MechCraft Physics Showcase

MechCraft by Bommes

Many of you know that some powerful new physics tools have been added to the HotS editor. Bommes has recently created a few videos to showcase how he's added physics into his own map, MechCraft. You can check out the videos below, or visit the thread here.

And speaking of super awesome editing skills- the latest monthly triggering excercise has started. Make sure to check it out here if you want to stretch those triggering skills!

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  • 7 comments
  • Avatar of Bommes Bommes Nov 27, 2012 at 10:20 UTC - 0 likes

    @Creation25: Go

    Okay cool I'll check it out :)

    The movement sound sounds are used at the beginning of a movement or randomly in between as far as I know, but there is no unit that comes to my mind that periodically fires a sound for example while running or flying. And to be honest, in a strategy game like Starcraft it would be pretty annoying.

  • Avatar of Creation25 Creation25 Nov 27, 2012 at 03:08 UTC - 0 likes

    Actually, if you go to Unit Actor<Sounds there are sounds linked directly to a unit's movement, but I like your method better because it's more dynamic. Cool stuff.

    Also I'm not sure the last time you tested over bnet with this game, but delay has improved dramatically; in part from Blizzard, and in part from low server traffic. We barely notice delay right now when testing SCU, but that may change when HoTS releases, and the servers are flooded again... and god knows what will happen with global play.

  • Avatar of Bommes Bommes Nov 27, 2012 at 00:36 UTC - 0 likes

    @Creation25: Go

    It is done via actor events, there is no built in data for Goliath Movement sounds. Actually there aren't any sounds that are directly linked to movement built into the game at all as far as I know, I might be wrong though.

    To validate the terrain I use the "TerrainMaterialPhysicsAtActor" term. I don't know if it was added with HotS, it might have been there all the time in WoL, I don't know. I just discovered it recently though.

    @fate1990: Go

    No Multiplayer planned right now until Blizzard gives us methods to circumvent the Bnet latency for some kind of events like pressing keys or moving the mouse and computing parts of the game locally. It is not completely unplayable on Bnet but I wouldn't feel comfortable designing it with Multiplayer in mind. That might change in the future though and a PvP map in that kind of style would be really awesome and I'd have a lot of ideas. Also Coop Singleplayer campaigns could be a lot of fun I think.

    But in the near future (at least the next year) don't expect any Multiplayer for this map. Especially not with my current speed on getting it done :D

  • Avatar of Creation25 Creation25 Nov 26, 2012 at 23:36 UTC - 0 likes

    Bommes are there new data fields handling movement noises and pace over specific terrain, or is that triggered?

  • Avatar of BasharTeg BasharTeg Nov 25, 2012 at 14:43 UTC - 2 likes

    Shut up and take my money!

    My Projects:
    Malum Ruina: SC2Mapster
    Eternal Exile: SC2Mapster
    Spine Crawler Madness: SC2Mapster
    Xeno Crisis: SC2Mapster

  • Avatar of fate1990 fate1990 Nov 25, 2012 at 12:53 UTC - 0 likes

    Will there be pvp?

  • Avatar of Creation25 Creation25 Nov 24, 2012 at 22:08 UTC - 0 likes

    OK this is awesome. Please continue. I want to see more!

  • 7 comments

Table of contents

  1. 1 MechCraft by Bommes

Facts

Date created
Nov 24, 2012
Last updated
Nov 24, 2012

Author