When it comes to terrain, I think it just mainly takes a lot of patience to build stuff, look at it and see if any of it looks grossly unnatural, see if it's varied enough to look interesting (i.e. hills and mountains generally shouldn't all reach the same height when they meet the sky, or no amount of interesting terrain inside the map itself will keep them from being rather flat), and sometimes end up redoing stuff a bunch of times until you're at least happy enough with it to not feel like messing with it any more for a while.Ceeb wrote:Essel, does it come with years of practice or a natural talent? I think I make decent looking maps but my terrain doesn't look nearly as nice as yours.
I think it was Espi who once told me that building natural terrain was mostly an exercise in patience, and I'd more or less agree with that. Once you get the basic concepts down, whether it be sloped rocks or flat curvy layers or whatever else, it's just a matter of being willing to put absolutely absurd amounts of time into it, and keep trying again and again until the scene looks how you want it to.
Thanks! I'm glad you've found them helpful. I've actually got a new, pretty comprehensive set of mapping articles in progress, that I started writing for a class this semester. Stuff I've written so far is "moving beyond rooms," "height variation," "loops," "dynamic space," "textures as materials," and "material layering." I've tried to keep it as general and straightforward as possible, referencing existing well-known maps to explain concepts and demonstrating some ways that they can be applied and the benefits of them, rather than doing tutorial stuff. Doom e1 levels are used for some of the examples in all of the layout-related articles. There's a bunch more I'd like to write, plus there's at least one project referenced for examples that hasn't been officially announced yet...>_>Ceeb wrote:With that said, I have been following your guides on making natural terrain with slopes and avoiding auto-align abuse and I'm glad to say my aesthetics have improved greatly, so I'd like to thank you for that.
Watch this space
Forging your own style is absolutely not incompatible with Essel approving; quite the opposite in factPhobus wrote:Ah yes - but in the grander scheme of things, many a mapper does aspire to make maps that look (just) like yours doesselfortium wrote:Hey now, don't try to pin this one on me. I'm outspoken about flat square rooms, obnoxious floor height changes, alignment cutoffs, and mismatched 2mbrown usage.Hell, even I've found myself thinking "would essel approve?" and I'd like to think I'm good at forging my own style.


