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    posted a message on Weekly Terraining Exercise #200: Further ahead the road has gone

    WoW, you really analyzed those screenshots ;)

    1: In the campaign, the base you see in picture 2 and 3 is a newly established military outpost on top of a civilian facility (this is where the player starts). I suppose I put the sandbags there to protect the turrets and didn't find anything better for it.

    Picture 1 is another part of the map and is supposed to be pretty run down and not cared for. I guess I didn't think about the vines being illogical ;)

    2: You are right, now that I look at that part more closely. That gas station could look much more realistic.

    Thanks for the feedback! I made this map more than 2 years ago, although I haven't shared it before publicly since I never finished it. It's actually quite large, so if someone would like to have a closer look at it, I could send it through pm.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #200: Further ahead the road has gone

    Here is from a campaign map I made a while ago that was never released.

    Posted in: Terrain
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    posted a message on Beta Keys available

    Also got 4 keys to give away. PM if you want.

    Posted in: Heroes of the Storm
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    posted a message on Would like to hire a terrainer
    Quote from Sware: Go

    Realistically $10 should cover the costs of the terrain for that size, no problem. With a map that small why can't you do it yourself? Terrain editor is actually really easy to learn, it's just making things look right the hard part which I am bad at.

    The time spent really depends on how much detail you are willing to add, and obviously it's not about learning the terrain tools, but using them artistically.

    Anyways, how much of the map have you done so far? Whats your experience with the editor in general? What maps have you done before?

    I've just come back to sc2 and mapping so looking for some warmup work and might work for free, depending on the workload. Here are some of my previous works:

    http://imageshack.us/g/14/terrain007g.jpg/ - campaign map I worked on

    http://imageshack.us/photo/my-images/98/terrain002.jpg/ - less detailed test-map

    http://imageshack.us/photo/my-images/522/terrain008.jpg/ - basic unfinished europe layout for risk/world war type maps

    Got more pictures in my imgshack profile if you are interested.

    Posted in: Team Recruitment
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    posted a message on Validate unit custom value

    Hey.

    Is there a way through validators to check if a unit has a custom value? In this case, how?

    Also, is there a way to change a unit custom value through effects?

    Posted in: Data
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    posted a message on Search Area - No units in area

    Let me explain some more:

    I have two seperate periodic searches. One checks the area for specific units (no air, not dead, etc.)

    The second periodic search I'd like to do the exact opposite, it checks the area for the same things, but only runs its effect when there are no units of the same specifics in the area.

    Quote from b0ne123: Go

    search count equals 0?! exclude source

    yes it is possible

    I tried with Maximum Count to 0 instead of -1, it still runs when units enter (instead of opposite). :/

    Posted in: Data
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    posted a message on Search Area - No units in area

    Hello.

    I want an effect that runs only when there are no units (except the source unit) in a specific search area.

    For example: I have a periodic behavior with a search area effect that constantly checks if there are units within its radius. It works if I check for units in an area, but I want it to work the other way around, and can't really wrap my head around it. Appriciate any assistance.

    Another thing I wonder is how to create a validator that checks for custom unit values. Is this possible?

    EDIT:

    Let me explain some more:

    I have two seperate periodic searches. One checks the area for specific units (no air, not dead, etc.)

    The second periodic search I'd like to do the exact opposite, it checks the area for the same things, but only runs its effect when there are no units of the same specifics in the area.

    Posted in: Data
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    posted a message on Need terrainer for Dota style map

    @Mozared: Go

    Didn't think about the map size. You might be right there, since the map will need more information.

    I'll give you an example where Add texture is used. If you have one "cracks" texture, and one rock texture. And then you have a mud texture. The rock could be covering the whole area. At certain places you might want there to be a bit mud on the rock, but not completely covering it. Also, you might want cracks on the rocks at certain places. Or even cracks AND mud on the rocks. (I'm not talking about completely overlapping the rock so it can't be seen)

    Another example would be muddy asphalt or concrete, which I use a lot. E.g. you might want most of it concrete, but about 30% mud on top of it at certain places, to look more natural.

    You can choose an offeset in the replace texture to fade a texture out, which is great, but still it doesn't give you the same control as Add texture. I'm just saying it does have its uses, especially if you don't care about map size.

    Posted in: Team Recruitment
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    posted a message on Need terrainer for Dota style map

    @Mozared: Go

    Do you have any proof to show the performance loss?

    I've tried comparing a single texture map with one with 8 textures right next to eachother with no fps-drop whatsoever, since all 8 textures are still saved in the memory. If there is a performance hit it must be very minor. Add a few doodads or units however and the fps drops immediatly.

    I do use replace texture frequently, but sometimes (or often, depending on the map), you want two or three textures on top of eachother overlapping, and you can only do this properly with Add texture, afaik.

    Posted in: Team Recruitment
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    posted a message on Need terrainer for Dota style map

    The performance loss from using Add texture is minor, and it is a hell of a lot faster to use (and will look better) when you use it properly.

    Both have its uses, but if you want good looking terrain you can't limit people to a certain tool, especially since the performance change would be unnoticable. A more noticable performance hit would be to have too many doodads, or too many units around. Doodads are great for terrain detail, but you must choose over looks and performance. Since you are asking for a terrainer, I'm guessing you at least care a little about looks.

    Anyways, I'm curious to know how far down the development you are. Also, what sets this apart from all the other DOTA maps around?

    Posted in: Team Recruitment
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    posted a message on Purity of Form Part II: Seeking terrain and trigger experts

    This looks interesting, and have been looking for an excuse to come back to mapping.

    Here is an example map: http://www.sc2mapster.com/maps/starcraft-prologue-remake/ (made in the sc2 beta a long while ago)

    Here are some terrains made later: http://img208.imageshack.us/g/terrain009.jpg/

    I mostly map and trigger for campaigns and I think terrain and detail is an important part of it.

    I love the idea and the voice acting, but there are lots of way to improve the map design.

    I'd like to start with helping you improve your terrain and cinematics for the first mission, and then we can continue from there.

    Please PM me if you are interested or have questions.

    Posted in: Team Recruitment
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    posted a message on Team Wanted for New Starcraft Race Project

    Will there be a campaign and story accompanying it? Or will it only be melee?

    Posted in: Team Recruitment
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    posted a message on Looking Glass League - War of Fantasia, DS, SC1 remake

    I was also in the original team (with Tolkfan).

    The main problem was that it was way too ambitious from the start. It's way easier to finish smaller-scale projects, and then extend them later. Another problem was the inactivity, like Tolkfan said. People work a bit, and then get bored and stop working for a while.

    I however think that it's much easier to manage a project like this with fewer (but active) people. Communication is a big problem in international projects like this. With no communication you might as well work alone. A couple of active and motivated people can easily work as fast as a large group.

    I stopped working on this mainly because of the reasons above and due to arguments and disagreements of certain actions (that in my opinion ultimately made the project die completely) It was also frustrating to work when a lot of people didn't do anything and didn't even give any feedback at all. Tolkfan was probably the person who worked the most, as far as I remember.

    @Tolkfan: If you want, you may do whatever with the maps that I've worked on. (I think at least 3 maps have finished terrain and map flow) It's also nice to see you are still active here :)

    Posted in: Team Recruitment
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    posted a message on Project Warcry looking to SC2

    I wouldn't recommend this engine for large-scale productions for several reasons.

    - To play the mod in multiplayer, you will need to enter SC2 and start it from there, with a pretty bad publishing system in place.

    - The limit size for a published map is 10MB, which is not enough for what you want to do.

    - If you are making a campaign (single player) as a part of it, you need to start it from the editor - or drag it to the SC2 icon. Unless you want to create a program that does it for you. In any case, people will have access to your mod files if it's not protected somehow.

    - Blizzard has reserved the right to ban published maps if they violate their user agreement (e.g. if they contain a swear-word)

    Apart from this (which most of it would be pretty unacceptable if I wanted to release a large-scale mod), the level of detail your models contain would feel out of place in SC2's very low-detail geometry (which is hardcoded), or would lag with many units on the screen at once. (nearly all models in SC2 are less than 20k polygons, most are less than 5k)

    If you are ok with all this, it might be possible to do in the editor. I'm not trying to bash the engine or blizzard's publishing system, but its better that you know of the limitations from the start, rather than after you've decided to move.

    Posted in: Team Recruitment
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    posted a message on [Texture] How to create a ground super duper supertexture, and why you want to

    Very nice.

    Is it possible you could elaborate a little on your Step 3 (to not overwrite existing decals).

    E.g. how would I modify the .m3 file? When I change the texture it uses, will I have to change the texture path too? Etc.

    Thanks!

    Posted in: Tutorials
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