I am currently working on a rather long-term project (and have been doing so for almost two months, on-and-off), intended as somewhat of a spiritual successor to one of my WarCraft III maps, Battle Mages. In order to successfully complete this project, however, I require a substantial amount of new assets, including interface art and various models ranging from attachments to projectiles and effects. So, I am opening up a position (there may be more to come in time):
Battle Mages Team
Lead Developer
Dark.Revenant
Artist
vacant
Schedule
This position will be long-term, but the work may be interspersed. I will have no specific deadlines for any assets that need to be made, so long as they are done in some sort of reasonable time; I will allow you to work on your own schedule because this is, at least initially, an unpaid position.
Compensation
However, this project will eventually be put onto the map marketplace (a second iteration with highly new features or some such) and be made available as a paid game, though there will also be the original, free version. If I do this, the artist (even if he has discontinued work) will receive a percentage of the payment proportional to the amount of work he/she did.
Work
As for the map itself, it is an isometric (basically, the default camera) arena shooter involving both spells and guns. The game mode will be primarily team vs. team, though a free-for-all option will be available. In any case, the map features an arsenal of approximately fifteen weapons with a number of specific mods for each gun (averaging 2 per weapon), plus a series of three-tier spell trees, probably around 30 spells in total. The specifics of the spell trees are not fully-formed yet (I have only drawn up one 7-spell tree and have tentative plans for three other 7-spell trees), but the mechanics behind them are. The guns and their mods are more realized than the spells and I have tentative plans for all 15 of them, plus many of their mods.
Needless to say, each weapon, spell, and weapon mod needs an icon and the associated artwork for the actual attachment. I will probably make many of the models myself, but I am not very good at texture work, so I would appreciate if my partner is good at making textures. The weapons might need custom projectile models or new explosion models, but for the most part the custom effects will be for the spells. I am good at making particle systems, but I can't make decent textures for the particles to use, so the artist's help would be focused there as well.
The work is basically texture work, including icons, the interface, and skins.
Precognition
Other details about the map are that it uses my own physics engine, has a completely new, customized interface. I have a responsive control scheme set up for the gameplay and the feedback so far has been positive. Even without any of the final game content or anything beyond the most basic of gameplay elements, it is a fun map to play or at least dick around in. Based on how my projects went on WC3 and how this project trumps the quality of maps I made in the past, I am confident that this project will be successful.
To apply, you need only list your strong points and include examples of your work in this thread, or in a PM.
Also, if someone wants to ask a question or make a suggestion about my map, this is the thread to do so. Anyone who wants to test out the map with me needs only ask, preferably on the irc if I'm there.
Do I need to post pictures? I can get someone to take some good shots, but the best demonstration is an actual demonstration.
Seriously, this can be a money-making opportunity.
Don't care about money? Think about fame: having your name below mine on the title screen of a big-name project. I give credit where it's due.
If you need a good critique, invite me to test it out sometime. I`ll be sure to relay how "awesome" or in the unlikely event, "Sucky", it may be;p.
Eternal.324.
Dark I would suggest relying off of the art available from WOW. Just about any model you could need is available there unless you having something very specific in mind.
But to be honest the wow stuff looks pretty good when used well.
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Too bad I need guns, a character, a customized interface to fit the map, etc. There is stuff available in WoW, such as spell effects, but that leaves a lot to be done still.
The WoW guns would be horrifically out of place in this map. Also, if you actually played my map, you would know that art to go with the ui elements, and especially new icons, are essential. The whole theme of the map is a more high-tech / modern mix of magic and weapons.
Harry Potter vs. veteran with a loaded shotgun. Who's going to win? The whole point of the name "Battle Mages" is that the mages wear combat armor and go into physical (or in this case ranged) combat, using their spells as support. Granted, it will be possible to mostly forgo the use of guns and go straight caster, as it will be possible to ignore spells and focus on the arsenal.
melt a gun weilders face off before he had a chance to aim
eat the bullet wounds and just regenerate damage.....
but I digress Harry potter is a sucky mage.... not something I would consider a "battle mage"
Mages dont wear armor.... armor complicates thier ability to control the flow of magic/mana that and if they want to protect themselfs..... Youd think theyd use mage for that as well....
Im just saying from an "art" concept is the only reason your not willing to use "wow models" then Im gonna argue and say mages with guns and armor is meh
If you look at it this way...a wand isn't a weapon. So Harry Potter is an "ArchMage" while the "BattleMage" has a gun. A gun is a weapon. And...magic has "SOME" limits. Mages take like 10 hours to cast a spell that adds an aura which melts bullets. A Battle Mage is in the frickin middle of a battle. He doesn't have time. He uses weapons instead and adds his own taste of magic when he has the time to cast and not be interrupted. Now, Dark... would your gun look like this...
Create a guass rifle, remove the reload issue, remove the bullet actor, add a laser looking bullet actor, repaint the guass rifle as a grayish brown and tint the lines on the rifle, the color of the team.
yukaboy is a lot closer than soulcarverr, I can say that much.
First of all, J.K. Rowling did state that a wizard when faced with a gun-wielding opponent would have an awful hard time surviving. Just saying.
The players in this game will be able to freely switch between spellcasting and weapon use, but spellcasting is slower to use than weapons. However, a wider range of effects are possible using spells, including buffs. Also, in general, spells tend to be much more deadly than their weapon counterparts. Though, the time it takes to cast the spell depends on how long you're willing to cast it; as long as you hold down the mouse button, the spell will charge up until it reaches its maximum or when you release the button. Weapons are more reliable but spells are more powerful and can be more versatile. However, you can switch your loadout each time you spawn, so weapons, in the long run, are more adaptable, but can't truly excel in a task like a spell can.
And if you want to know, this is not supposed to be a lore-based game. But I will say that this flow of magic crap does not apply in Battle Mages; each mage is more like a sorcerer or warlock, as the source of power and knowledge is intrinsic and can be utilized regardless of outfit. Flexibility for gestures and such would be the only downside, but the armor is futuristic and flexible and all that. I mean, seriously, the battle mage currently uses the spectre model.
After all, the players do level up over time (with a set of systems to balance it out so that no side or player is significantly stronger than the other players). At each level-up, one of two choices can be made: 1 new spell or a spell upgrade, or some more money per spawn that can be used on weapons, items, and equipment (nothing is laying around in the arena to take).
I'd like to make a suggestion. If you want spells to get more powerful, the longer you hold, then do 2 things. First, limit the amount of time you can hold. For example, min time is 5 seconds and max is 10. 5 shoots the ability with no bonus. The higher it goes, the better is gets. If you stope holding below 5, the spell fails and you get your energy back. Same with above 10. Oh, and make it hurt your guy if he holds it longer than 2 seconds above the max 10. Second, make a cooldown...of course. Make the cooldown depend on how powerful the ability is. If I cast "Fire breath" which deals 45 damage and +10 each second, and there's an alternative "Ice bolt" which deals 10 damage and slow effect with +2 damage per second, then you probably want fire breath to have a longer cooldown. Right? Anyway, those are my thoughts. It has nothing to do with art, but since we're on this topic, might as well. :)
Those suggestions are already given. Literally everything you said except for the damage taken from holding the spell (instead you just cast it, you can't hold it for extra time) is already implemented.
Wow lol. I was just looking through ideas for battle mage armor and they all suck. Nobody ever seems to think that there's any futuristic looking battle mages in the universe. Ugh. I'd think that you could take the spectre, change the red laser light parts to whatever team color you are, take the black armor and make a gold, white, brown, blue, etc versions of it, and make that the battle mages. Don't know how else to describe what I think would look good. :(
I thought that maybe holding the power of the spell would be too much for your mage too handle so it'd hurt you over time when it's too powerful. :) Is that not a good idea?
everything you need is in the file linked in the thread.
I'm more or less over modding SC2, been burned too bad by mod teams and SC2 in general. I'll check out your progress though, if i'm impressed i'll jump back into the game and we can make some cool shyt :D
I wish. I've been following you, but I not only don't have the programs, but I have zero experience, and even though my artistic talent is above average compared to my age, I couldn't make a tiny 10x10x10 pixel fly look realistic. :( Sorry... :(
My advice from years of modding Warcraft 3 is this:
Make an awesome mod without art assets first. Artists (especially modellers) are quite rare and from my experience usually doing their own things. And due to Starcrafts comparatively small modding community, even rarer than in Warcraft 3. This means that to get them to join your map, you really need to illustrate what a badass "first-page" quality map it is. In my experiences, there are a couple ways to get artists to work on your map that you may want to try:
Get your map onto the first page
Release very cool images/videos of your mod in action
Really sell people on a unique gameplay concept you have.
Make your mod look like you've put serious time into it.
In the meantime, just use placeholders (For example, WoW models). If your game isn't enjoyable without the art, its probably not enjoyable period. I just know that if I was an artist and I looked at all the mods out there looking for people, I probably would not choose this one because there doesn't really seem to be anything done and no proof anything will get done. Once you've done a few of the things above, you'll find that people with artistic skills will start to show interest in your map. There is also always the alternative to go out and learn photoshop. There's tutorials out there that can give you a crash course in computer game character and environment design.
I've also modded WarCraft III for the entire time that it has existed. Brothers in a struggle we are.
I know how and if needed could make all of the art required for the game myself (i.e. I have formal photoshop and 3ds max experience). I'd just rather have someone else help out.
Also, I would have made a movie or some screenshots were it not for the fact that the computer I'm currently on sucks. I'll make one next week. But even then, I need a larger group of people to play it than my usual 3-man squad to represent the gameplay, especially since I made the largest level first (for 8-14 players).
The assets I have now are sufficient to get the game up and running, with the exception of the interface which absolutely needs the full art done ASAP for obvious reasons. However, texturing is my weakest link and I feel that someone else might do a better job at making it look good when given the layout template.
Keep in mind, I have put some serious time into this map already. Two solid months of production have gone by so far. I still don't have a real alpha because some of the important gameplay systems like the shop, levelup, etc. systems are not in place yet, so the weapons and spells currently made are essentially tests rather than the real thing.
There have been some pretty bad maps on the front page. Really, all you need to do is just ask one of the mods and we'll put it there if it's not blatantly awful. Besides, my map will have its own site.
@Aenigma: Go is right, show us some progress. Even if its just the initial skills being used on the terrain with blizzard assets. Not sure why he mentioned first page, because a lot of random stuff gets on there, lol.
Main idea is you'll have people ASKING to help, if your gameplay is promising. Good art will just make a strong game, stronger. But good art can't save a bad game. I think a lot of people just want confirmation of it being a good game.
But i won't say this without contributing to the cause. I'll be willing to do some freelance work for your team.
Stuff like texture maps/triggering/galaxy scripting/GUI/icons/etc, maybe even models. Just no animations, i'm not prepared animate in 3DS Max. @_@
Not sure i can fit a "team" into my schedule, don't wanna let anyone down. But i wanna see projects flourish.
I wanted to do a video, but I have to wait on it due to circumstance.
But yeah, if you can do textures and icons that's pretty much sufficient. You don't need to do any models or animations, since I am able to do it.
How much are you willing to do? I'll basically take what I can get as long as it's of good quality. The things that are eventually needed to be done:
Skin or reskin of the player model. [1]
Icons for all of the guns (I might just render from the side, though, so this may not be necessary) [15]
Icons for the gun mods [24]
Icons for the spells [28]
Miscellaneous icons [?]
Textures for the guns [15]
Interface art [?]
None of that sounds very time consuming. It'll be more of an issue of what style of art you're looking for, for this project. Because you sound like you have very specific visions about what things should look like.
Post some screenshots of stuff that comes close to the type of art you're envisioning, it might sparks some new interest.
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Introduction
I am currently working on a rather long-term project (and have been doing so for almost two months, on-and-off), intended as somewhat of a spiritual successor to one of my WarCraft III maps, Battle Mages. In order to successfully complete this project, however, I require a substantial amount of new assets, including interface art and various models ranging from attachments to projectiles and effects. So, I am opening up a position (there may be more to come in time):
Battle Mages Team
Lead Developer
Dark.Revenant
Artist
vacant
Schedule
This position will be long-term, but the work may be interspersed. I will have no specific deadlines for any assets that need to be made, so long as they are done in some sort of reasonable time; I will allow you to work on your own schedule because this is, at least initially, an unpaid position.
Compensation
However, this project will eventually be put onto the map marketplace (a second iteration with highly new features or some such) and be made available as a paid game, though there will also be the original, free version. If I do this, the artist (even if he has discontinued work) will receive a percentage of the payment proportional to the amount of work he/she did.
Work
As for the map itself, it is an isometric (basically, the default camera) arena shooter involving both spells and guns. The game mode will be primarily team vs. team, though a free-for-all option will be available. In any case, the map features an arsenal of approximately fifteen weapons with a number of specific mods for each gun (averaging 2 per weapon), plus a series of three-tier spell trees, probably around 30 spells in total. The specifics of the spell trees are not fully-formed yet (I have only drawn up one 7-spell tree and have tentative plans for three other 7-spell trees), but the mechanics behind them are. The guns and their mods are more realized than the spells and I have tentative plans for all 15 of them, plus many of their mods.
Needless to say, each weapon, spell, and weapon mod needs an icon and the associated artwork for the actual attachment. I will probably make many of the models myself, but I am not very good at texture work, so I would appreciate if my partner is good at making textures. The weapons might need custom projectile models or new explosion models, but for the most part the custom effects will be for the spells. I am good at making particle systems, but I can't make decent textures for the particles to use, so the artist's help would be focused there as well.The work is basically texture work, including icons, the interface, and skins.
Precognition
Other details about the map are that it uses my own physics engine, has a completely new, customized interface. I have a responsive control scheme set up for the gameplay and the feedback so far has been positive. Even without any of the final game content or anything beyond the most basic of gameplay elements, it is a fun map to play or at least dick around in. Based on how my projects went on WC3 and how this project trumps the quality of maps I made in the past, I am confident that this project will be successful.
To apply, you need only list your strong points and include examples of your work in this thread, or in a PM.
Also, if someone wants to ask a question or make a suggestion about my map, this is the thread to do so. Anyone who wants to test out the map with me needs only ask, preferably on the irc if I'm there.
Do I need to post pictures? I can get someone to take some good shots, but the best demonstration is an actual demonstration.
Seriously, this can be a money-making opportunity. Don't care about money? Think about fame: having your name below mine on the title screen of a big-name project. I give credit where it's due.
@DarkRevenantX: Go
Artists are hard to come by. I know first hand.
If you need a good critique, invite me to test it out sometime. I`ll be sure to relay how "awesome" or in the unlikely event, "Sucky", it may be;p.
Eternal.324.
@DarkRevenantX: Go
Dark I would suggest relying off of the art available from WOW. Just about any model you could need is available there unless you having something very specific in mind.
But to be honest the wow stuff looks pretty good when used well.
Too bad I need guns, a character, a customized interface to fit the map, etc. There is stuff available in WoW, such as spell effects, but that leaves a lot to be done still.
@DarkRevenantX: Go
Theres guns in there. You have all the hunter weapon models.
Mages done use guns, unless they are sucky mages.
You can use character models from wow too.
The customized UI is meh.... flavor stuff that really isnt neccasary till your done right?
The WoW guns would be horrifically out of place in this map. Also, if you actually played my map, you would know that art to go with the ui elements, and especially new icons, are essential. The whole theme of the map is a more high-tech / modern mix of magic and weapons.
Harry Potter vs. veteran with a loaded shotgun. Who's going to win? The whole point of the name "Battle Mages" is that the mages wear combat armor and go into physical (or in this case ranged) combat, using their spells as support. Granted, it will be possible to mostly forgo the use of guns and go straight caster, as it will be possible to ignore spells and focus on the arsenal.
well im just saying.....
Magic > guns...
If harry potter wasnt such a sucky mage he could
but I digress Harry potter is a sucky mage.... not something I would consider a "battle mage"
Mages dont wear armor.... armor complicates thier ability to control the flow of magic/mana that and if they want to protect themselfs..... Youd think theyd use mage for that as well....
Im just saying from an "art" concept is the only reason your not willing to use "wow models" then Im gonna argue and say mages with guns and armor is meh
Didnt mean to sound so negative but seriously
@SouLCarveRR: Go
@DarkRevenantX: Go
If you look at it this way...a wand isn't a weapon. So Harry Potter is an "ArchMage" while the "BattleMage" has a gun. A gun is a weapon. And...magic has "SOME" limits. Mages take like 10 hours to cast a spell that adds an aura which melts bullets. A Battle Mage is in the frickin middle of a battle. He doesn't have time. He uses weapons instead and adds his own taste of magic when he has the time to cast and not be interrupted. Now, Dark... would your gun look like this...
Create a guass rifle, remove the reload issue, remove the bullet actor, add a laser looking bullet actor, repaint the guass rifle as a grayish brown and tint the lines on the rifle, the color of the team.
Is that what it'd look like?
yukaboy is a lot closer than soulcarverr, I can say that much.
First of all, J.K. Rowling did state that a wizard when faced with a gun-wielding opponent would have an awful hard time surviving. Just saying.
The players in this game will be able to freely switch between spellcasting and weapon use, but spellcasting is slower to use than weapons. However, a wider range of effects are possible using spells, including buffs. Also, in general, spells tend to be much more deadly than their weapon counterparts. Though, the time it takes to cast the spell depends on how long you're willing to cast it; as long as you hold down the mouse button, the spell will charge up until it reaches its maximum or when you release the button. Weapons are more reliable but spells are more powerful and can be more versatile. However, you can switch your loadout each time you spawn, so weapons, in the long run, are more adaptable, but can't truly excel in a task like a spell can.
And if you want to know, this is not supposed to be a lore-based game. But I will say that this flow of magic crap does not apply in Battle Mages; each mage is more like a sorcerer or warlock, as the source of power and knowledge is intrinsic and can be utilized regardless of outfit. Flexibility for gestures and such would be the only downside, but the armor is futuristic and flexible and all that. I mean, seriously, the battle mage currently uses the spectre model.
After all, the players do level up over time (with a set of systems to balance it out so that no side or player is significantly stronger than the other players). At each level-up, one of two choices can be made: 1 new spell or a spell upgrade, or some more money per spawn that can be used on weapons, items, and equipment (nothing is laying around in the arena to take).
@DarkRevenantX: Go
I'd like to make a suggestion. If you want spells to get more powerful, the longer you hold, then do 2 things. First, limit the amount of time you can hold. For example, min time is 5 seconds and max is 10. 5 shoots the ability with no bonus. The higher it goes, the better is gets. If you stope holding below 5, the spell fails and you get your energy back. Same with above 10. Oh, and make it hurt your guy if he holds it longer than 2 seconds above the max 10. Second, make a cooldown...of course. Make the cooldown depend on how powerful the ability is. If I cast "Fire breath" which deals 45 damage and +10 each second, and there's an alternative "Ice bolt" which deals 10 damage and slow effect with +2 damage per second, then you probably want fire breath to have a longer cooldown. Right? Anyway, those are my thoughts. It has nothing to do with art, but since we're on this topic, might as well. :)
@yukaboy: Go
Those suggestions are already given. Literally everything you said except for the damage taken from holding the spell (instead you just cast it, you can't hold it for extra time) is already implemented.
Wow lol. I was just looking through ideas for battle mage armor and they all suck. Nobody ever seems to think that there's any futuristic looking battle mages in the universe. Ugh. I'd think that you could take the spectre, change the red laser light parts to whatever team color you are, take the black armor and make a gold, white, brown, blue, etc versions of it, and make that the battle mages. Don't know how else to describe what I think would look good. :(
I thought that maybe holding the power of the spell would be too much for your mage too handle so it'd hurt you over time when it's too powerful. :) Is that not a good idea?
@yukaboy: Go
I invite you to use the sorceress I made here: http://forums.sc2mapster.com/development/artist-tavern/14742-sorceress-needs-animating-open-source-files-here/#p14
everything you need is in the file linked in the thread.
I'm more or less over modding SC2, been burned too bad by mod teams and SC2 in general. I'll check out your progress though, if i'm impressed i'll jump back into the game and we can make some cool shyt :D
@crazyfingers619: Go
I wish. I've been following you, but I not only don't have the programs, but I have zero experience, and even though my artistic talent is above average compared to my age, I couldn't make a tiny 10x10x10 pixel fly look realistic. :( Sorry... :(
My advice from years of modding Warcraft 3 is this:
Make an awesome mod without art assets first. Artists (especially modellers) are quite rare and from my experience usually doing their own things. And due to Starcrafts comparatively small modding community, even rarer than in Warcraft 3. This means that to get them to join your map, you really need to illustrate what a badass "first-page" quality map it is. In my experiences, there are a couple ways to get artists to work on your map that you may want to try:
In the meantime, just use placeholders (For example, WoW models). If your game isn't enjoyable without the art, its probably not enjoyable period. I just know that if I was an artist and I looked at all the mods out there looking for people, I probably would not choose this one because there doesn't really seem to be anything done and no proof anything will get done. Once you've done a few of the things above, you'll find that people with artistic skills will start to show interest in your map. There is also always the alternative to go out and learn photoshop. There's tutorials out there that can give you a crash course in computer game character and environment design.
Hope that helps, Good luck!
I've also modded WarCraft III for the entire time that it has existed. Brothers in a struggle we are.
I know how and if needed could make all of the art required for the game myself (i.e. I have formal photoshop and 3ds max experience). I'd just rather have someone else help out.
Also, I would have made a movie or some screenshots were it not for the fact that the computer I'm currently on sucks. I'll make one next week. But even then, I need a larger group of people to play it than my usual 3-man squad to represent the gameplay, especially since I made the largest level first (for 8-14 players).
The assets I have now are sufficient to get the game up and running, with the exception of the interface which absolutely needs the full art done ASAP for obvious reasons. However, texturing is my weakest link and I feel that someone else might do a better job at making it look good when given the layout template.
Keep in mind, I have put some serious time into this map already. Two solid months of production have gone by so far. I still don't have a real alpha because some of the important gameplay systems like the shop, levelup, etc. systems are not in place yet, so the weapons and spells currently made are essentially tests rather than the real thing.
There have been some pretty bad maps on the front page. Really, all you need to do is just ask one of the mods and we'll put it there if it's not blatantly awful. Besides, my map will have its own site.
@Aenigma: Go is right, show us some progress. Even if its just the initial skills being used on the terrain with blizzard assets. Not sure why he mentioned first page, because a lot of random stuff gets on there, lol.
Main idea is you'll have people ASKING to help, if your gameplay is promising. Good art will just make a strong game, stronger. But good art can't save a bad game. I think a lot of people just want confirmation of it being a good game.
But i won't say this without contributing to the cause. I'll be willing to do some freelance work for your team.
Stuff like texture maps/triggering/galaxy scripting/GUI/icons/etc, maybe even models. Just no animations, i'm not prepared animate in 3DS Max. @_@
Not sure i can fit a "team" into my schedule, don't wanna let anyone down. But i wanna see projects flourish.
I wanted to do a video, but I have to wait on it due to circumstance.
But yeah, if you can do textures and icons that's pretty much sufficient. You don't need to do any models or animations, since I am able to do it.
How much are you willing to do? I'll basically take what I can get as long as it's of good quality. The things that are eventually needed to be done:
Skin or reskin of the player model. [1]
Icons for all of the guns (I might just render from the side, though, so this may not be necessary) [15]
Icons for the gun mods [24]
Icons for the spells [28]
Miscellaneous icons [?]
Textures for the guns [15]
Interface art [?]
@DarkRevenantX: Go
None of that sounds very time consuming. It'll be more of an issue of what style of art you're looking for, for this project. Because you sound like you have very specific visions about what things should look like.
Post some screenshots of stuff that comes close to the type of art you're envisioning, it might sparks some new interest.