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    posted a message on Stargate Galaxies - Recruiting! - UPDATES!

    there is a m3 exporter, isnt it?
    http://forums.sc2mapster.com/mapping-utilities/third-party-tools/963-m3-exporter/#posts

    i dont know much about that stuff, but that shoudl work or?

    btw that gate just looks nice already :D very cool.

    Posted in: Team Recruitment
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    posted a message on Stargate Galaxies - Recruiting! - UPDATES!

    ohh that would be very nice! just contact me as soon as you find the time for it.

    Posted in: Team Recruitment
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    posted a message on Stargate Galaxies - Recruiting! - UPDATES!

    Hello Everyone.

    Team Stargate Galaxies is recruiting all kinds of skilled artists in serval areas of specialization.

    First of all, some informations to our project and teammembers.

    Story


    Stargate Galaxies is planned as a Multi-Map RPG in the Stargate Universe.
    On the first play you create your character out of serval types like technican, soldier, tank and also 2 different races, the humans and the goa'ould.

    you will be a recruit to the Stargate Command, on the first mission you will have to show your skills, to become a member of an SG Outworld Team, and after that you follow the main story line while traveling on many different planets (maps).

    Beside that main storyline there will be lots of probably user created "planets" with non-related side missions for experience, items and stuff.

    here is a small idea how this game would work
    http://img690.imageshack.us/img690/5756/stargategalaxiesconcept.png

    Technic


    Embed Removed: https://www.youtube.com/v/Yg5sVDio45I?fs=1

    As you can see, the game loads maps out of the "gate address" you enter on the gate console (DHD).
    the next map loads on correct address for the desired planet.

    all information on your character will be saved and transported from every map onto the next one - the system is not complete yet, but thats why we are recruiting skilled mappers.

    Recruitment


    so, what kind of people are we looking for?

    Storywriters
    We have 2 Storywriters at the moment, but i think 1 or 2 more wouldnt be too bad.
    there will be lots of non-related missions, and they all need kinda unique storys plaing in the Stargate lore.
    all you need is to know the Stargate lore and be able to create some storys using it.

    Trigger Artists
    We are looking for some skilled trigger artists as well.
    with me and one additional trigger artist we definitly need more guys that are able to create and copy serval trigger stuff like character saving into the planet-maps, create misions and quest conservations and all the RPG stuff you can imagine.

    Data Editors
    the highest priority in our team has this "job" because we do not have one data editor atm.
    you should be able to create heroes, morphing stuff, upgrades, abilities and help to balance the game out.
    i know al ittle bit of data editing, so i would help where i can, but im not an expert so we need some people that know what theire doing!

    Terrainers
    We have 3 skilled Terrainers at the moment, and i think for the beginning this should be enough.
    but if you think youre special and have to join this project, show us your work and probably we will let you join.

    3D Modelers
    Also very improtant!
    We do not need models that look like theire coming out of crysis2 or something, but you should be able to create something, that gives the player the feel to be in the stargate universe.
    known characters like teal'c, these snake helmet soldiers (sorry i absolutley have no clue how they are called) and weapons, like the Z-gun, the staff weapon but also a P90 etc.
    and last but not least - a stargate! it just would be awesome for us to use a real stargate for this mod.

    thats all for now.
    if you have any questions, ideas or just meet one of the requirements and want to join the project, just post here.
    important information: all applicants should post some of their work previews. we do not accept people that think "im going to learn 3d modeling tomorrow, so i can be your modeler" or something like that.
    know what youre doing, post some of your work, and we will discuss it.

    thanks.
    (if you find some grammar fails or something you dont like, you can keep it :))

    http://dl.dropbox.com/u/1338777/StargateSmall.png

    !! UPDATES !!

    Hey Guys.

    We, the Stargate Galaxies Team, knows we didn't posted any updates since this thread exists, and we are very sorry for that.

    We had some very slow progress, the project was in some kind of hibernation over some time so we simply had nothing new to show.

    Now the team worked out some things in the last few days and i want to share that Stuff with the Community!

    Twitter and Facebook!

    First of all, we Created an own Twitter account - we'll try to provide updates to everyone that is interested as often as we can.

    https://twitter.com/SG_Galaxies

    There is nothing yet, we just created that account some days ago, but we definitly will post Updates on it and answer your questions or comment on your thoughts!

    Also we created a Group on Facebook!
    http://www.facebook.com/group.php?gid=128810007168252&v=wall#!/group.php?gid=128810007168252

    im not really into that facebook stuff, so im not sure if this link works, but if it does, feel free to join it and discuss whatever you want :)

    Game Informations!

    This thread is relatively old, and has never been updated since it exists.

    We have found several things out, that were very problematic for this project, due to the lack of Support from Blizzard and also decided some more or less major gameplay aspects.

    1. - there is NO Map Changing on battle.net 2.0
    its just not possible to change the map on an active multiplayer game on bnet2.0 - support tickets about that, written from an EU account has just lead in predefined answer emails telling me i should ask on the US forums - very funny Blizzard!

    Without Map Changing online, we had to make a very big deceision about the game itself, that has a good and a bad side.

    The keyword is: Singleplayer Modification!

    Stargate Galaxies will be a FPS/3rdPS Singleplayer RPG.

    Its not as epic as it could have been with real online map changeing, but we think this still will be a great project and wont stop until it is finished.
    Also we have some idea for an online based 'Arena' where you can compete with your Characters from your Singleplayer progress, to test your skills against other players.

    The good side on this one is, we dont have to care about trademark issues (at least for blizzard reasons), we dont have to care about map sizes (tons of custom models will be there :)) and we can be as rude or whatever as we want!

    2. - Gametype - First Person/3rd Person Shooter!

    We Decided to create this game as a FPS/3rdPS. nothing much to say about this deceision, we just thought that we cant create an rpg like this with an top-down view from an RTS game like StarCraft2.

    3. - Skills, Leveling and Experience

    We dont have much on this topic to reveal right now, except that we are going to use a very own kind of experience gathering (Percentage based Only, Infos on that will follow 'soon') the Skills System will be like known from serveral other RPG´s (MassEffect2, Alpha Protocol) and The Leveling in general wont make you the UberSoldier to defeat the goa'ould like nothing, even if you are on Level 200. (just an example, no levelcap known yet.)

    Ingame Progress!

    We have models and very skilled terrainers, so lets have a look at some of their work!

    Models:
    We have all models we need, we are able to import them into StarCraft2 - but its like a puzzle on some of them, so these pictures wont show completed models, just parts of them.

    http://img522.imageshack.us/img522/2720/terrain051.th.jpg http://img529.imageshack.us/img529/1739/terrain058.th.jpg http://img694.imageshack.us/img694/5787/terrain059.th.jpg http://img832.imageshack.us/img832/9479/terrain057.th.jpg

    Terrain:
    Fans of the Stargate Franchise know Places like the Alpha Site, and now we will show you the first looks at the nearly finished Alpha Site terrain, as well as the latest SGC Redesign! (SGC pretty old, redesigned - no custom models in them yet)

    (rightclick -> show graphic to view full size)
    http://static.sc2mapster.com/content/attachments/7/450/Terrain_0053.jpg

    http://img715.imageshack.us/img715/408/terrain002u.th.jpg

    Icons:
    We have an very talented 2D Artist aboard, that made us some Icons for several Ingame things lately, and we want to show you some of them too!

    http://img841.imageshack.us/img841/6785/airfiltrationsystemjpgm.pnghttp://img714.imageshack.us/img714/1466/battlevestjpgm1.pnghttp://img15.imageshack.us/img15/6862/environmentalsuit3jpgm1.pnghttp://img215.imageshack.us/img215/572/goauldscangrenadejpgm1.pnghttp://img823.imageshack.us/img823/9177/sodancloakingdevice2jpg.png

    ----------

    Thats all for now!

    i hope anyone who likes this project and wants to see it finished forgives us for the very late update, but we will try to bring more of them now as soon as we have new stuff to show.

    and we are still recruiting! triggerer and data editors (effects) needed!

    kind regards, PatchOne

    Posted in: Team Recruitment
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    posted a message on SC2 Localizer

    hey xhatix.

    uhm i had some weird problems with your tool.
    i used it to localize my TankDef2.0, and its weird but that totally destroyed the map.

    after i published it the map wasnt playable anymore, trigger didnt worked or did other stuff they shouldnt do.

    so i dont know if this issue is already fixed, but a friend told me as well that he had the same problems with a newer version of your tool.

    hope you can fix that...

    Posted in: Third Party Tools
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    posted a message on "Nazi Defense" - allowed?

    okay well..

    what matters is the shape of that swastika actually...
    lets say i name the map "yxz td" and the map looks like this
    http://img156.imageshack.us/img156/9822/haken.png

    that would work, right?

    Posted in: Project Workplace
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    posted a message on Waterworks [Multiplayer FPS-deathmatch map]

    wow, amazing work!

    imho this is the first real nice looking fps/3rdps for sc2 made so far.

    keep up the work, just cant wait to play it!

    Posted in: Project Workplace
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    posted a message on "Nazi Defense" - allowed?

    hey everyone.

    i have this question, because its unclear for me as a german player, if this could be allowed or not.

    in germany this stuff is highly forbidden - its ridicolous i think, but the germans are just idiots on stuff like this..

    back in broodwar, there was a defense map called "Nazi Defense".
    a big swastika, 4 players on every end and one in the middle - flying enemies coming in waves, etc.etc...
    probably some of the oldschool ums players know that map, and it was always fun!

    well im recreating oldschool maps, and thought if this actually would be allowed and also accepted?

    im pretty sure "Nazi Defense" as name wouldnt be possible due to publishing restrictions, but i would rename it to "Natz-Sie Def" (means smth like "own them" in german)
    also the gigantic swastika would look a lil bit different but it would definitly remind the players on the old game.

    what do you think? is this acceptable? or a absolute no-go?
    would a project like this be possible on sc2mapster?

    Posted in: Project Workplace
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    posted a message on any way to disable this "refreshing" on Data Editor?

    oh my god, this is sooo much better, thats what i was looking for. thanks!

    Posted in: Miscellaneous Development
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    posted a message on any way to disable this "refreshing" on Data Editor?

    hey guys, im actually so hard pissed while using the GE, i stop every 5 minutes because auf enrage.

    with patch 13 the look of the data editor changed, its kinda nice and way more well arranged than before, but its like impossible to work with it.

    if you change a value, if you add an effect or whatever you do, the complete editor site refreshes and brings you back to the first site of the selected data type.
    some values are actually non-changable, because if you try to add a value like 0.25 it just refreshes after the 0 and you can not anything behind that.

    is there any way to disable this stupid stuff? anyone worked something out for it?
    how are you guys working with it? i go enrage every 5 minutes using the GE atm :S

    Posted in: Miscellaneous Development
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    posted a message on Unpolished maps ?

    just fyi, it does not have to be an us -> eu port for missing localization.

    the localization of GE is fucked atm, so even if a german client publishes a map, noone else except german clients have localization.

    Posted in: Miscellaneous Development
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    posted a message on Map Changing - anyone successful?

    Hey people.

    my question is, did anyone already successfully changed the map on a published game?

    i wonder how this could possibly work?
    i mean, on the local testing, you just enter the map´s name like its called in your SC2 directorys map folder.

    but on a published map.. how will that work?
    i tried (yeah, i know it makes no sense) loading the map out of the maps folder - and it did not work.
    also tried loading a map by its published map name - also did not work.

    anyone tried this? ideas on how this could work actually? (probably disabled in beta?)
    and also, will multiplayer loading work with this?

    Posted in: Miscellaneous Development
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    posted a message on TankDef 2.0 Balancing issues

    hmm anyone else with other ideas?

    i know, divifing it could possibly fix it, but it just sucks.

    i tried to implent it now as "overall kills" like, if all player together made 40 kills, spawn 1 zealot for everyone.

    this simply sucks.

    i start getting crazy about this issue, seriously.. i need a fix for it, but i cant find it.

    if anyone would play the game (if he has not already) and help me figuring out how to make the game balanced and not boring..
    my head is exploding because i hate this issue like nothing else right now.. ah well, i hate GE more, these stupid refreshes while changing values in the DataEditor.. GRMPF..

    Posted in: Project Workplace
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    posted a message on Where are downloaded maps located?

    at the moment it definitly looks like.

    like i said, i have my tankdef, its public atm with a own game variant and everything works fine - if i republish it locked, no matter what else i set up (public, private, game variant changes etc.) its not posible to open the map.

    and like i mentioned, also manually added localization is gone.

    Posted in: General Chat
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    posted a message on Where are downloaded maps located?
    Quote from ZeroAme: Go

    @BeLugh: Go

    make sure your setting the game type, at first i thought i couldnt host games either but then once i set game type the open to public button opened up

    that does not matter, making your map "locked" definitly prevents you from hosting it public.
    i tried it just a hour ago.

    Posted in: General Chat
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    posted a message on TankDef 2.0 Balancing issues

    Hey everyone.

    You probably played my map, available on the EU bnet servers, TankDef 2.0.

    for those people who did not played it yet, its simple...

    a line from top to bottom, 4 players on the lines sides (2 each).
    they defend the line with tanks, enemys come from top and bottom.
    for kills they get zealots, that are spendable to get minerals - 1 = 10, 2 = 30, 3 = 60, 4 = 90, 5 = 130, 6 = 180.
    also for 150 minerals the player can buy a scv and harvest from a far away placed mineral patch. (i will implement a next level timer as soon as the first player gets his scv)

    the game is actually hardly imbalanced.
    the waves are kinda fine, but the money income is not.
    if you focus fire on low-hp units, and inside a pack of units you get extremely fast kills and also zealots, also you are able to steal your "opponents" (well the guy on the line´s other side) kills, and make the game totally non-balanced.

    your kills grow up to 500 or more, while others will have like 80 if theire lucky. you have about 6 zealots every round, and every player plays for his fun, so he wont give some of them to others :/

    i absolutley have no damn clue how to balance this.

    i thought about checking on each wave, if there is a player with x kills (x would have to exceed a limit) he either gets no zealots for x minutes/waves/kills or other players get randomly his zealots.

    the first thing would also disturb the games balance, because it makes no sense that the guy who makes all the kills gets no zealots.. the low kills players have no advantage from that because they wont have more kills due to that either.

    the second could work, but probably would make the game very boring.. wouldnt it? there is probably another way..

    does anyone have any ideas for this one? i really hate my own map atm :(
    if someones coming up with a good solution, he gets some ingame credit :P

    thanks!

    Posted in: Project Workplace
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