Hi there guys 'n gals. It is with a bit of a heavy heart, but I have to shelf this project for the time being. I am not getting the progression that I would like to see for the project. Maybe a resurgence might present itself not too far into the future, but right now RL is interfering too much to keep this project in the air next to my modeling, which is my first passion. I hope that I will have the ability to continue (and maybe even complete) the stories I wanted to tell for the campaign. But this will be for the future to reveal.
As I mentioned not so long ago, I'm completely reworking a new angle for Time Splitters mission 3. The former placeholder for the mission didn't feel like a good fit for the placement in the campaign and the direction of the mission. Hereby I would like to take a moment to show off the work in progress of new mission 3 I've dubbed: Bionical.
It will further develop the Talon subfactions (planned along with the next one: The Autonomous Sword)
Hi Edhriano, well. For starters a few new units will be added. A bunch of units receive new abilities and upgrades and all the tooltip icons are updated with new and improved text display for the various factions. It will not necesarily be all new abilities, mostly just abilities that were were already in the editor but unused.
As stated its all mainly to create ddiversity amongst the faction and provide them with "unique" playstyles.
[Edit]: As some of you may have seen already, Missions 1 and 2 as well as the launcher and mod have been released with latest version.
I thought I'd bring you an update with regards to this project. In order to make mission 3 even cooler, I'm implementing several major changes to the mod so that each of the subfactions becomes more unique. Currently I'm in testing phase for the mod. When the mod is to satisfactory level I will continue developing mission 3.
Also, because of the changes to the mod, and update will be done to missions 1 and 2. My intention is that the play experience for the missions as they are will not change (or just veeery slightly) So the updates for the first two mission is more a compatibility-update.
I'm thinking its about that time to show I'm still alive huh, haha. Currently trying to really get the 3rd map on the rails. I've made a short videoclip with a modified game cinematic to show off some of it. Cheers!
I hope to bring out an update to the second map over the weekend. Asside from the fixes as pointed out by VastanX, I also changed the Harbinger. Feedback ability is removed and in its place it receives the Psionic Discharge ability. This ability lets the harbinger charge up for a few seconds during which it has also increased speed to posifion it tactically. After the charge it unleashes a devastating blast of psionic energy around itself.
While it doesn't spcecifically impact the second mission. Several other changes are also implemented in the mod. This already affects skirmish play. The Biocrafters Crusader is changed to the Proton Crusader, which loosely translates to being a very power flamelike tank, Protoss style. Also the Biocrafters Behemoth is changed to take over the role of fhe crusader. While retainings it siege range, the weapon now deals well with armored targets, used to be structures.
Thanks mate for highlighting some issues. Oohh, the Vaporizer getting stuck, thats bad news... I'll let it come out from the left where it should have more space to move, and see if I need to create a failsave if a pylon happens to be in the way. I'll also check the Golems on that too btw. I though I had fixed most tooltips, but alas.. I'll fix that. Aah the warning screen... I myself hadn't seen it pop up last playthroughs myself, but I should've checked.
With the minerals, I'll fix the pathing, but the replenishment is intentional, I'll create a tooltip highlighting that so it's clear that it is intentional XD Once again, Thanks!
[Edit]: for everyone who has played it, can you please let me know what you think about difficulty? This helps me greatly in gaging how to set up AI. Thank you very much.
Also make sure you get the latest version of the Talon Mod, as this provides some important improvements for both campaign as well as regular play.
For feedback: Please let me know what you think. This map will be my first macro-oriented map so any pointers to improve on the map will be helpful. Thank you.
Hope you enjoy.
[Edit]
Currently working on a mission launcher. When I have it done I shall provide an update for all missions to work with the launcher.
Hi there guys 'n gals.
It is with a bit of a heavy heart, but I have to shelf this project for the time being. I am not getting the progression that I would like to see for the project. Maybe a resurgence might present itself not too far into the future, but right now RL is interfering too much to keep this project in the air next to my modeling, which is my first passion.
I hope that I will have the ability to continue (and maybe even complete) the stories I wanted to tell for the campaign. But this will be for the future to reveal.
- Winged
Custom Campaign Initiative
Hi all,
As I mentioned not so long ago, I'm completely reworking a new angle for Time Splitters mission 3.
The former placeholder for the mission didn't feel like a good fit for the placement in the campaign and the direction of the mission.
Hereby I would like to take a moment to show off the work in progress of new mission 3 I've dubbed: Bionical.
It will further develop the Talon subfactions (planned along with the next one: The Autonomous Sword)
Hope the scenery is to a liking.
Custom Campaign Initiative
Hi Edhriano, well. For starters a few new units will be added. A bunch of units receive new abilities and upgrades and all the tooltip icons are updated with new and improved text display for the various factions. It will not necesarily be all new abilities, mostly just abilities that were were already in the editor but unused.
As stated its all mainly to create ddiversity amongst the faction and provide them with "unique" playstyles.
[Edit]: As some of you may have seen already, Missions 1 and 2 as well as the launcher and mod have been released with latest version.
Custom Campaign Initiative
Hiya fellow mapsters.
I thought I'd bring you an update with regards to this project.
In order to make mission 3 even cooler, I'm implementing several major changes to the mod so that each of the subfactions becomes more unique. Currently I'm in testing phase for the mod. When the mod is to satisfactory level I will continue developing mission 3.
Also, because of the changes to the mod, and update will be done to missions 1 and 2.
My intention is that the play experience for the missions as they are will not change (or just veeery slightly)
So the updates for the first two mission is more a compatibility-update.
-WingedArchon
Custom Campaign Initiative
In reply to DaveSpectre122:
Custom Campaign Initiative
In reply to EDHRIANO:
In reply to DaveSpectre122:
Custom Campaign Initiative
In reply to ksnumedia:
Currently trying to really get the 3rd map on the rails. I've made a short videoclip with a modified game cinematic to show off some of it. Cheers!
Custom Campaign Initiative
Thanks guys!! :)
Custom Campaign Initiative
Hiya guys !
Proudly I present the first two maps together with a mission launcher fully released.
They can be found here
Main download folder
Currently awaiting approval
Custom Campaign Initiative
Hi fellow Mapsters.
I hope to bring out an update to the second map over the weekend. Asside from the fixes as pointed out by VastanX, I also changed the Harbinger. Feedback ability is removed and in its place it receives the Psionic Discharge ability. This ability lets the harbinger charge up for a few seconds during which it has also increased speed to posifion it tactically. After the charge it unleashes a devastating blast of psionic energy around itself.
While it doesn't spcecifically impact the second mission. Several other changes are also implemented in the mod. This already affects skirmish play. The Biocrafters Crusader is changed to the Proton Crusader, which loosely translates to being a very power flamelike tank, Protoss style. Also the Biocrafters Behemoth is changed to take over the role of fhe crusader. While retainings it siege range, the weapon now deals well with armored targets, used to be structures.
Custom Campaign Initiative
In reply to VastanX:
Custom Campaign Initiative
In reply to VastanX:
Aah the warning screen... I myself hadn't seen it pop up last playthroughs myself, but I should've checked.
Once again, Thanks!
Custom Campaign Initiative
In reply to ksnumedia:
Custom Campaign Initiative
Hi everyone!
Hereby I would like to announce mission 2, alpha version to be online for the Time Splitters Campaign.
This mission wraps up the prologue.
After approval, it can be found here: Mission 2.
Also make sure you get the latest version of the Talon Mod, as this provides some important improvements for both campaign as well as regular play.
For feedback: Please let me know what you think. This map will be my first macro-oriented map so any pointers to improve on the map will be helpful. Thank you.
Hope you enjoy.
[Edit]
Currently working on a mission launcher. When I have it done I shall provide an update for all missions to work with the launcher.
Custom Campaign Initiative
In reply to EDHRIANO:
Custom Campaign Initiative