• 0

    posted a message on [Contest] Arena Terrain Design

    Hey guys, Haven't forgotten, just been really busy, sorry! I'll announce the winners soon.

    Posted in: General Chat
  • 0

    posted a message on [Contest] Arena Terrain Design
    Quote from Mreaper: Go

    Well, I could certainly lower the cliff level and reverse the ramps, my only bother then is that the only thing it can be used for without sacrificing yourself is block the subway. Then again... the possibility of sacrificing one member to take out the entire other team would make for some interesting gameplay. I'll get on it.

    I was thinking there could be enough time to hit the plate and get to high ground before the lava rose, especially with our movement skills such as leap and teleport.

    Posted in: General Chat
  • 0

    posted a message on [Contest] Arena Terrain Design

    @Mreaper: Go

    I like the lava concept. Don't you think it would make more sense to have the middle of the map, where the plate is located, be at the lowest level so it's dangerous to trigger the plate? I think with it being a safe ground there won't be much incentive to spread out or really leave the middle of the map. And stepping on the plate and getting stunned for 5 seconds and eaten by their own lava trigger should always be in a player's mind.

    Posted in: General Chat
  • 0

    posted a message on Wired for Blood Recruiting!

    Looking for an additional data editor to help us make awesome skills. We currently have a data editor working on skills but we're looking for another to share the workload. Basically all you'll be doing is brainstorming awesome skills with us and then making them come to life in the data editor. As a member of the team you will also have input on the gameplay, art, etc as well.

    Posted in: Team Recruitment
  • 0

    posted a message on Wired for Blood Recruiting!
    Quote from deleted_4551290: Go

    @rrowland: Go

    http://www.sc2mapster.com/maps/world-starcraft/images/ its like a exact copy of the wow ui... if he didnt ragequit his map im guessing the ui would be twice as better than any other

    Those UI images aren't custom. I'm not looking to build a UI from SC2 assets, I'm looking for a custom UI.

    Posted in: Team Recruitment
  • 0

    posted a message on Wired for Blood Recruiting!
    Quote from deleted_4551290: Go

    @rrowland: Go

    than you havent seen the WoS ui

    Probably haven't. Link?

    Posted in: Team Recruitment
  • 0

    posted a message on Changing Damage Done Via Triggers?

    @silentnight18: Go

    I could tell you how to do that but instead I'm going to tell you that this is a horrible idea and horrible mapping practice. Use data editor for balance.

    Posted in: Triggers
  • 0

    posted a message on [Contest] Arena Terrain Design
    Quote from ChromiumBoy: Go

    @rrowland: Go

    Ah, that makes sense. There goes my entry then :P

    If you swap the textures in your map to Avernus (Map->Map Textures...) you can go back through and re-texture it, keeping the terrain shape.

    Posted in: General Chat
  • 0

    posted a message on [Contest] Arena Terrain Design

    @QMJ3: Go

    Looks great, man. I only have one concern: The area behind the starting zones (The raised platforms are the starting zones, right?) look like they could be abused due to their small pathways. Other than that it looks awesome.

    Posted in: General Chat
  • 0

    posted a message on [Contest] Arena Terrain Design
    Quote from nevjmac: Go

    If rrowland is planning to put all these maps into one map and have triggers spawn you at a random arena every round then he needs you guys doing one tileset. I may be mistaken but I assume that is the reason why he requested one tileset in the first place.

    Yes, the reason I need them to all be one tile set is because they will all be on the same map. If you don't make the map on Avernus I can't use your arena.

    Posted in: General Chat
  • 0

    posted a message on Wired for Blood Recruiting!

    Really looking for more of a UI artist. Someone who can make an awesome looking custom UI in photoshop or their image editing software of choice. I am more than capable of setting the UI up in-game.

    Posted in: Team Recruitment
  • 0

    posted a message on [Contest] Arena Terrain Design

    To clear up the post-apoc questions, the setting isn't in the SC2 universe so protoss and zerg wouldn't fit. I don't think overgrowth or much plant life at all would fit the atmosphere we're going for.

    Posted in: General Chat
  • 0

    posted a message on [Contest] Arena Terrain Design

    @thommiej: Go

    I believe they're both the wrong tile set. The first one has no arena, and I think the large bumps in terrain may hinder game play. The second seems like it would hinder players due to small walkways and a maze-like effect. If you take a look at any of the other submissions in this thread up to this point you can see examples closer to what we're looking for.

    Posted in: General Chat
  • 0

    posted a message on [Contest] Arena Terrain Design

    @QMJ3: Go

    It looks great to me. Some things look a bit asymmetrical from topleft/bottomright in the last picture, not sure if it's intended in your design but both sides of the map should be symmetrical as far as pathing. Feel free to make the map interesting and asymmetrical aesthetically, as I see you've also done. It looks great.

    As far as the grungy texture, I'm all for varying different settings and environments (Variety is the spice of life) as long as it's the correct tileset (Avernus). If one arena is on a particularly grungy/dusty portion of the post-apoc planet than the other arenas, it's just that much more visually distinct and interesting. If I wanted the arenas to all look the same I'd just use one arena. :P

    Posted in: General Chat
  • 0

    posted a message on Wired for Blood - Summoning the Sorceress

    @RileyStarcraft: Go

    If we are able to fit everything we want in a standard map and/or if they increase the file size limit I hope to not need to resort to going premium. At this point the only case I'd like to go premium is if it offers a larger map size that would allow us to add more content and higher resolution textures and models.

    Posted in: Artist Tavern
  • To post a comment, please or register a new account.