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    posted a message on [Survivors vs. Swarm (SvS)] Public Beta Thread

    Currently I'm bringing my new, shiny Win7 back to its true greatness (meaning I'm busy going over the damn List to install everything).

    Posted in: Project Workplace
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    posted a message on [Survivors vs. Swarm (SvS)] Public Beta Thread

    @SebSC2: Go

    Good Question. Wanna try it out and post feedback.

    Posted in: Project Workplace
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    posted a message on ModCraft - Weekly Workshops, Tutorials & Discussions

    You just made the terrible mistake to ask Otixa about Blender. You will be punished.

    Posted in: Artist Tavern
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    posted a message on [Survivors vs. Swarm (SvS)] Public Beta Thread

    Currently installing Win7. I can upload it for you to EU. vjeux has his slots filled already.

    Posted in: Project Workplace
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    posted a message on Detecting a doodad

    It doesn't work really well, we made some experiment with it before :\ So whatever you wanna do with it is mostly not working. Blizz should refine the Doodad-Stuff a lot to make for example Terrain Phasing work better.

    Posted in: Galaxy Scripting
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    posted a message on How can I lower the trigger size?

    I can tell you that there is some major flaw in your work with variables here, so much is certain. I doubt you need variables on the level of a regular game for a single map.

    But we can't really help you until we see some code from you. Please use either Screenshots or http://starcraftmapping.de/gui.php (until vjeux is done with ours) and show us how exactly you make use of variables, etc.

    Edit: Also I have the feeling the Data-Editor might relief you of a lot of variables Ôo

    Posted in: Triggers
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    posted a message on Do map makers play their maps?

    There is currently a NOTD clone with 2 Chapters, not as good as Aftermath (Still playing on WC3 :D) but its fun to play. Got my Sniper & Recon by now and I'm very happy playing it a couple of hours every day.

    Posted in: General Chat
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    posted a message on Are people already getting burnt out on mapping?

    Well, the popularity System can't be it. A current round of NOTD takes around 1hour. And the map is only 10% done. In just 3 days it nearly hit the first page of the Pop-List. So, yeah. There goes Rodrigos crying for how maps can only be for this many player and that long. NOTD looks like shit, needs a lot of changes to be better and is missing most of its storyline, etc. ... But people enjoy it a lot. If they're not total fucktards and die on the first few Zergies >.>

    Also, there is a lot of very good projects being developed, that haven't been shown yet. I saw what malu05 is doing currently in his free-time, while also working on TSOF for some parts ... and its very cool :D We also got a few smaller projects running while we work on TSOF with the Ravens, so, yeah, you can expect some nice maps in the future (people watching ModCraft know what I can do with a couple of Trees, a little Fog and Water.)

    Posted in: General Chat
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    posted a message on New Sekrit Project

    I say its the Tossims. Deathmatch-Style Battle it out with you Sim D:

    Posted in: General Chat
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    posted a message on Do map makers play their maps?

    From my exp, it usually turns out that you don't play games with a storyline a lot as a Developer. When it comes to multiplayer however, you usually play it once in a while, but not as much as a Gamer would. I'd never play a Singleplayer Campaign except for the fun of seeing what came out in the end, but when it comes to a decent multiplayer project, that has a good atmosphere, a lot of replayability and is enjoyed by a lot of people -> Count me in for playing once in a while. The reason why a lot of the StarCraft 2 Devs are actually playing the normal game is, that they still enjoy it after so many years of testing and because the team is so big. You didn't spend your entire day working on every aspect of the game. Which is good, because doing a map all-alone is neither a way to increase your own knowledge nor will you ever really have fun in the end, because you know every damn aspect ^^

    @OutsiderXE: Go Why do I have the feeling its Keen? :>

    Posted in: General Chat
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    posted a message on ModCraft - Weekly Workshops, Tutorials & Discussions

    First post has been updated. Swampmap will follow soon.

    Posted in: Artist Tavern
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    posted a message on Night of the Dead (NOTD)

    100 EXP. Badazing. Its really not bad, but it has a long, long road ahead.

    Posted in: Project Workplace
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    posted a message on multi-level map/parking garage concept

    This is currently impossible due to the fact that we can't get models to have polygon based collision. You can fake a 2nd Level partially though, I did that already. The Starship-Troopers map does the same with its stairs etc. Basically you raise the terrain and form it into a ramp for a staircase. Than you place doodads on top (I just did a complete Ruins Building for it). Than you hide the Terrain cells. That will make the Ground disappear below your upper area, so I made a Terrain-Material Place below my model to cover it up and placed a shitton of doodads that give you the impression that you can't go there anyways. Tada, 2 floor building.

    Posted in: General Chat
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    posted a message on [Showcase] Custom Zerg models

    @tigerija:

    Yes, that is correct. But those don't go for proportions or the logical arrangement or bones & limbs ;) And the more details you have without hitting the uncanny valley, the better it is.

    Posted in: Artist Tavern
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    posted a message on [Showcase] Custom Zerg models

    @Eiviyn:
    Yes, and now please look at his frontlegs, and how big they are. He only goes on those tiny ones for about 2 seconds to strike at something. He also puts his whole weight on the third legs. But he doesn't walk around on them. Its like when you stand on your fingertips. You can do that for a few sec, if you're trained, but you can't do that all the time and walking is even harder ;)

    @tigerija:
    If you make a cinematic, you will see these eyes. And that is the problem ;D

    Even fiction abides to the laws of nature. That is what good artists think about. Why the hell do you think you spend about 50% of the two or three years you can study this stuff with anatomy? Because its goddamn important.

    Yes, its very good. But its not as good as the stuff from Blizz, because of the Devil is in the details ;D

    Posted in: Artist Tavern
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