It has been some time. My priorities have been eslewhere with regards to SC2 work.
However, I'm pleased to bring you the
Wanted to let you guys know that version 2 of the first map is uploaded now [awaiting approval]
Accompanied by this I've also released an updated version of the mod that must be used to play the map.
They can be found here.
Hi Edhriano. i also just downloaded the first six files. Once again. Cool campaign mate. Also heavily inspiring for me. I' also close to an update now. I''ll try and get caught up to the last released map XD.
Hiya guys, a small update from my side as I'm working to solve/handle most points that are mentioned.
- Currently working to decrease the open size of the terrain a little, about 25% with that.
- Also working on the dialogue, both with style and removing the quotes. (this was also some I carrie over from SC1 I think, I always did that there also.
- With the cinematics, I noticed now that while I had it set to a 2 second fade-out, I had the "dont wait" action in there. this is now fixed.
- Also working on the setup for a difficulty selection and the effects this'll have on the map, like unit seed, the boss, I already have a difficulty setup for the part where you must defend the base. (that will now also get into effect)
And aahh, the tooltips. Yeah considering this is a first mission, I chose for most special abilities for the units to not yet be available. But I will edit the tooltips accordingly.
Thanks for the feedback so far. Much appreciated! The issues with energy, priorityand static portraits are fixed in the modfile.
And thanks for pointing out the error thing. I must've looked like an hour if I could resolve the boss bar thing, but this is just as good I reckon.
With regards to the dialogue I'll see where I can resolve the terranish style and make it more Protoss in general.
About the terrain, Same thing here, I can see how I may increase on that a bit, but I rather not place too much clutter. But maybe some elements that show the Talon have lived there can work. I'll see what I do.
And with the Boss fight, I agree that in retrospect it may be too easy (even I can beat it). But I'm not really a big fan of giving off warnings for everything. I feel this should also be a bit of player discovery. But giving it some more tools and diversity I can certainly look into. That should also help in the shield uptime. but it can be that randomization may have favoured the shield more that time (depending on amount of playthroughs).
Finally, a general note. I'm still looking in how to make a difficulty selection. This may also help in making it more of a challenge for some of you out there. With difficulty in general I'm still looking and learning how this is experienced. I will probably have to make the mission nearly unbeatable for myself I think XD
[Edit] Do you think it would help if damage from Volchrons abilities is reduced, say 50/s for Whirlwind and 100 for Dash?
Anyway, once again: thanks for the feedback.
Hiya guys! At long last I'm pleased to bring out the first mission for my Starcraft: Time Splitters campaign. Its my first project in the map making business.
I hope you have fun playing.
[Edit] Required mod-file and first map now uploaded and awaiting approval.
- Some units may have wrong/no death effects
Seems like ages ago that I wrote all this, and now... 3 months later I finally got around working on this again.
The first map is now 99,5% complete and I just need to get the first alpha release out.
I have done it in the past. One can merge two armatures to become one in blender and (depending on the need) tweak the animations so it will look like a singular armature based model.
If one would simply import two separate models with two separate armatures, they would play their animation in sequence from one another.
You'd literally have to merge the files.
In reply to Veratai:
After some time I do have another update to share.
For Ahrimansiah's mod project, the Enlightened Cyborg will remain functional even when its all but destroyed.
As relentless as ever, it shall crawl to acquire weaponsrange or hunt you down. Navigate here to get it.
Next to that, The Purifiers receive some added defensive firepower in the revamped and converted Particle Cannon Defense aswell as the currently in wip Artillery Cannon Emplacement (for which a straightline and arcline firing animation will be used, allowing for choice of weapontype). Navigate here for Purifier Particle Cannon
Last but not least, Edhriano is updating the maps for the Noir: Ascension campaign. With this on the way, two more Artificial Frames are coming too: Bay-Ar Twinblade version and Get-Ar the dark One.
Below the images.