a not imp. question have you made an auto save game system?
We have talked alot about it but we have not made it yet since we are not quite sure how it should work.
If it should be the player that should be able to hit "save", if we should add sections that toggle a save or include some save objects.
But you bet this stuff will take some lives so there will be a save system, also since it might expand over several maps.
Since there is ModCraft this evening ... If you want to, we could put it up on the Stream. Might be cool to show people and also to remind them again why Scale etc. is so important in Level Design ;) More analytic approach than playing ^^
Its actually a interesting question. Generally we have a dynamic skybox that follow you around all the time, with a farclip of only 50 and the skybox that is just in the high end of 49. When you move up to windows in the ship where you can see parts of the ships exterior we dynamically extend the viewdistance to 200 and reduce the depth of field (to 0) so you can see everything. With the skybox following you it makes the optical flow match so that it looks like the stars are far far away. But if it wasn't for the exterior parts we could easily keep the farclip at 50 all the time.
Thank you! That was really helpful. I can't wait until Blizzard releases the Input Lag Fix and be able to play your map on BNet.
(Yes, they explicitly said that they are working on it.)
Since there is ModCraft this evening ... If you want to, we could put it up on the Stream. Might be cool to show people and also to remind them again why Scale etc. is so important in Level Design ;) More analytic approach than playing ^^
That view out of the ship's side where you can see the front of the battlecruiser...that sold me, great work. and yah I spotted the unreal reference at the end too :)
Malu. If you're willing to comprimise and have a custom user interface developed over the standard UI using screen images, I can teach you how to make this map playable over battle.net. I'm assuming that right now bnet is unable to handle it due to the latency issues caused by WASD and left mouse clicks correct? If this is the only obstacle, please PM me. I have a method to overcome these issues that I was going to implement on a starfox type map, but Power Overwhelming got in the way.
This project is amazing....If it was mutliplayer, I would be in love. Blizz said they might make TPS games work better, so I was wondering if you set this engine up to be compatible with mutliplayer? (even if you dont plan on making it mutliplayer)
Rollback Post to RevisionRollBack
Feel free to Send me a PM if you have any questions/concerns!
actually we're trying to create a UI incorporated into the gameworld. The health/energy status for example is going to be displayed through the glow of the suit. It changes it's color and brightness and will pulse in critical situations, such a UI just fits much better into TPS. At the end this forces us to be pretty creative on how to do this :). Some other things we think about are a laser instead of crosshairs and a ammo counter directly attached to the weapon (both don't work out that great yet).
Some other systems not integrated until now: inventory/shop and upgrades.
I think we'll also try to implement some videos... I mean, there are some models with RTT-channels, why not use them? :) One of them maybe even as part of the UI.
Somehow I believe this becomes a pretty huge mapfile at the end. Maybe we have to tell Blizz they need to upgrade the limit again if they want us to host this map on Battle.net :D
Now i'm feeling like a loser :(, just wondering where did you guys went the whole time.
There's so many aspect that make this kind of map single playable only, such as lag, delay, file size, global lightning, file size, and more. Don't expect it to be anytime soon.
Regardless, great talents utilizing all the SM model from blizzard. Scraping things without feeling lost of effort really show how you guys care for a final product, however long that will take. We appriciated it :)
Regardless, great talents utilizing all the SM model from blizzard. Scraping things without feeling lost of effort really show how you guys care for a final product, however long that will take. We appriciated it :)
That's exactly one of the reasons we haven't send anything to the BlizzCon Contest, it just wasn't ready for such a premiere. But in my eyes this project will payout nevertheless :).
Who knows, maybe blizz fixes some of their stuff sometime and we have the chance to create some cooperative gameplay.
camera turning will be a pain in the * ( i personally censored) cuz there is no mouse sencitiviy..... whatever its spelled... anyway as said very nice and for people debating on nova / spectre how about a choosing screen to choose between those 2. just some ideas
Not a chance!
cant wait to play it :D
a not imp. question have you made an auto save game system?
@kimoss90: Go
not yet, but we'll integrate one nevertheless. Somehow we need to store your progression from one map to another :)
We have talked alot about it but we have not made it yet since we are not quite sure how it should work. If it should be the player that should be able to hit "save", if we should add sections that toggle a save or include some save objects. But you bet this stuff will take some lives so there will be a save system, also since it might expand over several maps.
Edit: beaten by TheKC ^^
This is the most promising map I've seen right now. What an amazing combination of mapping and programming skills.
If only the gameplay manages to match the feel of the game, then you guys have a legendary project in your hands
Brilliant work =)
Since there is ModCraft this evening ... If you want to, we could put it up on the Stream. Might be cool to show people and also to remind them again why Scale etc. is so important in Level Design ;) More analytic approach than playing ^^
Thank you! That was really helpful. I can't wait until Blizzard releases the Input Lag Fix and be able to play your map on BNet.
(Yes, they explicitly said that they are working on it.)
Wow this looks so good! How did you manage to do the indoor spaceship?
I found the clip from Unreal
Could be arranged...
That is one of the "SM" models
@malu05:
Just drop by on #machinima or #sc2mapster, whatever you prefer. Currently little busy doing stuff for the Show.
That view out of the ship's side where you can see the front of the battlecruiser...that sold me, great work. and yah I spotted the unreal reference at the end too :)
Malu. If you're willing to comprimise and have a custom user interface developed over the standard UI using screen images, I can teach you how to make this map playable over battle.net. I'm assuming that right now bnet is unable to handle it due to the latency issues caused by WASD and left mouse clicks correct? If this is the only obstacle, please PM me. I have a method to overcome these issues that I was going to implement on a starfox type map, but Power Overwhelming got in the way.
UI is my bread and butter.
Resume:
This project is amazing....If it was mutliplayer, I would be in love. Blizz said they might make TPS games work better, so I was wondering if you set this engine up to be compatible with mutliplayer? (even if you dont plan on making it mutliplayer)
@Creation25: Go
actually we're trying to create a UI incorporated into the gameworld. The health/energy status for example is going to be displayed through the glow of the suit. It changes it's color and brightness and will pulse in critical situations, such a UI just fits much better into TPS. At the end this forces us to be pretty creative on how to do this :). Some other things we think about are a laser instead of crosshairs and a ammo counter directly attached to the weapon (both don't work out that great yet).
Some other systems not integrated until now: inventory/shop and upgrades.
I think we'll also try to implement some videos... I mean, there are some models with RTT-channels, why not use them? :) One of them maybe even as part of the UI.
Somehow I believe this becomes a pretty huge mapfile at the end. Maybe we have to tell Blizz they need to upgrade the limit again if they want us to host this map on Battle.net :D
Now i'm feeling like a loser :(, just wondering where did you guys went the whole time.
There's so many aspect that make this kind of map single playable only, such as lag, delay, file size, global lightning, file size, and more. Don't expect it to be anytime soon.
Regardless, great talents utilizing all the SM model from blizzard. Scraping things without feeling lost of effort really show how you guys care for a final product, however long that will take. We appriciated it :)
Also, inb4 this video is on blizzard's facebook
That's exactly one of the reasons we haven't send anything to the BlizzCon Contest, it just wasn't ready for such a premiere. But in my eyes this project will payout nevertheless :).
Who knows, maybe blizz fixes some of their stuff sometime and we have the chance to create some cooperative gameplay.
I think I'm stating the redundant here but: This friggin rocks.
I wanted to make such a map myself, but you beat me by at least 2 months :D
camera turning will be a pain in the * ( i personally censored) cuz there is no mouse sencitiviy..... whatever its spelled... anyway as said very nice and for people debating on nova / spectre how about a choosing screen to choose between those 2. just some ideas
@deleted_4551290: Go
including a mousesensitivity slider as mapoption is not a real problem, but even if it's not implemented you can easily use the option of SC2 itself.