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Author Topic: [WIP] World of Warcraft Thalanor expansion: Starwind valley  (Read 1930 times)

hinur

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[WIP] World of Warcraft Thalanor expansion: Starwind valley
« on: December 18, 2015, 09:19:33 pm »
Hello modders!

This is just a post showing of a zone I am making for a custom expansion "World of Warcraft: Thalanor". It is the starting zone for the continent, the name is Starwind Valley. I was wondering if I could get any feedback on this because it's my first time continent making and texturing (I'm normally a coder). Below is some pics of the zone ingame:










Also, wondering if my expansion should start from level 1 in this zone, or go from 80-85, any feedback on that would also be much appreciated! :)

NOTE: Have not added ground effects yet.

EDIT: Finished poll, continent will start at level 1. Thanks for the support guys
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Krysík

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Re: [WIP] World of Warcraft Thalanor expansion: Starwind val
« Reply #1 on: December 19, 2015, 08:37:22 am »
Hello, try to pay a lot more attention to road and hill texturing (both roads and hills look terrible I think) and try to play a bit more with skybox, excluding that your map looks pretty good
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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Amaroth

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Re: [WIP] World of Warcraft Thalanor expansion: Starwind val
« Reply #2 on: December 19, 2015, 10:49:21 am »
Grass: it does its job. It could be better, more detailed, but its fine. Except one place - city. Your city looks very "flat" and thats not very good. Try to make at least two differently high levels. Especially keep could and probably should be a little bit above other buildings. It would give your city nicer look.

Mountain/rock: texturing could be again a little bit better, more detailed by using smaller brushes, but again, its fine. What isn't fine at all is modelling. Modelling and texturing should always work together, there should always be some logic. When you have dirty line between two rocks, there should be some "reason" why dirt is there. And that reason should mostly be that its in line between two ridges. Try to raise your rocky "flakes" up and leave dirt between them on current height level. Don't forget to polish raised rocks a little bit with blur tool.

Roads: somehow, somewhere too wide for my liking, but what I would really point out is that they deserve much, much more details and effort. Change your brush size, use a smaller one, much smaller one.

Shores: that grass directly next to water line just looks non-realistic. Some sand, or dirt at least would be better. Try to draw a shoreline there. I personaly am sometimes also too lazy to do something like that, but at least don't use grass texture as bed of lakes/sea.

Spawn: You don't have to have many trees around, but it would be great if you at least added bushes and some rocks or something like that. Quite a lot of places seem a little bit too empty to me. Btw, do you know about ground effects? If you do and you just didn't want to place them there yet, OK. If you don't - take a look at Steff's tutorial and apply them. There is also one hint corresponding to ground effects, it seems you have grass texture under buildings. Thats not something you would want to do, use another texture, some which won't have (big) ground effect models. Otherwise you will experience grass growing through floors.

Still, you did fine job, there is room for improvement, of course, but If you want to have some inspiration, links to a few of my videos are below, so you can see what I was talking about here. Anyway, welcome to Noggit devs community, have a lot of fun and good luck with your future edits :).



A quick overview of my style of painting and modelling of roads and grass "hillies":


Making of video with 20x speed:


My level design tutorial series, they are czech only though, but you can still turn sounds off and just watch to get a few ideas:
https://www.youtube.com/playlist?list=PLsm-YJoAUKujJ98fpLd7zdJFxyclGlCKs
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
English YT tutorial channel. Check it out if you preffer videos over walls of text.:
https://www.youtube.com/AmarothEng

Want to support me for my releases and/or tutorials? You can send donation via Paypal to:
jantoms@seznam.cz

hinur

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Re: [WIP] World of Warcraft Thalanor expansion: Starwind val
« Reply #3 on: December 19, 2015, 01:32:14 pm »
Thanks for the help everyone! I'll make sure to make these changes, I will make an update soon.  :D
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Gurluas

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Re: [WIP] World of Warcraft Thalanor expansion: Starwind val
« Reply #4 on: December 20, 2015, 11:00:11 am »
Also I'd suggest adding some High elf presence too.
And perhaps other Alliance presence too depending on who lives there.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »