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Scenario Design
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Age of Mythology Heaven » Forums » Scenario Design » Terrain Mixing...
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Topic Subject:Terrain Mixing...
Swift Sampson
Mortal
posted 25 April 2005 01:19 AM EDT (US)         
I need advice on mixing the Hades terrains with other terrains. I'm finding it impossble to get a good transition from grass (or any other terrain) to the hades terrains.
Usally what I'm left with is a mess like this...

Reverie World Studios
.:°.- Swift Sampson - .°:.
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AuthorReplies:
beekay
Mortal
(id: black_knight_101)
posted 25 April 2005 05:11 AM EDT (US)     1 / 15       
Try mixing it with the darker underwater shore terrains, from the dark-blue type up to dirt-looking. Then you can blend it with grass.

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Gerudo_King
Mortal
posted 25 April 2005 09:32 AM EDT (US)     2 / 15       
You could also try to make say a wall around the Hades Terrain and then beyond the wall you could have a city that is made up of grass terrain. It could just make the change more unnoticable

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Lord_Spike3
Mortal
posted 25 April 2005 10:02 AM EDT (US)     3 / 15       
If u didnt mind the brick work tipe terrain the u could use the greek burnt road terrain. this wouldnt be good for going to grass though.


Spike

pftq
Mortal
posted 25 April 2005 07:36 PM EDT (US)     4 / 15       
I'd normally make the Hades in a cave or something and put rocks and other scenery covering the transition.
Hikari
Mortal
(id: echowinds)
posted 25 April 2005 10:10 PM EDT (US)     5 / 15       
I normally wouldn't even used Hades.

Swift Sampson
Mortal
posted 26 April 2005 02:40 AM EDT (US)     6 / 15       
Thanks guys
I might just ask the map designer if we can make the whole map with hades terrains (it's an underworld map).

Reverie World Studios
.:°.- Swift Sampson - .°:.
My custom AoM-TT Menu Backround
Member of Liquid Fire Studios | My AoM / AoE3 Eyecandy Screens | The Rise of Zeus

[This message has been edited by Swift Sampson (edited 04-26-2005 @ 02:43 AM).]

CaveTown
Immortal
posted 28 April 2005 03:33 AM EDT (US)     7 / 15       
no don't, if you are talking about the scenario Im thinking of.

Former level designer at Reverie World Studios.
I still do some levels for fun, though!

[This message has been edited by CaveTown (edited 04-28-2005 @ 03:34 AM).]

The Vandhaal
Mortal
posted 28 April 2005 07:35 AM EDT (US)     8 / 15       
Whats so bad in the above transission ?

It all comes down to what you want....so the concept and content/meaning.

If for example the spot in the screenie is a burned/dead place in the middle of a grass field it is ok like it is...you can add some cinematic scorches or burned greek road terrian. You can also make a transission with dead forrest floor or try to use some darker grass terrain instead of the bright sand which is now inbetween the grass and the hades terrain.

If you tell me what the meaning/concept etc of this screenie is I probably can give you better advice.

Best reagrds,

The Vandhaal


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[This message has been edited by The Vandhaal (edited 12-31-2999 @ 23:59 PM).]
Archaeopterix
Mortal
posted 28 April 2005 10:12 AM EDT (US)     9 / 15       
It is quite hard to make a smooth transition from hades to grass, but this perfectly resembles the way it is in real-life. After a forest fire, very often there is a clear line that shows you "the fire got here and not any further". Ditto with volcanoes.

Of course, after a forest fire, the wind can blow some burnt pieces of wood onto the un-burnt grass, and on a volcano, some burnt stuff can role down the slope. But these effects can be achieved in AoM by using objects, not terrains. The terrains itself remain clearly separated.

I must say you didn't do a bad job with that screenshot, but to resemble the effects of wind or roling rocks as described above: place some burnt objects on the unburnt terrain and vice versa. Use the different rock types, grass, bush, tilted trees and - in case it was a civilised area - use some barrels, broken fences, and destroyed buildings.

(And about the terrains itself, you could try to use some underwater terrains, but it really isn't necessary for a good transition).

[This message has been edited by Archaeopterix (edited 04-28-2005 @ 10:13 AM).]

Swift Sampson
Mortal
posted 29 April 2005 08:56 PM EDT (US)     10 / 15       
Thanks a heap guys . I found that cinematic scorches work very nicely. But would it cause lag if there was alot of them?

Reverie World Studios
.:°.- Swift Sampson - .°:.
My custom AoM-TT Menu Backround
Member of Liquid Fire Studios | My AoM / AoE3 Eyecandy Screens | The Rise of Zeus
CaveTown
Immortal
posted 29 April 2005 09:07 PM EDT (US)     11 / 15       
Probably not, just try them.

Former level designer at Reverie World Studios.
I still do some levels for fun, though!
Oscar
Mortal
posted 30 April 2005 04:44 AM EDT (US)     12 / 15       

Quote:

And about the terrains itself, you could try to use some underwater terrains, but it really isn't necessary for a good transition

totaly agree: use cinematic scorches or underwater terrains like this pic http://img.photobucket.com/albums/v293/OscarBaldessari/screen23.jpg


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[This message has been edited by Oscar (edited 04-30-2005 @ 04:45 AM).]

GovernatorHater
Mortal
posted 30 April 2005 12:54 PM EDT (US)     13 / 15       
I am sure some scorches and burns will make that work.
P.S. how did you get that screenshot on that page.

[This message has been edited by GovernatorHater (edited 04-30-2005 @ 12:55 PM).]

RiderOfEternity
Mortal
posted 30 April 2005 01:28 PM EDT (US)     14 / 15       
Try using the Burnt Greek Roads terrains.

Leader of Liquid Fire. Animator Seb C.

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CaveTown
Immortal
posted 30 April 2005 02:19 PM EDT (US)     15 / 15       
That is used in the scenario me and Sampson are making, so are the scorches, it looks much better then before.

Former level designer at Reverie World Studios.
I still do some levels for fun, though!
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