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    posted a message on Time to create Dark Swarm (Finished!)

    @AegisRunestone: Go If you're working on any other SC1 abilities, mind sharing them with the SC1 Remake team? ;)

    Posted in: Miscellaneous Development
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    posted a message on World of Starcraft - Public Engine Released

    Wow ... I was hoping someone would want to make such a project :D

    I'd like to see how an inventory system would work ...

    Terran: - A Soldier class would have a slot for different Light or Powered Combat Armor (be it any of the CMC armor suits, like the CMC-300 or any of the other models) along with weapon slots. - A Ghost class wouldn't be able to wear Powered Combat Suits like the Soldier class, but would be able to wield lots of Ghost-only gadgets. - Engineers wouldn't have much in the way of personal armor (possibly stuff like the CMC Light Combat Armor that Light Infantry in Starcraft: Ghost would've worn), but would be able to, like you said, get different vehicles, and also customize them with parts and weapons. - Maybe also some kind of Medic class, being able to wear Powered Combat Armor like the Soldier, but not many weapon choices (a Medic tree could be created for the Soldier class though)

    Zerg - An Infested class to represent an Infested Terran hero would probably have access to gear similar to a Soldier, but also some Zergy evolution parts. - I'm not really sure how Zerg hero units should work aside from an Infested Terran class. They probably shouldn't have much in the way of an inventory, unless they can receive body parts from fallen victims. I think some kind of Zerg class that could shift into different forms based on victims its killed is more Zerg-y, but I wanted to focus on inventory in this post and not classes right now. Save that for another post :P

    Protoss - Pretty much all classes would have access to Psionically-powered armor. Zealots (and possibly High Templar, but not as much as the Zealot) would get access to some heavy stuff, while a Dark Templar would get lower-end gear. I do think some classes like the Zealot could be able to take on a Dragoon/Immortal form upon death (following lore) and be able to get parts slots for these cyborg-forms (similar to pilots). How a cyborg-system could work I'm not sure.

    I would really like to see inventory worked in a possible next video. By the way is it possible for certain armors/weapons on the models themselves change with certain equipped items? Or could at least certain parts of one model (like a Warp Blade of a Dark Templar) be grafted onto another model (like a Zealot). It was possible in Warcraft 3, but it was VERY challenging I heard and equippable armor never came out looking good in Warcraft 3 with such a feature imo :(

    I have yet to see a downloadable SC2 map with an inventory system, much less one where models of inventory items would appear on the character with the items. You could be the first ;)

    Posted in: Trigger Libraries & Scripts
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    posted a message on Starcraft 1 Remake Team

    @MasterDinadan: Go You mean with modifying units, correct? Well we will need to recreate the SC1 tech tree and possibly create some unique units for the campaign. So yeah I will. I would suggest practicing your skills in other areas of the Editor ;)

    @LasionSCII: Go We all are newbies to the editor. Yes if you've used the WC3 Editor you'll have a leg up above everyone else, the point still stands that this is a new tool that a lot of us still need to learn. Also do remember that SC2 isn't even out yet! PLENTY of time to learn.

    Btw, the tutorial mission has hit v1.05 state (but it still needs stuff like a mission briefing, but we on the team haven't decided how we'll go about doing those). You can download it HERE. Major thanks to Alukard, who has done the majority of the work on this map. Also the first Terran mission has had work started on it (still needs a lot of work obviously); you can download it HERE. Major thanks again to Alukard on this map, who has done all the work on mission 1.

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

    @AegisRunestone: Go In the meantime, would you like to help out with the SC1 Remake project? I have a feeling that it'll take a LONG time and a lot of balance before we can get the game to play out like SC1.

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

    @Picklefish: Go I still have yet to see a screenshot with a Science Vessel, Arbiter, Defiler, Dark Archon, Shuttle, and other units in SC2 screenshots. Also don't forget about buildings. I have yet to see an Academy, Science Facility, not to mention ANY of the SC1 addons since Terran addons work much differently now in SC2, Arbiter Tribunal, and some others. Even then, buildings like the SC2 Supply Depot have a completely different shape then the SC1 Supply Depot and will probably need a new model.

    Time will only tell what the editor will include when SC2 is officially released.

    @varkarrus: Go Hey no ones stopping you from recreating WC3 in SC2. I'd definitely be interested in playing it ;)

    Btw everyone, if you'd like, you can follow the progress of this project on the SC1 Remake forum. Lots of extra work has gone into the tutorial map (now with working victory and defat conditions) that I created with the help of a member named Alukard :)

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

    Yeah we'll mainly need to wait for the full release of SC2 before we get access to Firebats, Goliaths, Vultures, etc. I have a strong doubt that EVERY SC1 unit and building will be reappearing in the Editor, so this mod will definitely need some modeling work done. Also some units look quite different from their SC1 incarnation (the SC1 Siege Tank, Ultralisk, Archon, etc.) so it might be nice to see SC1 versions of some SC2 units.

    Yeah, placeholder models for specific units is definitely the way to go for now. The real trick right now is making a mod that mimics SC1 Terran unit and building stats, SC1-specific upgrades and abilities that we're pretty sure won't show up in SC2, etc. Don't feel too rushed, SC2 is still a ways away.

    Posted in: Project Workplace
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    posted a message on Starcraft 1 Remake Team
    Quote from MarcusTulliusCicero: Go

    @NamesAreUseless: Go

    Oh yeah, been in it a while. I'll see what I can do about the tech trees.

    With the massive wave of Starcraft 2 info, I can't find the original tech tree layout anywhere! I can pull most of it from memory or load up the game if I have to, but it'd be nice if I could find the old pictures, or my old strategy guide.

    I won't be able to work on this more until later tonight, I've got quite a bit of homework I have to do before classes Monday.

    Another edit: I think there may be something blocking custom files in the game. I know another guy was trying to get custom files in, but couldn't. But you'd have to talk to one of the better mappers around here.

    These might help with the stats of units: Terran stats, Zerg stats, and Protoss stats. Don't forget to check the "Basic Buildings" and "Advanced Buildings" links, and StarEdit has unit and building stats as well ;)

    I wouldn't be surprised if this version of the Editor was blocking custom files (since its missing quite a few units, tilesets, and other things). I'll look around here and see what people are saying.

    Posted in: Project Workplace
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    posted a message on Starcraft 1 Remake Team
    Quote from MarcusTulliusCicero: Go

    @NamesAreUseless: Go

    Map development, mostly. I want to work on the SC1 mod we can then apply to the campaign maps, etc.

    Sounds good. By the way did you get into Beta? If so, I'd suggest playing around with the Editor, see if you can create a custom tech tree (in this case I'd suggest mimicing SC1 Terran tech tree). I have some experience on my own with creating custom tech trees with the Warcraft 3 World Editor, but for now I'll stick with trying to recreate the Episode I tutorial map.

    Still haven't solved my previous problems (the victory and defeat conditions as I mentioned in my last post), so I've decided to try recreating the Transmissions that occurred during the mission (where the Advisor would instruct the player). Not having too much trouble with it thankfully. Only problem is I can't figure out how to call custom WAVs (I have ALL the original WAV sound files for the Episode 1-6 campaigns of SC1; I already figured out how to import them, but not how to call them with the "Transmission" trigger).

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

    @MarcusTulliusCicero: Go

    Glad to hear you're on board MarcusTulliusCicero. How would you like to help out this project? Suggestions/Ideas? Map Development? Something else?

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

    Hello everyone,

    Lucifer of StarcraftLegacy has put together a team of those interested in making Starcraft 1 into Starcraft 2. Not only would we be remaking the Terran, Zerg, and Protoss to have their old tech trees from SC1, but also the SC1 campaigns.

    Right now we are focusing on the Episode I missions from SC1 vanilla campaign along with the Terran tech tree. If anyone here is interested in helping out, then please post your interest in this, or click the join button in our forum:

    Starcraft Reborn website

    Posted in: Project Workplace
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