" A lot of mapping teams die out or never finish their projects. This is where this organization strives. We work towards a finished project and don't give up. - Past projects have been halted, as people have become busy with school and work"
Anyone else find that?
Aye, I totally agree with you. I've been working with all sorts of editor and tried to get a project starting or joined a team, only to see it fail after a month. That was 4 years ago and I still have trouble finding reliable people who have enough time to contribute at least something.
Just look at my campaign: I did all the triggers, gameplay and story (tested everything already, too, so it's not just theory) and all what I'm lacking is a mapper/terrainer because I'm no good at it. I recruited 3 people who were good at it, but ultimately were unavailable after a short time. I hold no grudges against them because they were nice and you could work with them in the short time they're available, but I need at least one other person who is working on it on a regular basis - which I just can't find.
Sometimes it just won't work.
I can understand if TMMagic would go so far as to offer small rewards to find reliable people. Maybe he's just that nice and values help really that much, or it is a desperate attempt. One most also not forget that everyone starts from zero on their projects, whether they're professionals or not, so you have to give people a fair chance.
My apologies if this thread looks a bit barebone, but I wanted to keep it short and easy to reed on purpose. I've linked to the project thread/discussion thread which contains all the details about Terran Tactics, and I didn't want to just copy & paste the plethora of information here.
I wanted to keep it clean and simple: I search for a map layout designer/terrainer - that's the message. Most people would be confused if I just post a wall of text, but by just linking to the details only those who're truly interested and want to know more about the project will read the information.
But for clarity's sake, I'll make it clear what exactly the map designer is supposed to do.
I'm looking for a map designer (or terrainer, whatever you call it in this forum) for the Terran Tactics single-player campaign. Aside from having the required skill and talent, the most important requirement is that you're available for a short discussion at least once a week (or every two weeks if it's a stressful time period for you).
As a map designer, your job is to design the layout of the maps (required) and maybe apply details such as doodads and advanced texture details (optional, but would speed up the process since your terrain designer isn't available 24/7).
It goes without saying that this is not a "do a map with these specs" request work, you'll be a proper part of the team and each and every aspect of the maps will be discussed properly (hence the availability thing mentioned earlier).
If you're interested, you can post here or send me a PM. You don't need a dozen maps as reference (although they can help), as long as you're frequently available and can pass the test, you're in.
Sounds like you had quite some fun with the WarCraft III editor. I've spend way too many hours into making maps that never saw the light of day.
If you're interested, I'm still searching for a mapper for my campaign Terran Tactics. I have Skype, but it's no problem if you don't have it (although it's recommened). In any case, PM me for details.
A medieval-themed turn-based map? Given it even has some custom textures and models along with a working gameplay, that sounds like some impressive piece of work. I'd love to help you out. I remember how tiresome it is to find and fix bugs in a singleplayer-game. Multiplayer is impossible to test alone, so yeah you need testers. I'll help you alright!
Name: azureguy (Forum name is different yes, but it was already taken)
Battle.Net ID: azureguy / character code: 433
Hours available: I live in central europe and my time zone is GMT/UCT +1. Basically, I'm 6 hours ahead of EST (when it is 4 PM in New York, it is 10 PM for me).
I'm available from 2 PM to 12 AM UCT+1 (8 AM to 6 PM EST).
Hello folks! Here I am with yet another update.
The project is still alive, and even though we're still working on a few maps here and there, we're going to enter a hiatus phase soon. Don't sound so surprised, many game and mod projects take a break and the people are more energetic and creative than before. How do you think Valve and Blizzard made their excellent games?
The original idea was to finish the campaign until January or February next year, but we delayed it for several reasons:
1. We want to wait until Hearth of the Swarm comes out so we can incorporate the new units and environment types as well as any other new gameplay addition. While our current plan for all the missions is good, it can't hurt to refine it with something new. Since we've produced quite a bit of content so far, it shouldn't take long until we can finish the campaign, making this one of the earliest single-player campaigns to be released for Hearth of the Swarm.
2. The new modding tools announced a while ago sound like a dream coming true: We can finally make our own cutscenes! I have some experience with cutscenes so I can put this tool into good use. This also means that some in-game cutscenes can be replaced with some real cutscenes, which obviously changes some of the map linking. This is another reason for the delay.
3. Skyrim comes out soon and I(the project leader) have plans for making a mod for it as well. This will take away the rest of November obviously.
4. Chrismas and New Year - nobody is gonna work on anything during December anyway.
We will finish this campaign, and even though we don't give you as many updates as we should, rest assured that this thing will see the light of the day.
Lastly, we're still searching for some mappers. If you just discovered this thread and are interested in helping us, contact azureguy.
I'm good at making cutscenes in StarCraft II. If you've already made the terrain and placed the units and all that is left is to make them move, then I can help you.
Greetings everyone! I just wanted to let you know that this project is still alive - and that we're still looking for help.
I made a in mid-august which is pretty much our proof-of-concept: Everything the campaign is about is shown here.
Also, I have bad news and good news.
The bad news is; there won't be a demo anytime soon. As it always is the case in life, something came in the way.
The good news is; I was able to rethink about a few things due to my forced break, and I realized that the prologue, albeit interesting for its story, just isn't as interesting to play. The intention was to slowly guide the player on how Terran Tactics works, but that doesn't justify questionable sections (SCV Sneaking).
I admit that the first map also was my very first map I finished, so things like the sneaking part were msotly done for experimentation. But as a game designer, I know that if something isn't 100% fun and bulletproof, it has to go.
Don't worry people, I might release the prologue separately, but for overall quality's sake, the team will focus on the main campaign from now on.
I won't be able to make a full tutorial right now, too much work to do in real-life at the moment. Instead, I've made a map with comments in it. If you're at least somewhat experienced with the editor, it should suffice.
No need to credit me, just spread the word about my project, Terran Tactics.
This is it everyone, the working proof-of-concept. I thank everyone of you for helping me out on my problems I had in the past, no matter how big or small, how common or uncommon they were (I'm referring to other threads I made in other sections as well). Now everything works, and I'll fulfill my promise and make a tutorial in the next few days.
@zeldarules28: Yes, please move it. it has indeed nothing to do with SC2Layout.
Anyway, thanks for the answer, it pointed me into the right direction. Making a dialog button with an image included doesn't seem to work for some reason (image is stretched), but making a button first and displaying an image layered above it works perfectly. All that is left to do is to import the image... which I have to convert to either tga or dds.
I hope this is the right category to post this. Considering I use it together with UI buttons, I guess it's appropiate.
I'm working on a system that allows the player to select missions. I want to give the player a preview of the map (like the minimap preview, but bigger) where important places are highlighted.
I know that you can use the button graphics with the UI system, but what about pictures bigger than buttons?
0
Aye, I totally agree with you. I've been working with all sorts of editor and tried to get a project starting or joined a team, only to see it fail after a month. That was 4 years ago and I still have trouble finding reliable people who have enough time to contribute at least something.
Just look at my campaign: I did all the triggers, gameplay and story (tested everything already, too, so it's not just theory) and all what I'm lacking is a mapper/terrainer because I'm no good at it. I recruited 3 people who were good at it, but ultimately were unavailable after a short time. I hold no grudges against them because they were nice and you could work with them in the short time they're available, but I need at least one other person who is working on it on a regular basis - which I just can't find.
Sometimes it just won't work.
I can understand if TMMagic would go so far as to offer small rewards to find reliable people. Maybe he's just that nice and values help really that much, or it is a desperate attempt. One most also not forget that everyone starts from zero on their projects, whether they're professionals or not, so you have to give people a fair chance.
0
@Nebuli2:
My apologies if this thread looks a bit barebone, but I wanted to keep it short and easy to reed on purpose. I've linked to the project thread/discussion thread which contains all the details about Terran Tactics, and I didn't want to just copy & paste the plethora of information here.
I wanted to keep it clean and simple: I search for a map layout designer/terrainer - that's the message. Most people would be confused if I just post a wall of text, but by just linking to the details only those who're truly interested and want to know more about the project will read the information.
But for clarity's sake, I'll make it clear what exactly the map designer is supposed to do.
0
I'm looking for a map designer (or terrainer, whatever you call it in this forum) for the Terran Tactics single-player campaign. Aside from having the required skill and talent, the most important requirement is that you're available for a short discussion at least once a week (or every two weeks if it's a stressful time period for you).
As a map designer, your job is to design the layout of the maps (required) and maybe apply details such as doodads and advanced texture details (optional, but would speed up the process since your terrain designer isn't available 24/7).
It goes without saying that this is not a "do a map with these specs" request work, you'll be a proper part of the team and each and every aspect of the maps will be discussed properly (hence the availability thing mentioned earlier).
If you're interested, you can post here or send me a PM. You don't need a dozen maps as reference (although they can help), as long as you're frequently available and can pass the test, you're in.
0
Please forgive me, I've totally overloocked the "I am looking to start my next project". That's what you get for writing a post at 2 AM XD.
I'm ready to give, and not just to take. If you need any help, let me know. I'm a storywriter, game designer/balancer and triggerer.
If you happen to be in the mood, you're welcome to make a map or two for my project, but I'll listen to your concept first.
0
Just a quick update: No problem if if the alpha testing is late January or early February, I'm still available.
0
Sounds like you had quite some fun with the WarCraft III editor. I've spend way too many hours into making maps that never saw the light of day.
If you're interested, I'm still searching for a mapper for my campaign Terran Tactics. I have Skype, but it's no problem if you don't have it (although it's recommened). In any case, PM me for details.
0
A medieval-themed turn-based map? Given it even has some custom textures and models along with a working gameplay, that sounds like some impressive piece of work. I'd love to help you out. I remember how tiresome it is to find and fix bugs in a singleplayer-game. Multiplayer is impossible to test alone, so yeah you need testers. I'll help you alright!
Name: azureguy (Forum name is different yes, but it was already taken)
Battle.Net ID: azureguy / character code: 433
Hours available: I live in central europe and my time zone is GMT/UCT +1. Basically, I'm 6 hours ahead of EST (when it is 4 PM in New York, it is 10 PM for me). I'm available from 2 PM to 12 AM UCT+1 (8 AM to 6 PM EST).
0
Hello folks! Here I am with yet another update. The project is still alive, and even though we're still working on a few maps here and there, we're going to enter a hiatus phase soon. Don't sound so surprised, many game and mod projects take a break and the people are more energetic and creative than before. How do you think Valve and Blizzard made their excellent games?
The original idea was to finish the campaign until January or February next year, but we delayed it for several reasons:
1. We want to wait until Hearth of the Swarm comes out so we can incorporate the new units and environment types as well as any other new gameplay addition. While our current plan for all the missions is good, it can't hurt to refine it with something new. Since we've produced quite a bit of content so far, it shouldn't take long until we can finish the campaign, making this one of the earliest single-player campaigns to be released for Hearth of the Swarm.
2. The new modding tools announced a while ago sound like a dream coming true: We can finally make our own cutscenes! I have some experience with cutscenes so I can put this tool into good use. This also means that some in-game cutscenes can be replaced with some real cutscenes, which obviously changes some of the map linking. This is another reason for the delay.
3. Skyrim comes out soon and I(the project leader) have plans for making a mod for it as well. This will take away the rest of November obviously.
4. Chrismas and New Year - nobody is gonna work on anything during December anyway.
We will finish this campaign, and even though we don't give you as many updates as we should, rest assured that this thing will see the light of the day.
Lastly, we're still searching for some mappers. If you just discovered this thread and are interested in helping us, contact azureguy.
0
I'm good at making cutscenes in StarCraft II. If you've already made the terrain and placed the units and all that is left is to make them move, then I can help you.
0
Greetings everyone! I just wanted to let you know that this project is still alive - and that we're still looking for help.
I made a in mid-august which is pretty much our proof-of-concept: Everything the campaign is about is shown here.
Also, I have bad news and good news. The bad news is; there won't be a demo anytime soon. As it always is the case in life, something came in the way. The good news is; I was able to rethink about a few things due to my forced break, and I realized that the prologue, albeit interesting for its story, just isn't as interesting to play. The intention was to slowly guide the player on how Terran Tactics works, but that doesn't justify questionable sections (SCV Sneaking). I admit that the first map also was my very first map I finished, so things like the sneaking part were msotly done for experimentation. But as a game designer, I know that if something isn't 100% fun and bulletproof, it has to go.
Don't worry people, I might release the prologue separately, but for overall quality's sake, the team will focus on the main campaign from now on.
0
I won't be able to make a full tutorial right now, too much work to do in real-life at the moment. Instead, I've made a map with comments in it. If you're at least somewhat experienced with the editor, it should suffice. No need to credit me, just spread the word about my project, Terran Tactics.
->See Attachment
0
I'll be making a note here: Huge Success!
This is it everyone, the working proof-of-concept. I thank everyone of you for helping me out on my problems I had in the past, no matter how big or small, how common or uncommon they were (I'm referring to other threads I made in other sections as well). Now everything works, and I'll fulfill my promise and make a tutorial in the next few days.
0
@zeldarules28: Yes, please move it. it has indeed nothing to do with SC2Layout.
Anyway, thanks for the answer, it pointed me into the right direction. Making a dialog button with an image included doesn't seem to work for some reason (image is stretched), but making a button first and displaying an image layered above it works perfectly. All that is left to do is to import the image... which I have to convert to either tga or dds.
0
I'm busy with work until the end of August, but if you wait so long, I'll give it a shot in September.
0
I hope this is the right category to post this. Considering I use it together with UI buttons, I guess it's appropiate.
I'm working on a system that allows the player to select missions. I want to give the player a preview of the map (like the minimap preview, but bigger) where important places are highlighted.
I know that you can use the button graphics with the UI system, but what about pictures bigger than buttons?