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The Map Art Thread - Page 27

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 25 26 27 28 29 45 Next All
moskonia
Profile Joined January 2011
Israel1448 Posts
December 05 2013 18:50 GMT
#521
The last pic looks like pie.
IeZaeL
Profile Joined July 2012
Italy991 Posts
December 05 2013 19:21 GMT
#522
What if the entire map was a huge cake/pie ?

You even gave me a good idea for future maps :D
Author of Coda and Eastwatch.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
December 05 2013 20:06 GMT
#523
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 +
[image loading]


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 +
[image loading]

~ ~ <°)))><~ ~ ~
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
January 13 2014 16:33 GMT
#524
Transport Tycoon, must.. dosbox... nao.

also:

[image loading]

[image loading]

I have updated the DeStijl look with random plants.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Dante.StarCraft
Profile Joined August 2011
Norway170 Posts
February 11 2014 19:29 GMT
#525
Here are some images from an upcoming campaign map of mine.

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]
NewSunshine
Profile Joined July 2011
United States5938 Posts
February 11 2014 23:54 GMT
#526
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 +
[image loading]


Dude, that looks like that one level in Jumping Flash. So cool
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Coppermantis
Profile Joined June 2012
United States845 Posts
March 29 2014 06:27 GMT
#527
Dante's stuff is really good. A landscape befitting your name, hmm?

Kind of a weird theme I'm working on:

[image loading]
And G
Profile Joined May 2012
Germany491 Posts
March 29 2014 09:11 GMT
#528
"Japanese Porn"

Yeah, it's kind of weird.
not a community mapmaker
eTcetRa
Profile Joined November 2010
Australia822 Posts
March 29 2014 10:31 GMT
#529
Not sure what you are trying to accomplish xD
Retired Mapmaker™
Semmo
Profile Joined June 2011
Korea (South)627 Posts
March 29 2014 11:01 GMT
#530
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.
Mapmaker of Frost, Fruitland and Bridgehead
Coppermantis
Profile Joined June 2012
United States845 Posts
Last Edited: 2014-03-29 21:13:05
March 29 2014 20:41 GMT
#531
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.
NewSunshine
Profile Joined July 2011
United States5938 Posts
June 03 2014 03:56 GMT
#532
[image loading]

Not sure why I'm still using Kaldir to be honest, but hey a picture.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
June 13 2014 06:51 GMT
#533
Who doesn't like extraneous Kaldir pictures? Here have another:

[image loading]
Comprehensive strategic intention: DNE
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
July 11 2014 15:55 GMT
#534
[image loading]

Texture work from my map Verge.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
wargirl
Profile Joined October 2013
Azerbaijan109 Posts
August 03 2014 00:55 GMT
#535
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.


[image loading]
[image loading]
[image loading]
Any piece of knowledge I acquire today has a value at this moment exactly proportional to my skill to deal with it. Tomorrow, when I know more, I recall that piece of knowledge and use it better. ”
Homonuncnunc
Profile Joined May 2014
United States41 Posts
August 03 2014 01:56 GMT
#536
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.
It should be noted that I've upvoted every single person who's disagreed with me here, as far as I know.
wargirl
Profile Joined October 2013
Azerbaijan109 Posts
August 03 2014 16:06 GMT
#537
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?
Any piece of knowledge I acquire today has a value at this moment exactly proportional to my skill to deal with it. Tomorrow, when I know more, I recall that piece of knowledge and use it better. ”
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
August 03 2014 16:49 GMT
#538
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?

Data Editor > Terrain Types > Fog Density/Falloff
Mapmaker | Author of Atlas, Rao Mesa & Paralda
bunnyroller
Profile Joined August 2014
10 Posts
August 04 2014 07:24 GMT
#539
The map art thread is a unique form of art , always was interested !!
wargirl
Profile Joined October 2013
Azerbaijan109 Posts
August 04 2014 21:14 GMT
#540
thanks guys

[image loading]

[image loading]
Any piece of knowledge I acquire today has a value at this moment exactly proportional to my skill to deal with it. Tomorrow, when I know more, I recall that piece of knowledge and use it better. ”
Prev 1 25 26 27 28 29 45 Next All
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