Doodads are everything you need for nice looking stairs (oh and time).
More creative stairs can be done with pure terrainheight (and without cliffs) though.
I'll have to look up which doodads I used in that specific case, the map is rather old.
exactly, stonebase, one could build whole towers out of it but it has one problem it seems, it messes up unitheight, though this is mainly important for shooter maps.
Oh and for normal steps:
And those work just like a ramp instead of real steps :P
Stairs? easy, even with real steps ingame like shown in this screenshot, the units really take every step, looks iffy but works ;)
Oh and another nice terraining trick for more details is also shown in the screenshots.
Stair pics are from an old temple/jungle themed map, the other stuff is some trying around for the real new stuff I'm working on now :)
Project Vector is currently in a reorganisation phase as we had some trouble to go on with the project. After this is done we'll search for alot of help to bring vector to life in all it's glory and full campaign.
Vector is not a bnet project though, thats just not possible with this kind of content we're trying to do. (fully voiced, if possible with alot of custom assets)
Think of it as a completly new game!
Project Vector is primarily planned as single player mod with a whole campaign. After alot of problems in RL progress slowed down alot, that's why there is no new development footage. Though Vector is not really starcraft at all (aside from engine and assets ;) ). After the recap is done internally we'll start searching for help in nearly all departments of development.
Pretty easy anwser: scaled cellblocks, that's all. Of course they are placeholders if me manage to find the right persons for our team, but currently it's all about creativity how to use certain doodads to create the illusion of a ceiling ;)
oh and what you've seen from malu is more likely a demo yes, we're trying to put in alot of details to the ceiling because that adds claustrophobic atmosphere too, like pipes, cables etc.
And Ruins is mainly a conceptmap for an even bigger project, which in case it works out... is only the multiplayerpart of an even bigger bigger project... yeah, I believe you get the idea :)
But that's exactly why we need more manpower, for this early phase an expert in data would be soo awesome. Later on we surely need other positions too, most likely an animator of course.
I've tested vector with malu on bnet yesterday and we got absolutely no problems with lag. Somehow I even believe it got even better since most of the triggers and additional data are stored in seperate mods.
'Ruins' is currently subject to redesign (me) and gameplayenhancement (malu). It will be a fullworking prototype for our singleplayer game Project:Vector (will be delayed a bit but the corecomponents will be developed) and another yet unannounced mod project in cooperation with the TSOF team ;-)
Oh and when it's released and if it's working as it should... then i wish you alot of fun and sleepless nights while you wait for the real Mods :D
Two things I would like directly linked to our own project:
- We want mapchange already! Otherwise it's just not possible to progress through maps like in a campaign or even a RPG, neither via Bnet nor locally.
- Let us use more space for modfiles on bnet or make it possible to store modfiles locally and still use them (needs some protection though) in bnet. This would enable us to go fullscale with a project like Vector and design a whole singleplayer game (or multiplayer if it's usable thorugh battlenet) with full art and sound, not limiting us to the small storage provided to us.
- oh and yea, most of the things already mentioned too
PS: maybe make it possible to create a developerteam right in Bnet, either giving them additional space or sharing their own (bigger team -> more space for a single project) and of course give that team some kind of unique ID, this way it doesn't matter who uploads what -> teamwork works \o/
The video is more a techdemo to show the progress that has been made the last three days and to get the chance to find some more people who want to support this project. The story in there, the layout, the voiceactors, the graphics... everything is not final yet, but some of the criticism here will be used already so thanks therefor :)
As i said, it's a prototype, in the final product there will be much more details on those quests and many many more of them. We're still discussing a reputationsystem so any interaction with npc's and or their properties will have influence on their standing towards you... which will then lock or unlock quests, give you a discount etc.
The videoproblem yeah, it's youtube, they haven't finished encoding yet so you can't use the embedded video, simply watch it on youtube!
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Let's see what I can learn from it and let it help me with my new project. :)
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@zeldarules28: Go
got me :)
Doodads are everything you need for nice looking stairs (oh and time). More creative stairs can be done with pure terrainheight (and without cliffs) though.
I'll have to look up which doodads I used in that specific case, the map is rather old.
Edit: Steps (Ground Props (MarSaraGroundProps) Variation 1)
Walls to cover terrain at the edges (Rubble Wall Corner)
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@Nebuli2: Go
exactly, stonebase, one could build whole towers out of it but it has one problem it seems, it messes up unitheight, though this is mainly important for shooter maps. Oh and for normal steps:
And those work just like a ramp instead of real steps :P
0
Stairs? easy, even with real steps ingame like shown in this screenshot, the units really take every step, looks iffy but works ;) Oh and another nice terraining trick for more details is also shown in the screenshots.
Stair pics are from an old temple/jungle themed map, the other stuff is some trying around for the real new stuff I'm working on now :)
0
Just as little appetizer towards the atmosphere, hopefully the whole game will feel that well at the end.
0
STATUS UPDATE:
Project Vector is currently in a reorganisation phase as we had some trouble to go on with the project. After this is done we'll search for alot of help to bring vector to life in all it's glory and full campaign. Vector is not a bnet project though, thats just not possible with this kind of content we're trying to do. (fully voiced, if possible with alot of custom assets) Think of it as a completly new game!
0
Project Vector is primarily planned as single player mod with a whole campaign. After alot of problems in RL progress slowed down alot, that's why there is no new development footage. Though Vector is not really starcraft at all (aside from engine and assets ;) ). After the recap is done internally we'll start searching for help in nearly all departments of development.
0
@Danielgwj: Go
Pretty easy anwser: scaled cellblocks, that's all. Of course they are placeholders if me manage to find the right persons for our team, but currently it's all about creativity how to use certain doodads to create the illusion of a ceiling ;)
@Bronxsy: Go
oh and what you've seen from malu is more likely a demo yes, we're trying to put in alot of details to the ceiling because that adds claustrophobic atmosphere too, like pipes, cables etc.
0
@Gorandor: Go
And Ruins is mainly a conceptmap for an even bigger project, which in case it works out... is only the multiplayerpart of an even bigger bigger project... yeah, I believe you get the idea :)
But that's exactly why we need more manpower, for this early phase an expert in data would be soo awesome. Later on we surely need other positions too, most likely an animator of course.
0
@progammer: Go
oh, regarding the map... pretty easy answer, i haven't finished it yet ^^
@avogatro: Go
I've tested vector with malu on bnet yesterday and we got absolutely no problems with lag. Somehow I even believe it got even better since most of the triggers and additional data are stored in seperate mods.
0
'Ruins' is currently subject to redesign (me) and gameplayenhancement (malu). It will be a fullworking prototype for our singleplayer game Project:Vector (will be delayed a bit but the corecomponents will be developed) and another yet unannounced mod project in cooperation with the TSOF team ;-)
Oh and when it's released and if it's working as it should... then i wish you alot of fun and sleepless nights while you wait for the real Mods :D
0
Two things I would like directly linked to our own project:
- We want mapchange already! Otherwise it's just not possible to progress through maps like in a campaign or even a RPG, neither via Bnet nor locally.
- Let us use more space for modfiles on bnet or make it possible to store modfiles locally and still use them (needs some protection though) in bnet. This would enable us to go fullscale with a project like Vector and design a whole singleplayer game (or multiplayer if it's usable thorugh battlenet) with full art and sound, not limiting us to the small storage provided to us.
- oh and yea, most of the things already mentioned too
PS: maybe make it possible to create a developerteam right in Bnet, either giving them additional space or sharing their own (bigger team -> more space for a single project) and of course give that team some kind of unique ID, this way it doesn't matter who uploads what -> teamwork works \o/
0
@zeldarules28: Go
the global light is really dark, most of the rooms are lighted by omnilights which can be scaled :)
0
The video is more a techdemo to show the progress that has been made the last three days and to get the chance to find some more people who want to support this project. The story in there, the layout, the voiceactors, the graphics... everything is not final yet, but some of the criticism here will be used already so thanks therefor :)
0
As i said, it's a prototype, in the final product there will be much more details on those quests and many many more of them. We're still discussing a reputationsystem so any interaction with npc's and or their properties will have influence on their standing towards you... which will then lock or unlock quests, give you a discount etc.
The videoproblem yeah, it's youtube, they haven't finished encoding yet so you can't use the embedded video, simply watch it on youtube!