The map is now available in a early build on battle.net (EU, under the name Waterworks)
I will add the same build here later when i get some time to clean up the code and give out proper credits to the ones i have shared code with.
Have you gotten it to work online? If my own experience is anything to go by, I can't see how this map will be playable on B.net. (because of lag)
As stated in the main post i did try this out with 4 buddies online.
Today i had a chance to test the latest version with one from here and you do notice "slight" lag. But it does not affect the gameplay that much. Its still quite fun.
One of the multiplayer maps of my AC130K project turned freelance here this weekend. I had a chance to play this with 4 friends online and it was such as blast. So i decided to make it a project for it self.
This map is call waterworks. Its first person shooter, multiplayer deathmatch / team deathmatch.
None of my friends was online at the time of the recording so i had to place some dummies in just to give you an idea of how it works.
The third person view is also not available ingame, but this is just to show how it will look like for other players when you run around.
I have scrapped all the weapons from my previous demo (due to copyright reasons vs Battle.net) and will make my own some time.
hence:
I have added sight adjustment, so the camera will focus on what you are looking at (inspired by Crysis).
Ill add some more weapons and GUI soon, and release it here on sc2mapster.com
Well, i don't got it right here but just dump the list from sc2.exe using a debugger and look for "speed" (can't remember the exact name) there is only 1 argument which is speed (int) so it should be easy to find.
Its not that smooth, since it uses the global sleep cooldown.
Though i wondered if Starcraft 2 supports alpha in FLV files. That would make it possible to run them at 60fps.
In the current version i also got idle gun movement and turn left/right gun rotation. Looks very fluid, but not nearly as great as the real deal.
3rd mission is on the ground and in a helicopter. I needed some basic weapon controls with shot, aim-up and reload, so... went through and once again stole alot from some other games and im kinda pleased with the testing results. Note that this (map design) is only for testing purpose and is not going to be a part of the final version of the map.
So... anyway... here it is:
Ohh think i did put that one wrong...
With steal i off-cause mean using assets like models, sounds, sprites and music from games like Call Of Duty.
3rd mission is on the ground and in a helicopter.
I needed some basic weapon controls with shot, aim-up and reload, so... went through and once again stole alot from some other games and im kinda pleased with the testing results. Note that this (map design) is only for testing purpose and is not going to be a part of the final version of the map.
Some of you might allready know how to do this, but ive seen a few asking about it and you can't do it "out of the box" with the editor so i thought it would maybe be interesting for some.
So....
For my AC130 map i wanted to speed down during upgrade UI interaction and also during some cut-scenes (slowmotion/bullet time effect).
I was like super annoyed when i found out that blizzard have not included a function in the editor that allowed you to change the game-speed yourself.
You do have a option to set it to 5 predefined modes that are very close to each-other and is not very help full for anything beyond what they are being used for today (set normal playspeed).
I dumped a list of functions and found out that it is in fact supported.
The gamespeed is a fun function since gamespeed 1 is super super fast while gamespeed 4000 is super slowmotion.
(seem like it does not diplay properly here... try this one: )
Not "before" the release of the retail version.
The video you see is at this stage just scrap code. Much of it have been totally redone.
But look forward to 8 compelling singleplayer maps with a good story and 4 of thoes Co-Op multiplayer enabled.
3 diffrent aircrafts each with their own unique gameplay. And... well.. you'll see...
Hey malu05, long time no speak. How are ya mate? Good to see you still around. The project seems really good after watching that youtube video I'm impressed. I hope to try out the finish product soon :)
Ohh NiN.. did you change your messenger or? You seem impossible to get to. I have needed you some times or two.
Its awsome to see your work with the M3 (2.5 ) format, and darn good to see you too!
The black/white filter is possible with lighting - though I haven't experimented with doing it to units it can work. Let me get a working version up for you.
I did come up with something like that, but playing for longer periods it didn't work out that well. So now i use it for my night vision (press N to toggle it).
I thought about the whole thing with flying around and maybe during some missions play some other planes so that the view maybe were different from plane to plane.
Could be..
0
One of my friends wanted to be a part of the map, so i gave him his Nightelf (Grand Marshal: Selenez) [GM] Selenez
Some news chatter about the map...
Some Advertising is always good...
Didnt really like the original poster so i spiced it up with the "real" Nova
Still can't find it.
Well.. you can kill zerglings... there is not really any objectives in the game yet so its just kill till you get bored.
0
Ohh yes, how could i forget that... Such a awsome game.
0
The map is now also available here. (notice that this is only 2 days of work, so don't bug me up with any imperfection)
http://www.sc2mapster.com/maps/waterworks-deathmatch-tps/
0
The map is now available in a early build on battle.net (EU, under the name Waterworks) I will add the same build here later when i get some time to clean up the code and give out proper credits to the ones i have shared code with.
0
You can shoot anywhere you want. If you shoot towards the sky, well... you shoot into the air...
As stated in the main post i did try this out with 4 buddies online. Today i had a chance to test the latest version with one from here and you do notice "slight" lag. But it does not affect the gameplay that much. Its still quite fun.
0
Keep up the good work. This reminds me of the good old Lion King game in the last levels.
0
http://www.sc2mapster.com/maps/waterworks-deathmatch-tps/
One of the multiplayer maps of my AC130K project turned freelance here this weekend. I had a chance to play this with 4 friends online and it was such as blast. So i decided to make it a project for it self.
This map is call waterworks. Its first person shooter, multiplayer deathmatch / team deathmatch.
None of my friends was online at the time of the recording so i had to place some dummies in just to give you an idea of how it works.
The third person view is also not available ingame, but this is just to show how it will look like for other players when you run around.
I have scrapped all the weapons from my previous demo (due to copyright reasons vs Battle.net) and will make my own some time.
hence:
I have added sight adjustment, so the camera will focus on what you are looking at (inspired by Crysis).
Ill add some more weapons and GUI soon, and release it here on sc2mapster.com
0
@rrowland: Go
Well, i don't got it right here but just dump the list from sc2.exe using a debugger and look for "speed" (can't remember the exact name) there is only 1 argument which is speed (int) so it should be easy to find.
0
@saltygrapes: Go
That is so awsome m8. Such depth.
0
@Aenigma: Go
Its not that smooth, since it uses the global sleep cooldown. Though i wondered if Starcraft 2 supports alpha in FLV files. That would make it possible to run them at 60fps.
In the current version i also got idle gun movement and turn left/right gun rotation. Looks very fluid, but not nearly as great as the real deal.
0
Ohh think i did put that one wrong... With steal i off-cause mean using assets like models, sounds, sprites and music from games like Call Of Duty.
0
3rd mission is on the ground and in a helicopter. I needed some basic weapon controls with shot, aim-up and reload, so... went through and once again stole alot from some other games and im kinda pleased with the testing results. Note that this (map design) is only for testing purpose and is not going to be a part of the final version of the map.
So... anyway... here it is:
0
Some of you might allready know how to do this, but ive seen a few asking about it and you can't do it "out of the box" with the editor so i thought it would maybe be interesting for some.
So.... For my AC130 map i wanted to speed down during upgrade UI interaction and also during some cut-scenes (slowmotion/bullet time effect). I was like super annoyed when i found out that blizzard have not included a function in the editor that allowed you to change the game-speed yourself. You do have a option to set it to 5 predefined modes that are very close to each-other and is not very help full for anything beyond what they are being used for today (set normal playspeed).
I dumped a list of functions and found out that it is in fact supported. The gamespeed is a fun function since gamespeed 1 is super super fast while gamespeed 4000 is super slowmotion.
(seem like it does not diplay properly here... try this one: )
0
@WraithChaser: Go
Not "before" the release of the retail version. The video you see is at this stage just scrap code. Much of it have been totally redone.
But look forward to 8 compelling singleplayer maps with a good story and 4 of thoes Co-Op multiplayer enabled. 3 diffrent aircrafts each with their own unique gameplay. And... well.. you'll see...
0
Ohh NiN.. did you change your messenger or? You seem impossible to get to. I have needed you some times or two. Its awsome to see your work with the M3 (2.5 ) format, and darn good to see you too!
I did come up with something like that, but playing for longer periods it didn't work out that well. So now i use it for my night vision (press N to toggle it). I thought about the whole thing with flying around and maybe during some missions play some other planes so that the view maybe were different from plane to plane. Could be..