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    posted a message on Ghost Tournament. Publish in other region.

    I've been working on a new map called Ghost Tournament for a while now.

    Project link.

    It's a 3rd person shooter with 3 different play modes(Deathmatch, Team DM and CTF), includes vehicles. The map is currently available for play in the EU region. I'd like to have this map published in another region as well.

    Anyone willing to do so? You can download it at the project link above.

    Thanks :)

    Posted in: Project Workplace
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    posted a message on Where did everyone go?
    Quote from EternalWraith: Go

    @Eiviyn: Go

    The thing with the Starcraft 2 generation is that people are expecting a much higher quality set of maps. We dont want to see the same old Td`s, Footmen wars, clones, etc etc. What worked for Warcraft 3, isn`t going to cut it here.

    Thats not to say those ideas are null and void. Just, they need to be re-imagined through the now powerful Galaxy editor. Its like..mappers are developing Playstation 2 games for the Ps3. Know what I mean?

    But of course, tapping into the power of GE is ...work..a lot of work...to say the very least, and that dissuades a lot of mappers. I dont think they can keep up with the pressure.

    Unfortunately you're right. The standard for custom games has risen considerably. I remember playing WC3 in the early days and how simple some of the most popular custom games were back then.

    We're currently dealing with a new generation of gamers, expecting much higher quality. The GE surely does offer this, but like you said, it takes exponentially more time to master the GE because with its greater ability comes much greater complexity. This in turn increases the time needed to develop anything that actually has a chance of catching on and being played.

    Meanwhile, the popularity system filters anything out that is not top-tier content, forcing developers to either go all-in or stop trying. I think a lot of devs here started off with high hopes, only to discover that nobody is going to be interested in something that's not either uber original or some piece of art crafted over months of hard labour. Nobody will create stuff nobody cares about. This essentially disqualifies 80% of potential content developers.

    I don't think this is ever going to change though. Warcraft 3 was unique in that its customizability and relative simplicity were available at the right time, a time when content could be simple enough and yet popular. Creativity alone would suffice as you did not need to be a code guru, professional artist, or have tons of spare time and a willingness to master the editor.

    Finally, now that maps are published on B-net, and without a LAN feature, any third-party map databases have lost much of their value, except when they are specifically focused on the dev community, like sc2mapster.

    We'll simply have to accept the fact that the SC2 map dev community will be considerably smaller.

    Posted in: Off-Topic
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    posted a message on Screw the b-net popularity system

    I've spent a lot of time working on a new map that requires at least 6+ players for it to be entertaining. Obviously it starts off at the lower end of the pop ladder once published. I'm lucky if one person joins every 20 minutes or so.

    Unfortunately it's completely pointless to play the map with just one or 2 other players. The result is that I'm stuck with a map that I'll never be able to even test properly without somehow artificially boosting its popularity or begging strangers in other servers to join. Another result is that unless it becomes very popular, potential players will have to spend a long time waiting for others to join, which in turn makes it less popular, effectively disqualifying it from being worth the time and effort put into its development.

    Seriously, what was Blizzard thinking? I understand their motivations behind implementing a popularity system, but why make that the ONLY system? Back in the Warcraft 3 days testing new material was a joy. Random people would join random maps. There were always plenty of testers available.

    Perhaps Blizzard should consider implementing a sort of 'test/dev' lobby, or a 'join random game' function. I'm sure nobody would object, and it would help many map devs out there, making it easier for them to improve their creations, in turn contributing to a better overall gaming experience for everyone.

    Meanwhile, back on Earth, this will probably never happen. Thanks a lot.

    Posted in: Off-Topic
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    posted a message on Guide: Ticks per second, waits, timers, real time, game time...

    Thanks. This is very useful information. :)

    I'm thinking about using Wait with very low values for very large loops, in order to prevent a timeout interruption.

    Posted in: Tutorials
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    posted a message on $10,000 if you find how to fix that

    Perhaps double check the actual script for consistency. Data -> View Script.

    Also, I assume no other timers are started during the execution of this segment? The 'last started timer' reference may be screwed. IMO it's always better to create a global timer variable instead of having a bunch of 'last started timer' references. You're asking for trouble like this.

    Posted in: Triggers
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    posted a message on $10,000 if you find how to fix that

    This looks very similar to a problem I experienced. Turns out it's actually a bug in the trigger editor. You've likely copied the If statement in which the unit is created, and somehow, sometimes, the actual script behind the triggers will be mangled. I've had this happen on several occasions. Closing and re-opening the editor should cause the trigger editor to properly reflect the actual script.

    Posted in: Triggers
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    posted a message on Starship Troopers - Ambush at Whiskey Outpost

    @xida1125: Go

    Yeah I remember that too. I came a cross it when I was looking for potential custom models. The model itself looks really nice, but like other people already pointed out, I think the animations still need some work.

    Posted in: Project Workplace
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    posted a message on Starship Troopers - Ambush at Whiskey Outpost

    @Mogranlocky: Go

    Well then, if anyone from the US or Asia is interested in publishing it in their region, please send me a PM.

    Posted in: Project Workplace
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    posted a message on Starship Troopers - Ambush at Whiskey Outpost

    A number of people have asked if I would release this map for North America. I'd really like to, but I'm not sure what the best approach would be.

    Is there another way beside having someone else publish it in your name?

    Any ideas on this?

    Posted in: Project Workplace
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    posted a message on Starship Troopers - Ambush at Whiskey Outpost

    I've added a download link now.

    The map is currently in the top 20 most popular maps on the EU bnet realm, and it'd be nice to have it published in other regions beside the EU.

    Feel free to do so, but please keep up with new version I post here. :)

    Enjoy.

    Posted in: Project Workplace
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    posted a message on Starship Troopers - Ambush at Whiskey Outpost

    I've spent a lot of time trying to make Whiskey Outpost look exactly like it does in the movie, without creating any custom models.

    Players can also play in Third Person shooter mode, fire their gun and throw grenades.

    More info here: Sc2mapster project page

    You can play it on the EU realm now. :)

    Posted in: Project Workplace
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    posted a message on 3D Space simulation / shooter

    First of all, thanks for making such a great forum available for everyone.

    The moment I realized it was possible to play without any visible terrain at all, staring into the deep void of outer space, I realized it would be pretty awesome to have a 1st/3rd person 3D space shooter in Starcraft 2 :]

    So I've been experimenting for a while. There were several features I really thought were necessary: motion across 3 axis, 1st and 3rd person cam, free look with mouse, firing high-speed projectiles, gravitational pull.

    Project link: http://www.sc2mapster.com/maps/space-shooter-sim-3d/

    Controls/instructions can be found at the project overview page.

    It's working pretty well, but I have my doubts that it will also run smoothly in multiplayer games. Anyway, I will leave this map for what it is and start from scratch on the multiplayer version. It would be great if there's a way to have the spacecraft tilt and roll, but I haven't yet seen or figured out a method to achieve this. Any ideas?

    Thanks :)

    Posted in: Project Workplace
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