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    posted a message on Starcraft 1 / brood war campaign ?

    Sorry if this is a really late reply, but have you heard of Starcraft: Reborn? ;)

    SC: Reborn website

    SC2Mapster - SC: Reborn thread

    SC2Mapster - SC: Reborn recruiting

    I know we haven't shown a lot of our progress on our website or elsewhere, but believe me, we've gotten quite a lot done on most of the Episode I missions.

    We're currently looking for more people to join on the team. If you're interested, go to our website and go to Join ;)

    Posted in: General Chat
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    posted a message on Starcraft 1 Remake Team

    Just wanted to tell you all, we have a new web domain: http://sc-reborn.com/

    Check out the Media section to see some screenshots of the second Episode I mission we're working on, Wasteland ;)

    We are also now looking for new team members. Click the Join button if you're interested in joining.

    Posted in: Project Workplace
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    posted a message on Civilization: Starcraft

    Hi there everybody.

    Well I've had a lot of ideas for maps, but this would be one I'd love to see. If anyone is familiar with the Sid Meier's Civilizations series, then you should have an idea of what I'm talking about. A turn-based strategy game where your goal is to conquer the world. You'd pick a civilization (Americans, Aztecs, etc.), leader, build cities, armies, improvements (city improvements, wonders, farms, etc.), advance in technology through the ages, etc. I had wanted to work on a Starcraft mod for Civilizations IV years ago, but there was little interest from the Civ community. With the robustness of the Starcraft 2 Editor, I could see such a map being done well.

    Anyways, the Starcraft universe, Civilization-style, would have to be done a bit differently.

    The Map: The Civilization games only really deal with conquering a single world, and the Starcraft series takes place in the whole Korulu Sector. Would this map just focus on a single planet? Or perhaps the whole Koprulu Sector and be done similarly to the Final Frontier mod, a mod that came with the Civilization 4: Beyond the Sword expansion pack. The former would have more of a focus on ground warfare, the latter a focus on space warfare. A good hybrid of the two would really be good. How cities would work would be directly influenced on whichever map-type is decided on.

    Civilizations: I could see this done in one of two ways. Have Terran, Zerg, and Protoss as the civilizations, or go in a far-less broad manner: Terran Confederacy, Kel-Morian Combine, Umojan Protectorate, Sons of Korhal/Terran Dominion, Raynor's Raiders, United Earth Directorate, Zerg Swarm, Khalai Protoss, and Dark Templar. I'd suggest the latter. Being able to pick leaders would also be really fun, but working in traits for the leaders would be very important to add, and maybe unique units (although there would need to be 3 different tech-style trees for the 3 races), if such a map is to keep to the spirit of the Civilization games.

    Technology / Eras: The only really fleshed-out eras are the Guild War Era, Great War Era (Starcraft 1), Brood War Era, and Starcraft 2 Era (obviously would need a better name). And even then, how would playing the Zerg work in the Guild War Era? Maybe just start with the Great War era. Or perhaps do technologies in a completely different way.

    Anyways, what is everyone else's thoughts here? I hope there are some Civilization fans here in the SC2Mapster community! I'd love to see such a map come into being some day :)

    Posted in: Project Workplace
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    posted a message on TwistedMetal/vigilante 8 game

    Ok, with the announcement of a new Twisted Metal game for PS3 at E3, it makes a Twisted Metal map seem all the more pertinent now :P

    Posted in: Project Workplace
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    posted a message on TwistedMetal/vigilante 8 game

    Oh MiketheSspike, also wanted to mention that the current version of your map could definitely use some acceleration/deceleration when you're moving your vehicle. Steak Racing would be a good base to use imo. Also it'd be very nice to be able to back up with vehicles.

    Posted in: Project Workplace
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    posted a message on TwistedMetal/vigilante 8 game

    Hey MiketheSspike,

    I've wanted to make a Twisted Metal style map as well. Here were some of my ideas:

    STORY

    It is four years after the Brood War, and the galaxy is slowly rebuilding. All seems to be going well until Kerrigan, the Queen of Blades, re-merges to finish the job ... or start a demolition derby. Yes folks, Kerrigan is back in the spotlight of the Koprulu Sector, starting a competition known as Twisted Metal. Her powers have grown in her time of rest. So much so, that she says she can grant any person's wishes. And that's the prize: last man standing gets to have a single wish of theirs come true!

    CONTESTANTS

    MR GRIMM (Jim Raynor), Vehicle: Vulture Hover Bike. Story: Raynor is a man of action known throughout the Koprulu Sector: the people's man, rebel crusader, and leader of Raynor's Raiders. However, there is a darker side. A lust for vengence. He has only one wish in mind: the death of Kerrigan. If winning this twisted competition means a chance to get some face to face with the queen bitch of the universe, he's game. Special: Spider Mine

    THUMPER (Ian Thompson), Vehicle: Hellion. Story: 19:23:47 Korhal - Mengsk Opera House. Ian Thompson and his wife, Debra Thompson, were your average couple, a single gunshot to the heart would change that. It was all over in a flash as Debra's bleeding body hit the ground. The killer was never found. Ian gave into drinking and drugs to take the pain away, but it wasn't enough. Now with talk of a competition with the grand prize of a single wish, he may get a chance to hold his wife in his arms once more. What does he have to lose? Special: Infernal Flamethrower

    WARTHOG (Private Armstrong), Vehicle: Crucio Siege Tank. Story: All it took was one wrong shot, and bam, all was lost. Everyone makes mistakes, right? Well did your one mistake end in the loss of your entire platoon? Hope not, because Armstrong carries that burden daily. This ex-Confederate private has wished his whole life that he could go back to that one moment and change everything. That chance just might show itself. Special: Shock Cannon

    (I have some other ideas, really depends on what vehicles come in the editor. Also for a map like this, I think it may be best to stay away from mech vehicles. Stick with Wheeled and Hover vehicles)

    LEVELS

    (I think this map should have several "levels" to choose from, or even have a campaign mode where the player has to destroy all the other contestants before proceeding to the next)

    TARSONIS: STADIUM, Similar to the Arena level in Twisted Metal 1, a nice small and personal 1v1 level.

    MAR SARA: DUSTBOWL, A desert wasteland with some civilian huts here and there.

    AIUR: PROVING GROUNDS, Just as the rest of Aiur, this dilapidated region has destroyed Protoss structures and some Zerg activity. A massive temple could be in the center, and could be enterable.

    BRAXIS ALPHA: SPACE PLATFORM, Although there are gravity generators along the perimeter of the platform, gravity here is a little quirky. Not to mention that driving off the perimitter will have your vehicle instantly destroyed from the space pressure!

    KORHAL: ROOFTOPS, Remember the rooftop levels in the Twisted Metal games? Twisted Metalcraft could use one of its own!

    CHAR: HIVEMIND, The center of the Zerg hive structure on Char. Not a very friendly place.

    (Game should have several other levels)

    I did try out your map in its current state. Its good, but does/will need a few thinks:

    - A window that shows the current weapon you have selected

    - Crashing: Will probably take a lot of triggering/scripting, but I hope you can find a way so vehicles can crash into objects (be it buildings, other vehicles, etc) and takes damage. It doesn't help that the unit pathing AI doesn't respond well when a unit is near an impassible object or a cliff (just turns your unit around).

    - Falling physics: Again, another big obstacle. When a vehicle is near a cliff, it should be able to fall down to the next level. Physics like this would be especially useful if you want a type of rooftop map.

    I wouldn't consider myself great with the editor, but I could try and help with what I can.

    Posted in: Project Workplace
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    posted a message on Starcraft 1 Remake Team

    The SC1 Remake team now has a homepage and a new name for our project:

    Starcraft: Reborn, check it out!

    Posted in: Project Workplace
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    posted a message on Galaxy Editor: In-game Textbox

    Is there a specific trigger for adding a textbox in-game? Or would it require Galaxy language coding? I want the player in my Zergomon map to be able to input the name of their Marine and Rival character.

    Posted in: Miscellaneous Development
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    posted a message on Starcraft 1 Remake Team
    Quote from ilikeitontop: Go

    @NamesAreUseless:

    I'm not sure if you figured out how to check count of buildings.

    In sc1 there was a trigger called Player Commands X of UnitType Anyways in sc2 it does not exist by default

    I remade it though it my lib. If download appears to bring up some page with a lot of text you may try doing a right click save as. (Lib is in the sig). I know the download works. Hope it helps. Lot easier than recoding it every time you need it.

    Hey thanks for the lib file ilikeitontop. I will take a look at it.

    Quote from Aenigma: Go

    Will you be including the Cerberus missions from the Starcraft 1 demo? I loved those missions.

    Well our plan is to create Episodes 1-6, Loomings (precursor campaign), Enslavers 1 & 2, and the Stukov Missions. So to answer your question, yes ;)

    Right now we're focusing on Episode I. Do keep in mind that we're kinda limited until the release of SC2 comes with many units like the Firebat, Wraith, etc. which will be imperative for this mod.

    Posted in: Project Workplace
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    posted a message on Zergomon!
    Quote from ilikeitontop: Go

    I'd definitely boot up Brood War and check out the Pokemon maps. I have definitely seen some decent maps. You could go pretty far with the idea though. Since you can alter pretty much anything

    Oh believe me ilikeitontop, this editor is a x1000000 more powerful then StarEdit ever was.

    Quote from Vlaeder: Go

    Ooh, if you do this, can I help with making some Zergomon(s?)? -begins making random zergomon in the data editor-

    Thanks, I appreciate wanting to help with this, but right now I'm most concerned with working on getting a turn-based system working (along with making ALL attacks Ability-based) along with a random encounter system. Theres a FFXIII map which is working with some of the same goals in mind on this forum as well. Anyways, each ability should only have a certain number of uses (Power Points (PP) from the Pokemon games) and none should use Energy. Also Zergomon shouldn't need their Attack, Move, Stop, or Hold Position actions. When a Zergomon uses an ability such as Claws (how it'd attack in-game), then it should run up to the enemy Zergomon, attack once, and then move back to its original position.

    Oh and don't worry about Zerg ideas Vlaeder. I plan on using as many Zerg units as I can as Zergomon. I think some evolved forms (such as Zerglings into Banelings) will be quite obvious, but there are some original evolution ideas I have in mind (like Infested Terrans evolving into those infested four-legged Terran (which they called centaurs) that we've been told about in one of the campaign maps). And yeah, I plan on using SC2 Zerg units, as well as SC:BW Zerg units that will appear in the editor (although looking through Assets/Textures at unit buttons, I'm not finding classic Zerg units such as Defilers, Devourers, etc. :() and campaign Zerg units that'll appear in the editor when the game is released. I'm creating a Zergodex and have come up currently with 34.

    Anyways, send me a PM if you're still interested. I could send you my EXTREMELY WIP map (unfortunately its not much right now) and my list of Zergomon with attack moves I've thought of so far.

    Quote from Hartgarde: Go

    Oh Lord. -eyes sparkle-

    Please consider a Digimon-themed map instead. The intensity of it.. the.. omfg... Metalgreymon, Veemon, Phantomon! Also, I'd have to agree with Vlaeder.

    Good luck!

    Only problem is I'm not a Digimon fan (I owned one of those little Digimon digipets when they were popular in Elementary School, but that's about it). My childhood was Generation I Pokemon. I want to model this map after Pokemon Red/Blue/Yellow, hopefully including random Trainers popping out of nowhere with cringe-worthy dialog, an asshole rival, gym leaders, etc. but all in a Starcraft style ;)

    Posted in: Project Workplace
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    posted a message on Zergomon!
    Quote from Aenigma: Go

    Sure, Zerg are cute and cuddly, but the similarity to Pokemon doesn't go much farther than that. I do imagine that there will be a hundred+ pokemon related maps made within a week of the game being released, though. :p

    Yeah there might be a million Pokemon maps, but perhaps not SC-themed ones :P

    Anyways, at the very least, I can make a nice template map for future turn-based animal catching RPG maps.

    Posted in: Project Workplace
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    posted a message on Zergomon!

    So I was playing around with the Editor recently and I just had the greatest idea for a map ... Zergomon!

    Zergomon would be a turn-based (or perhaps real-time based) RPG much in the vein of the Pokemon games. Only you'd be catching Zerg instead of Pokemon. Catch them, train them, evolve them, battle other would-be trainers (NPC and other player characters), explore the dangerous world of Char, etc.

    Story:

    The Zerg have caused wanton destruction throughout the Koprulu Sector. Although psi technology has been used in the past to somewhat maneuver the creatures, a new technology has been created by the Umojan Protectorate to catch the Zerg and bring them under control: the Zergball! With this new technology, the Umojans have called out for Terrans across the sector to become Zergomon Trainers!

    In comes you, the lowly SCV pilot. Never have you amounted to anything in your life, but the call to become a Zergomon Trainer has piqued your interest. You have come to Char to prove yourself. Catching Zergomon, trading Zergomon, battling other Zergomon Trainers ... you'll face many challenges across the way, but perhaps one day, you may yet prove to be the greatest of all Zergomon Trainers, and become a Zergomon Master!

    Anyways, that's the basic concept. Unfortunately I can only really think of maybe 25 Zeromon in total right now, which is a bit low (thankfully there will be much more Zerg units come release day of WoL to use for such a map). This would be a very large project, and I really don't know if I could devote the time necessary for it (working on the SC1 Remake mod). I just wanted everyone here to hear out my idea and throw out some ideas of their own. Who knows, the skies the limit!

    Posted in: Project Workplace
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    posted a message on Custom Decals
    Quote from Sixen: Go

    The decal file size is 256x256??? That' can't be right, that's tremendous. You sure about that?

    Yep I am. I checked Textures in the Data Editor, all the decals appeared inside, and when I double click on any of them, I see the decal image along with its image size (256x256).

    Anyways, I hope someone figures out how to have custom decals assigned to players. In the meantime I'll keep trying to mess around with things and see if I can make that happen. Oh, and some kind of guide on alpha channels would be nice too :P

    Posted in: General Chat
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    posted a message on Custom Decals

    I hope this is the right place to ask this question.

    Anyways, I'm a member of the Starcraft 1 Remake project. Along with the goal of remaking the SC1 tech trees, we also wish to remake the campaigns. One of the great new additions in Starcraft 2 are decals ... but they're limited. EXTREMELY limited. I was hoping I could create all kinds of custom decals for these maps (decals of Confederate Squadrons, Protoss Tribes, etc.). I know that the SC2 release will include more decals (like Dominion and Alpha Squadron decals), but I doubt the game will include all the decals I'd like.

    Unfortunately I can't seem to find a way to have custom decals I've created show up in Decal within Player Properties. I've imported a .dds file that is 256x256, which is the file type and size of all the decals in the game.

    Also, if anyone knows how to make custom decals be team colored (as I have a feeling that even if I get my custom decal to work, it won't be team colored), then that'd be helpful as well :)

    Posted in: General Chat
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    posted a message on World of Starcraft - Public Engine Released
    Quote from SCMapper: Go

    Over the past couple of days, especially on HiveWorkshop I have seen an obscene amount of Starcraft ORPG's emerge, every one looking eerily similar to the last, my project has fallen under the same description and I have lost all enthusiasm in continuing it with so much of the same being made by talented individuals in other communities, I will be releasing what I have so far of my project for public consumption with hopes of people learning, and not just slapping their name on things already built. I will be working on a new original project that will hopefully push boundaries in a more creative manner. Enjoy Guys, give credit where credit is due if you use my stuff! :)

    Really? Did you NOT expect a ton of MMO-like RPGs to be created with the Galaxy Editor? If anything, I'd recruit those other ORPG mappers to join this project. This one has MUCH better ideas and is more thought-out then the stuff I've seen over at Hive Workshop. Heck, it might be a good idea for you to lend help to another RPG map maker trying to make something similar to this.

    Posted in: Trigger Libraries & Scripts
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