For those of you who have seen my other thread regarding another project, that one is currently on hold.
Welcome to my new project under development. It is titled StarCraft: Raven. Please, do not confuse it as the Terran Ravens. This mod for StarCraft II will be created with a third person stealth engine and dynamics loosely similar to that of Konami's Metal Gear Solid 3: Snake Eater and Metal Gear Solid 4: Guns of the Patriots. This of course requires a huge series of triggers and variables. This is my first and only attempt. Below, you will see images that I hope you'll find satisfying.
The Story
Bear in mind that the story in this mod has no connections with the StarCraft series despite its name. To avoid contradiction, the main story will be set in the year 2481; and the characters and locations will be different. In the very top picture of this thread, the character model may look like a Spectre; but trust me when I say that he is not a Ghost or a Spectre.
In the ancient times of humanity, there were three brothers born with a curse known as agelessness. For thousands of years, they had lived. Over time, they eventually form an organization of mercenaries and assassins and named it Dark Aquila. You play as one of the three brothers, codename Shadow Raven. After what seemed to have been a simple mission, Raven finds himself chasing a group called the Long Swords. He is sent on another mission, this time to kill them. During the hunt, Raven discovers a terrible secret that could one day shatter all of the Terran factions of the Koprulu Sector: a super weapon.
Development
The third person engine itself was originally made by "martinolsson", until a few modifications were made. It was a TPS engine that he offered for everyone to use as a resource in modding. After collecting the engine, a few modifications have been made going from a basic third person shooter to a third person stealth engine. Extra features are also added such as personal cloaking (with an energy indicator), using collected medkits, review mission objectives by holding the tab key, the existence of more than one weapon that can be selected, and target crosshairs that only appear while the player is aiming. What has also changed is the third person camera. Other than the character constantly facing the camera yaw while the camera itself is being rotated, the camera can be rotated around the character, as seen in one of the images above. The character will only face the camera yaw constantly if the player is aiming.
The stealth engine will also involve the player preventing himself/herself from being detected. The enemy will detect you from a long enough distance, even fire their weapons at you at that range; but with the character cloaked, the enemy's range of detection is decreased. However, if you approach too close, you will be detected. In the event of being detected, the enemy will call for reinforcements, some of which you will be either outnumbered or outgunned.
There will be cutscenes, most of which will be very long like the cutscenes in the Metal Gear Solid series. In that matter, they can sometimes be skipped by pressing the spacebar. There is also the ability to use a radio, which has a striking similarity to the Codec in Metal Gear Solid. In fact, tutorial tips can be repeated in using the radio.
There are items or pickups, in which most of them will be in box, case, or crate form like in Metal Gear Solid. Some of these items cannot be picked up again if the following occurs with your character: full ammo, full quantity of medkits, and full energy.
Unfortunately, there is no skybox to cover the black far clip. I know that there is a way to do that, but how to apply that to the cutscenes is beyond me.
For now, I'm working solo. Once the project is complete, I may need a team for the following, since my resources are rather limited:
-models
-animations
-voice talents
-special effects
-music
But not today. Not for a long time.
You may see a team name under my username, but I do not really have a team. If one day there is a team, that will be the team name you see.
Operation Nevermore
StarCraft: Raven - Operation Nevermore will be the prologue part of the mod. Like Metal Gear Solid V: Ground Zeroes and Metal Gear Solid V: The Phantom Pain, the prologue will be the first thing to be released before the completed project. It will mostly be a demonstration of what is being accomplished, and for others of the SC2Mapster community to observe the engine for themselves.
I do not have a release date for StarCraft: Raven - Operation Nevermore, but such a date will appear and be updated onto this thread when the time is right. Also, when it is available for download, there will be a project link.
Updates
June 11, 2014
-Errol Bennet, father to one of the Families of Tarsonis, will be mentioned by cameo, though he will not be given a role in this mod.
-The super weapon that you will hear about is similar to the Odin, which I've come to criticize as a "Terran Metal Gear". So, that will be the super weapon; but it will not be called Odin or Metal Gear, and it will appear to be much bigger and stronger than the Odin.
-There will be a character reminiscent to the young Revolver Ocelot in Metal Gear Solid 3: Snake Eater.
-The Long Swords are similar to the Cobras from Metal Gear Solid 3: Snake Eater, and they will live up to a somewhat similar reputation.
-The timeline takes place in the 2480s, which means the events are during the Guild Wars. After reading the book StarCraft II: Heaven's Devils, I learn that Jim Raynor joins the Confederate military in 2488 at the age of eighteen. So, if StarCraft: Raven takes place in 2481, Raynor himself will have been eleven years old.
-There will be an organization of Umojans, but it will not be called the Umojan Protectorate.
June 12, 2014
It is being planned that the maps will be organized in a zip folder rather than having them downloaded one by one. Each map will be dependent on the other, for some of them are for both gaming and cinematic purposes; and as indicated in the very top picture, one of the maps will serve as the mod's main menu.
This piece of music has been selected as the theme for the menu. Even though I have never played S.T.A.L.K.E.R.: Shadow of Chernobyl (but I do play Fallout and Metro 2033), I hear that this is where this theme derives from. You'll hear it on occasion.
June 13, 2014
I am preparing to design the intro cinematic for the overall project, possibly in a separate map file. For starters, as part of the intro cinematic, I am testing the implementation of the Personal Cloaking ability to a Battlecruiser (with Heart of the Swarm's Hyperion model).
June 19, 2014
Given the contents of this mod, I have decided to give it a rating.
It is rated M for the contents of blood and gore, suggestive themes, and violence.
July 26, 2014
The mod will be powered by a launcher program. This will be better than going into the Galaxy Editor and pressing "Test Map" all the time. The launcher program is a software mod designed by Cacho56, one of the modders who are currently remaking StarCraft and StarCraft: Brood War. This is the link to the software:
Yes, this means that there will be no multiplayer in StarCraft: Raven.
July 29, 2014
There had been some talk about the HUD not satisfying some modders, while I admit without hesitation that it is rather choppy. After StarCraft: Raven - Operation Nevermore is released, still at an unknown date, updates will be posted regarding the HUD. I may not have Adobe Photoshop nor have the luxury to use it, but I will attempt to do this on Paint.Net for whenever I can. Such updates will also be part of the final product of StarCraft: Raven.
August 4, 2014
The theme song for this mod has been chosen. The song is "All Along the Watchtower", by Jimi Hendrix. It will appear in the title video of the finalized StarCraft: Raven, which will still be awhile.
Meanwhile, I did say that I would modify the HUD display after the release of StarCraft: Raven - Operation Nevermore; but as of today, I have decided to do that now. It will be loosely inspired by the HUD displays from Metal Gear Solid 2: Sons of Liberty and Metal Gear Solid 3: Snake Eater.
September 27, 2014
As promised, I have updated the HUD display. Newly improved and with more style.
December 10, 2014
I'm sorry it has been long, but there are some technical difficulties within this project; and I can't seem to figure it out. Help and support has become rather limited on the matter. Therefore, this project is being put on hold for whenever the problem is solved. The following link should give you some details.
I did say that this project is on hold; but for those who are anxious, I am not saying that it's canceled. It is still in the making.
ADDITIONAL NOTE: If you wish to help me in boosting progress with this project, you can start with giving me occasional feedback regarding Blizzard and the save/load cursor glitch. We all want the same thing: to see this mod being complete.
Paint.Net is also free, but I do also have GIMP. That being said, I will keep your suggestion in mind. The HUD I have currently is mostly just a test, since it is actually my first time creating one. After watching and playing some of the Metal Gear games, I may have a few ideas on how to perfect it. My biggest issue for years now has been creating images without backgrounds, and I have come to understand that either GIMP or Paint.Net are the right programs for that.
Another thing I am going to announce soon on this forum is the official theme song for the game. I love how they picked the theme for Metal Gear Solid 3: Snake Eater. So, if any of you are interested in old rock songs from the 1960s, then I guess you wouldn't mind Jimi Hendrix's "All Along the Watchtower".
Your suggestion on GIMP has been accepted, as it appears to be useful. If you look at the main picture (very top one) of this forum, you will see that the title on the mod's main menu is no longer transparent. There is no longer a need for transparency because there is no black background behind the title.
I am sorry, but I'm not the one to blame for the save/load game mouse cursor glitch. I discovered that it's a glitch within StarCraft II itself. I shared this information with Blizzard's Quality Assurance, and they say that they are working on it. For everyone claiming that this problem is impossible to solve, it's all because Blizzard are the only ones who can fix it. So, keep tabs on whatever patch may come later. They say that they fixed the problem for Macintosh users, but I don't think they did it for other operating systems. I have a Windows 7, not Mac. I'm still looking into it.
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Welcome
For those of you who have seen my other thread regarding another project, that one is currently on hold.
Welcome to my new project under development. It is titled StarCraft: Raven. Please, do not confuse it as the Terran Ravens. This mod for StarCraft II will be created with a third person stealth engine and dynamics loosely similar to that of Konami's Metal Gear Solid 3: Snake Eater and Metal Gear Solid 4: Guns of the Patriots. This of course requires a huge series of triggers and variables. This is my first and only attempt. Below, you will see images that I hope you'll find satisfying.
The Story
Bear in mind that the story in this mod has no connections with the StarCraft series despite its name. To avoid contradiction, the main story will be set in the year 2481; and the characters and locations will be different. In the very top picture of this thread, the character model may look like a Spectre; but trust me when I say that he is not a Ghost or a Spectre.
In the ancient times of humanity, there were three brothers born with a curse known as agelessness. For thousands of years, they had lived. Over time, they eventually form an organization of mercenaries and assassins and named it Dark Aquila. You play as one of the three brothers, codename Shadow Raven. After what seemed to have been a simple mission, Raven finds himself chasing a group called the Long Swords. He is sent on another mission, this time to kill them. During the hunt, Raven discovers a terrible secret that could one day shatter all of the Terran factions of the Koprulu Sector: a super weapon.
Development
The third person engine itself was originally made by "martinolsson", until a few modifications were made. It was a TPS engine that he offered for everyone to use as a resource in modding. After collecting the engine, a few modifications have been made going from a basic third person shooter to a third person stealth engine. Extra features are also added such as personal cloaking (with an energy indicator), using collected medkits, review mission objectives by holding the tab key, the existence of more than one weapon that can be selected, and target crosshairs that only appear while the player is aiming. What has also changed is the third person camera. Other than the character constantly facing the camera yaw while the camera itself is being rotated, the camera can be rotated around the character, as seen in one of the images above. The character will only face the camera yaw constantly if the player is aiming.
The stealth engine will also involve the player preventing himself/herself from being detected. The enemy will detect you from a long enough distance, even fire their weapons at you at that range; but with the character cloaked, the enemy's range of detection is decreased. However, if you approach too close, you will be detected. In the event of being detected, the enemy will call for reinforcements, some of which you will be either outnumbered or outgunned.
There will be cutscenes, most of which will be very long like the cutscenes in the Metal Gear Solid series. In that matter, they can sometimes be skipped by pressing the spacebar. There is also the ability to use a radio, which has a striking similarity to the Codec in Metal Gear Solid. In fact, tutorial tips can be repeated in using the radio.
There are items or pickups, in which most of them will be in box, case, or crate form like in Metal Gear Solid. Some of these items cannot be picked up again if the following occurs with your character: full ammo, full quantity of medkits, and full energy.
Unfortunately, there is no skybox to cover the black far clip. I know that there is a way to do that, but how to apply that to the cutscenes is beyond me.
For now, I'm working solo. Once the project is complete, I may need a team for the following, since my resources are rather limited:
-models
-animations
-voice talents
-special effects
-music
But not today. Not for a long time.
You may see a team name under my username, but I do not really have a team. If one day there is a team, that will be the team name you see.
Operation Nevermore
StarCraft: Raven - Operation Nevermore will be the prologue part of the mod. Like Metal Gear Solid V: Ground Zeroes and Metal Gear Solid V: The Phantom Pain, the prologue will be the first thing to be released before the completed project. It will mostly be a demonstration of what is being accomplished, and for others of the SC2Mapster community to observe the engine for themselves.
I do not have a release date for StarCraft: Raven - Operation Nevermore, but such a date will appear and be updated onto this thread when the time is right. Also, when it is available for download, there will be a project link.
Updates
June 11, 2014
-Errol Bennet, father to one of the Families of Tarsonis, will be mentioned by cameo, though he will not be given a role in this mod.
-The super weapon that you will hear about is similar to the Odin, which I've come to criticize as a "Terran Metal Gear". So, that will be the super weapon; but it will not be called Odin or Metal Gear, and it will appear to be much bigger and stronger than the Odin.
-There will be a character reminiscent to the young Revolver Ocelot in Metal Gear Solid 3: Snake Eater.
-The Long Swords are similar to the Cobras from Metal Gear Solid 3: Snake Eater, and they will live up to a somewhat similar reputation.
-The timeline takes place in the 2480s, which means the events are during the Guild Wars. After reading the book StarCraft II: Heaven's Devils, I learn that Jim Raynor joins the Confederate military in 2488 at the age of eighteen. So, if StarCraft: Raven takes place in 2481, Raynor himself will have been eleven years old.
-There will be an organization of Umojans, but it will not be called the Umojan Protectorate.
June 12, 2014
It is being planned that the maps will be organized in a zip folder rather than having them downloaded one by one. Each map will be dependent on the other, for some of them are for both gaming and cinematic purposes; and as indicated in the very top picture, one of the maps will serve as the mod's main menu.
This piece of music has been selected as the theme for the menu. Even though I have never played S.T.A.L.K.E.R.: Shadow of Chernobyl (but I do play Fallout and Metro 2033), I hear that this is where this theme derives from. You'll hear it on occasion.
June 13, 2014
I am preparing to design the intro cinematic for the overall project, possibly in a separate map file. For starters, as part of the intro cinematic, I am testing the implementation of the Personal Cloaking ability to a Battlecruiser (with Heart of the Swarm's Hyperion model).
June 19, 2014
Given the contents of this mod, I have decided to give it a rating.
It is rated M for the contents of blood and gore, suggestive themes, and violence.
July 26, 2014
The mod will be powered by a launcher program. This will be better than going into the Galaxy Editor and pressing "Test Map" all the time. The launcher program is a software mod designed by Cacho56, one of the modders who are currently remaking StarCraft and StarCraft: Brood War. This is the link to the software:
http://www.sc2mapster.com/forums/resources/tutorials/66237-misc-installer-launcher-for-your-1player-map-mod-s/
Yes, this means that there will be no multiplayer in StarCraft: Raven.
July 29, 2014
There had been some talk about the HUD not satisfying some modders, while I admit without hesitation that it is rather choppy. After StarCraft: Raven - Operation Nevermore is released, still at an unknown date, updates will be posted regarding the HUD. I may not have Adobe Photoshop nor have the luxury to use it, but I will attempt to do this on Paint.Net for whenever I can. Such updates will also be part of the final product of StarCraft: Raven.
August 4, 2014
The theme song for this mod has been chosen. The song is "All Along the Watchtower", by Jimi Hendrix. It will appear in the title video of the finalized StarCraft: Raven, which will still be awhile.
Meanwhile, I did say that I would modify the HUD display after the release of StarCraft: Raven - Operation Nevermore; but as of today, I have decided to do that now. It will be loosely inspired by the HUD displays from Metal Gear Solid 2: Sons of Liberty and Metal Gear Solid 3: Snake Eater.
September 27, 2014
As promised, I have updated the HUD display. Newly improved and with more style.
December 10, 2014
I'm sorry it has been long, but there are some technical difficulties within this project; and I can't seem to figure it out. Help and support has become rather limited on the matter. Therefore, this project is being put on hold for whenever the problem is solved. The following link should give you some details.
http://www.sc2mapster.com/forums/development/gui/71086-cursor-problem-in-save-load-of-tps/
December 13, 2014
I did say that this project is on hold; but for those who are anxious, I am not saying that it's canceled. It is still in the making.
ADDITIONAL NOTE: If you wish to help me in boosting progress with this project, you can start with giving me occasional feedback regarding Blizzard and the save/load cursor glitch. We all want the same thing: to see this mod being complete.
i'm anxious Try your map! you can use anything from my maps if desired!!!
;)
:O
I love your idea I wanted to do something but did not have time, very good pics and the things you need to make amazing mod!
While I've already borrowed your re-texture of the Spectre, as observed in the pictures, I find myself honored by your offer.
@StarGazingContinuum: Go
yes, I noticed, give me credits in the project :) ,cost me much skin. I did with photoshop.
and you could put my camera so it looks closer unity and the player will not see the ass of the spectre :D
And you shall be given credit. Anyone who wishes to offer any of their assets in support of this project shall be given credit.
Just a friendly reminder that this forum is still open for any discussions.
@StarGazingContinuum: Go
When you don't post anything the thread doesn't get moved up. So people are less likely to see it.
That being said I'm always interested in the shooters people on here design. Hopefully this will work out well for you.
Also rather then use paint.net I'd recommend gimp. It's free and is definitely better in my opinion.
Paint.Net is also free, but I do also have GIMP. That being said, I will keep your suggestion in mind. The HUD I have currently is mostly just a test, since it is actually my first time creating one. After watching and playing some of the Metal Gear games, I may have a few ideas on how to perfect it. My biggest issue for years now has been creating images without backgrounds, and I have come to understand that either GIMP or Paint.Net are the right programs for that.
Another thing I am going to announce soon on this forum is the official theme song for the game. I love how they picked the theme for Metal Gear Solid 3: Snake Eater. So, if any of you are interested in old rock songs from the 1960s, then I guess you wouldn't mind Jimi Hendrix's "All Along the Watchtower".
Okay. Now I don't see how GIMP can be possible. It does not support .dds or .tga formats.
Hold that thought please. I may be onto something. I think I found a way. The image had to be exported into the different format.
Your suggestion on GIMP has been accepted, as it appears to be useful. If you look at the main picture (very top one) of this forum, you will see that the title on the mod's main menu is no longer transparent. There is no longer a need for transparency because there is no black background behind the title.
Sorry it's been so long. This project is going to take longer than I thought. Due to a few criticisms about the HUD, I decided to update it.
If anyone still doesn't like it, I don't care. This is my mod.
This project is now on hold. Look at the very last description at the top. Sorry.
I was looking at this project to be done and good and ready to kick &@%^* !
Marie T. Freeman If you're too busy to give your neighbor a helping hand, then you're just too darned busy. https://www.facebook.com/wargirlmaps.maps
Spread the love join DISCORD
https://discord.gg/Jtzt8Su
@wargirlwargirl: Go
I am sorry, but I'm not the one to blame for the save/load game mouse cursor glitch. I discovered that it's a glitch within StarCraft II itself. I shared this information with Blizzard's Quality Assurance, and they say that they are working on it. For everyone claiming that this problem is impossible to solve, it's all because Blizzard are the only ones who can fix it. So, keep tabs on whatever patch may come later. They say that they fixed the problem for Macintosh users, but I don't think they did it for other operating systems. I have a Windows 7, not Mac. I'm still looking into it.