I'm planning to create a couple of smaller maps before moving to the big deal, so this is my first attempt:
Resident Overmind
You play as a Terran Marine shortly after a Zerg invasion.
Game controls and design are taken from the old Resident Evil titles, so everyone who played that should quickly learn the controls.
I suggest reading through the description of in-game controls as it might be a little complicated at first.
This release mainly consists of the finished game-engine, but there is not much actual game-play. Even if you don't know what to do you won't need more than 6-10 minutes.
Quote from TECGhost:
How the hell did you get lights to work like that?
Badass map dude, looking forward to it!
You can open the map, press CRTL+Shift+F10 and check out the Mar Sara Night Test lighting environment. That's what I modified.
Quote from vjeux:
You just won a news :)
I really appreciate this - but you have mis-written my name :P (Happens to a lot of people)
Anyway, thanks everyone for the good reception. I am working on Beta II as we speak.
Congrats on a really great first map. This is an awesome example, I think, not of any particular innovation in the movement systems or special / atmospheric effects alone, but of just using some really simple techniques amazingly well to create a totally immersive experience. This is what good mapping is all about - making the most of what you choose to work with.
Also, as a side note, I like the keyboard movement system, if only because it makes movement surprisingly smooth through camera changes (whereas spam clicking a direction could easily lead to frustration at points when the camera reversed). I would recommend, though, if you ever use this kind of system again (I know this is just a mini project), that you add a run button for 1.5 or 2* movespeed (people would still use walk in approaching ambushes etc.), and also that you put in some sort of subtle tracer that shows the marine's facing (it's a little hard to tell where he's going to shoot based on his default stand animation). Oh, and one last thing: The cameras made it a little hard for me to navigate the interior of the garage on my first try; for some reason I had trouble finding the Infestor area based on how the cameras switched. But that's a really minor point and the switching cameras is hard to do. In general I thought it was effective and rarely felt disoriented.
Grats again. Look forward to your future projects.
I'm planning to create a couple of smaller maps before moving to the big deal, so this is my first attempt: Resident Overmind
You play as a Terran Marine shortly after a Zerg invasion. Game controls and design are taken from the old Resident Evil titles, so everyone who played that should quickly learn the controls.
Project Link
I suggest reading through the description of in-game controls as it might be a little complicated at first. This release mainly consists of the finished game-engine, but there is not much actual game-play. Even if you don't know what to do you won't need more than 6-10 minutes.
I have used Gohla's guide to prevent localization errors so the map *should* work fine for US, GB and DE (German) versions of Starcraft II.
Hope you have fun with it :) (I certainly do)
Man, I studied your project and made my own based on what you made. There are some slight differences, for example, I haven't bothered to put in the Custom UI you see in the video. But the core concept is down. I used mostly Infested Terrans for enemies, and right now it's only maybe a quarter of a level done. Just roads and terrain so far. Looking back at yours I can tell I did something wrong with mine - the lights aren't as bright. Anyways, would it be possible for me to work with you on the big project you we're talking about? I'd love to work with someone else on this.
Quote from dra6o0n:
Resident Evil was originally hard not because the enemy is tough, but because they are also slow and you had to deal with cramped up cameras.
I'd say it way because you'd eventually end up with no ammo :P
Quote from dra6o0n:
Zerglings shouldn't just run at you, when better AI comes out, have them circle and do hit runs.
That's not such a bad idea, actually. I'll see what I can do with the AI.. atm there isn't any^^
Quote from Hegemuffin:
that you add a run button for 1.5 or 2* movespeed (people would still use walk in approaching ambushes etc.), and also that you put in some sort of subtle tracer that shows the marine's facing (it's a little hard to tell where he's going to shoot based on his default stand animation).
Press Shift while walking and you'll run :)
I'm aware of the arkward aiming. I'm playing with the idea to add a slight auto aim (just like in Resident Evil :P).
Anyways, would it be possible for me to work with you on the big project you we're talking about? I'd love to work with someone else on this.
The "big project" consists of nothing more than a working title at the moment. A friend and me are currently brainstorming and we'll probably not start until SCII is out. I don't think you'd want to wait for that long ^^
Quote from Lonami:
Awesome map is awesome, S3erius.
I'm planning to create a couple of smaller maps before moving to the big deal, so this is my first attempt:
Resident Overmind
You play as a Terran Marine shortly after a Zerg invasion. Game controls and design are taken from the old Resident Evil titles, so everyone who played that should quickly learn the controls.
Project Link
I suggest reading through the description of in-game controls as it might be a little complicated at first. This release mainly consists of the finished game-engine, but there is not much actual game-play. Even if you don't know what to do you won't need more than 6-10 minutes.
I have used Gohla's guide to prevent localization errors so the map *should* work fine for US, GB and DE (German) versions of Starcraft II.
Hope you have fun with it :) (I certainly do)
WoW!
This is really impressive what you did with the lightning, ambiance and cameras, we feel in immersion! You just won a news :)
Thanks, please go on with your project, can't wait to see more!
How the hell did you get lights to work like that?
Badass map dude, looking forward to it!
This is absolutely amazing what you did with the lighting thus far, great project, please finish it :)
Omg I just had a Nerdgasm. You know what that means. . . Achievement!
Anyway, brilliant map. I like how it feels almost like Resident Evil. I looked at the Trigger too, you are very organized.
I love it!
Also, I thought the movement turn was a little slow, so I turned it up to 15 and it works beautifully.
@s3rius: Go
this is pretty awesome
great example of what can be done artistically with sc2
You could tweak the units and enemies to balance out the difficulty from start to finish maybe...
Resident Evil was originally hard not because the enemy is tough, but because they are also slow and you had to deal with cramped up cameras.
Also, currently units being shot doesn't react to being hit, but some units could be immune to stuns.
Zerglings shouldn't just run at you, when better AI comes out, have them circle and do hit & runs.
Hydras could stick to shooting, but in a sense that it's dodge-able with a bit of movement (2 sec charge up, then shoot in that direction).
This is INSANE :DDDD
Congrats on a really great first map. This is an awesome example, I think, not of any particular innovation in the movement systems or special / atmospheric effects alone, but of just using some really simple techniques amazingly well to create a totally immersive experience. This is what good mapping is all about - making the most of what you choose to work with.
Also, as a side note, I like the keyboard movement system, if only because it makes movement surprisingly smooth through camera changes (whereas spam clicking a direction could easily lead to frustration at points when the camera reversed). I would recommend, though, if you ever use this kind of system again (I know this is just a mini project), that you add a run button for 1.5 or 2* movespeed (people would still use walk in approaching ambushes etc.), and also that you put in some sort of subtle tracer that shows the marine's facing (it's a little hard to tell where he's going to shoot based on his default stand animation). Oh, and one last thing: The cameras made it a little hard for me to navigate the interior of the garage on my first try; for some reason I had trouble finding the Infestor area based on how the cameras switched. But that's a really minor point and the switching cameras is hard to do. In general I thought it was effective and rarely felt disoriented.
Grats again. Look forward to your future projects.
Man, I studied your project and made my own based on what you made. There are some slight differences, for example, I haven't bothered to put in the Custom UI you see in the video. But the core concept is down. I used mostly Infested Terrans for enemies, and right now it's only maybe a quarter of a level done. Just roads and terrain so far. Looking back at yours I can tell I did something wrong with mine - the lights aren't as bright. Anyways, would it be possible for me to work with you on the big project you we're talking about? I'd love to work with someone else on this.
Awesome map is awesome, S3erius.
Great work here, can't wait for a final version of it ;).
Took me a while, but Beta II is now out.
The Project Page has been updated.
PS: With Patch 11 there SHOULD be no problems with localization. If there are, please leave a comment and I'll fix it asap.