A while ago, there was a mod for Brood War called Armageddon Onslaught, but it has been removed. I've always wanted to play a mod in SC2 that featured the same amount of OPness that the mod had. I'm talking about total destruction with demons and fire that 8 players can barely defeat. Here's an example:
Just a suggestion, if anyone wants to make a mod with a couple of units to get me started, I'd appreciate it. Obviously, it's much harder to create new models for SC2 than sprites for Brood War, so hybrids, zerg units with attachments, etc. could be used to the same effect.
Surprised I am to see the mention of my work on anywhere besides CC.
I intended to create an AO2 for sc2, actually, back in beta. Never came to fruition. Design is easy enough, but graphics and data editing... well, I can't even get my graphics into the game currently. I already have all the models and textures and such a conversion like this would need.
/edit
To be clear, I have no intentions of making a multiplayer project ever again. However, if someone else were to put together a sort of a spiritual successor, and actually get it to a reasonable stage of completion (unlike certain people who ask me for help and then completely waste my time), I would do voice acting for it.
Thanks for the reply! Well unfortunately, I'm relatively inexperienced with data editing. Screwing around with the editor was one of my major hobbies for the past year, but I never had the time to figure out all the nuances since I don't have very much time on my hands, with school and all that. Basically, I'm probably not the guy you're looking for. But still, I know this is might be asking for too much, but if you could send me the models and textures, I'd love see if I could get anything to work. If you gave me a shot at this, I could try to get a few partners to help with the story, data, maps, etc. I already know someone willing to do the artwork. No guarantees about any major progress, but again, I'd love to try.
Also, I've been meaning to try your mod, but it sort of slipped my mind, and I didn't think of it again until you removed the download. Looks awesome by the way! No other map or mod seems to feature the amount of mayhem as your project did. If I do get your permission to work on this, I'll work on it to the best of my ability.
I don't like sharing these assets with people outside of my development group for a few reasons. If the project was nearly finished I would consider it, but it does take a lot of work to make them sc2 ready. On top of that, nothing I am exporting currently works properly. On top of that, many of them are not Blizzard assets, and placing them on battle.net (e.g. a multiplayer project) has its risks.
The original Armageddon Onslaught was basically a proof of concept. Brood War has a lot of limitations and hardcoded silliness that rendered things like The Great Destroyer largely incomplete or non-functional. I had some working data examples of stuff people did for me in sc2, including a functional Eye of the Storm for Zeus (that wandered across the map) and some randomized sequences for TGD's base attacks.
The single most major reasons why AO wouldn't work in starcraft 2 include the lack of mod support and no local hosting. With the scale of assets such a project would have, the miniscule limits imposed by Blizzard would rendered battle.net hosting unrealistic. I figured an external exe would be the way to go, but Blizzard has already removed mpq modding and there is no mpqdraft for sc2.
Oh, I see, what a shame. Do you know the reason they are not working? Has your team tried figuring it out? As for the size limitations, have you considered using more stock models and animations? Well anyways, if you're sure it won't work in SC2, have you considered a different game engine? I know you kind of gave up on this, but I would seriously pay for a full version.
I've considered many things, including UDK projects and even an sc2 campaign. I have tons of stuff written down all over and made various experimentations across the years, but nothing solid yet. We've been hoping the current guy working on the 3d plugin for sc2 in max could give us some clues why the exports aren't working. If we figure that out, it's very possible I'll pursue a campaign project, though that project ultimately is unrelated to AO, it will employ some similar concepts. I'm saving all of my assets and stuff for projects like this.
Since I stopped producing public/multiplayer projects, the space restrictions don't really concern me. If you wanted to cut some serious corners, you could always rely on WoW models. But I'm a perfectionist. I like everything to be top quality and have everything. Sounds, voice acting, normal maps (all WoW models and stuff would have normals made for them, I would model new armor and weapons), new effects and everything in reasonably high rez. I feel that if you're going to do something, you're better off going all the way.
Unfortunately none of this stuff really helps you. Many things stood in the way of me putting serious effort into a a project in the last few years. I've really just stopped caring about making projects. I don't care about money. I've turned down commission offers and game industry offers a few times now.
A while ago, there was a mod for Brood War called Armageddon Onslaught, but it has been removed. I've always wanted to play a mod in SC2 that featured the same amount of OPness that the mod had. I'm talking about total destruction with demons and fire that 8 players can barely defeat. Here's an example:
http:youtu.be/PBRXnSaB-sk?t=3m45s
Just a suggestion, if anyone wants to make a mod with a couple of units to get me started, I'd appreciate it. Obviously, it's much harder to create new models for SC2 than sprites for Brood War, so hybrids, zerg units with attachments, etc. could be used to the same effect.
@pditty: Go
Surprised I am to see the mention of my work on anywhere besides CC.
I intended to create an AO2 for sc2, actually, back in beta. Never came to fruition. Design is easy enough, but graphics and data editing... well, I can't even get my graphics into the game currently. I already have all the models and textures and such a conversion like this would need.
/edit
To be clear, I have no intentions of making a multiplayer project ever again. However, if someone else were to put together a sort of a spiritual successor, and actually get it to a reasonable stage of completion (unlike certain people who ask me for help and then completely waste my time), I would do voice acting for it.
@IskatuMesk: Go
Thanks for the reply! Well unfortunately, I'm relatively inexperienced with data editing. Screwing around with the editor was one of my major hobbies for the past year, but I never had the time to figure out all the nuances since I don't have very much time on my hands, with school and all that. Basically, I'm probably not the guy you're looking for. But still, I know this is might be asking for too much, but if you could send me the models and textures, I'd love see if I could get anything to work. If you gave me a shot at this, I could try to get a few partners to help with the story, data, maps, etc. I already know someone willing to do the artwork. No guarantees about any major progress, but again, I'd love to try.
Also, I've been meaning to try your mod, but it sort of slipped my mind, and I didn't think of it again until you removed the download. Looks awesome by the way! No other map or mod seems to feature the amount of mayhem as your project did. If I do get your permission to work on this, I'll work on it to the best of my ability.
@pditty: Go
I don't like sharing these assets with people outside of my development group for a few reasons. If the project was nearly finished I would consider it, but it does take a lot of work to make them sc2 ready. On top of that, nothing I am exporting currently works properly. On top of that, many of them are not Blizzard assets, and placing them on battle.net (e.g. a multiplayer project) has its risks.
The original Armageddon Onslaught was basically a proof of concept. Brood War has a lot of limitations and hardcoded silliness that rendered things like The Great Destroyer largely incomplete or non-functional. I had some working data examples of stuff people did for me in sc2, including a functional Eye of the Storm for Zeus (that wandered across the map) and some randomized sequences for TGD's base attacks.
The single most major reasons why AO wouldn't work in starcraft 2 include the lack of mod support and no local hosting. With the scale of assets such a project would have, the miniscule limits imposed by Blizzard would rendered battle.net hosting unrealistic. I figured an external exe would be the way to go, but Blizzard has already removed mpq modding and there is no mpqdraft for sc2.
@IskatuMesk: Go
Oh, I see, what a shame. Do you know the reason they are not working? Has your team tried figuring it out? As for the size limitations, have you considered using more stock models and animations? Well anyways, if you're sure it won't work in SC2, have you considered a different game engine? I know you kind of gave up on this, but I would seriously pay for a full version.
@pditty: Go
I've considered many things, including UDK projects and even an sc2 campaign. I have tons of stuff written down all over and made various experimentations across the years, but nothing solid yet. We've been hoping the current guy working on the 3d plugin for sc2 in max could give us some clues why the exports aren't working. If we figure that out, it's very possible I'll pursue a campaign project, though that project ultimately is unrelated to AO, it will employ some similar concepts. I'm saving all of my assets and stuff for projects like this.
Since I stopped producing public/multiplayer projects, the space restrictions don't really concern me. If you wanted to cut some serious corners, you could always rely on WoW models. But I'm a perfectionist. I like everything to be top quality and have everything. Sounds, voice acting, normal maps (all WoW models and stuff would have normals made for them, I would model new armor and weapons), new effects and everything in reasonably high rez. I feel that if you're going to do something, you're better off going all the way.
Unfortunately none of this stuff really helps you. Many things stood in the way of me putting serious effort into a a project in the last few years. I've really just stopped caring about making projects. I don't care about money. I've turned down commission offers and game industry offers a few times now.
Ah ok. Hopefully some day I'll get to play one of your creations. Thanks for all the explanations.