I get alot of requests for updates on my projects, but i sadly don't have any. Been too bussy with non Starcraft related projects.
But found this on my fraps disk which is the the most up to date version of this map, for those interested.
Have added alot of sounds and voiceover that matches the "objective" of the map. Don't mind the vignetting.
It does need some balancing.
The whole setup is also a bit wierd, let me clarrify:
You start at a certain area. Yet you can build everywhere. The only motivating factor for teamwork is not loosing the game, infact the best way to play seem to be by frag stealing to get more money. The best spot is where player 1 starts since you will most likely get some extra kills, what you end up with is tons of players camping for build space at that particular area..
Jackpot with these videos. Great level design (as always) and a great original idea to put into StarCraft. I saw the last video a while back but still I'm amazing by the amount of content you put into this game.
Good Job
I wouldn't necessarily call it original but its a diffrent take on the usuall stuff.
But hey... it might change a bit when i say this is a killstreak reward in AC130K Ruins which is being finalized atm.
Its super awsome with a 4 man crew in a tps, killing off zombies when suddenly one of the players get a BattleCruiser and can aid the team from the air for 60 sec.
Thought it does have friendly fire so the player have to take care and not aim "danger-close" with the big guns.
Yea, might be a bit too serious. Im really a point whore so when i see something flashing every time i kill something i feel very rewarded.
It also help gameplay and funfactor, let alone replayability.
But another thing is also about if it should be IR (black / white) style or color
1: I added fog that can't be seen through after a distance.
2: I lowered the far clip of my player camera to 50 (i'm thinking about reducing it to 40) this prevents things over 50 distance from my camera to be drawn.
3: I added a mini skybox that follows my unit preventing the player from seeing a black wall at 50 distance
1: Always good. Even better if you use doodad based fog.
2: 50 is fine, ruins use 65
3: a miniskybox won't work since its a multiplayer map (i guess?), set the view distance to the very edge of the map and place the skybox so it just barely clips on the edge.
Just wondering what kind of math is needed to make a third person shooter? Malu how much math equations do you use in your map and what level of math?
Depends on what you want to do.
Its not directly rocket science, and most of what you will eventually need should be covered on google, let alone SC2mapster.
Once you start working with AI programming and pathing it will become increasingly difficult but other than that i can't say i have had too big of a challenge creating what i have so far.
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awsum!
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I get alot of requests for updates on my projects, but i sadly don't have any. Been too bussy with non Starcraft related projects.
But found this on my fraps disk which is the the most up to date version of this map, for those interested. Have added alot of sounds and voiceover that matches the "objective" of the map. Don't mind the vignetting.
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Nice. Can see some interesting puzzles / battles spawned from this.
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Thanks to all of you who helped out. The feedback was much needed ^^
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Its all in the gameplay. We don't make thinks too fast to avoid frustration.
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Hey.
Going to need a few people for feedback runs for AC130K - Ruins.
http://forums.sc2mapster.com/resources/project-workplace/6479-ac130k-ruins-tech-demo/
The first run will be tonight May the 26th at 21:00 CET (Battle.net EU) If you are interested meet up at the SC2mapster chat chan on b.net
We need your feedback to put the last pieces into place.
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It does need some balancing. The whole setup is also a bit wierd, let me clarrify: You start at a certain area. Yet you can build everywhere. The only motivating factor for teamwork is not loosing the game, infact the best way to play seem to be by frag stealing to get more money. The best spot is where player 1 starts since you will most likely get some extra kills, what you end up with is tons of players camping for build space at that particular area..
And it seem like "Easy" isnt easy enough.
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I think this is the recipe for all my maps:
"The Initial Idea"
"The Hook"
"The Motive to Finish (or lack thereof)"
"Sometimes, an idea just doesn't work"
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I wouldn't necessarily call it original but its a diffrent take on the usuall stuff. But hey... it might change a bit when i say this is a killstreak reward in AC130K Ruins which is being finalized atm. Its super awsome with a 4 man crew in a tps, killing off zombies when suddenly one of the players get a BattleCruiser and can aid the team from the air for 60 sec. Thought it does have friendly fire so the player have to take care and not aim "danger-close" with the big guns.
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Yea, might be a bit too serious. Im really a point whore so when i see something flashing every time i kill something i feel very rewarded. It also help gameplay and funfactor, let alone replayability.
But another thing is also about if it should be IR (black / white) style or color
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So, you think it should go for that more realistic approach or should it include the arcade elements (points, score, upgrades, etc)?
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Update:
2011 edition:
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1: Always good. Even better if you use doodad based fog. 2: 50 is fine, ruins use 65 3: a miniskybox won't work since its a multiplayer map (i guess?), set the view distance to the very edge of the map and place the skybox so it just barely clips on the edge.
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Depends on what you want to do. Its not directly rocket science, and most of what you will eventually need should be covered on google, let alone SC2mapster. Once you start working with AI programming and pathing it will become increasingly difficult but other than that i can't say i have had too big of a challenge creating what i have so far.
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love it..