I get alot of requests for updates on my projects, but i sadly don't have any. Been too bussy with non Starcraft related projects.
But found this on my fraps disk which is the the most up to date version of this map, for those interested.
Have added alot of sounds and voiceover that matches the "objective" of the map. Don't mind the vignetting.
Jackpot with these videos. Great level design (as always) and a great original idea to put into StarCraft. I saw the last video a while back but still I'm amazing by the amount of content you put into this game.
Good Job
I wouldn't necessarily call it original but its a diffrent take on the usuall stuff.
But hey... it might change a bit when i say this is a killstreak reward in AC130K Ruins which is being finalized atm.
Its super awsome with a 4 man crew in a tps, killing off zombies when suddenly one of the players get a BattleCruiser and can aid the team from the air for 60 sec.
Thought it does have friendly fire so the player have to take care and not aim "danger-close" with the big guns.
Yea, might be a bit too serious. Im really a point whore so when i see something flashing every time i kill something i feel very rewarded.
It also help gameplay and funfactor, let alone replayability.
But another thing is also about if it should be IR (black / white) style or color
Its not that smooth, since it uses the global sleep cooldown.
Though i wondered if Starcraft 2 supports alpha in FLV files. That would make it possible to run them at 60fps.
In the current version i also got idle gun movement and turn left/right gun rotation. Looks very fluid, but not nearly as great as the real deal.
3rd mission is on the ground and in a helicopter. I needed some basic weapon controls with shot, aim-up and reload, so... went through and once again stole alot from some other games and im kinda pleased with the testing results. Note that this (map design) is only for testing purpose and is not going to be a part of the final version of the map.
So... anyway... here it is:
Ohh think i did put that one wrong...
With steal i off-cause mean using assets like models, sounds, sprites and music from games like Call Of Duty.
3rd mission is on the ground and in a helicopter.
I needed some basic weapon controls with shot, aim-up and reload, so... went through and once again stole alot from some other games and im kinda pleased with the testing results. Note that this (map design) is only for testing purpose and is not going to be a part of the final version of the map.
Not "before" the release of the retail version.
The video you see is at this stage just scrap code. Much of it have been totally redone.
But look forward to 8 compelling singleplayer maps with a good story and 4 of thoes Co-Op multiplayer enabled.
3 diffrent aircrafts each with their own unique gameplay. And... well.. you'll see...
Hey malu05, long time no speak. How are ya mate? Good to see you still around. The project seems really good after watching that youtube video I'm impressed. I hope to try out the finish product soon :)
Ohh NiN.. did you change your messenger or? You seem impossible to get to. I have needed you some times or two.
Its awsome to see your work with the M3 (2.5 ) format, and darn good to see you too!
The black/white filter is possible with lighting - though I haven't experimented with doing it to units it can work. Let me get a working version up for you.
I did come up with something like that, but playing for longer periods it didn't work out that well. So now i use it for my night vision (press N to toggle it).
I thought about the whole thing with flying around and maybe during some missions play some other planes so that the view maybe were different from plane to plane.
Could be..
Awesome map, though if you wanted to strive for some more realism you could probably add a grey grainy filter or something over what the AC130K sees, and modify the lighting so that units glow white hot.
You can't see it in the video due to the resolution but i have already added grain, just a slight touch.
I also tried to replicate the infared vision but it doesnt play well in SC2 as you don't have shader access (need blowup and ghosting shader to make it work), so i just went for straight colors, a general darken vignette and a burn vignette to give it a stylized look.
Well it was planned as a singleplayer mod with multiple maps and a good story.
But its made to be able to support multiplayer if i want to add it. But it will not be more than 2 or 3 players.
I hope the editor will be polished once the game ships this month since there are quite alot of stuff that i cannot do atm, and its kinda holding me back.
It's shaping up good. The upgrades selection looks pretty good and the effects on the 155.Cal and multi-rockets look superb.
Now, I remember that in MW's AC130 mission they can't shoot back - will it be the same in your version? Or will there be any other mission objective?
PS: Actually, what effect did you use for the bullet trace of the 155 Cal? It's not the Sniper Beam, that's all I can deduct :D
Ohh yes, there is going to be some anti-air units/buildings later in the game but we'll start off softly with some gentle kill and feel good kinda gameplay.
And yes.. that is the sniper beam. I did twak it a bit to make it stay in the air for a bit longer. I use it for all the bullet weapons (tier 1) atm, but i might change it for the gatling cannon.
I get alot of requests for updates on my projects, but i sadly don't have any. Been too bussy with non Starcraft related projects.
But found this on my fraps disk which is the the most up to date version of this map, for those interested. Have added alot of sounds and voiceover that matches the "objective" of the map. Don't mind the vignetting.
I wouldn't necessarily call it original but its a diffrent take on the usuall stuff. But hey... it might change a bit when i say this is a killstreak reward in AC130K Ruins which is being finalized atm. Its super awsome with a 4 man crew in a tps, killing off zombies when suddenly one of the players get a BattleCruiser and can aid the team from the air for 60 sec. Thought it does have friendly fire so the player have to take care and not aim "danger-close" with the big guns.
Yea, might be a bit too serious. Im really a point whore so when i see something flashing every time i kill something i feel very rewarded. It also help gameplay and funfactor, let alone replayability.
But another thing is also about if it should be IR (black / white) style or color
So, you think it should go for that more realistic approach or should it include the arcade elements (points, score, upgrades, etc)?
Update:
2011 edition:
@Aenigma: Go
Its not that smooth, since it uses the global sleep cooldown. Though i wondered if Starcraft 2 supports alpha in FLV files. That would make it possible to run them at 60fps.
In the current version i also got idle gun movement and turn left/right gun rotation. Looks very fluid, but not nearly as great as the real deal.
Ohh think i did put that one wrong... With steal i off-cause mean using assets like models, sounds, sprites and music from games like Call Of Duty.
3rd mission is on the ground and in a helicopter. I needed some basic weapon controls with shot, aim-up and reload, so... went through and once again stole alot from some other games and im kinda pleased with the testing results. Note that this (map design) is only for testing purpose and is not going to be a part of the final version of the map.
So... anyway... here it is:
@WraithChaser: Go
Not "before" the release of the retail version. The video you see is at this stage just scrap code. Much of it have been totally redone.
But look forward to 8 compelling singleplayer maps with a good story and 4 of thoes Co-Op multiplayer enabled. 3 diffrent aircrafts each with their own unique gameplay. And... well.. you'll see...
Ohh NiN.. did you change your messenger or? You seem impossible to get to. I have needed you some times or two. Its awsome to see your work with the M3 (2.5 ) format, and darn good to see you too!
I did come up with something like that, but playing for longer periods it didn't work out that well. So now i use it for my night vision (press N to toggle it). I thought about the whole thing with flying around and maybe during some missions play some other planes so that the view maybe were different from plane to plane. Could be..
You can't see it in the video due to the resolution but i have already added grain, just a slight touch. I also tried to replicate the infared vision but it doesnt play well in SC2 as you don't have shader access (need blowup and ghosting shader to make it work), so i just went for straight colors, a general darken vignette and a burn vignette to give it a stylized look.
Well it was planned as a singleplayer mod with multiple maps and a good story. But its made to be able to support multiplayer if i want to add it. But it will not be more than 2 or 3 players. I hope the editor will be polished once the game ships this month since there are quite alot of stuff that i cannot do atm, and its kinda holding me back.
@s3rius: Go
Ohh yes, there is going to be some anti-air units/buildings later in the game but we'll start off softly with some gentle kill and feel good kinda gameplay. And yes.. that is the sniper beam. I did twak it a bit to make it stay in the air for a bit longer. I use it for all the bullet weapons (tier 1) atm, but i might change it for the gatling cannon.
Update:
Current state of the 2011 edition:
2011 edition:
A little update on the project.
Have added 9 weapons in total. 4 upgrades for each weapon with 6 upgrade-levels.