Clearly, I'm working with a very
limited engine here, boys. You're looking at a mountain. There's a cliffside base (picture 2) and a mountaintop base (not featured) that the player controls. A set of three Gateways (plus defences, picture 9 - last picture) will allow a continuous stream of refugees from other provinces, which will travel to the Warp Gate (not featured) that will evacuate them to Shakuras. More will be revealed in time, as I have a video planned, and the terrain looks quite "pleasing to the eyes" (not my words, but those of the people I've already shown) when seen from in-game.
I have spent an incredible amount of time finalising terrain details. Here's a full look at the first mission, to demonstrate.
(final doodad count: 730 natural)
I want Resilience Rising to be flawless in all aspects. Of course this is a hopeless goal, but I'm going to do my best to make this project the best there is.
Going back to mission two's terrain...
Aside from a few blocks in the raised dirt area (picture 7), everything is blended perfectly (that is to say, there are no terrain blocks - NOT that the terrain is flawless in nature). Terrain was a big focus for this map, and part of the reason why it took so long to properly produce. Triggering, scriptwriting, and voice acting has begun in full swing, at this point, and the briefing is nearly complete. While not as lengthy as the ten-minute-long one from chapter one, this briefing will feature a short, foreshadowing monologue, followed by a battle scene (like the first briefing) and finally the actual mission briefing. My plan is to properly set the scene for every
mission, and this is how I'm going about doing this. It's my artistic vision, if you will, and I feel that I will be able to flesh out my campaign very well throughout this method.
This will be the last briefing featured, however, because otherwise... Well, you'd never want to watch another Resilience Rising briefing ever again.
To give the bigger picture of the map's terrain, however... I present ye with this.
(final doodad count: 850 natural)
Of course I wish there was more terrain variation I can do with the cliffs. Of course I wish such stacking was already supported. Of course I wish I could make it look more natural. This is what I have, though, and this is really the best I can see. If I find a better way to stack cliffs, and there's a way to do it without having to redo the entire map, then I'll do it. I can't see a better way at this point, though. I know that sounds pitiful and stupid to some, but I really can't. That's the truth.
Eredalis wrote:And where the hell is the Zerg creep? o_O
I disable creep in SCMDraft's view tab so I can doodad properly, and so I can show off said doodads when taking screenshots.
(natural, in the case of counting doodads, is to differentiate between doodads that were placed in the doodad layer and custom or extended terrain doodads that were placed in the terrain layer)
EDIT: Before anyone asks, both maps are 128x128 in size.