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    posted a message on Feedback for Terrainers

    debe2233, there's an easier way to remove placement requirements. you select the doodads you want to place, press enter, and then ignore placement requirements.

    when i'm making forests or different areas with lots of doodads, i always put down a large amount in a clump. then i remove placements and handpick the doodads that look the best for whatever i'm doing.

    also, you used pathing blockers in the pictures you posted. you can block paths much more easily by pressing "h" (and then adding no pathing areas. :D

    Posted in: Terrain
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    posted a message on Custom Tilesets??

    @Hartgarde: Go

    yeah thanks!!

    Posted in: Terrain
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    posted a message on Custom Tilesets??

    Hey guys, i'm currently making the terrain for a large scale jungle rpg map.

    I already chose the bel-shir tileset and i'm modestly into the terrain work by now.

    I was wondering if I could choose additional tilesets to add to my terrain, like metallic cliffs or wasteland dirt? Is it possible to add new kinds of tiles after I started creating a map?

    This would really help a lot, thanks :D

    Posted in: Terrain
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    posted a message on Terrain work for rpg's

    yeah forsure, both ideas sound good. could you send me a pm with more info about your map, i'll check it out if you upload it. :]

    Posted in: Team Recruitment
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    posted a message on Terrain work for rpg's

    Hi everyone, i'm a terrain artist looking for a team interested in rpg's and other fun large scale maps.

    If anybody wants to get together and make maps let me know. I'm not good at triggers and programming (eh that stuff bores me), but I understand basic data editing and I can make terrain. I love designing maps and I have a ton of sweet ideas i'd love to share so if anybody wants to work together let me know :D

    Currently working on: http://forums.sc2mapster.com/development/project-workplace/983-raid-game-idea/

    A village I threw together today: I was trying to build a scrap yard for a huge jungle map i'm making. Let me know what you think!

    Posted in: Team Recruitment
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    posted a message on Attachements

    I'm new so i'm still not so sure..

    How do you attach pictures/screenshots to a thread? Thanks!

    Posted in: General Chat
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    posted a message on Working on team projects

    thanks :D

    Posted in: Miscellaneous Development
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    posted a message on Working on team projects

    Hey everyone, I was wondering how team management for making maps usually works. I've never been part of a team so i really have no experience with how multiple people work on one map.

    Does each person work on the map individually, then email their work to the other team members? How do multiple people work on a map and then combine the things they've done?

    Any help would be great

    Posted in: Miscellaneous Development
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    posted a message on Raid game idea

    Hey guys, sorry for the long response time.. I haven't checked this post because I was sure nobody responded xD

    I'm still very serious about making this map, i've been working on terrain for the past week (the only thing i can really do) but i'm really iffy with the triggers involved. I can make custom units and use data editor but i don't know how to use triggers yet.

    If anybody still wants to help, let me know and we can throw together a team and make something amazing :D

    Also, additional ideas + material is awesome

    Posted in: Project Workplace
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    posted a message on Raid game idea

    Intro

    Hi Everyone, I've had this idea for quite a long time, back in the days of wc3. My friends and I have always like the idea so we're planning on making it on the sc2 map editor. Just looking for input/ideas/comments. If anyone is down to help us out, let me know!

    I don't have a working name for this map yet.

    Most of the smaller details have not been worked out, but i'll give you guys a general overview and some variations I thought up.

    • Game Type: AoS/RPG/Strategy
    • Teams: Two teams with even numbers of players for both. Can be 2v2, 4v4, or 6v6. Because the map is so huge, the game would definitely be the most fun with 12 players.

    The Game

    Two teams begin the game on a huge map sprawled with villages. The map is a hybrid between traditional AoS games and large scale RPGs with huge amounts of villages and areas. The map will have two large bases on opposite sides, with a number of roads connecting both. The roads don't go directly to the other base like DoTA, instead the roads branch off into a huge web of pathways in the huge map. Lots of villages will be scattered throughout this area, with roads connecting many of them together. The objective of the game is to destroy the other team's base (quite obvious), while defending your own. Each player selects a hero to play as, and controls this one unit through the game. Each unit will have a set of unique abilities, similar to hero wars.

    As the two teams fight across the map to the opponent's base, the teams will fight through the villages and special areas in between the bases. If you are in a village for a set period of time, you will take control of that village for your team, capture the flag style. Each village gives unique upgrades to the team in possession of it.

    The common villages (probably just two barracks and a refinery) will spawn units that will fight with your heroes. The units will follow the roads, traveling through villages and attacking and conquering enemy villages, until they reach the opponent's base. Groups of spawned units will travel in a random direction when at forks in the road.

    Other villages will spawn specific unique units, like factories will spawn tanks or thors.

    Forges or engineering bay villages will give upgrades to your fighting units.

    Some villages will have more than just passive spawns and units. Some will provide reviving areas, shops for items, and other unique things. So, aiming for the right villages to conquer is important cause you can get the strategic edge. To make the game more fun each time, villages will be random each time you play.. The location will be the same, but the buildings in each village will be different each time you play (one game it will be a forge, next time a barrack).

    Villages can also be fortified. Each time you kill one of the opponent's units, you gain money. With the money, you can buy new kinds of units, items, or other upgrades. You can also click an upgrade town button at each village to build new buildings. The new buildings would be, additional barracks (for additional units per spawn) or towers for defense or new kinds of buildings (for different kinds of units per spawn). If the opponent's team takes over a town you upgraded, they get all the buildings you built.

    Each main base will also have a number of npc's that give quests. You can choose to accept quests for additional rewards, or help your teammates attack the opponent's base. Conquered villages may also have quest givers. The huge area the game takes place on will have a sprawling system of small jungles, caves, mountains, and lakes to explore. While exploring these areas (while fighting towards the opponent's base), you can discover special items or "events" that can help change the course of the game. For example, one trigged event could be a release of zerg swarm which attacks a random set of villages, which could loose ownership if not defended. Another idea could be a triggered system of canals and rivers which could be activated to block of areas of the map, or island a village. Bridges could be raised and lowered. The possibilities are endless

    You might also come across a special rare unit, like a huge archon, that will fight for your team. Re-spawning creeps scattered through the map will help your teammates and you level up and may drop good loot.

    I have a lot of the details as far as upgrades, technologies, weapons and items, units, and heroes thought out. Listing them all here would not be very lengthy and unreadable so I just wanted to write up an overview.

    The game is quite open ended, but it is mainly made for massive, epic, fun games. Let me know what you guys think. If you have ideas or want to help out, let me know!

    Variations

    • Squads: Instead of playing the game as one hero, each player chooses a squad of units to play as. The amount of units in a squad is proportional to the strength of each member. You can choose a squad of three marines and a medic, or two vikings, or a thor! You won't play as simple units, but each squad member can be upgraded and learn abilities individually. Ex: one marine will have a flamethrower, the other two will have defensive abilities, and the medic will have healing abilities and a shotgun.
    • CTF:Just for fun, ticker counts down your team's points. The more villages you have under your control, the slower your point count goes down. If you loose all your points, your team looses.
    • Village Upgrades: Different ideas for upgrading the villages - One button automatically builds predetermined buildings around the area. Each time you upgrade, another few buildings will be constructed, or some buildings may get upgrades (like reactor cores). Another idea is for each team to choose the upgrades at each village.
    • Unit Pathways: Units spawned in your villages and base automatically go in a random direction when at a fork in the road. A cool idea could be to have an arrow at each fork and the players choose which way the arrow faces. All units moving through that area will travel in that direction.
    Posted in: Project Workplace
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