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A Journey Too Kind

Posted by Sixen Sep 24, 2014 at 01:25 UTC

A Journey Too Kind by TheAzureGuy

In this dungeon crawling, singleplayer campaign, you can explore underground caves and fight lots of monsters, all while leveling up and purchasing the best items money can buy. Overall, the difficulty is planned to be hard, but not impossible.

  1. 2 comments

Legacy of the Swarm

Posted by Sixen Sep 18, 2014 at 02:11 UTC

Legacy of the Swarm by Narudek

Legacy of the Swarm is a custom campaign continuing the story of Heart of the Swarm, based on Kerrigan's search for Amon. This campaign will include 6 missions, each of which touting their own objectives and even bonus objectives giving you access to talents or upgrades for Kerrigan and her Swarm.

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  1. 3 comments

Waygate System Library

Posted by Sixen Sep 10, 2014 at 01:48 UTC

Want to use Heroes models in Starcraft 2? Now you can, thanks to BlinkHawk's converter!

Waygate System Library by hobbidude

This library is pretty straightforward, but also pretty cool, with lots of potential use. The author set out with the goal to make this intuitive and clean, requiring minimal effort to use. The system incorporates the portals into the unit A.I. pathing, ensuring units travel the shortest path including if that shortest path is by use by one or more portals (can be interrupted and redirected too). It also works with different and changing terrain heights as well as checks for pathing that can only be traveled to via portal like an island. Like the original system it only affects grounds units (modifiable) while air units are unaffected and free to fly their own course.

  1. 4 comments

RaZe

Posted by Sixen Aug 29, 2014 at 21:07 UTC

RaZe by hobbidude & Team

The Game RaZe is a team-based Action RTS game where players choose mighty heroes and lead elite armies into combat. Combining strong elements of DOTA, Warcraft III, and Starcraft BW, The experience is concentrated, approachable, and satisfying.

Key Features:

  • Warcraft III hero centered combat
  • Fast-paced team fights set in the Starcraft universe
  • 9 planned factions with multiple upcoming heroes for each
  • Supports 3v3, 2v2, 1v1 format
  • No power snowballing, power is determined by skill and teamwork, not gold
  • Unified command card puts you in control of your entire army without having to tab
  • Refined micro mechanics allow for nuanced control -Powerful spells reminiscent of Brood War and DOTA
  • Insane Hero ultimates: glass the earth with Planet Cracker, or become the center of a living hurricane with “Eye of the Storm.”
  1. 1 comment

Tomura's Shooter Systems

Posted by Sixen Aug 24, 2014 at 20:13 UTC

Tomura's Shooter Systems by Tomura

This one is probably quite advanced in terms of functionality, as the author aimed to add features that are not necessarily common for SC2. It also includes a modified version of the SC2 Spectre that has additional animations for strafing, reloading, etc. Some of them are additive, so they can be used on a separate layer to the main animation (i.e. Reloading, so you can reload while walking). In addition, the mod includes a Ragdoll death version of the Spectre that still keeps it's team color when dying. While the mod does not offer a solution to the network delay we're all aware of, it offers enough functionality to warrant usage.

In an effort to enable easiest consumption of this mod, Tomura decided it would be best to create the mod through triggers (with minimal galaxy for math and other misc items). The mod contains the following features:

  • Pre built WASD + Mouse Movement. That features, Walking, Running, TPS Aim down Sight, Dodge, Reload, Weapon Switch.
  • 3D aiming and shooting
  • Inventory and User Data based Weapon and Ammo system
  • Weapons make use of normal SC2 Effects. So porting existing ones to this mod requires only minor adjustments (mainly enabling Unit and Point Targets)
  • Weapons do support multiple Firing Modes. How you switch or access them is up to you.
  • Decal Spawing when a Shot hits the ground.
  • Connection to external Dialog based Interfaces possible using Generic Trigger Messages (UI is not in Main Mod, but Mods depending on this one can react to those messages)
  • Rebindable Keys and User Data Based Key Binding. You can just set up Key Binding Data inside the Data editor by specifiing a up/down function, a name for the Binding (this will be displayed in the ingame Menu and can me localized) and a Default Key (integer). A Mod using TSS as a depedency is able to delete the Pre-built Controls and just use it's own and is even able to add new actions. Triggers will be rebuilt when bindings change to have a minimum amount of triggers firing ingame.
  • Simple Height Region system to enable shot collision with doodads. (not very accurate)
  • Vector Functions based on Points
  1. 4 comments