Hey all I just started a project a couple days ago and realized how immense this editor is so I'm looking for help. Basically I started creating De_Dust2 from counter-strike and implemented a first person camera on a marine that shoots has ammo and health and reloads. I got the triggers from the asset library so I can't take all the credit but I tweaked it a little bit to make it FPS because the original trigger was for a TPS. its glitchy and needs a ton of work but for the time being its usable. If you have played counter-strike before and know triggers/data then this project is definitely going to interest you. As for me I just started using this editor and I've got a lot to learn but I can build off existing assets with ease. My specialty's are definitely 3D modeling and animation I am currently in school for a bachelors in game design and wanted to do this because I dont think any one else is going to. I have been in school for 3 years already so I know quite a bit. Some one earlier posted a thread asking people that posted in here to answer these questions so here goes.
What region do you play in?
What time zone are you, and what hours are you available?
PST, I work from 10am to 7pm or so I should be available atleast once every day through e-mail firstname.lastname@example.org
What are some methods of contact(msn/skype/vent)?
Definitely E-mail for the time being but I would be willing to use other things if we get serious
What are you doing for this project?
If I find some one to do triggers i'll focus on custom 3d models and animation otherwise I'll keep learning triggers
What roles do you need filled?
Triggers, Data. Not because I'm not willing to learn because I will if no one steps up
What do you have done on the map up to this point? Please try to include images or videos.
A description of the project/team itself so people know what they're getting into.
Everything is fresh at this point
How much time are you willing to invest in this project per week?
Atleast a couple hours every day.
Aside from the FPS lag, another problem you're going to run into is the bridges. You can only go over a bridge. It's possible to create a bridge where units can go under it when there aren't any units on it, but afaik no one so far has managed to make a fully operational bridge that units can go both on and under at the same time.
Not possible. Sorry man, the computers that most people run SC2 on just can't take it. I can't play 4v4 with a lot of my friends cuz of the lag. You might have found an FPS tactic that works for a decent computer, but just saying "I am going to make an FPS in an RTS engine" makes the map doomed from the start.
I wish people without the "Author" tag, or people who haven't actually worked on some kind of FPS engine wouldn't comment on how possible or not it is. There's a lot of misinformation out there on this subject.
My experience is that first person controls are perfectly do-able, and even bullets. You won't see perfect performance though, and you'll get a lot of people wondering why the controls aren't half as responsive as Counter-Strike's.
Personally, my problem with this project is just the originality. I don't think the idea will work on SC2. Technically though, I know that it's doable.
I wish people without the "Author" tag, or people who haven't actually worked on some kind of FPS engine wouldn't comment on how possible or not it is.
Seriously? "Author" tag? If you think it is a determinant of any kind, you are wrong sir. As for working on the fps engine - agreed, but still I do follow the forums and see what problems people run into
I mean any kind of credentials at all, Author being one possible version. People coming in here and saying, "I heard x has problem with y" doesn't actually contribute any firsthand knowledge, and in a lot of cases, they're wrong.
There's a widespread belief in this community that any kind of mouse controls, key events, etc., instantly cause lag and make your map unplayable, which simply isn't the case at all.
Cuz it took me a couple months to make this FPS engine. This is not a trigger based FPS engine, this is a data + trigger FPS engine. Reason why U can't just sit down and make this engine in one sitting. Reason why it work so well online. I havn't shared this engine out as I wanta make a benchmark shooter first before i send this out. Also I've worked so hard on this engine I got my right to keep it.
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Star Shooter Defense