Update
4/7/2011
Posted the first picture of our completely redone UI. Even the autocast animation has been replaced. Complements to our artist BloodLX99.
Very nice idea. I love how you are adding the Mining Nodes. Adds some extra depth to the rounds.
I look forward to seeing some screenshots.
I'm not working on any of my listed maps. I'm working on a fairly extensive... other project. Progress is coming rapidly.
Estimate: 70% towards a Playable Version.
Here is a first look at our map. This video gives a tour of the UI, one of the menus, and the first Hero.
"I don't measure a man's success by how high he climbs but how high he bounces when he hits bottom." - George S. Patton
I take cash
9/26/2011
Updated the rules and explanation of StormKeep since lots of the overall dynamics have changed slightly. Added some new screenshots as well. Also BloodLX99 added our first look video. While it is lengthy it goes into a lot of detail on our first hero the ACM and is pretty awesome if I do say so myself.
Development: TACTICS
Development Log: Legend of Z
Release: TagCraft: Ehlna Ruins
Release: Facility 17: A Terran RPG
We appreciate the feedback greatly! One thing I've seen so far is people say that our terrain isn't that good. If possible, if you also don't like the terrain, could you explain why and how we could make it better? Much appreciated.
Reminds me of a hero line defense but a smarter setup..
The map is beautiful.. The UI looks amazing the first 15 seconds of the video and i could already tell you put much work into it!
I hope to see more projects that has custom UI I hope your map can set a standard :)

about your terrain, well, there are many a things we can say about it, what are you shooting for? a cave? a city? a jungle? even good arena maps if nor very specific on location has signs that battle has taken place. the terrain i saw here was just..well...to empty throw some story into your terrain, put a doodad here and there make a building, a crash, a sort of battle that had taken place with courses and destroyed buildings, tell a story and immerse your player in that place. if you need a good terrainer then there are a couple good ones lurking here and about. i would terrain but i just don't have any time to myself unless its the weekend.
Obligatory terrain comment since I'm the terrain mod was already made by Joecab.
That said, looks awesome, plus, your voice is probably the first I've seen in any kind of mod/project for SC2 that I could actually take serious and didn't sound off in some way. Lucky you!
To the terrain, everything here is in a pretty rough alpha form so, a lot is subject to change. However that said none of us are terrain artists nor do we really care to be. Hopefully as time goes on we can get enough feedback from the community and/or get another person on board who does do good terrain to help us.
Regardless thanks for the feedback guys, we have put a lot of work into this project and will continue to do so. I am really excited to get a beta release into the hands of players even though that may be quite some time from now.
Alright, that's good. There is actually a reason for that. Originally, the idea behind the name, Stormkeep, was that we were going have this really awesome weather system where different weather effects (Snow, Wind, Rain, Firestorms, Etc) were going to happen, and each of the room represented a different element that had some kind of effect on that system. In the end, we had SOOO much going as it was, that we decided we couldn't handle all the work that would be required to make it happen and decided to leave it out of the first release.
The other thing about the terrain is, we don't have anyone who is really good at it, plus, our previous project attempt (A Hero Line Wars) would run sooooo horribly bad (and Alderis / NCSwireframe has a monster computer, too) that we thought that skimping on the Terrain would allow us to do more of the awesome spell effects that we love so much without making people's computers cry in pain.
If someone who is a really good terrain designer wants to help us out, who could make it look pretty and not make the game lag too much I'd be all for it. But, as of right now, we're doing a lot of tasks (and we work on this 5-8 hours a day, 5 days a week) and we're really trying to get only the bare necessities done so we can get into alpha testing.
Not really much of an excuse, but thought I'd throw it out there.
Quote from Mozared: GoThat said, looks awesome, plus, your voice is probably the first I've seen in any kind of mod/project for SC2 that I could actually take serious and didn't sound off in some way. Lucky you!
BloodLX99 is somewhat of a perfectionist he did about a million takes of each sound clip so that it would turn out good. He was sweating bullets too because he actually hates the sound of his voice, which is ironic cause just about everyone else loves it.
:: Rise of Nigma ::
I don't "hate" it, it's not what my voice sounds like in my head. Also, I look nothing like I sound. I'll leave it at that.
Now start talking more about how awesome our map is =D
alderis AuthorStormKeepAlpha
I'm happy to announce that StormKeep Alpha has gone live. you can now search for "StormKeep Alpha" on the US server. We are currently working on a way to do releases on the other servers but for now its US only.
Game Overview
Two teams of 5 players each are placed in separate arenas and pitted against one another in a desperate attempt for survival. Each team's objective is simple: survive longer than the other team. As simple as this may sound; the amount of depth provided in StormKeep make it possible for near endless ways to reach this goal.
The Rules
The game begins with players choosing their role either as one of the heroes or the commander. Once heroes and commanders are chosen and the game begins. Heroes spawn first and have a limited amount of time to traverse their arena to a Power Node. After a short period the Commanders primary units: the Evil Eye and Energy Thief are spawned on the opposing team's battlefield. The commander will then also be able to summon units onto the arena. These summoned units are chosen by the commander from the opposing team. At this point the heroes should have found a defensible Power Node and they must survive holding off any enemy units in their respective arenas while draining the Power Node of its valuable resources and charging their Storm Bar. The game ends when all of a team's heroes are killed. After this point they may opt for a rematch or quit out and remake for a change in allies and opponents.
The Player Roles
1. Heroes
I. Survival
II. Power Nodes
III. Hero Revival
2. Commander
I. Summoning
a. Summon Units
b. Unit Passives
II. Evil Eye
a. Evil Eye Abilities
III. Energy Thief
a. Energy Draining Mass
3. Storm Bar
StormKeep Map Layout
Basic UI as of 09/26/11
Hero Menu as of 09/26/11
Refined Hero Menu 01/10/12
Storm Bar Empty
Storm Bar Charging