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    posted a message on Wired for Blood Recruiting!

    Wired for Blood Introduction

    As we saw at BlizzCon, Blizzard was able to create four custom maps far superior in quality and polish than anything the community has been able to do thus far. Because they can assign large teams of professionals to a single map, their maps reach releases stages in mere months. For this reason I've decided to stop playing as a lone wolf and put together a dream team - To make the most most fun and polished mod on Battle.net.

    I don't want to publicize every detail of the game, but for the sake of drawing interest in both players and potential team members I will outline my goal for the mod.

    Outline

    Gameplay

    A competitive game wherein two equal teams of players battle in an arena for blood and glory. Each player will control a single hero, but work together as a team to defeat their opponents. Combat will occur round-by-round and the victory condition will be "First team to X wins". At the beginning of the game and between each round, players will be able to progress their hero.

    Art and Environment

    Exact details of the setting are still being decided, but we definitely want custom models/animations for all heroes and ideally some custom doodads. All hero types should be clearly visually distinguishable and unique. A dark/eerie look and feel, similar to Diablo 3, is desired. Every skill, attack and spell should be visually appealing and be fun to use.

    Balance

    The game will be geared specifically to be taken as a serious competitive map. All balance will be made around our chosen team size (Still debating 3v3, 4v4 or 5v5). The ultimate goal is to provide many options for customization and skill growth while maintaining balance. The game should be easy to learn and hard to master.

    Progression

    Currently, it's decided that there will be no leveling of heroes. Progression will occur through currency earned statically each round, and dynamically based on factors that have not yet been decided. The choice of item upgrades will change a hero significantly and create more aspects for a dedicated player to master, while remaining easy and fun for new or casual players.

    Controls

    Everything should be handled through mouse-clicks and abilities - Absolutely no direct input to make the game a lag fest.

    Team Members

    This map will never be premium. It will most likely qualify for premium status, but will not be submitted. This project will provide participating team members with a great sample for their portfolio, experience making a high quality map and most importantly tons of fun!

    Positions Filled

    • Concept Artist
    • 3D Modeler / Animator
    • Data Editor
    • Trigger Editor

    Needed

    • Additional 3D Animator(s)
    • User Interface Artist(s)
    • Data Editor

    PM me or post in this thread if you're skilled and interested.

    Posted in: Team Recruitment
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    posted a message on [Download] Bovine Intervention (Blizzcon Entry)

    Play this fuckers.

    Posted in: Project Workplace
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    posted a message on Blizzcon 2010 Discussion
    Quote from crazyfingers619: Go

    Haha, awesome, great job Rrowland! Hope you found Sixen and managed to party your balls off somehow :D

    Didn't find Sixen. Didn't party my balls off with all of the CEOs and Developers at Fire & Ice Grill.

    Hatred for Sixen atm.

    Posted in: General Chat
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    posted a message on SC2Mapster @ Blizzcon

    Sixen you should die maybe.

    Posted in: General Chat
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    posted a message on Blizzcon 2010 Discussion

    Thanks for letting me know where the party is Sixen.

    Oh wait. Ass.

    Posted in: General Chat
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    posted a message on [Download] Bovine Intervention (Blizzcon Entry)

    Here it is. It lags too much on BNet so I'm just releasing it here. Please play it and give feedback. It's not perfect but I did the best I could in only a month. A lot of entries (Including the winners) had much longer than a month of development.

    http://www.sc2mapster.com/maps/bovine-intervention/

    Posted in: Project Workplace
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    posted a message on *~[]---Official blizzcon play by play---[]~*
    I'll be picking up my ticket tomorrow morning.
    Posted in: General Chat
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    posted a message on umm Blizz con winners.
    No offense to the map makers, but what was Blizz thinking? Why not just declare Nexus Wars the winner three times -- That's basically what won. They encouraged "the next dota", creative and unique games. Then these maps won.
    Posted in: General Chat
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    posted a message on SC2Mapster @ Blizzcon
    Where/when are we meeting at blizzcon? Where's the party? Will there be strippers? Inquiring minds want to know. (And me, because there's 1 day until blizzcon... Fill me in on all the details please)
    Posted in: General Chat
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    posted a message on SC2Mapster @ Blizzcon
    I'll be going to BlizzCon.
    Posted in: General Chat
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    posted a message on [Tutorial] Using rrowland's Sprite Engine
    Youtube video of the engine in action . Download the library here. Download the demo map (Seen in the youtube vid) here. I don't feel like making this a big flashy tutorial (for now anyway) so here are the basics:

    Import the Library

    Import the library into your map and change the library ID to 'WASD'. If you don't do this you won't be able to save the map.

    Import the Sprites

    Import the frames individually for each animation in the following name scheme: /Sprites/(NPC Name)/(Animation Name)_(Direction)_(Frame).tga For example, if I had an animation of Chronos walking toward the screen that was 4 frames long, I would import: /Sprites/Chronos/Walk_2_0.tga /Sprites/Chronos/Walk_2_1.tga /Sprites/Chronos/Walk_2_2.tga /Sprites/Chronos/Walk_2_3.tga "Direction" is based on the numpad; 2 is down, 4 is left, 6 is right, 8 is up.

    Create a Base Unit

    Create a new base unit by duplicating a marine and its actor. Change the actor's models to 'Invisible' and change its Editor Model to whatever you like (This is so you can see it in the editor). Place a few of these base units on the map so we can attach sprites to them.

    Define Your Sprites

    Create an 'on map init' trigger. There are 3 functions you'll want to use here:

    Define Sprite

    This basic function attaches a unit name to an index. The name corresponds to the name used in your files, so it must match. Your first sprite will be index 0, next 1, next 2, etc. For a more elaborate approach, you should use a Preset that acts as a list of all of your sprites. I will elaborate more on this optional step later. There is currently a limit of 1024 maximum sprite templates. Examples: Define Sprite(0, "Chronos") or if you're using a Record Set: Define Sprite((Integer(Chronos)), "Chronos")

    Define Sprite Animation

    This function is similar to Define Sprite. It designates a new animation name to an animation index of a Sprite. The name corresponds to the animation name used in your files, so it too must match. First animation will be index 0, etc. You can specify how many frames are in the animation, the interval at which to play the animation (Basically each unit is 1/16 of a second delay) and whether the animation gets reversed or loops to the first frame when it ends. As with the Sprites, I would also recommend creating a Preset for animations. There is currently a limit of 16 animations per individual sprite. Examples: Define Sprite Animation(0, 0, "Walk", 5, 3, true) or if you're using a Record Set: Define Sprite Animation((Integer(Chronos)), (Integer(Walk)), "Stand", 5, 3, true)

    Set Active Sprite

    This function adds one of your defined sprites into the actual game world to be seen and used. You need to specify which Sprite you want to add, which base unit you want to attach it to (remember we made and placed these earlier) and what you want its default animation to be. There is currently a limit of 128 active sprites at any point in time (You will want to create/destroy sprites based on the player's vicinity). Examples: Add Active Sprite(0, My Base Unit [116.51, 131.22], 0) or if you're using a Record Set: Add Active Sprite((Integer(Chronos)), My Base Unit [116.51, 131.22], (Integer(Stand)))

    Example Image

    Here is an image showing how I use these 3 functions in my example map, which is also seen on the youtube preview: Notice the last control (WASD Set Controlled Unit) sets my WASD-controlled unit to one of my sprites.

    Start the Engine (Vroom Vroom)

    All we need to do now is start the engine. Make a periodic trigger that runs every 0.0 seconds. Add the function "Animate Sprites()". Voila, you're done.

    Make it Playable

    Basically all that's left is making it playable. For now the engine uses WASD to determine which way the unit is facing, so you'll have to use WASD or implement your own direction-setting function. Simply hook up one of your Base Units as the Controlled Unit, add your KeyDown/KeyUp trigger checks and add a camera-follow function (If applicable). You can find more info on using my WASD system here.

    Optional but Recommended: Using Presets

    Managing all of your code with this system will be a nightmare unless you use presets to organize all of your sprites. For instance, what sprite does the index 57 represent? Who knows, I'd have to go check! With a preset, you basically assign those index numbers to a recognizable name. For instance, instead of "0, 1 and 2" you could reference "Hero, Lady NPC and Dog NPC". For animations, instead of "0, 1 and 2" you could reference "Stand, Walk and Attack". New->New Preset Type (Or ctrl+P) in your trigger list will create a new preset. Then you use use New Element (Or ctrl+W) to add a preset name. It handles all of the assigning indexes for you, so you don't have to deal with it. Simply use them as indexes in place of integers. Easy, clean, fun!
    Posted in: Tutorials
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    posted a message on [Trigger] How to Target with Mouselook (Tracelines)
    Quote from JerreyRough: Go

    Sorry for the double post...

    I've done everything to the letter in the main post. But I am still getting a "Implicit cast not allowed" error on the "lv_closestUnit != gv_mainUnit " line. I cannot figure it out and, if I keep the line, cannot save the file. I'll remove the line for now, but I'm going to need to fix this and I don't know how. Again, I've followed everything to the letter yet I continue to get this error. I've also re-done this in a new testing-only map and it still doesn't work (because of this error, I cannot save it and show you the error). I've kept all the original names in this second map.

    That error tells me your Closest Unit and Main Unit variables are not both Unit variables.

    Posted in: Tutorials
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    posted a message on Chrono Triggercraft!

    haha Awesome. I think I'll release my sprite engine since I don't think I'll ever really make much use of it.

    Posted in: Project Workplace
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    posted a message on How to make $$$ from maps

    The map could advertise mapster (How much is up for debate). In return, mapster could pay based on how popular the map is. For instance, if the map gets 5000 plays an hour, 24 hours a day that's 120,000 games where mapster is advertised. Then mapster could pay (How much is also up for debate) based on that number.

    A good base would be $0.20 per 1000 games. In this case, that would be $24.00 in a day. Pretty cheap advertising. I'd actually suggest a different rate for multiplayer games for a couple reasons:

    • For most games there are more than 1 player, so there are more than 120,000 views in this case. Anywhere from 120,000-1,200,000.
    • The market is perfect. Unlike banner ads that show to everybody, this advertising only hits people who enjoy playing custom SC2 maps.

    For those reasons I'd actually suggest something like $0.10 per 1000 games, per average player for multiplayer maps. So if a game takes an average of 6, or is a strict 3v3 map, or etc your 120,000 game plays would actually be 720,000 views, or $72 per day.

    For 1-2 player maps, I'd suggest sticking with $0.20/1000 per player because single player games take just as much, if not more work than multiplayer games and the lower return may discourage their creation.

    Those are just my suggested rates though, feel free to do whatever you want rate-wise. Just don't go too cheap-o, remember how much you have to pay for advertising elsewhere, which isn't doesn't have as perfect of a target audience.

    Posted in: General Chat
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    posted a message on SC2Mapster Staff, IRC, Ventrilo, Avatar Rule

    Logged in, there were 2 people in there, logged out.

    Posted in: General Chat
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