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AC130k - The Temple

    #1 Jun 16, 2010 at 21:04 UTC - 0 likes

    Here is the 2nd multiplayer map in the AC130k series.

    The map itself is fairly like the the Waterworks map, but quite a few things have been improved. Now we not only have Deathmatch and Team Deathmatch but also survival mode where you fight the mindless Zerg coming to eat your eyes. Survival is for 1-4 players. (There is going to be a L4D style version where you can play 4v4 (zerg vs terran).)

    The movement have been improved, i have added a weapon system letting me define weapons in text form. Weapon handling and aim-spread have also been worked out. Im trying to implant a cover system, you can see it in the beginning of the video where i can duck however it does not help much against melee attackers.

    If you missed the first map (Waterworks) you can see it here:

    Last edited Jun 16, 2010 by malu05
    #2 Jun 16, 2010 at 21:21 UTC - 0 likes

    Can we play these. . .?

    Last edited Jun 16, 2010 by WraithChaser
    #3 Jun 16, 2010 at 22:12 UTC - 0 likes

    fixed the video...

    Quote from WraithChaser: Go

    Can we play these. . .?

    You can play waterworks (the old one), but the new one is not out yet.

    #4 Jun 16, 2010 at 22:25 UTC - 0 likes

    Can you please localize it?

    #5 Jun 17, 2010 at 01:53 UTC - 0 likes

    You should really get an animator to edit the marine animations so you can incorporate more stuff... Because modellers and animators are usually the two types that are needed the most in the mod industry.

    #6 Jun 17, 2010 at 09:14 UTC - 0 likes

    @dra6o0n: Go

    Ye, as said its a bit rough around the edges. But i'll wait for the retail version with the animations since we might see some new animation bits in the campaign that i can use. If not there are a few things im going to add, like more aim levels (currently it only have 3, down, normal and up), run and gun (shoot while running), reload animations.

    Im also going to remove the gun and use the attachment system for those instead, so i can make unique weapon models for each weapon. Though i will need some help from Nintoxicated for the attachment point structure in the m3 format, also regarding lights. I thought it would be cool to add a flashlight. Other things like laser sights and custom helmets etc is always nice, and i have allready made some cool new shoulder pads.

    #7 Jun 17, 2010 at 14:08 UTC - 0 likes

    @malu05: This looks very nice. I am just worried about the lag!
    I really hope blizzard fixes that! Because I would love to play muiti player TPS like this on sc.

    http://img98.imageshack.us/img98/2503/quizexpert.jpg

    #8 Jun 17, 2010 at 14:19 UTC - 0 likes

    @Ash4meD: Go

    On waterworks it was not a problem. Even with 8 players online. Only if i went FPS which it originally was. (the camera can't follow the unit if it lags too much).

    #9 Jun 17, 2010 at 14:29 UTC - 0 likes

    Great work and the level design looks great as well :)

    NetStormHQ.com

    #10 Jun 17, 2010 at 14:44 UTC - 0 likes

    This looks quite fun.

    #11 Jun 17, 2010 at 21:28 UTC - 0 likes
    Quote from tigerija: Go

    This looks quite fun.

    it is ^^

    #12 Jun 17, 2010 at 23:19 UTC - 0 likes

    hey. i liked waterworks and looked at the gun system is this like that 1? cause last one was all messed up and couldnt understand it.

    Also can i alpha / dev test :D

    #13 Jun 17, 2010 at 23:30 UTC - 0 likes

    I love all the little details.
    The recoil of the gun that translates into camera movement...
    The little cracks (bloot splats) that appear when you got hit...
    The change of zoom when stopping/starting to move..

    Nice work, really nice work!

    One thing - the new animations.. you got them from the Ghost? The reload and kneel things kinda remind me of Ghosts anims..
    Reloading (esp. shotgun) looks kind of strange D:

    Last edited Jun 17, 2010 by s3rius
    #14 Jun 18, 2010 at 10:26 UTC - 0 likes
    Quote from s3rius: Go

    I love all the little details. The recoil of the gun that translates into camera movement... The little cracks (bloot splats) that appear when you got hit... The change of zoom when stopping/starting to move..

    Nice work, really nice work!

    One thing - the new animations.. you got them from the Ghost? The reload and kneel things kinda remind me of Ghosts anims.. Reloading (esp. shotgun) looks kind of strange D:

    Thanks.

    The kneel thing is the one i use when you pick up ammo and new weapons lying on the ground. Im going to find a better one for duck. And the reload animation is just placeholder animation till i get the real one in there. As you notice it uses the "pick weapon" animation for reloading.

    And no, its just the marine animations.

    Last edited Jun 18, 2010 by malu05
    #15 Jun 19, 2010 at 10:44 UTC - 0 likes

    You think it wont lagg online ?

    #16 Jun 19, 2010 at 11:17 UTC - 0 likes
    Quote from tigerija: Go

    You think it wont lagg online ?

    Quote from malu05: Go

    On waterworks it was not a problem. Even with 8 players online. Only if i went FPS which it originally was. (the camera can't follow the unit if it lags too much).

    Quote:

    When I want you I'll follow you Woo!
    I'll follow you.
    When I want you I'll follow you
    I'll follow you. <3

    #17 Jun 19, 2010 at 14:10 UTC - 0 likes

    This is nice but its system performance heavy. Drains lots of FPS :D .

    #18 Jun 19, 2010 at 14:31 UTC - 0 likes

    wow! looks awesome. Most impressive SC2 FPS I've seen so far.

    Last edited Jun 19, 2010 by revolu7ion
    #19 Jun 19, 2010 at 14:41 UTC - 0 likes
    Quote from tigerija: Go

    This is nice but its system performance heavy. Drains lots of FPS :D .

    Well the waterworks map was a bit of a polygon spree and this time around i have taken extra care of not spending too much. So the performance in this map is alot better than the previous one. The use of fog and black sky also gives me the abbility to cut down on the far-clip quite a bit. So for thoes with less grapichs power this map should give a better experience.

    #20 Jun 19, 2010 at 16:39 UTC - 0 likes

    Yeah man, this is pretty much incredible. The fluidity of the movement and aiming, and all the other details that dedicated FPS games have like fire spread, looking behind while running, etc. Well done mate!

    Can't wait to play.

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