concept sketch of blue-side terrain layout in my map, opinions/suggestions?
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Some more tunnels and rock piles to hide in/behind, maybe?
I couldn't be arsed to draw in the forerunner stuff, that big entrance thing goes there, there is a cavern below and a few ways up out of it.
Also, I hope I don't have to switch engines based on poly count. D:
If you have a Scorpion or other heavy vehicles, you might need to add a lot more cover at the base, to avoid one team turning the other into paste
on the hillside![]()
Good concept for a map, but the concept art is just a bunch of gray scribbles. I've never seen your shading before, and this is pretty pathetic. I don't care if it is a rough sketch.. it makes the terrain harder to analyze.
Yeah, it's pretty hard to distinguish certain area's, but it is a rough sketch, after all.
I really dislike the sand tit in the middle. Also, cliffs still not fixed, though they're supposed to resemble sand dunes, as it will be a bit of The Ark/Tsavo Highway kind of look. So... What kind of geometry do you guys recommend to add? It's really bland as of now.
It doesn't appear to be scribbles to me. It really depends on how the map/concept creator perceives it. I find it fine, everything is easily distinguishable. As long as he can tell what it is, then it is okay.
My opinion on what you have so far for the terrain is, its alright... I see a lot of areas thats would be awkward if the player were to see them in game though, like stretched poly's and such.
When making terrain its easy to just make a plane with segments and then just move vertices's around, unfortunately this yields bad results most of the time unless you know exactly what your doing with every vertex (I.E. not just using smooth selection and dragging vertices's to shape your terrain) I find plane modeling the most effective way and often extrude edges to make new polys, instead of just making one solid plane and editing it all.
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