This is a marsh I made for my mod, it is intended to be a PvE area with a "safe path" and a path leading through the marsh to an ancient building.
Note: the lighting is extremely dark. (bring a 20 yard torch)
The Area has alot of grass, trees and terrain, also water which may overload some systems so toning down may be necessary. (im working with a C2 Duo, 2 gig RAM, 7600 GT)
I look forward to your questions, comments and suggestions.
Thanks SGK73 for the suggestions, will get to work on them right away :D
Posted by SGK73 at 2007-09-09 23:56:42 Voted 7.75 on 09/09/07
Good area layout and nice terrain sculpting. Some parts seems generated and some hand sculpted, did you use a terrain generator or did you sculpt it? If you did then really nice work. Good that you have left the shallow water areas walkable.
What keeps the score down is the following(I hope you can take this as construtive criticism). No texture blending you need to break up atleast the borders between the texture bands.
The walkmesh is somewhat bad in the south part of the map. It contains nowalk jaggies that plays havoc on the pathfinding. Tree and some boulders are not cut out of the walkmesh so give those a walkmesh trigger.
Now for the wierd part... This might be that the .erf format is not backwards compatible if you are using 1.07 beta. The Day/Night stage seems to be at the default values. That is you get a bright blue sky/fog and twinkling stars:) So if you are sure that you set a dark Default dayniight stage as it seems from the screenshots it is probably that the day/night stage is new in 1.07 and not compatible with 1.06 game and toolset.
If you are using 1.06 then a tip is to import a nighttime stage into the Default slot as that is actually used when "Has Day/Night Cycle" == FALSE and "Is Always Night" == TRUE. A good settings for a swamp is the settings from the swamp ruins at the beginning of the campaign. Or you can rip the entire Day/Night settings from my swamp areas which is a tweaked version of the campaign area settings that contain an entire day cycle for a swamp.
You might want to vary the grass textures a bit you can load the brush with up to three different grass textures atonce.
Also some placed effects like fog and fireflies and some sounds would make the area better.
Also placing a swamp waterplane placeable just below the watersurface helps the look of the water by adding some organic debris at a low rendercost.
I hope this helps.
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10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone