I've been hard at work on power level overwhelming v2 since Blizzard Fixed the crashing to desktop with my map in a recent patch. I've been working the last month or two on it and I've got a brand new UI. The new UI features a 'quick command card' which is context-sensitive based on the current player's state (power beam, airborne). There is also a new health bar and ability casting bar. It looks way better in motion but here are some screens.
Power Beam, which is now controlled by moving the mouse.
Airborne, players can now easily left click to land.
New Cast Bar Shows Progress of ability use (lower right)
Improved Cleaner Skill Selection
You'll notice that the UI is colored based on the team, and the player is currently on the blue team.
I will def. try to attend the mod tools panel. I don't know what questions to ask though because usually the answer on stuff is pretty obvious or 'we're looking into that'. Unless you want to go up and ask a question as a feature request which is kind of lame.
Edit: Unless we get new info on the map market place, def. can ask some questions on that.
I just wanted to mention that me and Sixen just released an iphone app for d3 :D
Search for 'diablo iii armory' on the app store if you got an iPhone! Feedback/bugs is appreciated. Thanks guys.
Still deciding on whether to do an android version... since neither of us are experienced in that area atm... and waiting to see how successful this first app is.
Just tried the app, looks nice. I like how you can save the builds.
'Power Level Overwhelming' Mod is looking for experienced model and texture editors. The mod would benefit from customized models and textures to increase the unique feel. Currently, I'm the only one on the project handling triggers/data/terrain. The project needs additional help by someone who can handle implementing custom art / modifying existing art on their own and collaborate with me by sending the artwork. There is creative freedom for which models are updated and how as long as it fits with the theme and makes sense with the gameplay.
Basically, the main thing that needs customization is the heroes - since they're the focal point. I don't plan on having TONS of heroes like DoTA or LoL, I'm keeping the count low and significant. Right now I'm using stock Dark Templar, Queen, High Templar, Infestor, Lurker, and Prison Zealot models. You could do something as simple as adding Ginyu Force style armor to stock models like his picture - http://images.wikia.com/dragonball/images/c/c4/TheGinyuForceDBK02_.png, or something more ambitious. For infestors and lurkers, you could make pads on their back or sides. If you're interested, you could start with a single test model and work from there. If you had other ideas on how to make them look anime-like or dragon-ball like I'm all ears.
is it possible to create sc2 ai in cplusplus (like bwapi for sc bw)?? dont like working in galaxy + editor and want to use visaul studio and cplusplus! pls dont say things like: why? u can use galxy or stuff like that. just want to know if there is a possiblity.. thx a lot.
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Having played both DOTA 2 and Blizzard DOTA, I actually prefer Blizzard's unless I plan on playing 2-3+ games a day, where I want lots of depth.
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@progammer: Go
Yea people were booing that guy at the panel.
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Somehow managed to squeeze in like 5 or 6 Blizzard DOTA games, will do a write up soon.
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I'll be there, and def. be present at modding panel.
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I was wondering if this could be from the robotics bay, like a reaver 2.0.
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Actually trenched on xbox arcade is a 3rd person TD and has been out for a while.
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WORK IN PROGRESS
I've been hard at work on power level overwhelming v2 since Blizzard Fixed the crashing to desktop with my map in a recent patch. I've been working the last month or two on it and I've got a brand new UI. The new UI features a 'quick command card' which is context-sensitive based on the current player's state (power beam, airborne). There is also a new health bar and ability casting bar. It looks way better in motion but here are some screens.
Power Beam, which is now controlled by moving the mouse.
Airborne, players can now easily left click to land.
New Cast Bar Shows Progress of ability use (lower right)
Improved Cleaner Skill Selection
You'll notice that the UI is colored based on the team, and the player is currently on the blue team.
PLO is still recruiting texture + 3D artists here: http://www.sc2mapster.com/forums/general/team-recruitment/26004-power-level-overwhelming-models-textures/#p1
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I will def. try to attend the mod tools panel. I don't know what questions to ask though because usually the answer on stuff is pretty obvious or 'we're looking into that'. Unless you want to go up and ask a question as a feature request which is kind of lame.
Edit: Unless we get new info on the map market place, def. can ask some questions on that.
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Just tried the app, looks nice. I like how you can save the builds.
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Good luck. I'm basically doing the same thing with Power Level Overwhelming, just no API.
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@Bibendus: Go
I though it was a mishap of not converting between metric and imperial.
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Loading Units with many abilities in Data Editor Module is much faster. Loading multiple rows in data editor is also faster.
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'Power Level Overwhelming' Mod is looking for experienced model and texture editors. The mod would benefit from customized models and textures to increase the unique feel. Currently, I'm the only one on the project handling triggers/data/terrain. The project needs additional help by someone who can handle implementing custom art / modifying existing art on their own and collaborate with me by sending the artwork. There is creative freedom for which models are updated and how as long as it fits with the theme and makes sense with the gameplay.
Currently, the mod is under heavy redesign, but to get an idea of how it works, check out the project page - http://www.sc2mapster.com/maps/power-level-overwhelming/
Basically, the main thing that needs customization is the heroes - since they're the focal point. I don't plan on having TONS of heroes like DoTA or LoL, I'm keeping the count low and significant. Right now I'm using stock Dark Templar, Queen, High Templar, Infestor, Lurker, and Prison Zealot models. You could do something as simple as adding Ginyu Force style armor to stock models like his picture - http://images.wikia.com/dragonball/images/c/c4/TheGinyuForceDBK02_.png, or something more ambitious. For infestors and lurkers, you could make pads on their back or sides. If you're interested, you could start with a single test model and work from there. If you had other ideas on how to make them look anime-like or dragon-ball like I'm all ears.
If you're interested, send me a PM
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No. Read the BWAPI FAQ.
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Killing demons just in time for Christmas/Hanukkah/Etc.