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?
USA
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 [email protected]
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.
I'd suggest to do some research through the forums to see if anyone ever tried similar project and if it is doable with tools we have.
I'm saying because there's been a discussion about FPS/TPS engines many times and you could learn a great deal about it's flaws when recreated in the editor
Yeah I've noticed that with a lot of the ones people are offering but I have faith in blizzard fixing those performance issues and I want to have the map ready by the time they do. :D
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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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? USA
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 [email protected]
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.
tha twas my FAV map :) with the pump action Shotgun ..PWN!!
I'd suggest to do some research through the forums to see if anyone ever tried similar project and if it is doable with tools we have.
I'm saying because there's been a discussion about FPS/TPS engines many times and you could learn a great deal about it's flaws when recreated in the editor
@sigmapl: Go
Right on. I've heard lots of moans and groans regarding FPS because apparently the editor just isn't designed for it. By that I mean poor performance.
Yeah I've noticed that with a lot of the ones people are offering but I have faith in blizzard fixing those performance issues and I want to have the map ready by the time they do. :D
how possibly could blizzard fix anything regarding the performance on fps modded games?
the engine just cant handle it that well, there is nothing to fix.
but as an active counter strike player i like the map idea - probably make something like CS 2D - http://www.cs2d.com/media.php
would still be lots of fun and very possible to create.
i agree :o
i think starcraft works great on Top Down View people should try it more
I've started something similar to this a while back if you want to work together and maybe combine our maps together I"D LOVE TO
I too am looking for someone else who is willing to work on a FPS
skype: joe19907
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.
Just saying.
@Mozared: Go
That sounds like an interesting task for a future Data Monday
Great to be back and part of the community again!
FPS lag i have already solved =D
@gamfvr: Go
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.
Great to be back and part of the community again!
AFAIK, the problem with FPS engines is not the computer, but battle net latency.
Still need someone to do the Terrain :D
@TacoManStan: Go
i play on a 400 buck laptop and able to get 40+ FPS with 3v3 on my FPS engine
If you can't even afford a $400 desktop to play sc2 then you shouldn't even play this game, just saying...
@gamfvr: Go
wow, seriously?
dude, i think some of the guys here talking about fps not working know way more about mapping in general than you, me or half of this community.
besides that there is no reason to flame anyone due to his possibly bad computer, even if it would be.
i dont know why i start to discuss here now, but several people tried fps and 3rdps already and guess why you dont see any of these games around..?
just saying...
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.
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
@sigmapl: Go
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.
@PatchOne: Go
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.