On NA and EU
Featuring: 27 Original Models for Buildings and Items, 68 Custom Buttons, 19 New Sounds, and AI Players
Build a Business in Black Market Fuel. Start out at the bottom of the business world. Just buying from Dealers and selling on the streets. Save up some money and invest in a Refinery or your own Money Launderer. Or spend that Cash to buy an Assault Rifle to hunt other Players. There are many choices for how to spend your money.
Dangerous PvP: Other Players may kill you at any time. They will be able to collect the items you were carrying. Fortunately you can Sprint away or try to get the Cops to protect you. However even if you are peaceful you may need your own upgrades to stay alive. Various Dealers in the city will upgrade your items for Cash. They offer more HP, faster run speed, regenerating HP, and other things.
There are 5 types of energy that Buyers want to buy. Bio Diesel, Gasoline, Lead Acid Batteries, Lithium Ion Batteries, and Natural Gas. Each Buyer will only buy one type of energy. You can manufacture all these energy types. They each have their own Refinery or Factory. Each Energy type requires two ingredients that can be bought from special Dealers.
When a Dealer or Buyer is able to get what they want then make it home safely they will become more confident. This will allow them to make more Deals before having to go home. This helps you to sell your products more quickly. Confident Dealers also offer larger amounts of energy for a better rate.
If a Buyer is having a hard time finding what they need, they will offer more money to get it. Conversely the Buyers will pay less if their market is saturated with product. Dealers are also affected by what the Players are buying.
Current video showing new art and abilities:
Here is what all the models look like in the map editor. Click for higher resolution.
Energy and Ingredients:
lol I like the map idea. I'd be careful what you name them and the icons you use for the drugs. But other then that it could be a really cool game.
One morning I shot an elephant in my pajamas. How he got in my pajamas, I don’t know. Want to use Render To Texture in your cutscenes? Try This
Definitely a cool idea ^.^
I'm glad to see another map from you- depot life was simple but very unique; something we tend to be missing in most games.
Thanks, I agree that there are way too many remakes of games on the Arcade.
I updated the OP. Blizzard removed my map.
Right now I am thinking the map should be about trading units of fuel and energy. Because the corrupt government controls all these businesses and charges unreasonable taxes on them. Now I just have to learn what ingredients should make your fuels.
This says it all.
Next up for removal, Torrent empires and Illegal .MP3 empires.
Also did the game Godfather not beat you to it as far as concept goes?
Contribute to the wiki (Wiki button at top of page)
Considered easy altering of the unit textures?
For my public assets look here!
What is the Godfather game?
I pretty much got everything converted over to a fuel and battery based black market. So, hopefully I can get this back online tomorrow.
Was some ancient crime simulation game for PC. Might have got name wrong.
Sounds cool. I would like to see it if there are a lot of similarities between it and my game.
I removed all references to drugs and replaced them with a subject of Black Market Energy. Fuels and Batteries are now being bought, sold and created.
The map is available again. Here's hoping Blizzard doesn't find another reason to remove it.
I still need to update my you tube video. Hopefully this map can be on the front page then.
Looks fantastic. Eager to try it out.
The usual comment tho, when is this coming to the EU?
Looking for a Terrainer - Trivial Pursuit
Edit: I bought an EU account and it is also available to play there as well.
I made a bunch of models for all 15 Energy Types and Ingredients. This map also has AI to fill in for players now.
Thanks to NINtoxicated for the exporter and JackRCDF for the tutorial!
Since I finished making all the ingredient and energy type models I have been making structure models. They are much more complicated and have taken 5 weeks of working on them every day for several hours. Fortunately I am getting better and faster with 3D Studio Max. It was quite interesting to make the Factories and Refineries. I read on Wikipedia about how these fuels are refined, and did my best to make models that could actually do what they are supposed to. It was also a challenge to figure out how to make it easy to tell 3 very small refineries apart.
This week I made a new youtube video showing the work I have been doing on this map over the last 3 months. It is in the original post at the top of the page.
I'll give it a try on EU this weekend. I hope you keep updating it.
Thanks for creating this very entertaining map. I absolutely love it and glad to hear that you are still working on it after all this time.
I had an opportunity to play this map it full unlocking every single upgrade as well as build every single building on solo, but never had the opportunity to try out the pvp combat against other human players as there aren't that many people on SC2 arcade at the moment. Hopefully with HOTS coming out soon, there will be more people back on BNET Arcade.
Thanks Oranite, and using your vest first post on my map. How nice. The AI players can give a taste of the PvP, but it is really best with other people.
I am still working on this map and still have things to add. I recently added an original player model to the game. With the change to guns that you could aim it was impossible to check what guns other players had. Before you could click them and their attack upgrade would tell you, but with the gun aiming system the unit doesn't have a traditional attack ability, so it won't show their attack upgrades. Anyway because it is important to tell what gun another player is carrying when you see them I made a system where the gun in the players hand will be the gun that they really have.
Making this took a long time, it is the most complex model I have made and I did a lot of the work before the art tools were released, which made things harder. Another thing it adds is a repair animation. The Merc Marine model would just stand there when using the repair ability, but this model has a little welding torch on a Taxi Driver style slide. I was also able to add the particle effect from the SCV repair. Below is a bunch of renders of the guns and the Player model. The guns are 500-600 polys and very small in game. So I tried to give them distinct colors to more quickly be able to tell them apart.
The Player model and guns are on the current version on Bnet. I also fixed some issues caused by the new SC2 patch. Currently I am adding a co op mode. It will feature much more complicated Cops/ Corrupt Future Government. The government will have factories and stores around the city where they compete with your customer base. You will be able to attack their bases and their workers moving energy from factories to stores. You will be able to raid Cop bases to slow them down, and they will attack your bases with combined force. It will still be a while before this is all set up. I would also like to make models for the new cop buildings. My intention with this is to allows new players to have more fun with people who are already familiar with the game. Also to encourage people to work together and help newer players learn how to play. This should also make the premise of the game more clear. Since the switch to energy the idea has been that the government has a monopoly on this stuff and they don't want you to compete with them. This should make that much more clear to the players.
Learn to use Normal and Emissive maps.
Also ask Zolden for tips.
I agree with DrSuperEvil.
Tips are the following:
1. The simpliest improvement is to add a white texture (32x3d white square is enough) as a specular map for models' materials and set materials' specularity to 30.
2. Second step is to use smooth groups to smooth the faces of the meshes. That guy model, for example, would greatly benefit from the smoothing.
3. And finally, you can create a full normal/specular maps which would make the models look realy pretty.
Thanks for the tips.
I have a specular mask for all the models that shows up in the game, but not much when i render it in max.
I just looked up how to smooth. You are right about it making a huge improvement. I will update my models to use that.
I made bunch of normal maps for my source engine mod. But they were just generated from the photographs the textures was using. I also did the 3DS Max tutorial about creating a normal map from a high polygon model. That looked really awesome, but it seems difficult to do. I also need to create models for a couple new buildings so I don't think I will make legit normal maps yet.
Any other tips for my models? I know what an emissive map does, where do you think it would benefit my models?
Show screens of how your models look in game, then we could give you more tips.
Emissive maps aren't necessary for non-sci-fi models, unless you plan to use a pimped up niggermobile.
You must login to post a comment. Don't have an account? Register to get one!