I decided then to merge the two concepts, the story & characters of DNA Wars with the engine & gameplay of SCT. That's where my map-making energies are currently devoted. So there'll probably no more maps like this one, but I still thought some people might be interested with some of the things I did here.
The map itself can be found here: http://www.sc2mapster.com/maps/dna-wars/files/8-voldemon-demo/ but it's really more of a tech demo than an actual map. I wasn't really out to make it FUN, per se, but if you do want to play it yourself and wish for a challenge, set Voldemon's HP to 10000 :>
your hero reminds me of DBZ, like youre doing some crazy japanimation spell, but you pulled it off. nice effects / visuals, and i dont like telling people that, the slowing of the animation was a nice touch, those are the things that set things like this apart- :)
Wow, this is just so crazy. The effects are awesome, and the abillities look well done. And you also figured out on your own how to create that ability similar to what the mothership had at one time that slows(?) and stops incoming projectiles. Nice job
Actually that's really easy (a behavior that alters the units time variant). The hardest part was making the death animations play in slow motion and then getting them to resume normal speed once the time slow stops. It looks really cool when there's a bunch of Marine torsos flying up in the air in slow motion then suddenly falling when time resumes, but the video didn't show that too clearly :P
this was.... AMAZING!!!! I loved the cinematic aspect of it, it feels like I'm watching a episode of DBZ
did you do all this with triggers and the data editor? or is there some custom coding in there to?
was the big beam attack or whatever a custom texture?
Just data and triggers, though admittedly a lot of triggers. I could've converted some of it into custom functions (and a couple I did: a realistic gravity/lift function and a realistic push/knockback function), to make it less heavy, though. Anyone/everyone should feel free to steal the lift & knockback functions I wrote.
The final beam are normal textures: General Arlo's is a high-scale Void-ray Beam (the beam graphic doesn't scale but the textures around it will) while Voldemon's is a high-scale, red-tinted beam using the hellion flamethrower model and pointed at an invisible dummy unit above Voldemon & falling at the same rate.
very impressive visuals and effects. i like the cinematic style. like those guys said, it feels like i'm watching an anime version of sc2.
and i like how you put in those key sequences during the fight cinematics. it makes you feel more part of the game instead of just watching a movie or something.
I hope we do see more stuff like this Xenrathe. I loved the visual style and effects you had going. The music fit to a T as well. I must admit you make something of this quality and release it I will be there to play it. (I don't like pulling myself away from my own current project but for something of this level of professionalism, I would.)
I was working on this map a bit before I switched over to my current project (which is: http://www.sc2mapster.com/maps/starcraft-tactics/)
I decided then to merge the two concepts, the story & characters of DNA Wars with the engine & gameplay of SCT. That's where my map-making energies are currently devoted. So there'll probably no more maps like this one, but I still thought some people might be interested with some of the things I did here.
Part 1:
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Part 2:
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The map itself can be found here: http://www.sc2mapster.com/maps/dna-wars/files/8-voldemon-demo/ but it's really more of a tech demo than an actual map. I wasn't really out to make it FUN, per se, but if you do want to play it yourself and wish for a challenge, set Voldemon's HP to 10000 :>
Cheers!,
Xen.
your hero reminds me of DBZ, like youre doing some crazy japanimation spell, but you pulled it off. nice effects / visuals, and i dont like telling people that, the slowing of the animation was a nice touch, those are the things that set things like this apart- :)
Wow, this is just so crazy. The effects are awesome, and the abillities look well done. And you also figured out on your own how to create that ability similar to what the mothership had at one time that slows(?) and stops incoming projectiles. Nice job
@PoisonHunter:
Actually that's really easy (a behavior that alters the units time variant). The hardest part was making the death animations play in slow motion and then getting them to resume normal speed once the time slow stops. It looks really cool when there's a bunch of Marine torsos flying up in the air in slow motion then suddenly falling when time resumes, but the video didn't show that too clearly :P
this was.... AMAZING!!!! I loved the cinematic aspect of it, it feels like I'm watching a episode of DBZ did you do all this with triggers and the data editor? or is there some custom coding in there to?
was the big beam attack or whatever a custom texture?
@MetalheadMikecosio:
Just data and triggers, though admittedly a lot of triggers. I could've converted some of it into custom functions (and a couple I did: a realistic gravity/lift function and a realistic push/knockback function), to make it less heavy, though. Anyone/everyone should feel free to steal the lift & knockback functions I wrote.
The final beam are normal textures: General Arlo's is a high-scale Void-ray Beam (the beam graphic doesn't scale but the textures around it will) while Voldemon's is a high-scale, red-tinted beam using the hellion flamethrower model and pointed at an invisible dummy unit above Voldemon & falling at the same rate.
very impressive visuals and effects. i like the cinematic style. like those guys said, it feels like i'm watching an anime version of sc2.
and i like how you put in those key sequences during the fight cinematics. it makes you feel more part of the game instead of just watching a movie or something.
keep it up!
only one word.... AMAZING! That was epic...
I hope we do see more stuff like this Xenrathe. I loved the visual style and effects you had going. The music fit to a T as well. I must admit you make something of this quality and release it I will be there to play it. (I don't like pulling myself away from my own current project but for something of this level of professionalism, I would.)
this was, by far, the best use of the Galaxy Editor i've ever seen. just thought i'd throw that out there.