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    posted a message on Beast's Anime Recommendations

    yay so many anime fans, of course these days who doesn't watch anime? anyway I figured Id add a couple that I didn't see mentioned

    Jungle Wa Hale Nochi Guu great classic comedy, hard to get as funny and random as this.

    Beelzebub great combination of Shounen and Comedy.

    Blood+ Don't think I saw this one mentioned but it's great action drama with a fantastic story and excellent character development.

    Ghost in the Shell: Stand Alone Complex & Ghost in the Shell: Stand Alone Complex 2nd GIG two great action/drama series that were designed to make you think. Some of the philosophical stuff that were in these series was superb.

    Great Teacher Onizuka Comedy/drama really a feel good series. Every episode made you wish there were more people like this in the world.

    there are a bunch more I could list but I don't want to be here all day. For those who are interested you can check out my entire collection down below and if there is something you'd like to see but don't know how to get a hold of it. usually this falls into the it's an older anime then message me here on SC2mapster and I'm sure I can figure out something. When it comes to anime I love to spread the joy of a good series around.

    My Entire Anime Collection

    Posted in: Off-Topic
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    posted a message on [EU] Chaos Sybil Tower Defense

    @Nite01: Go

    if I was on EU I would give it a try, sound good enough. Publish on NA if you can and id give you feedback

    Posted in: Map Feedback
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    posted a message on The proper order to watch Star Wars

    I always just watch 4-5-6 and pretend that 1-2-3 were never even created. especially 3 since the last several minutes of that film effectively destroy the badass image of one of histories greatest villains.

    Posted in: Off-Topic
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    posted a message on Galaxy Vampirism Preview

    @Lonami: Go

    honestly I always felt that Vampirism maps had a much deeper level of strategy than the "Catch n run" type maps. Glad to see someone has been working hard on a Vampirism map. when I played War3 Vampirism was a map which I sunk the most of my gaming hours into.

    Posted in: Project Workplace
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    posted a message on Is there a way to make a custom map of a replay that you have in order to be able to watch it with your friends on bnet?

    @Anonymousy75642: Go

    What needs to happen is blizzard just needs to add in a multiviewer support for replays.

    Posted in: Map Suggestions/Requests
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    posted a message on Tofu (Project TMA) Official Thread

    I'm gonna add my 2 cents about this project. Speaking from my experience, the team I work with is comprised of people who started working with the editor right when it came out and had mostly less than 1 to 2 semesters worth of coding knowledge and very little knowledge working with any other previous blizzard game editors. I can say that if that is where this project's members started then that growth and level of development is very impressive in 9 months. While I'm not a huge fan of AoS or PVP arena maps I really like the polish of the UI and some of the spell animations look well done. I think it will be interesting to see how the game turns out on release. I am keeping my expectations low though so I can be surprised in a good way when I give it a try. All I can say is don't let any words of discouragement keep you from finishing.

    As side note I don't quite agree with putting that it has taken 9 months in the video. I think it would have have been better to have saved that kind of commentary for the forums. I know your purpose was to set yourself aside from the projects which took much less time to complete, but inside a promotional video it feels a bit out of place.

    Posted in: Project Workplace
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    posted a message on Custom Hero Line Wars Universe - Ninjacore Studios

    @Kueken531: Go

    Got the new project page up here is the link if anyone can't figure out where we went =P

    StormKeep

    Posted in: Project Workplace
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    posted a message on StormKeep Alpha (Now Live)

    Update

    4/7/2011


    Posted the first picture of our completely redone UI. Even the autocast animation has been replaced. Complements to our artist BloodLX99.

    Posted in: Project Workplace
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    posted a message on StormKeep Alpha (Now Live)

    StormKeepAlpha

    I'm happy to announce that StormKeep Alpha has gone live. you can now search for "StormKeep Alpha" on the US server. We are currently working on a way to do releases on the other servers but for now its US only.

    Game Overview


    Two teams of 5 players each are placed in separate arenas and pitted against one another in a desperate attempt for survival. Each team's objective is simple: survive longer than the other team. As simple as this may sound; the amount of depth provided in StormKeep make it possible for near endless ways to reach this goal.

    The Rules

    The game begins with players choosing their role either as one of the heroes or the commander. Once heroes and commanders are chosen and the game begins. Heroes spawn first and have a limited amount of time to traverse their arena to a Power Node. After a short period the Commanders primary units: the Evil Eye and Energy Thief are spawned on the opposing team's battlefield. The commander will then also be able to summon units onto the arena. These summoned units are chosen by the commander from the opposing team. At this point the heroes should have found a defensible Power Node and they must survive holding off any enemy units in their respective arenas while draining the Power Node of its valuable resources and charging their Storm Bar. The game ends when all of a team's heroes are killed. After this point they may opt for a rematch or quit out and remake for a change in allies and opponents.

    The Player Roles

    1. Heroes

    • The heroes have two functions. The first is to survive by making use of their abilities in order to kill the summoned enemy units. The second is to roam the arena in search of Power Nodes which they capture and hold until they are exhausted of resources.

    I. Survival

    • The Sheer number and strength of the summoned units is not to be under estimated. Taking these forces head on is likely to cause the death of not only your own hero but the death of all the heroes on your team. Working together with teammates to use "hit and run" and "dividing and conquer" tactics will be essential. Having a diverse range of heroes each with unique specializations will also be essential in surviving. To help this process when heroes are first chosen players will be acknowledging certain roles like a support, debuffer, or damager.

    II. Power Nodes

    • At the beginning of every game a Power Node will appear in every room on both sides of the map 6 in total. While the heroes will know where these nodes are they won't know what bonuses are on these nodes. The heroes will want to go to these nodes and protect them while they deplete the resources stored inside. This "depleting" process is handled automatically as long as there are heroes nearby. After a node is exhausted the heroes will move to a new node and repeat the process. Every several minutes the nodes are fully replenished and the bonuses are re-randomized on each node. Going to these nodes is essential for winning the game for two reasons. It fuels the commanders Evil Eye to use offensive abilities on the opposing team. Secondly it helps Charge the Storm Bar which when maxed out initiates the end game mechanics.

    III. Hero Revival

    • In the event that a hero dies, he will be revived after a period of time. The time it takes for a hero to revive is quite lengthy however their is also an instant revival method within the game. The team who's hero has died can choose to instantly bring their friend back onto the battlefield but only if they can afford the cost. To instantly revive a hero a per-determined amount is subtracted from their Storm Bar. Because of this cost it is to be used only in the most dire circumstances.

    2. Commander

    • The commander has two major roles and many tiny support roles. The Commander Summons units and then he must use them to destroy the enemy team. To aid his first role of attacking the enemy heroes and forcing them from nodes the Commander has his Evil Eye, an invulnerable cloaked unit which is flying he can directly control and use to help the summoned troops. His second major role is to siphon Energy nodes from the opponents Resource nodes which allows him to help his team charge their Storm Bar. To do this the commander has a second controllable unit called the Energy Thief. Bouncing between summoning units, His Evil Eye and Energy Thief will be required to winning against the opposing team, but is no easy task pressing the commanders speed and quick reaction time to the limit.

    I. Summoning

    • The first is choosing what units will be summoned on the enemy teams arena. Rather then waves these units can be summoned for a price a custom resource which the commander acquires at a set rate. the summoning system is simple but allows for a tremendous amount strategy. The starting locations, types and quantities of units, and summoning time can all be changed at the commander's discretion.

    a. Summon Units

    • Once The commander summons units the commander will take partial control of these units. He will be able to issue rally points and attack points and issue a retreat command to all summoned units, but he will not have direct control of the individual units. Combined with the skill comboing available to the commander he will use the summoned units to kill the enemy team and/or hinder their goal of collecting energy from nodes.

    b. Unit Passives

    • Each Summoned unit will start with a different passive, these passives can be auras or work on just the individual unit. These passive will be used in conjunction with the Commander's Unit skills in building skill combos. A high level of strategy will be required to build effective skill combos. These skill combos will work not only in just single units but across groups of units depending on how the commander puts them together.

    II. Evil Eye

    • The Evil Eye is the commander's primary unit one part caster, one part summoner, and one part reveler. the evil eye is cloaked from the enemy team and invulnerable but has no direct attacking weapons or moves. instead is can be used to summon a small number of units directly onto the battlefield wherever the Evil Eye is. Next is its power abilities that can be used on nearby enemy heroes and/or his own summoned units.

    a. Evil Eye Abilities

    • Over time the commander will gain ability points which will allow him to learn new abilities on his Evil eye which can be used in unison with his summoned units passives creating a strong comboing system to help him wreck havoc on the enemy team either forcing them from a node or killing a hero. The more powerful the ability the greater the cost. While some abilities have only a cooldown most require energy, which is acquired when the commander's team capture and hold power nodes.

    III. Energy Thief

    • Energy Thief is a secondary unit for the commander which has a duel purpose of slowing down the enemy teams ability to charge their storm bar and conversely helping charge his own teams bar.

    a. Energy Draining Mass

    • Energy Thief can spew out a huge mass onto an enemies power node, while on the power node it begins draining the node like a normal hero would. During this process the Energy Thief is unable to move or use other abilities. Now while the Energy Thief is invulnerable and invisible the Energy Draining Mass is not so enemies heroes will most likely send a hunting party to come and kill the Mass.

    3. Storm Bar

    • The Storm Bar is a primary factor in wining the game. Always present at the top of the screen it shows both teams progress to completely filling the bar. The bar is charged by capturing and holding Power Nodes. Once fully charged the Storm Bar activates the Storm Tower which adds a stacking bonus the activating team's summoned units continually making them stronger. While it does not immediately end the game it will be a good indicator of the likely winning team.
    Posted in: Project Workplace
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    posted a message on Custom Hero Line Wars Universe - Ninjacore Studios

    Finally after a long period of silence we have some updates. In coming to this decision there has been many hours of in house testing and deliberation we have suspended this project. We never fully felt satisfied by the fixes for latency that were put in place and even then continued to have severe latency issues in a full game. We came to the conclusion that we are probably 1 or 2 years away from the editor improvements reaching the point where we could run a Hero line wars which fully incorporates the massive scale battles we wanted.

    However fear not because about 60% of the work done has been converted into a new similar project. At this point I'm reluctant to give many details, but in the coming weeks I will be posting a new thread with the full details. I will announce that this project has been speeding along and is passing everyone's expectations. This project is only a small divergence from a HLW map. The best way to describe it is smaller scale but a greater emphasis on a players ability to micro well and strategy of working with teammates and working to come up with unique strategies to kill the opposing team. I'd also like to note that we have almost completed a new and intuitive UI which will fully replace the original SC2 UI.

    Again we are truly sorry that at this point we can't bring you HLWU at this time, but this thread will remain open as this project has not been closed only put on standby while we wait for more improvements from the editor and system hardware to catch up with our vision. When the new thread has been completed I will post a link in this thread so anyone following this project can check it out. Here at NinjaCore Studios we pride ourselves by releasing quality productions and will uphold this by continuing to devote some time to this project so that it will eventually be released.

    Posted in: Project Workplace
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    posted a message on best first car?

    I got an 09 Nissan Versa about 3 months ago and it rides pretty good. The Nissan Sentra is the same car under the hood just not a hatchback. Just my 2 cents, but I'm not a big car fanatic so I only care about carting people and stuff around while having plenty of room.

    Posted in: Off-Topic
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    posted a message on Patch 1.3.0 incoming

    Editor is running fine for me so it's not a universal problem.

    Posted in: General Chat
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    posted a message on I am almost prepared to consider myself a hypocrite and acquire a pet data editor.

    I'll put in my 2 cents. Our team has a somewhat unique advantage of all it's members being RL friends so our bonds are quite strong but this in no way means that we don't have problems over what ideas we should use.

    In general the goal is to hold up the idea of the project as something fluid and changeable for the good as long as you can all speak truthfully with your members. The hardest part is knowing with aspects of a project to take an absolute stand on and which to adjust when others are using their creative genius to make better.

    Over the last year I've had to let go of some aspects of our project which I cosidered quite important. However there have been times when I've taken a stand for something and told people why I feel that way. At the same time though I always leave it open for change later. "lets try it this way first. If it turns out badly we can go back later to re-assess the idea and change it" is one of my favorite lines. Not simply to appease people but because it's true. When your goal is to make the best most professional map that is lots of fun then changing some of that stuff you think is so vital will turn out to be minor in the long run.

    Posted in: General Chat
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    posted a message on artistic skill = better at editor?

    Have to say no as well. Artistically talented I am not. I don't believe that one will make you better at the other unless maybe you are just talking about making terrain. I don't count having ideas and then figuring out how to code them art. However there are many areas in the editor where collaboration between our coding members and our team's artist has been important. The GUI for example. Anyway the editor is quite large in and of itself just learning the data and trigger sections alone is quite a challenge and imho has very litle to do with whether or not someone can produce art.

    Posted in: Off-Topic
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    posted a message on Custom Hero Line Wars Universe - Ninjacore Studios

    @morphman220: Go

    This has been a debated topic in-house several times now, the general consensus is to wait till we finish everything we have planned and then think about adding an arena. There are still quite a few things that haven't been fully reveled yet. Boss coin drops allowing the summoning of boss units, items, and attaching abilities to summon units just to name a few. Also we have spent a great amount of time trying to make sure that heroes specifically can't target other heroes with their weapons and abilities (We don't like people being jerks by killing their teammates or killing the other teams heroes while they are on the main battlefield). So implementing a system that would allow them to do exactly that will not be an overnight process. However as I said this is something that has been mentioned as a future update. Most likely for the expansion.

    Posted in: Project Workplace
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