I am looking for 1-2 partners who share my passion for Medieval type games, such as Diablo, Dungeon Siege, and Magicka, just to name a few.
The map
Preview
Map type
Hero Arena (5 vs 5)
General themes
Medieval
Magic/spells (as opposed to SciFi laser beams that you normally see in SC2 maps)
Wizards battling each other
Goals
The map should be "easy to learn, difficult to master".
Each time you join a game you start fresh (perhaps win statistics will be saved in later versions).
The map has to feel like a game, not just a Starcraft 2 map.
Bring back some of the WC3 custom map spirit (everything is so dark and sad in SC2 :< ).
Spell casting system
The spell casting system is largely based on the spell casting system found in the game Magicka; a trial version of this game can be downloaded via Steam, but I suggest you buy the whole game, 'cause it's great fun and it's only about €7.
I immedially (almost) fel in love with this system, 'cause if you don't watch what spells you combine and how you cast them, you end up cauterizing yourself or killing a team mate. Friendly fire is something you should really watch out for, not to mention accidently healing your enemies. This is a great break from how most games work these days; press "2" and Lightning Orbs on fire will shoot from your behind and annihilate everything (read: just enemies) around you.
Custom UI and mechanics
As you can see on the screenshot below I already started working on a Diablo inspired interface for the map. It still needs some love and polishing, and some elements are still missing, but it illustrates the general idea: to make the map feel different and unique.
Also, you may notice the rocks on the screenshot. Some are on fire and some have rings/waves of frost on them. These are spells I've started working on. They will make a lot more sense once you've played Magicka! :)
My map making experience
I've worked on several maps since the start of Warcraft 3: Reign of Chaos, and when Starcraft 2: Wings of Liberty was in the stores, I finished the single player missions and immediately started working on maps and helping people using the SC2 Map Editor. I'm a bit rusty, though, as I have had a 5-6 months break from the editor, but it is all coming back to me.
What I expect of my partners
You know your way around in the SC2 Map Editor
You are dedicated, you can accept other people's opinions and majority decisions
You don't mind reading tutorials or watching them on e.g. YouTube
You have created custom abilities that go beyond Stimpack not inflicting damage upon use
You have created advanced triggers
You have some programming experience (e.g. in Java or C languages)
You have some understanding of how to implement mathematical equations and algorithms using triggers, action definitions, functions, etc. (don't worry, I don't expect you to implement pathfinding algorithms and the like)
Bonuses
You have implemented software using Object Oriented Programming (OOP) and you can see how it may be done with triggers
You excel in working with the Data Editor, e.g. using this to create advanced abilities rather than the Trigger Editor
You can create custom 3D models in 3D Studio Max
You have created or helped creating other WC3 or SC2 maps
Contact me
If you're up for the task and you want to join the fun creating a fantastic SC2 map that, hopefully, will bring joy to many players around the world, then throw me a Private Message or an e-mail to [email protected] (write a meaningful subject or it might end up as spam ;> ).
I hope to hear from you. Also, everyone is welcome to comment on the map ideas that I have briefly describe aboved, and the screenshot. But keep in mind it is still a work-in-progress.
Thanks for your time
- Kafoso
NB
The "hiring" part in the heading may indicate some kind of sallery; there is none ;)
INB The "hiring" part in the heading may indicate some kind of sallery;
there is none ;)
LMAO!
sounds like a fun map . im also working on a map very similar to yours . ( same style i guess ) but i think yours is gona be a little mroe advance seeing im not much of a Editor pro yet :P
I really hope you don't plan on using the data editor for most of this stuff, if a Magicka style is what you're going for.
Also, be advised that Magicka was designed around a PvE system. There is no real player competition, the balance is thrown out the window (inevitable, considering the spell scheme), and there is no mana limit. If you want a PvP arena, you will need to make some major changes. First things first: ditch the Magicka system, at least partially. Having elements to combine is all fine and dandy, but it's got to be less chaotic. By that I mean make every combination viable (this means you have to reduce the amount of elements from 8 to about 5 or so, unless you make a totally different casting scheme) so that the players won't end up killing themselves and that struggles will be more about smart tactical choices rather than being the first to fire an arcane beam into the casting end of someone's life beam. You will probably have to ditch the entire opposite-elements-explode thing to make it work in PvP.
Second, you will have to differ from the Magicka system even further due to the (smart) inclusion of mana. There will be less room for trial and error because you're competing with aggressive humans and you have a limited amount of magic so, as before, that kill-yourself-all-the-time part of the game will need to be restricted heavily.
You might notice that after these changes, you've got a more balanced but ultimately less interesting game because you've been taking away some of the defining traits of Magicka. Because of this, you have to make your own major additions. I have some ideas but I feel that you should form your own plans for this part.
Finally, you have to remove twitch-based elements of the game. Battle.net has an interface latency that you will be forced to work with, so speed-typing SQFQFAA will be extremely cumbersome on SC2 - spells will have to be deliberate, powerful, and slow or predictable enough to be countered by skilled players.
P.S. Your requirements are very steep. Most qualified people are working on their own projects or will expect compensation. For example, a mage-based PvP arena style of game is at the top of my list for commercial game goals and I made an entire UI, spell, and physics system for a battle mages map in SC2, which is now defunct due to the b.net lag (EVERY calculation is synced, a limitation imposed by galaxy. It runs fine in singleplayer but when it's on b.net all hell breaks loose. I am and always was completely unavailable for recruiting; people like me tend to start up their own projects.
P.P.S. Your best bet for getting recruits is making a working, playable demo or alpha of your map and releasing it for use. If it becomes popular, talented people will come to you.
I use the Trigger Editor for most of the things I make, but sometimes the Data Editor can offer some pretty neat tricks that will otherwise require a major work-around in the Trigger Editor.
There's no PvP in Magicka, indeed, which is why I will be using mana for balancing. However, it won't be a standard Blizzard "your mana will be restored fully in 2 minutes if you just stand around and do nothing"; regeneration will be way higher, especially out of combat.
Opposites and combinations are the aspects that make the Magicka spell system so very unique and fun. I agree that things can get hecktic in PvP, where things aren't as predictable as PvE. As a result, damage you do to yourself and/or friendly units can be reduced, but I very much plan on keeping friendly fire in the game. And yes, there are douches out there who will abuse this (friendly fire), but then I'll have to implement a system later on that punishes such behavior.
I chose those specific recruitment requirements to ensure I don't become a teacher (again), educating people in the functionalities of the SC2 Map Editor. And if you throw another look at the requirements, there are few people, who study or have interrest in Computer Science or work in this business, who won't qualify :)
Thanks for the headsup. At the current stage I just wanted to get this announcement up and running, so people will notice it. And I'll definately upload a Demo of the map when the time comes.
I introduce some of spells contained in the map; the spells are largely based on the Magicka spell system and most spells are created using the Data Editor only.
If you like/dislike what you saw, please let me know :)
I am looking for 1-2 partners who share my passion for Medieval type games, such as Diablo, Dungeon Siege, and Magicka, just to name a few.
The map
Preview
Map type
Hero Arena (5 vs 5)
General themes
Goals
Spell casting system
The spell casting system is largely based on the spell casting system found in the game Magicka; a trial version of this game can be downloaded via Steam, but I suggest you buy the whole game, 'cause it's great fun and it's only about €7.
I immedially (almost) fel in love with this system, 'cause if you don't watch what spells you combine and how you cast them, you end up cauterizing yourself or killing a team mate. Friendly fire is something you should really watch out for, not to mention accidently healing your enemies. This is a great break from how most games work these days; press "2" and Lightning Orbs on fire will shoot from your behind and annihilate everything (read: just enemies) around you.
Custom UI and mechanics
As you can see on the screenshot below I already started working on a Diablo inspired interface for the map. It still needs some love and polishing, and some elements are still missing, but it illustrates the general idea: to make the map feel different and unique.
Also, you may notice the rocks on the screenshot. Some are on fire and some have rings/waves of frost on them. These are spells I've started working on. They will make a lot more sense once you've played Magicka! :)
My map making experience
I've worked on several maps since the start of Warcraft 3: Reign of Chaos, and when Starcraft 2: Wings of Liberty was in the stores, I finished the single player missions and immediately started working on maps and helping people using the SC2 Map Editor. I'm a bit rusty, though, as I have had a 5-6 months break from the editor, but it is all coming back to me.
What I expect of my partners
Bonuses
Contact me
If you're up for the task and you want to join the fun creating a fantastic SC2 map that, hopefully, will bring joy to many players around the world, then throw me a Private Message or an e-mail to [email protected] (write a meaningful subject or it might end up as spam ;> ).
I hope to hear from you. Also, everyone is welcome to comment on the map ideas that I have briefly describe aboved, and the screenshot. But keep in mind it is still a work-in-progress.
Thanks for your time
- Kafoso
NB The "hiring" part in the heading may indicate some kind of sallery; there is none ;)
omg your pitch and everything is like AWESOME.
someone else whos leet at everything go help him get this map finished!
omg omg omg soooooooooo pro.
LMAO!
sounds like a fun map . im also working on a map very similar to yours . ( same style i guess ) but i think yours is gona be a little mroe advance seeing im not much of a Editor pro yet :P
I really hope you don't plan on using the data editor for most of this stuff, if a Magicka style is what you're going for.
Also, be advised that Magicka was designed around a PvE system. There is no real player competition, the balance is thrown out the window (inevitable, considering the spell scheme), and there is no mana limit. If you want a PvP arena, you will need to make some major changes. First things first: ditch the Magicka system, at least partially. Having elements to combine is all fine and dandy, but it's got to be less chaotic. By that I mean make every combination viable (this means you have to reduce the amount of elements from 8 to about 5 or so, unless you make a totally different casting scheme) so that the players won't end up killing themselves and that struggles will be more about smart tactical choices rather than being the first to fire an arcane beam into the casting end of someone's life beam. You will probably have to ditch the entire opposite-elements-explode thing to make it work in PvP.
Second, you will have to differ from the Magicka system even further due to the (smart) inclusion of mana. There will be less room for trial and error because you're competing with aggressive humans and you have a limited amount of magic so, as before, that kill-yourself-all-the-time part of the game will need to be restricted heavily.
You might notice that after these changes, you've got a more balanced but ultimately less interesting game because you've been taking away some of the defining traits of Magicka. Because of this, you have to make your own major additions. I have some ideas but I feel that you should form your own plans for this part.
Finally, you have to remove twitch-based elements of the game. Battle.net has an interface latency that you will be forced to work with, so speed-typing SQFQFAA will be extremely cumbersome on SC2 - spells will have to be deliberate, powerful, and slow or predictable enough to be countered by skilled players.
P.S. Your requirements are very steep. Most qualified people are working on their own projects or will expect compensation. For example, a mage-based PvP arena style of game is at the top of my list for commercial game goals and I made an entire UI, spell, and physics system for a battle mages map in SC2, which is now defunct due to the b.net lag (EVERY calculation is synced, a limitation imposed by galaxy. It runs fine in singleplayer but when it's on b.net all hell breaks loose. I am and always was completely unavailable for recruiting; people like me tend to start up their own projects.
P.P.S. Your best bet for getting recruits is making a working, playable demo or alpha of your map and releasing it for use. If it becomes popular, talented people will come to you.
@DarkRevenantX: Go
Thanks a bunch for your inputs :)
I use the Trigger Editor for most of the things I make, but sometimes the Data Editor can offer some pretty neat tricks that will otherwise require a major work-around in the Trigger Editor.
There's no PvP in Magicka, indeed, which is why I will be using mana for balancing. However, it won't be a standard Blizzard "your mana will be restored fully in 2 minutes if you just stand around and do nothing"; regeneration will be way higher, especially out of combat.
Opposites and combinations are the aspects that make the Magicka spell system so very unique and fun. I agree that things can get hecktic in PvP, where things aren't as predictable as PvE. As a result, damage you do to yourself and/or friendly units can be reduced, but I very much plan on keeping friendly fire in the game. And yes, there are douches out there who will abuse this (friendly fire), but then I'll have to implement a system later on that punishes such behavior.
I chose those specific recruitment requirements to ensure I don't become a teacher (again), educating people in the functionalities of the SC2 Map Editor. And if you throw another look at the requirements, there are few people, who study or have interrest in Computer Science or work in this business, who won't qualify :)
Thanks for the headsup. At the current stage I just wanted to get this announcement up and running, so people will notice it. And I'll definately upload a Demo of the map when the time comes.
Cheerio
- Kafoso
I've created a map preview video, which you can see here: http:www.youtube.com/watch?v=_PxPYmjkjJI
I introduce some of spells contained in the map; the spells are largely based on the Magicka spell system and most spells are created using the Data Editor only.
If you like/dislike what you saw, please let me know :)