in funcmode's section. Both the floating land and the trolley over lava from the best of the best pictures.
On January 24 2012 07:02 Koagel wrote: LOL Why wasn't this thread around when I was still active?
I think i heard of you somewhere
And I just might have read your name somewhere... Just not sure...
Btw, the third map picture is not my version of the map.
Whoah! Koagel necroed himself!! Now that you´re here, plz go scan your hard drive for snazzy screens so I can update your gallery
Btw, those of you who wondered who came up with using ground props as stairs... - Master Koagel!
@m3rciless: you have to be more specific, different maps are published on different servers around the world, so pick a few screens of the maps you´d like to play, and we´ll direct you to them.
Alright, specifically:
The first picture in WniO's section. The last picture in funcmode's section. Both the floating land and the trolley over lava from the best of the best pictures.
Thanks!
WniO's pic is from a UMS he never completed.
The rest are legit maps:
Artifice part of NASL map pool. Isle in the Sky Maybe only on Korean server Crimsonite Maybe only on EU server (was published on US server by Ironman, not sure if it's still there)
On January 24 2012 07:02 Koagel wrote: LOL Why wasn't this thread around when I was still active?
I think i heard of you somewhere
And I just might have read your name somewhere... Just not sure...
Btw, the third map picture is not my version of the map.
Whoah! Koagel necroed himself!! Now that you´re here, plz go scan your hard drive for snazzy screens so I can update your gallery
Btw, those of you who wondered who came up with using ground props as stairs... - Master Koagel!
@m3rciless: you have to be more specific, different maps are published on different servers around the world, so pick a few screens of the maps you´d like to play, and we´ll direct you to them.
Alright, specifically:
The first picture in WniO's section. The last picture in funcmode's section. Both the floating land and the trolley over lava from the best of the best pictures.
Thanks!
WniO's pic is from a UMS he never completed.
The rest are legit maps:
Artifice part of NASL map pool. Isle in the Sky Maybe only on Korean server Crimsonite Maybe only on EU server (was published on US server by Ironman, not sure if it's still there)
Thanks. Unfortunate that a lot of them may not be on AM.
how do units look with that lighting? seems a bit dark to me and with strong accentuation of highlight. realy like it. brown orange like quake back then
As someone who is getting back into map making, this is the most inspirational thread I've come across in the last 2 weeks. Such excellent work in here! want to see more~~~
On January 25 2012 20:09 Samro225am wrote: how do units look with that lighting? seems a bit dark to me and with strong accentuation of highlight. realy like it. brown orange like quake back then
do you use orange fog over the lava? ^^
Would this be acceptable? Made a couple slight adjustments but anything excessive seems to kill the setting.
Also, first pass on an oasis tileset. Lighting hasn't been changed from Xil yet so this is pretty raw. Gonna make a second pass on it during the week.
I apologize for my long absence. IRL stuff had me bogged down for months. But now I'm back to maintain this thread for a while. Edited in Artist of the Month for March, April & May in OP.
Mereel, eTcetRa & fenX, congratz!
Meltage, you're up for June, start collecting images for me
I was totally blown away by this thread just now... these are insanely good. Kinda makes me sad when I think about some of the butt-ugly ladder maps and tower defenses or whatever that top the popularity list (Compared to these! No offense...). Well-done terrain is way underappreciated in Starcraft.
there is a doodad called "fire medium" if you change the height it's possible to make doodads look like they are on fire, it looks like one of the temple column doodads was used there
-------------------
anyway, here are a couple of images from a map I've spent altogether to much time doing the aesthetics on
Want to add floating fruit (or any other model) to your water?
edit the 'CWater Doodads' field of any type of water in the data editor (bel'shir is a good choice because it already has those floating lily pads)
some cool models for this are the Shape* models (like ShapeApple) but you can add most (all?) models from the game in (like Banelings (they're even animated))
there is a doodad called "fire medium" if you change the height it's possible to make doodads look like they are on fire, it looks like one of the temple column doodads was used there
God, this thread is like map-maker porn (and I love it).
I also noticed a few of the maps displayed have only 6 mineral patches, similar to a thread I've read a while ago. Is this being incorporated into modern maps already?
Got a couple of sneak peak shots of my next creation:
I know the general complaint lately is that a lot of maps are dark and gloomy, but... I sorta ignored that, cuz there's like a thousand doodads for zerg that nobody except Barrin's ever used. And I thought I'd use them
IronMan's stream made me want to try my hand at making a volcanic jungle, so I invaded one of my old maps. The Char dirt texture is actually just perfect for this sort of thing.
This is a bit different from what's posted before, mainly because of the inclusion of units. It's from a stealth mission I'm making (think MGS1). The "black snow" is white in-game. And that is an actual snow tileset, named Niflheim.
I don't think he erased terrain squares but removed lowest level altogether? It is the same thing I did with my lava images in the earlier pages of this thread seen here:
As you can tell, he pulled it off far far far better than I did.
oh what i had that shit back in 2010 with Hybridstation ez mode. just kidding his map is perty. BTW I WANT TO SEE A GODDAMN INDOOR MAP. someone make it already. like a giant protoss temple, or a huge terran refinery or warehouse or something. gogo.
On August 06 2011 09:54 MavercK wrote: all i really have to show off is my SC2BW Destination, i recently imported terrain textures from SC1 and used them. trying to recreate it as accurately as possible. i was suprised the textures actually look pretty good in sc2.
WOW JUST WOW. How would I go about doing this? I know it's over a year old. But holy....
On June 04 2012 15:09 WniO wrote: oh what i had that shit back in 2010 with Hybridstation ez mode. just kidding his map is perty. BTW I WANT TO SEE A GODDAMN INDOOR MAP. someone make it already. like a giant protoss temple, or a huge terran refinery or warehouse or something. gogo.
soon
its gonna suck since im not that good but im working on something like that
The problem with indoor maps is that they have to fit Battlecruisers, Carriers and Motherships in them. I do think it would be interesting to have maps with various smaller areas, representing buildings, only accessable by non-massive land units. Actually, having other terrain effects in general would be cool, like swampland slowing units down, or radioactive dumps that slowly attrition things that pass through. I want to go make a map like that now.
Boy, I havn't been here in a long time! Good to see that people are still coming up with new ways of creating awesome environments.
Here's a shot I made in roughly 30 min'ish. I havn't used the editor in Months :/, but I might get back to it when I get proper time. (and creative mind mode, cause hey, kinda need that to bother to do anything with it!)
You may have a virtual cookie if you can tell me where I got the inspiration from!
On July 11 2012 04:10 Ferisii wrote: Boy, I havn't been here in a long time! Good to see that people are still coming up with new ways of creating awesome environments.
Here's a shot I made in roughly 30 min'ish. I havn't used the editor in Months :/, but I might get back to it when I get proper time. (and creative mind mode, cause hey, kinda need that to bother to do anything with it!)
You may have a virtual cookie if you can tell me where I got the inspiration from!
I'm calling Diablo (the original) entrance to the cathedral. Updated for modern times in so many good ways!
On July 11 2012 04:25 IronManSC wrote: How did you do the light in the door?
I'm thinking sunrays and omni lights probably. Still very impressive.
Sunrays are too big and they shine wherever, and omni lights do not give off rays like that. If I had to guess it's probably a standard search light with a custom color.
On July 11 2012 04:25 IronManSC wrote: How did you do the light in the door?
I'm thinking sunrays and omni lights probably. Still very impressive.
Sunrays are too big and they shine wherever, and omni lights do not give off rays like that. If I had to guess it's probably a standard search light with a custom color.
I don't know, I've never done it, but it seems possible to mess with the scale/height of the sunrays, to fit this sort of thing. I could be wrong though.
I was sorta hoping no one else found the trick with the Braxis cliffs, cus I wanted to use it. Anyway, here are the aesthetic pics of my 2nd MOTM entry, Cerberus Plateau, check out the map thread if you're interested, I could use some comments regarding the layout, so far they've only been about the aesthetic.
On July 11 2012 04:10 Ferisii wrote: Boy, I havn't been here in a long time! Good to see that people are still coming up with new ways of creating awesome environments.
Here's a shot I made in roughly 30 min'ish. I havn't used the editor in Months :/, but I might get back to it when I get proper time. (and creative mind mode, cause hey, kinda need that to bother to do anything with it!) + Show Spoiler +
You may have a virtual cookie if you can tell me where I got the inspiration from!
It looks like Diablo 3, act 1 when you enter the cursed hold. + Show Spoiler +
Haha, thanks for the nice comments people! Always nice to know I'm still capable of doing good stuff. And yes, it is from D3 Act1, more specificly, it's the exit from the Spider queen room. About the door lighting effect, @NewSunshine you pretty much hit the nail right on the head, with me using sunrays and omni lights to create the door effect. I used a total of 3 sunrays to create a effect for my liking, changing their colours, sizes and adding in omni lights to make it look like the light was spreading to the outside area bit. Here's another screenshot from a different angle.
@Gfire I really like what you have made in those last screenshots! They're simple, yet very nice to look at.
Edit: Nearly forgot. If anyone wants to have a closer look at my d3art test map, feel free to link me a free upload website I can put it up on. Sucks that megaupload is down.
On July 11 2012 22:01 Ferisii wrote: Haha, thanks for the nice comments people! Always nice to know I'm still capable of doing good stuff. And yes, it is from D3 Act1, more specificly, it's the exit from the Spider queen room. About the door lighting effect, @NewSunshine you pretty much hit the nail right on the head, with me using sunrays and omni lights to create the door effect. I used a total of 3 sunrays to create a effect for my liking, changing their colours, sizes and adding in omni lights to make it look like the light was spreading to the outside area bit. Here's another screenshot from a different angle.
@Gfire I really like what you have made in those last screenshots! They're simple, yet very nice to look at.
Edit: Nearly forgot. If anyone wants to have a closer look at my d3art test map, feel free to link me a free upload website I can put it up on. Sucks that megaupload is down.
So many Briiicks. Oh well. Not entirely happy on how it turned out, but I guess it's ok for now. If anyone is interrested in taking a closer you, you can find the map file right here. And before anyone ask, no, this is not good for gameplay. Performace issues ;p
Looks good. Sadly I think the texture resolution is too low to scale the doodads up that much and still look good. But the overall impression it gives is quite nice. Feels a lot like Diablo, for sure.
So many Briiicks. Oh well. Not entirely happy on how it turned out, but I guess it's ok for now. If anyone is interrested in taking a closer you, you can find the map file right here. And before anyone ask, no, this is not good for gameplay. Performace issues ;p
Begone, nephalem! Looks great again. The resolution thing is a bit of a bump, but not a big deal in this case.
On July 18 2012 23:34 eTcetRa wrote: Wanted to create something different and less "natural" than i have of late. I present an upcoming map: Crimson Isles.
On July 18 2012 23:34 eTcetRa wrote: Wanted to create something different and less "natural" than i have of late. I present an upcoming map: Crimson Isles.
Not quite as pretty as what's been posted previously, but I do think that it's nice looking. I'm really curious how you got that really cool texture transition eTcetRa, It looks great.
The texture Aiur Grunge has very defined lines on it which you can use to create edging for other texutres like I did the concrete. The lines aren't as consistent as other textures which gives it a softer look in places, as though the "grungey dirt" has risen over the concrete in places.
I can make guides for some more advanced texturing techniques i've used in maps like Genesis aswell, if some people were interested.
On July 19 2012 14:01 eTcetRa wrote: I am using only three textures in those images:
Agria Concrete Aiur Grass Aiur Grunge
The texture Aiur Grunge has very defined lines on it which you can use to create edging for other texutres like I did the concrete. The lines aren't as consistent as other textures which gives it a softer look in places, as though the "grungey dirt" has risen over the concrete in places.
I can make guides for some more advanced texturing techniques i've used in maps like Genesis aswell, if some people were interested.
I suspected that was what you did. You can actually do something similar with Niflheim Smooth Ice, to make it look like something is frosting over on the edges. This works even better if you add a soft edge of Niflheim Ice Frosty, which blends with the ice, but gives it a nice accent, the end result being sorta like what you've done. I don't have an image though, I scrapped the map where I did that, but anyone who's got their hands on the tileset is free to give it a go.
edit: in fact, you might be able to mesh the Smooth Ice with the Aiur Grunge, and have them be sort of interwoven, giving a sort of slushy look. awesome idea, wish I thought of it :p
On July 18 2012 23:34 eTcetRa wrote: Wanted to create something different and less "natural" than i have of late. I present an upcoming map: Crimson Isles.
On July 18 2012 23:34 eTcetRa wrote: Wanted to create something different and less "natural" than i have of late. I present an upcoming map: Crimson Isles.
On August 09 2012 19:26 ScorpSCII wrote: Best of best formatting is messed up
Yeah I noticed that. I can't see what's wrong with the code, I suspect there might be a limit to how many pictures a post can contain, but I really don't know.
On August 09 2012 19:26 ScorpSCII wrote: Best of best formatting is messed up
Yeah I noticed that. I can't see what's wrong with the code, I suspect there might be a limit to how many pictures a post can contain, but I really don't know.
Try remove pix and update until you find the limit or the error then
I don't know if this the right place for this, but I wanted to see what people thought before I continued. As this is truly an exhausting process, and I guess it qualifies as map art.
On August 12 2012 15:33 GDR wrote: I don't know if this the right place for this, but I wanted to see what people thought before I continued. As this is truly an exhausting process, and I guess it qualifies as map art.
This morning I decided to randomly select texture combinations and see what I could do with them. It's pretty fun. Nothing too detailed but I got some cool fresh-feeling themes.
the 4th and 5th are pretty cool and have a lot of potential,
side note - is anyone else REALLY dissapointed with the textures from hots? like they dont even look that different besides the starwars one.
from vanilla to broodwar was like OH SHIT TAR DESERT!! SNOW OMG!!! DARK PURPLE COLD ALIEN WORLD BLARR. most of what i see now is, oh slightly different looking plains here and stuff.
On September 21 2012 05:20 WniO wrote: side note - is anyone else REALLY dissapointed with the textures from hots? like they dont even look that different besides the starwars one.
No. At least, not me.
The new textures do 2 things:
1) Explore themes that haven't been done yet, as well as doing old ones better.
2) They have better quality, and a nicer overall look to them.
Also, most of the tilesets are put together really well, and can yield awesome results if you play around with them a bit. The Korhal City tileset, for instance, lets you mix the different tiles together to create any number of patterns, no other tileset does this. Look into them, and play around with them, and then you start to figure out what makes them so good.
The new textures are certainly great. I think, other than the korhal ones, and I guess the ice one to some extend since we had niflheim, they all feel new and fresh. Maybe not as mind-blowing as the added tilesets in BW, but that's because so much was already explored in WoL. I'm quite happy about all the new textures, and I think most of the ones which seem a lot like old ones are still improvements or good additions.
Of course there's still a ton of new textures that aren't available yet, as well.
Of course there's still a ton of new textures that aren't available yet, as well.
Exactly, look at the campaign trailer and their New Art Demo video. Both show some really cool tilesets.
Well, they are actually listed in the editor, but they didn't include any assets in the beta client that weren't in the beta map pool, probably to keep the download size small. But we can see the names of the textures and tilesets, as well as a bunch of doodads.
Putting such awesome map art here is cool and all, but how about using it in some map? It is a shame that only the select few that visit these forums will see it, so how about making a map, be it melee, a RPG or something, and include that research center in it?
totally worth it! keep it up, i am unsure if i have ever seens so much love and time for details together with such a stylish color combination/general design direction. i really hope the layout is good too!
edit_ the lava in the first image looks better. changed fog settings?
@OxyGenesis You have amazing talent, your one of the few who can keep surprising me with what the map editor can deliver. And your maps are always both innovative and viable, while your aesthetics just blow my mind. Keep up the amazing work!!
On October 12 2012 05:58 Samro225am wrote: totally worth it! keep it up, i am unsure if i have ever seens so much love and time for details together with such a stylish color combination/general design direction. i really hope the layout is good too!
edit_ the lava in the first image looks better. changed fog settings?
The lighting is what changed it the most I think but there is also a fog doodad in there. The aesthetic idea is red and cyan as they are opposite (and complimentary) colours. My graphic design degree is finally paying off
No promises about the layout It's one of those solid-but-not-quite-tournament-level maps. I think it has some interesting and unique features though. Hit me up on skype, I would love to get your opinion.
A gallery of a melee map I'm making with aesthetic techniques I've learned from this thread and other places.
That looks like a pretty cool theme, I like the 'industrial quarry pit' look on the low ground.
Imo, in the areas with natural cliffs there should be more variation, less long stretches of straight natural cliffs. also, I believe that the look of the area could benefit from the use of more 90 deg (the ones like this: > < V ^) corners on the natural cliffs instead of the majority of 135 deg cliff corners particularly here http://i.imgur.com/0hzFi.jpg, to keep the cliff lines more varied.
On November 15 2012 16:16 Samro225am wrote: there is enough stuff. change the lighting to make it easier to play on and watch or leave it like that for better visuals.
Is it really that unclear? I get a lot of feedback that my visuals give you seizures. Of course, it doesn't show up on lower graphics but people tell me that a lot and I don't really see it.
Edit: Still feel it's a bit spartan though, if you look like a map in a similar style like Daybreak there's so much more stuff going on it seems everywhere. (though doodats are pretty cheaply copied and mirrored from one side to the other I guess).
On November 15 2012 16:16 Samro225am wrote: there is enough stuff. change the lighting to make it easier to play on and watch or leave it like that for better visuals.
Is it really that unclear? I get a lot of feedback that my visuals give you seizures. Of course, it doesn't show up on lower graphics but people tell me that a lot and I don't really see it.
On November 15 2012 16:16 Samro225am wrote: there is enough stuff. change the lighting to make it easier to play on and watch or leave it like that for better visuals.
Is it really that unclear? I get a lot of feedback that my visuals give you seizures. Of course, it doesn't show up on lower graphics but people tell me that a lot and I don't really see it.
what are you talking about?
"change the lighting to make it easier to play on"
That. A lot of people say my lightning use is unclear and makes their eyes hurt.
On November 15 2012 17:48 Samro225am wrote: just do not use aiur or any custom setups that have that much blur and emphasize on specularity + light emission.
On November 15 2012 17:48 Samro225am wrote: just do not use aiur or any custom setups that have that much blur and emphasize on specularity + light emission.
...so... that's a 'yes'?
is this the map art thread or discussion on map lighting?
On November 15 2012 17:48 Samro225am wrote: just do not use aiur or any custom setups that have that much blur and emphasize on specularity + light emission.
...so... that's a 'yes'?
is this the map art thread or discussion on map lighting?
"Is this a mapping forum or a discussion about maps?"
I am asking if the lightning is too blinding, I have a sensory disorder, I cannot see that myself. Surely this is a discussion of if the art direction I'm taking is appropriate? I have no intention to blind people.
Well, I always make sure the lighting is as clear as possible on lowest settings, everyone who cares about clarity plays on lowest settings anyway. Abyssal City also has a clarity problem on high settings but on low settings it turns out fine.
Well i have been working on this map for a while now and i still don't feel that i have finish with it, the biggest part about this map is that i'm not sure about the texturing of it, i just don't know what to do with it, it just doesn`t feel right, i have retexturized the map a couple of times but i just keep feeling that it isn't right, and i would love if you guys can give me some advice for it or at least tell me that i`m going mad or something.
The upper right main texturing isn't finished yet, and im thinking in re texturing the left bottom one
The map is 160X160 and it takes around 55 seconds from a main to another, and ~62 in cross positions, i have another version of the map without the xel`nagas since i think that without them the map would play out better
its probably the fact you are using alot of different designs in the map. it kind of looks like a mess in overview, but at game level, you don't see the whole map, so the way you flow the designs into each other here will look pretty cool. i like it alot.
at the same time i would advise you not to go too overboard on the texturing and save yourself some sanity, because in the end, people don't play maps to ogle at your ability to use size 0.5 brushes
while im here, the ice world doodads are in hots are probably some of the best blizzard has done for all the tilesets im talking about the the cliff doodads here in particular, as most of the others are missing
That's kinda what i was trying to achieve with this map, give the feeling of areas on the map, it's nice to see that i achieved that even as you say it messes with the overview of the map.
btw 0.5 is waaaay to big man, 0.25 al the way! (god these tyrador bricks where a pain in the ass)
Oh yeah i totally agree with the cliffs, props to the artists that did them, i have been messing around a little and these are trully amazing i can't wait to have a bit more time and make an ice map just so i can use them
On December 16 2012 11:00 Uvantak wrote: Well i have been working on this map for a while now and i still don't feel that i have finish with it, the biggest part about this map is that i'm not sure about the texturing of it, i just don't know what to do with it, it just doesn`t feel right, i have retexturized the map a couple of times but i just keep feeling that it isn't right, and i would love if you guys can give me some advice for it or at least tell me that i`m going mad or something.
The upper right main texturing isn't finished yet, and im thinking in re texturing the left bottom one
The map is 160X160 and it takes around 55 seconds from a main to another, and ~62 in cross positions, i have another version of the map without the xel`nagas since i think that without them the map would play out better
How did you make that rollercoaster in the background?
Yeah these light roads are force fields that i redimentioned in the data editor, it was fairly easy, just a little messy, and now im trying to learn how to make cars go around in the freeways, i hope i manage to make them work and not just crash and burn :$
Here's a substantial number of screenshots from a map I'm currently working on. The lighting isn't where I'd like it to be but I think that the terrain is pretty. + Show Spoiler +
I agree with the Kaldir cliff doodads being awesome.
On December 18 2012 23:40 Fatam wrote: prison ship sounds fun
I would love to play with something like that, and doing an UMS map about the Liberty's Crusade book when they go to a Prision Ship orbitating mar sara to free jim, i hope it includes more metalic tiles like the ones in korhal plataform i really like these black geometric ones
I think the first one is the easiest to read, but it looks like a ums where you have more control over what's being shown and visibility isn't as important, in which case I really like the last one.
I would prefer the 4th one, i think it fits better with the theme, but as daemoniac said if the map is a custom map the lighting isn't as important so you can choose any you want
It's like the first map I ever made but I lately played some games on it again and I'd forgotten how good it actually looks because the lightning really goes all out:
Probably not for everyone though, like it's really dark, not Cloud Kingdom dark but actually pretty darn gloomy. I've seen a lot of complaints about dark maps lately. This is probably one of the bleakest lightening effects ever.
I'm not sure if im up to the standards of the thread since im really insecure about my texturing and stuff, but what the heck i will post them anyways :3
On December 25 2012 10:21 SiskosGoatee wrote: You're making your own single player campaign?
Looks very impressive anyhow
Yep. It's not finished yet, but not far away now. I know most people here make melee maps, but I'm straight campaign. Parts of it can be played already (though not that mission). The tunnels in the picture are actually a small plot point (the heroes send a squad through them to plant C4 under the enemy's base, and the players has to "hold the fort" while waiting for detonation).
On December 25 2012 10:44 SiskosGoatee wrote:
So sue me.
Haha. I thought about using a bio dome as an intersection as well, but it didn't turn out as good as with you. I might try again. Oh: if you want floors with that, you can use the installation roof doodad.
On December 25 2012 13:39 SiskosGoatee wrote: I still think those light roads you managed to make are absolutely stunning.
Yeah, i stole them from the book/movie Cloud Atlas (The map is named after the book too), but i'm not sure i captured all of the epicness of the light roads, i think i could have done a better job, but the only way i see i could have done that would be to have bought a 3d editor and do my own roads, but it would have taked me ages to learn how to use it and then do a proper road, so im happy with this result ^^
On December 26 2012 07:27 Dante.StarCraft wrote: Is it possible to make them somewhat transparent? That might help.
Sadly for what i know about the editor that's just not posible :/, that's one of the reasons why i wanted to create my own roads, the other one is to avoid these bright lines where the "blocks" of the road meet.
Anywho, in the future i plan to get a 3editor and do the roads for the map (or other city maps with this kind of road) ^^
The second picture looks really nice, Dante. The first one's pretty too but the second has more stuff in it which makes it more interesting, at least to me.
A continuation of the campaign-style map from my post on the last page with lighting style #4, slightly modified.
Part of a melee map. I based this part off of Hayao Miyazaki's Nausicaa of the Valley of the Wind, what with the Toxic Jungle and so on.
Yeah, looks like a grayish version of the Protoss Starship cliffs, which would certainly be useful. And lighter versions of the ulaan textures could be cool.
It looks like Xel'Naga but in the last pic it looks like it has some terran doodads so idk.
The other one they have screenshots of but isn't in beta yet is the one from that single player mission. Char swamp or whatever.
It's not floating, there are pillars. The screenshot is so small it's hard to see; look at the larger version and you can tell that the supports are there.
Those new cliffs are really nice looking. I'm inclined to believe that that's the "prison ship" that you said was Protoss themed when you posted the list of new tilesets. Just a hunch though.
@Dante if you see closelly you will see that there's a terran cliff filler supporting the structure, quite clever if you ask me. //EDIT// Sniped -.-
These xel'naga cliff are nice, i would love to play with them in a snow map or in a jungle one. yeah, these green lines on the cliffs looks like these xel'naga doodads as you say Gfire, but it would be awesome if they were cliffs.
From the Main base of my campaign ( like WoL campaign , here you can buy upgrades , choose the units you'll use in the next mission and other , just in classic sc2 visual ) .
On January 01 2013 06:40 Uvantak wrote: @Dante if you see closelly you will see that there's a terran cliff filler supporting the structure, quite clever if you ask me. //EDIT// Sniped -.-
These xel'naga cliff are nice, i would love to play with them in a snow map or in a jungle one. yeah, these green lines on the cliffs looks like these xel'naga doodads as you say Gfire, but it would be awesome if they were cliffs.
Yeah, but I wouldn't focus too much on the doodads as opposed to terrain. It's a melee presentation anyway. I think it maybe might be the "Purifier World", though that's a guess as random as any.
I definitely like #3 the best. Pretty much what you said, it's man-made so keep it man-made looking. #2 doesn't look that bad though. Don't do #1 though!
ICE IS THE NEW DESERT! I guess everyone will use this tileset so i figured i had to be quick as i join the party late.
Working on a frozen shore theme right now. The idea is to have a sea-green to grey fog that blends various water textures one would not use together in most cases.
which adds some variation while you do not have to go texture/doodad crazy (beside cliffs). this creates (imho) a nice soft color range that is easy to look at and play on, no distraction, etc. the spectrum is a medium-range, neither grey in grey (XNCaverns), nor strong contrast (lava + jungle, old favorite of mine).
think of areas of open water or packed between ice drift and frozen to a different degree.
edit: i tried the ice night lighting setup, but toss units have a bit too much 'light emission'/glow and units in general tend to be too dark.
On January 04 2013 20:18 Semmo wrote: Samro// it looks ok, but since ive seem that cliff so much it already got old.
The water being green is really awkward though, and unpleasant imo.
you've never seen green water?
It looks awkward with the icecaps. What are you tryin to achieve by saying this anyways
edit: I shouldve said nice things too, sorry. I like how you made it less man-made, that's really good.
you made fruitland, right? and you comment on colors not matching? sometimes water looks very greenish, and imho green and violet-blue looks quite good in this context. so if you find it unpleasant that is okay really, yet my point is such color appearance exist in real life and so i think it is viable.
i prefer such a combination over grey-grey or very strong contrasts as i wrote earlier and think it is easier to look at on streams and ingame.
On January 04 2013 20:18 Semmo wrote: Samro// it looks ok, but since ive seem that cliff so much it already got old.
The water being green is really awkward though, and unpleasant imo.
you've never seen green water?
It looks awkward with the icecaps. What are you tryin to achieve by saying this anyways
edit: I shouldve said nice things too, sorry. I like how you made it less man-made, that's really good.
you made fruitland, right? and you comment on colors not matching? sometimes water looks very greenish, and imho green and violet-blue looks quite good in this context. so if you find it unpleasant that is okay really, yet my point is such color appearance exist in real life and so i think it is viable.
i prefer such a combination over grey-grey or very strong contrasts as i wrote earlier and think it is easier to look at on streams and ingame.
Hey, when I made fruitland, I was high.. err I mean creative.
Yeah I guess. Like you said, violet blue is more normal, but I guess you make sense too.
Sadly after one of the patches the HDR multiplier stopped working so a lot of those doodads look all dark. Anyone else having that problem? Maybe I can use tint color or something to get something like what I had before.
I kind of agree, though. I'm not sure I like the look of just glacier cliffs without anything else.
Sadly after one of the patches the HDR multiplier stopped working so a lot of those doodads look all dark. Anyone else having that problem? Maybe I can use tint color or something to get something like what I had before.
I kind of agree, though. I'm not sure I like the look of just glacier cliffs without anything else.
Well, I noticed that any kind of major color/brightness manipulation on doodads sadly looks AWFUL when you play on low graphics or sometimes medium. The SC2 engine will simplify it to really dark or really light depending on which side of the average lighting it falls on. Which is why I (begrudgingly) stopped doing this.. a really high % of people play on Low (including a lot of pros) so I saw no reason to make something that will look nice in the screenshots and on high, but shitty to all those people. Same reason I stopped using decals on space station maps and such.. half the people won't even see them, the game doesn't even show them on low settings lol
It's called 'ship piping' by the way if anyone cares, searching on 'pipe' or 'pipes' doesn't get it, it's 'piping' because Blizzard is so fond of consistent naming of assets.
I just wish they unliocked every asset in the editor at once, not just the ones they are using in maps at the moment, but oh well. Every time Blizz releases a new map, at least now people are excited because they get more assets.
On January 07 2013 06:42 SiskosGoatee wrote: Thanks:
.
It's called 'ship piping' by the way if anyone cares, searching on 'pipe' or 'pipes' doesn't get it, it's 'piping' because Blizzard is so fond of consistent naming of assets.
Trying to get a nice transition from blue to green, how does it look?
Personally I never really liked maps with just blues and greens in them, it is more somber than how I like to detail my maps, but if I were you I would make the map feel more cozy. What I mean by this is the boundaries between the water and land seem almost beach like. I would add rocks and waterfalls around the edges to create a feeling of separation between the water and the more in-land areas. As for transitioning from blue to green its done well, but I would like to maybe see some yellows or something in there!
Still great work always a pleasure to see you texture.
Hey guys, I've got some cool images I am working on for my new map, I normally slack on the aesthetics part because I am lazy, but this time I said to my self to make everything look good, so I included some mini stories around the map, here are first finished ones:
Most likely I still won't get it to look amazingly good, but its much better than my normal art.
Look how the truck hit a rock and then lost control and crashed into a tree, I actually used bushes to make the leaves, because I could not find a fallen tree doodad, but it looks pretty fitting I must say.
Clarity doesn't seem too good there, Siskos, but it looks like a cool theme. I've never used those creep pads; don't they look a bit too much like real creep to use in pathable areas?
Have you changed the lighting in the area using lighting regions or is it omni doodads, or..?
On January 30 2013 05:49 Gfire wrote: Clarity doesn't seem too good there, Siskos, but it looks like a cool theme. I've never used those creep pads; don't they look a bit too much like real creep to use in pathable areas?
It looks a lot different from actual creep, it almost looks like fur.
Have you changed the lighting in the area using lighting regions or is it omni doodads, or..?
Nothing of that sort, still going to do some of that.
turn on an MLG stream when they do axeltoss/axslav's stuff, they give them (beta keys) away a lot. A good # of major streams do too, as well as some people on reddit listing like 5-10 at a time
On February 06 2013 17:15 Samro225am wrote: GDR: nice stuff. great use of color. what is the water height? visibility of zerglings is good?
Based on the water relative to the command center in the second picture, I'd say that the water is just barely above ground level. Zerglings should be fine.
Yeah the water height is 8.1 which is just enough to be above the ground, and still show the detail.
The real concern is the foliage. Need to go in and adjust the height for each one, because otherwise they float and coverup Zerglings, and even after that some of the variations are a bit too large/dense I don't feel comfortable using them.
On March 14 2013 16:56 NewSunshine wrote: Mainly just getting my eye in with all the new assets so far, though a side effect is a reskin of an old map of mine:
How did you get the immortal forge cliffs to be space cliffs like Daelam Ark?
Or is it just a texture swap of the Immortal Forge cliff up on the Daelam Ark cliff?
There's more. Most of the doodads are available in melee dependencies, but a lot of that is actually composed of units. The landed dropships, the large fortress and gate in the last picture, the walls and turrets in the bottom left of the second picture, are all units. Plus a bunch of campaign-only combat units like the Gorgon battlecruiser, mercenary variants, firebats, diamondbacks and so forth.
Some terrain objects are campaign-dependent as well, I believe.
I really like your ideas but the scale is still a mess in some parts, like in a lot of sc2 maps but it's really obvious in this pic. Blizz has trained people to not give a damn about the scale of a scene. The crumbled buildings look about right but you need to reduce the scale of the plants and place more of them, this goes for a lot of objects that should be small in sc2. The texuvget/texuvset console commands can fix the texture scale so you don't have marble/stone tiles the size of a Thor. Basically when making a scene you need to review everything to see that the scale matches, this really makes a difference for the final result.
I'm not picking on you because this is in a lot of sc2 maps, and even if it's just draft quality, well.....that usually gets left in.
Yeah, I see what you mean. I never considered it a huge deal though. The water plants can be fixed, but a lot of stuff (buildings especially) are basically impossible to get right. The ones here are fine, since they're basically piles of rubble, but in the non-destroyed parts of the city the buildings and stuff are ridiculously small-looking.I can make them bigger, but making everything to-scale (especially when the units themselves use such a myriad of scales) is challenging, to say the least since buildings now take up a lot extra space. In game, though, people tend not to notice since they're busy fighting.
Also if you want to see any maps I previously made you can just type "Archi" in the TL search to see them. (there is about 30 or so I think)
I thought I wasn't bad at the Aesthetic side of map making and did pretty ok in a couple of the TL comps at least in the aesthetic side.
Im going to try and get back into it, partly coz its fun and mostly coz the you guys were all REALLY friendly and helpful, taught me everything I knew and this is a great community for beginners and experts.
Heres hoping I make something decent for you all to play soon.
@Etcetra I think it depends how the map looks next to those bases. If it's more rugged and buildings are falling apart etc etc then you should go with the 2nd one since that looks a lot more worn down and ruin. The first one does look a lot cleaner and it's much nicer on the eyes though.
On April 15 2013 04:11 Coppermantis wrote: #3 is amazing. What cliffs are those? (The manmade ones)
They are the Skygeiir Platform Manmade Cliffs.
On April 15 2013 05:39 SidianTheBard wrote: Wow, is eTcetRa actually going to come out with a good looking map? Crazy! hahah <3 Last two pictures are awesome.
The big ones are the Korhal City big tiles (there was a similiar texture in the skygeirr tileset iirc), and the smaller ones are the Skygeirr grid medium.
The big ones are the Korhal City big tiles (there was a similiar texture in the skygeirr tileset iirc), and the smaller ones are the Skygeirr grid medium.
@That's looking very very good moskonia
Yes, they are the skygeiir grid small and medium tiles.
From my almost done 4v4 map, named "Hide and Seek". (made for Starbow (http://www.teamliquid.net/forum/viewmessage.php?topic_id=304955), so map layout is very different from SC2): Overview:
So I've been trying to redo the look of the old snow tileset from bw, with the green grass/brown dirt. agria dirt looks like a perfect fit. belshir grass light/dark works too, depending on lighting settings, though i 'feel' its not a perfect fit.
but i came here to say that blending the snow with the dirt is proving to be a pain in the ass. it just doesnt feel right. maybe its the lighting.
On April 24 2013 13:17 a176 wrote: So I've been trying to redo the look of the old snow tileset from bw, with the green grass/brown dirt. agria dirt looks like a perfect fit. belshir grass light/dark works too, depending on lighting settings, though i 'feel' its not a perfect fit.
but i came here to say that blending the snow with the dirt is proving to be a pain in the ass. it just doesnt feel right. maybe its the lighting.
If you're looking to capture that look in particular, then this map would be a good place to look.
I took a crack at it myself, though it's on a map that's been postponed indefinitely. As for lighting I believe I used Phaeton, unless I changed something about it. You have to be careful though, since the visuals can quickly become noisy and distracting.
Seeing NewSunshine's snow was a sore reminder of how horrible mine looked. I think I've found something that I can be happy with, but it's going to take awhile to get that look on the entire map.
On May 29 2013 22:10 eTcetRa wrote: On a side-note, would people be interested if I began a new map art thread and run the monthly showcase that Johannaz used to do?
Looks cool. I also found skygeirr outer a very easy tileset to work with. You can literally put everything in and it will turn out ok. Ill post some screenshot once i get home.
@Samro225: Yeah, the map thread can be found here. I'm not to happy with the layout, but i learned a lot in terms of textures. I finally learnt how to use certain textures which i thought are awful, but which help a map shine if they are used correctly.
also regarding the snow, the noise brush has saved me. i was trying for a long while to figure out how to merge the different textures but it never ended up looking good because of the 1) falloff on soft brushes 2) snow/grass terrain isnt so well suited to hard transitions. noise brush's randomness is exactly what i was looking for.
On July 03 2013 14:50 NewSunshine wrote: I've made a totally useless discovery, guys: the inspiration Blizzard used to create their only 3p map, Elysium.
How do you guys manage to surpass the feel that your maps look like crap? i always get that feeling when i'm about to publish my maps even with maps such as Cloud Atlas (probably my best regarded map acording to looks), and that i could improve them even more, even tho when i don't even know how.
I like the new texturing a lot more, eTc. One of the only problems I had with Yeonsu was those hard lines, they make the map look so man-made in my opinion.
Definitely the after. The biggest problems originally were 1) you could barely make out the ramps, and 2) very little height variance, so you couldn't easily see where the ramp was, and had very little idea when the height changed. You managed to pull off two aesthetic problems that each work together, to make something truly incomprehensible. With these changes you're headed in the right direction.
Yeah, now days i'm more experienced with the data editor and triggers, so i want to make a city map with the original idea of Cloud Atlas which was having cars and hover cars wander around in the light roads, but for this one instead of light roads the unpathable ground (level -1) will be very close to the lower pathable level (level 0), so you could see the cars wander around the streets of the lowest level, or at least that's the primary idea for the map's theme :3
Uhmmm.... Guys i need your opinion in something, what are your thoughts in my new custom billboards?
The only problem here is that i don't know if i can use that last one, i probably can, but i'm just not sure, so that's why i'm asking here (yes i read the ToS but still...) I have a few others, but i forgot to screenshot them and i gotta leave now, oh well here, are some other pretty shots.
As for the map itself it still needs a lot of work, as you can see on some of the boundaries of the screenshots.
I think i'll do a competence in Reddit to get more/better billboards, the only ones i can use are the ones that don't have any trademark issue and are simple enough that you can understand them for afar, i suck at picking billboards (i have like four atm) so i think i'll have to go with the contest.
/EDIT// i almost forgot, no sadly you can't make bridges where the units can walk on top and at the bottom at the same time without using a hairy amount of very complex triggers, also, those bridges are as you said in the bounds of the map, but atm i'm trying to get those others working, they are just a touch for the map, and they don't play an important role in the overall theme to keep them at all costs but as i said they are a nice touch.
So we have "Fruitland" but there is no "Cakeland" yet, and no "Pieland"
I keep hoping that someone will make a completely custom tileset that is something totally weird!
It would remind me of an old game, Transport Tycoon, which also had different maps and tilesets. They had one 'silly' tileset. Here is a regular tileset in TTDLX: + Show Spoiler +
And here is a silly tileset, called "Toyland", where you have lollipops for trees, and shoes for houses, and instead of transporting lumber, you transport ice cream. We need more like this in Starcraft: + Show Spoiler +
On December 06 2013 05:06 TheFish7 wrote: And here is a silly tileset, called "Toyland", where you have lollipops for trees, and shoes for houses, and instead of transporting lumber, you transport ice cream. We need more like this in Starcraft: + Show Spoiler +
Dude, that looks like that one level in Jumping Flash. So cool
On March 29 2014 20:01 Semmo wrote: Pretty sure units will fall through if you do it like that. I tried that kind of thing already. So you can't do holes in ground like that.
Also, I guess it's like Matrix-Glitch kind of thing.
I tried, they don't. Well, not entirely, there's a little stutter that *sometimes* happens as they cross onto the void. So if I can't fix that I might end up scrapping it, but it's worth a shot I think.
---
Yeah, so I've been doing a more in-depth analysis of what's going on, and it appears that only specific cells cause the units to fall through at their borders. While there does not appear to be any indicator of which ones will do this, the specific ones that actually do is at least constant with all symmetries and does not change each time the map is loaded, so I can hunt down the problems with clusters of probes and eliminate them.
If I do end up submitting it to TLMC, I'll likely get rid of it anyway since it's pretty odd.
This my first time uploading here for art, I do need some advice on how to take the best quality of pics. and lighting. As i see that here my pics dont look as good as they should.
On August 03 2014 09:55 wargirl wrote: This my first time uploading here for art, I do need some advice on how to take the best quality of pics. and lighting. As i see that here my pics dont look as good as they should.
I'm not very good at screenshots either, but like everything in the editor I've gained a small amount of proficiency just by messing with things.
It doesn't look like you Generated Static Shadows. Not every map strictly needs it to look good, but it generally makes things look better. You can find it under the data tab, or with the hotkey Ctrl+Shift+L.
You can hide the UI panel with I to take wider angle shots. I think you've done that in your pictures already.
Play with the color, height, and density of fog. When taking angled shots you might want the fog to be thinner than it is from the in-game view because it gets extra dense at an angle.
Make sure fog and shadows aren't toggled off.
Make sure your video settings are cranked up, of course. File -> Preferences to access those.
Ctrl+Shift+F10 opens up the lighting menu. Some people like to make their own custom lighting, personally I just stick to the defaults, and maybe change the colors a bit. Lighting has a huge impact on the overall ambience of your map. Just look at the difference between Bel'shir and Ice World Night, for example.
Thanks, I will post better pics soon. Let me keep playing with the editor a little bit more. Now how do i town down the the Fog a little or increase it?
On August 04 2014 01:06 wargirl wrote: Thanks, I will post better pics soon. Let me keep playing with the editor a little bit more. Now how do i town down the the Fog a little or increase it?
@Scorp. Looks good, but I can see the overview being pretty hard to figure out already, since the snow makes it seems the paths are much smaller than they really are. Although it should be fine ingame.
On August 10 2014 06:05 moskonia wrote: @Scorp. Looks good, but I can see the overview being pretty hard to figure out already, since the snow makes it seems the paths are much smaller than they really are. Although it should be fine ingame.
It's actually not as bad as you might think at first glance. While the snow, as applied in attached screenshot, may potentially detract from the individual cliff visibility on overviews (not a big deal in this case, as the color scheme of the environment counteracts the loss in clearance), it greatly helps reading attack paths and overall map structure, which I believe is a favorable trade-off considering that it also looks great upfront. I hope to release the map in the near future, so that you can judge for yourself.
On August 11 2014 11:59 theworldofdustoerba wrote: @ecetra, yo ecetra, can we see that weird map of yours, it looks marvelous, i even want ot use that tileset now. please show haha
It is an incredibly weird map. I'll get around to finishing it once I am done decorating my lava map, though~!
I really like the look of these, especially the first and second ones. Love the use of the Viewing Decks and Xel'Naga Engines. The organic/artificial look reminds me of something out of Halo. Not surprising considering that Xel'Naga basically = Forerunner.
I just realized that the last time i posted here was in freaking November! This cannot be! So to compensate i made a huge album compiling a bunch of screenshots from a myriad of different maps of mine.
Holy cow, that's some amazing stuff. Transistor, Xel'naga Ashes, and Sueños Pacíficos are my favorites of the bunch. How did you do the bridges in this one? http://i.imgur.com/FbJAEEL.jpg
On August 18 2014 05:01 Uvantak wrote: Also etc that looks fucking incredible! You are using some of the Zerus red dirt textures+braxis alpha rust+some red stone textures right?
Thanks mate, loving a lot of the aesthetic works in your link. I am using Char Fortress Rock, Char Fortress Lava Flows, and Moros Dirt only.
@Copper: Those are not really bridges, what you see there is a 4th ground level, it is lower than the lowest pathable level and atm i'm working to make the vision behave the same way it does in the other levels (getting vision halfway up a ramp more specifically).
To do it i used the 3x3 Unbuildable Plates, that doodad has persistent pathing just like bridges and since they are nothing but small squares they can be used as bricks to build basically anything, my little brother that's also into mapmaking (more into the custom/arcade size of it) has built huge towers and complex floating terrains with them, they are quite handy. What you must do is to place the doodad, use the height tool and paint the ground with pathing paint for it to work, atm im working in a map that used these doodads but hidden/invisible to make other doodads (force field wall) look like a bridge.
Just two images of a map I'm working on. Shakuras + Man Made + Lava, I think it's turning out pretty cool. Still might tweak the lighting a bit and most likely will add some more foliage but thought I'd show the setting a bit.
Thank you for the link to more, I really enjoy it, is eye candy to me. Can you tell me about youre concept themes they look bad @#$%^!!!! how you change youre textures and bring in those nice looking ones?
These particular ones are quite simple to replicate, i just changed the color of the texture in photoshop and then imported it again to the galaxy editor, Transistor (The last map in the first chunk of pics) uses fully custom textures (the yellow ones), meanwhile Crimson Forest another older map of mine uses recolored textures (red grass+trees), Xel'naga ashes uses custom textures for the xel'naga cliffs and some doodads.
Here's how you can make your own custom ground textures thanks to based god Lefix that stole the tutorial from Mapster D:! Creating your own custom textures
Anyways here you can download these two textures, if you want to learn more ask away in lefix's custom textures thread that i linked, it's always fun to talk about custom textures and such :3
Thanks very much Uvantak, it worked like a charm. Rest of everything is unfinished, but this is what I've done with it so far. Looking to expand to more creative uses if possible.
More from that map, and some other stuff that I don't think I've posted here before:
I'm not a fan of the contrast between the sand and the pristine Protoss texture.
I really like how the sane blends with the hexes but it looks strange with non a level higher. Is there a Protoss housekeeper going around sweeping it with a broom? I think it would look more natural if you had a little bit of sand brushed into the Protoss texture in some places so that it looked more "real".
On October 13 2014 20:27 pure.Wasted wrote: *cough* wouldn't mind seeing more Terran-themed maps *cough*
Still waiting on that Agria-tileset map awesome enough to make it to WCS. Probably gonna be waiting for a while.
Currently 4 maps on the ladder are Terran themed: Foxtrot, King Sejong, Merry, and Nimbus.
Terran also have the most texture sets available I'm pretty sure. Although, lore wise this makes sense since most of the combat in sc2 takes place in Terran territory.
On October 13 2014 20:27 pure.Wasted wrote: *cough* wouldn't mind seeing more Terran-themed maps *cough*
Still waiting on that Agria-tileset map awesome enough to make it to WCS. Probably gonna be waiting for a while.
Because you ask for it doesn't mean it's just gonna happen. It's hard enough to get any map into WCS or the like.
I'm just speaking for myself. Maybe someone who wasn't sure what tileset to tackle next will be inspired by my request. Or maybe not, it's a free country.
On October 13 2014 20:27 pure.Wasted wrote: *cough* wouldn't mind seeing more Terran-themed maps *cough*
Still waiting on that Agria-tileset map awesome enough to make it to WCS. Probably gonna be waiting for a while.
Currently 4 maps on the ladder are Terran themed: Foxtrot, King Sejong, Merry, and Nimbus.
Wow. Oddly, I don't think of those tilesets as Terran themed. Obviously you're right and they are, so let me amend my earlier statement to say I'd specifically love to see some cool Korhal or Agria tileset maps on the ladder!
I don't know why that is, maybe I'm just a sucker for that iconic idea of Zerg invading peaceful Terran lands.
Obviously you're right and they are, so let me amend my earlier statement to say I'd specifically love to see some cool Korhal or Agria tileset maps on the ladder!
I don't know why that is, maybe I'm just a sucker for that iconic idea of Zerg invading peaceful Terran lands.
Obviously you're right and they are, so let me amend my earlier statement to say I'd specifically love to see some cool Korhal or Agria tileset maps on the ladder!
I don't know why that is, maybe I'm just a sucker for that iconic idea of Zerg invading peaceful Terran lands.
Holy crap that looks good. It's not super clear that those are ramps, but it looks good enough to justify a few people being confused while playing it for the 1st time imo.
leZael you need to accept that I'm excited about your 'fortune 500' work on these maps.. very nice. Best recognize talent! I'm a junior but even i can intervene & see the upside to what you're doing.
Pretty cool, in particular the waterfall. Would be extracool if the Terrain on the lowground was walkable or there was a gold expansion in the water under the waterfall. Could also profit from a rainbow.
Also the pipes on the first one, really beautiful details. Reminds me that I haven't put any forms of pipes on Scorpion
Really cool stuff from Uvantak and eTcetRa. Uvantak, my hat's off to you for how far you're pushing new things into editing!
wargirl, your doodad work is really sick as well. The only nit-pick I have with it is that its a little too clean. Perhaps try something post-apocalyptic, like this image by Meltage.
Inspired by the recent Blizzcon LotV campaign panel, I felt the need to try recreate the Slayn map theme, specifically the crashed temple part. Example This was mashed together within 15-20 mins time.
Inspired by the recent Blizzcon LotV campaign panel, I felt the need to try recreate the Slayn map theme, specifically the crashed temple part. Example This was mashed together within 15-20 mins time.
Gimme access to LotV asserts. T_T
How did you do the edges? Did you just use regular cliff doodads that adapt to the terrain texture or did you give the doodads custom textures?
The edges are made of a doodad called Ground Cracks (hots). I made them in different sizes and also changed their pitches slightly, so they would match the terrain better. You, or anyone else for that matter, can take a closer look on the map here. (Map download)
Planning on making a better looking version of it, but since my pc suddenly forgot my account profile today, it'll have to wait. Silly computer technical difficulties. ;p
Some texture and doodad work I'm particularly proud of. I think it's more my texture selection than anything. They all blend incredibly well to make really natural looking grass and paths.
From a map that is pretty bad, but I love the concept so much I'm probably going to post it in a few days.
Great texture blending, although that Xel'Naga Shield Generator seems to take up a lot of game space. But not really the point of this thread... Anyways love it!
SwedenTheKid I think i like the top one. But try playing with the light and the fog. There is always something new and different if you get right light in a map.
On November 24 2014 12:00 wargirl wrote: SwedenTheKid I think i like the top one. But try playing with the light and the fog. There is always something new and different if you get right light in a map.
I've decided to scrap that theme for now. May use it later. having more luck with this style. Zerus lighting is pretty cool. Thanks for the feedback though. + Show Spoiler +
whoa, this is in the SC2 map editor? It looks amazing :o
Looks like it. I'd recognize those doodads anywhere. Custom godzilla model?
If the fire and ash are done in the editor as well that's truly impressive. Cool stuff.
Its 100% done in engine. Im glad you like it. Its actually a screenshot from a short cinematic art piece that I did in SC2 and can be found on the arcade:
Actually, I really like that one. It's very barren and not very detailed but it has a nice aesthetic feel to it... I don't know, I can't explain why I like it.
The cliffs are a bit monotonous, maybe stick a rock here or there to break it up a little.
How does the gas station work out in game play? Does it block off much of the space available?
Guys all look so eye candy SwedenTheKid i am a fan of yours P. Coppermantis really amazing stuff what you can do with all that. Austria cant wait to see the finish project will look like.
Can I invite you guys to also post here the theme for this week is....
Mar Sara tileset one last time to create some of the most amazing rocky deserts out there.
This is Weekly Training Exercise #184: Wastelands
I think your screenshots will look perfect. Please post there. you guys do great job.
Will hopefully be able to take part soon enough. don't currently have an account but probably should get one anyways. Here are some pics from a finished (but not published) map
Big J can you upload some images of what is happening on the lower cliff levels looks good but i cant tell whats happening in lower the depths. Very interesting in deed.
On December 03 2014 04:20 wargirl wrote: Big J can you upload some images of what is happening on the lower cliff levels looks good but i cant tell whats happening in lower the depths. Very interesting in deed.
Well, anything but the main base is only a concept so far in terms of aesthethics, but the rough direction is visual in the images below. + Show Spoiler +
I don't like the contrast between the sand and the grey tiles. Sand moves around with wind, so it doesn't seem realistic that entire tiles are visible. Imo it would look better if some were partially covered at least.
On December 03 2014 20:26 moskonia wrote: I don't like the contrast between the sand and the grey tiles. Sand moves around with wind, so it doesn't seem realistic that entire tiles are visible. Imo it would look better if some were partially covered at least.
It's a 1v1 map using a custom Ashenvale tileset. I finally feel like the terrain is up to snuff. The gameplay/layout has already been worked on in the WIP thread so don't worry about that.
It's a 1v1 map using a custom Ashenvale tileset. I finally feel like the terrain is up to snuff. The gameplay/layout has already been worked on in the WIP thread so don't worry about that.
The 1st 2 pics look really good, the purple-green relation is rly pretty. The 3rd pic on the other hand looks pretty unnatural, the Terran plates look odd compared to the Protoss ones, when relative to the natural ground. Still decent, but not as good
Rly? I personally like the metal/environment contrast the best. Well, maybe I can experiment some more. Could just make it all hexiles. But I probably will keep it. Glad you like the sand/grass mix though.
On December 10 2014 15:35 SwedenTheKid wrote: Rly? I personally like the metal/environment contrast the best. Well, maybe I can experiment some more. Could just make it all hexiles. But I probably will keep it. Glad you like the sand/grass mix though.
Blend/doodad everything and make them dusty and weathered and I think it will turn out fine.
I'm surprised no one has spoken about this but TheKid you must remove the green omni light doodads from the geysers, those are reserved to rich vespene geysers only.
On December 12 2014 01:05 Uvantak wrote: I'm surprised no one has spoken about this but TheKid you must remove the green omni light doodads from the geysers, those are reserved to rich vespene geysers only.
Why restrict something beautiful to a mechanic that is not being used?
On December 12 2014 01:05 Uvantak wrote: I'm surprised no one has spoken about this but TheKid you must remove the green omni light doodads from the geysers, those are reserved to rich vespene geysers only.
Why restrict something beautiful to a mechanic that is not being used?
Because said mechanic IS used in maps, and when is used it is made clear by the green omni light.
On December 12 2014 01:05 Uvantak wrote: I'm surprised no one has spoken about this but TheKid you must remove the green omni light doodads from the geysers, those are reserved to rich vespene geysers only.
Why restrict something beautiful to a mechanic that is not being used?
Because said mechanic IS used in maps, and when is used it is made clear by the green omni light.
Any map besides Atlantis Spaceship that got played and had a high-yield geyser on it? And that was before WCS unified the map-pools. I think this "rule" is a bit artificial at this point.
Edit: Voted yes, but I rather mean to say: do whatever you want with it. People adapted to air blockers in like 2weeks, they'll understand that a normal main base has normal gas geysers. Also so many people play with their settings so low, that they won't even notice the difference between lights and no lights.
SwedenTheKid I like it. keep it! Beauty is in the eye of the beholder. I have never seen green omni light doodads from the geyser reserved to rich vespene. Were is the rules and regulations about that? You got my Vote for yes to keep.
Regulations and rules? This is not about regulations and rules, is about clarity and consistency across maps, he could go full JJ Abrams on his map and add green lens flares to his geysers, would it look good/bad? That's irrelevant, the issue is consistency across maps, the bottom line is to get you want your map to be easily understandable to the players/viewers, you won't achieve this by messing around with the consistency we have agreed upon over years of mapmaking here on TL.
Posted the map thread. The lights are in the pics but I will probably remove for publishing version. Thanks everyone for the input. More art and better art to come.
Thank you guys appreciate the comments although I may say that im horrible a melee layouts but i can definetly make them look good. I always wanted to make a great melee map but always fail on the way. So i just shoot for arcade maps.
wargirl what map lighting are you using for the vacation map pics? I always have trouble finding good lighting and i think what you are using looks really nice
RedRevolution I have play your maps before kick assssssssssssss mate! Big fan of your maps. Definitely looking forward to your next project. Loving the eye candy I aways said.
On January 18 2015 01:19 wargirl wrote: Best Work I seen for Shakuras is by KTV suenos pacificos and KTV Star Sapphire that those maps are pure art you can download them on Bnet open source.
Looks like the shots of Protoss skylines you see in the Brood War Protoss win/lose/mission briefing screens. Amazing how well those skyscrapers work with those colors. I always thought they didn't fit the aesthetic of most Terran architecture in the StarCraft universe.
Thanks. Yeah... I was playing with landing pad placement on the jutting out bit that has benches on it now. I was also going to sit some airships along the "curb" or something. Or maybe include it as a stop for a monorail track.
City tilesets are so difficult, but I love the look when it's pulled off well. I love the mass ads and lights look.
On January 24 2015 19:10 moskonia wrote: Even without none it still looks good, it doesn't have to make sense.
Frost has a Christmas tree, that's my measuring stick for sense-making. Actually, that's really not that weird. Perhaps flying sharks are the true measuring stick.
On January 25 2015 05:46 Coppermantis wrote: There's so much you can do with city themes, so many options.
Maybe that's why I'm finding it so difficult. 'Limits are freeing' and all that. It's hard to decide on what looks good when you can do so much. I've never looked at so many skylines in my life. I'm finding Hong Kong, Shanghai, Seoul and Osaka particularly beautiful.
Oh and there's this ridiculously amazing piece of game design from Halo: Reach that served as a big inspiration.
WIP map partially inspired by Istanbul skyline. SC2 doesn't have a good set of doodads to recreate classical Byzantine architecture, so I made do with a futuristic version.
SeinGalton that looks amazing! A bit blinding perhaps, but still looks great. The only thing that might need change is the block islands' textures, the sand being evenly distributed over all the rock doesn't look that natural, although it's not a huge deal.
On February 12 2015 16:43 RedRevolution wrote: From a new map that I finished today (continuation of my previous post) for those who like Urban eye-candy.
I tried to give it a "Tron Legacy" feel (light blue vs. orange theme) as well as an "Earth" feel:
On February 12 2015 16:43 RedRevolution wrote: From a new map that I finished today (continuation of my previous post) for those who like Urban eye-candy.
I tried to give it a "Tron Legacy" feel (light blue vs. orange theme) as well as an "Earth" feel:
RedRevolution and NewSunshine thanks guys. Here the Void arena from SC2Mapsters Heroes still a work in progress. Nobody has seen the Void and yet we still wonder what it is or what it looks like. This is my vision of it.
Thank you coppermantis, I had to really take a look at your terrain in detail theirs so much in that little space it requires a zoom very well put together. Whats the plan for this map?
On March 08 2015 09:22 Homonuncnunc wrote: Are those tan colored snow drifts? I love clever snow drift usage. Those cliffs look great with the sand as well.
Yes they are! Thank you
Here are some screenshots from my map, Fallen Sprawl: + Show Spoiler +
Here are some screenshots of a new campaign mission. I tried something completely different for this map, let me know how it worked out! (PS. There are no cliff-jump units like the reaper or colossus in this map so no worries there)
On April 09 2015 10:48 SwedenTheKid wrote: Cliff gap filling is a pain with these protoss cliffs, thoughts?
I used tinted Shakuras Gap Filler doodads on my map, Golden Outpost, and it used the same tileset as you have here, so that might work. Also, if you put the cliffs on a higher cliff level, you do not get the black area underneath.
Edit: I just realised how far I have come with map making over the past few months.
On April 09 2015 10:48 SwedenTheKid wrote: Cliff gap filling is a pain with these protoss cliffs, thoughts?
I used tinted Shakuras Gap Filler doodads on my map, Golden Outpost, and it used the same tileset as you have here, so that might work. Also, if you put the cliffs on a higher cliff level, you do not get the black area underneath.
Edit: I just realised how far I have come with map making over the past few months.
Yeah, I checked it out as well. Think I'll stick with what I'm doing, since its working pretty well (although time consuming). Glad I could finally get to use your sick texture mix though!
On April 10 2015 11:25 Fatam wrote: abyssal city had a similar aesthetic, even had a custom animation for units dying (they floated upwards as if underwater)
looks pretty slick
That's just the result of a negative gravitational acceleration
You could put "real" water everywhere, and then remove every effect it has, give it a huge heightlevel, and just leave the caustics, that could look amazing :D
Second one looks amazing! It hardly seems like something out of sc2 but anyone could recognize those doodads. 1st is also nice, with some great detail work
Thank you SwedenTheKid thats I did some more detailing on that arena I will post maybe tomorrow that arena is for a SC2mapsters Hero community were anybody can make an arena or a unit with a few abilities and get to know others mapsters work.
I would really be interested in seeing that kind of aesthetic style (cities and roads) used in a melee map, as if there was a war going on inside/around a city. Those screenshots look really cool, wargirl.
Just remember that those rings are not meant to be fully looked upon, the poly count is very high for those, meaning that they can generate FPS issues in low end PC's.
It's been a while since I have posted some screenshots here. IIrc I didn't submit screenshots for my TLMC#5/#6 entries, so here I leave some.
i like the use of los blockers as decoration in addition to pure functionality, i noticed iezael also uses them that way and i've started doing it as well.
On May 13 2015 16:28 -NegativeZero- wrote: i like the use of los blockers as decoration in addition to pure functionality, i noticed iezael also uses them that way and i've started doing it as well.
Indeed. I remember using shakuras los blockers on testbug. I was satisfied by the result. There is a shakuras doodad that looks like a shorter version of the los blocker.
On May 13 2015 11:53 Rukis wrote: I have been playing around with modifying textures and becoming a painter. Thinking of what to name it as its like a bunch of scrap coming together.
too cluttered imo, remember map readability comes first
On May 13 2015 11:53 Rukis wrote: I have been playing around with modifying textures and becoming a painter. Thinking of what to name it as its like a bunch of scrap coming together.
too cluttered imo, remember map readability comes first
On May 13 2015 11:53 Rukis wrote: I have been playing around with modifying textures and becoming a painter. Thinking of what to name it as its like a bunch of scrap coming together.
too cluttered imo, remember map readability comes first
I think you're mistaken It is very readable.
No, it is not, not easily at least. Maybe from a close view like you have there it might not be as hard, but if you are planning to make more parts of the map look like that then you will be running into problems, just like with Terminus SE/RE. A melee map relies very strongly on ease of readability, if your map is not easy to read for the overview you are shooting yourself on the foot.
kipuka was one of my picks to be a TLMC6 finalist (my picks were solely based on layout, but it doesn't hurt that the aesthetics of that one are very fun)
On May 13 2015 11:53 Rukis wrote: I have been playing around with modifying textures and becoming a painter. Thinking of what to name it as its like a bunch of scrap coming together.
too cluttered imo, remember map readability comes first
I think you're mistaken It is very readable.
i think the highest level is ok since it's still mostly one color, the details look good - just make sure your decoration for the middle level contrasts heavily with it. however the middle level definitely is too cluttered, there's just has way too much going on, too many colors and patterns.
On June 24 2015 10:05 SwedenTheKid wrote: Here are two shots from my most recent map, Iron Spirit. It's aesthetics and layout are still work in progress.
I feel like the aesthetics in the 2nd pic don't really make sense (why would there be all those different sized pillars in the lava like that?) but it looks pretty cool. First pic is awesome, 3rd is sorta meh.
Easily explainable as a collapsed building/temple that went into lava. Using more rubble from buildings would make that more apparent. I really like it.
Here's my art for a Starbow map, port of Blitz X from Brood War:
On July 20 2015 05:54 Uvantak wrote: From MJC Oniric Hope
Texturing is so-so, but I really like the ambiance, I'll see if I can follow the idea more, and perfect the map on the future.
Still think this should have won Map Jam, would also love to see you use the aesthetic theme more. If not, I certainly will try to do something similar if thats ok with you.
On July 20 2015 05:54 Uvantak wrote: From MJC Oniric Hope
Texturing is so-so, but I really like the ambiance, I'll see if I can follow the idea more, and perfect the map on the future.
Still think this should have won Map Jam, would also love to see you use the aesthetic theme more. If not, I certainly will try to do something similar if thats ok with you.
Sure, knock yourself out! Still I'll probably be publishing the map Soon™
Also I'm not even mad Negative won the map jam, I wanted to do something like that, but the third base vespene geysers weren't cooperating, but wherever it was quite fun making the dreamy map anyways.
On July 27 2015 05:02 Avexyli wrote: Easily explainable as a collapsed building/temple that went into lava. Using more rubble from buildings would make that more apparent. I really like it.
Here's my art for a Starbow map, port of Blitz X from Brood War:
Very very nice, whats the name of those white textures ? They look great
I don't think there's such thing as necro in a thread like this. If you have a new art pic that you like to share, you share it regardless of when the last post was
Nice texture blend, pretty. Sometimes simple stuff like this is so satisfying, I'm digging it.
On March 16 2016 16:05 Fatam wrote: I don't think there's such thing as necro in a thread like this. If you have a new art pic that you like to share, you share it regardless of when the last post was
That's exactly right.
On March 16 2016 20:16 eTcetRa wrote:
This seriously looks like that campaign mission, nice job.
not sure if I have the exact right lighting for this kind of weird look but here's an effort at it. I think the rocks look a little weird (top right), maybe I'll switch them to the ex1 ones
It looks amazing! I love the use of the Korhal Wastes grass with the Zerus red texture plus the char barnacles, one thing, why did you decided to use the agria grass (?) instead of the tarsonis one?
I agree with you on the lighting, but I'm not sure which one would fit in, maybe something dark-ish like Starship or Avernus?
Thanks. There's actually no 2nd grass texture here, it's all korhal wastes. The other textures on the highground are haven rock smooth and avernus rock.
bump. saw some cool stuff lately on discord so figured people might want to post it here
Just a theme I was trying. The lighting might be a bit off, it's hard for me to judge accurately. Working with a really bad/cheap monitor atm (+ Show Spoiler +
gf was trying to be nice and used our money to get a really bad monitor to replace my old one that fizzled out. gotta wait a bit to justify using money on a monitor again. dems the breaks
Three images from my map Eternium IV and then two images of a map that is currently being made (almost finished!) I've always wanted to do an underwater map, (Abyssal City was one of my favorite maps, aesthetically) finally found a layout I enjoy. =)
Those all look sick but I really really really like the look of the 2nd picture. Maybe it's just the fog/mist that make it look so awesome. Although, we could really use another really good looking beach map with nova assets... =P
I agree, the 2nd is best. Really cool. I'm actually doing something sorta similar (jarban) in my newest map (soon TM) except a bit more goofy/unrealistic looking and less dark/gothic/diablo.
I'm not as huge on the doodad placement in the beach picture. Especially the rocks on top of the cliffs looks a bit off somehow.