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    posted a message on [Contest] Wallpaper - Final Vote

    Do votes for my submissions count together?:o Cause it's quite lame, competing with myself:P

    Posted in: Project Workplace
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    posted a message on Netstorm: Islands at War

    @vjeux: Go

    Not yet, it's impossible to create cliffs on the fly right now unfortunately. But the cliff outlining is automatic and I'm planing to make automatic islands with terrain deforming but that requires thousands of actors that I'm not sure how will work online, so for stability and equal chances for players I'm sticking to this right now until I have a playable version.

    Posted in: Project Workplace
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    posted a message on Netstorm: Islands at War

    Bump: added sneak peak vid

    still looking for modeller for the bridges and data editor guys for the different cannons

    Posted in: Project Workplace
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    posted a message on Netstorm: Islands at War

    Automatic cliff edge detection

    Here's the automatic cliff edge outliner I made.

    I'm pretty much done with the core elements now bug fixes and content need to be added like cannons and custom models.

    I was also searching for this game cause I really liked it back then and I actually found it while talking on the sc2mapster irc. I didn't know the games name but managed to make a miraculous google search on it somehow and found it xD

    Posted in: Project Workplace
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    posted a message on Netstorm: Islands at War

    Thanks for sharing your ideas.
    I like the the one of enforcing aggressive play by providing resource for outposts that's definitely needed.
    I also intend to use randomized roads and a small cost for roads so you cant just connect to the enemy in seconds or spam roads.
    About the stalking AI I'm not so sure, it would need a really well implemented algorithm to use bridges properly, but I will surely make moving attacking units not only cannons. These will be weaker but you can control and different classes sound good, maybe some units for bridge blocking etc..
    There are air units that can mine, as for attacking units, well that needs balance testing. But I don't want much randomness involved in the game, the more skill the better.
    Also need a good way of countering bridges, so building 200 and cornering everything isn't enough.

    Posted in: Project Workplace
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    posted a message on Netstorm: Islands at War

    Edit: Some screenshots from the latest build, got the sun barricade done as well (thx to Phaos for the beam help:p)

    Progress update galery:http://img801.imageshack.us/gal.php?g=ss1y.jpg


    Sun Barricade

    Embed Removed: https://www.youtube.com/v/geK_mREOOFE?fs=1

    Here's my progress so far

    This is an attempt to remake a great game with the same title released in 1997. While the gameplay was fun it didn't get enough attention so it's time to change that.
    It's basically an RTS taking place on islands in the sky. You have to build bridges to approach resources and enemies while building different kind of cannons to secure your position. The core gameplay is relatively simple but the strategies available are really complex.
    Here's how the game looks like

    Embed Removed: https://www.youtube.com/v/9Cz_SkFrovA?fs=1

    You can also download the original game here for free: http:www.netstormhq.com/download.php?list.10
    The bridge system is pretty much done and I've got everything in my head about how to continue it so all I need is free time now but I could use anyone's help with making the different cannons in data editor and who I would need the most is a modeller to create the different type of bridges.

    If you have played this game please post your ideas about how certain things should be implemented or if you would like to help me with making them (you get credit of course). I'm also considering making a random island generator part later on but only after the more important parts are done.

    http://www.sc2mapster.com/maps/netstorm-islands-war/ (map page)

    Posted in: Project Workplace
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    posted a message on Skybox Info
    Quote from ubermikeleet: Go

    @depthsofchaos I don't recognize that skybox, but most of them have quirks like not showing if you look below the horizon (the problem you're having). Is it a custom skybox?

    The reason there was no black in my screenshot is that the grey cloudy stuff is actually part of the skybox. That section in your skybox might just be completely missing.

    It's not wotking with any of the skyboxes. That was someone alses screenshot, heres mine (the skybox is custom tho it doesn't matter) , as you can see it shows up perfectly in the editor.

    Posted in: Miscellaneous Development
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    posted a message on Skybox Info

    Hmm im having the same problem as someone alse, but on your pictures it doesnt appear for some reason:

    And the skybox im using has graphics there! so it shouldn't be black

    problem

    working?

    Posted in: Miscellaneous Development
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    posted a message on Hide terrain at cliff

    Hehe I got the same problem and it seems the only solution is to use the lowest cliff level for this. In the terrain texture sets enable the hiding of the lowest level then you will need a cliff mesh that supports this ( the only one is of Braxis type ). The mayor problem tho is that this way you can't "build in the air" because the lowest cliff level has special restrictions.

    Posted in: Miscellaneous Development
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    posted a message on Adding or Removing Pathing via Triggers
    Quote from caspersc: Go

    <>

    PathingModify(region inArea, int inType, bool inAdd); PathingUpdate(); PathingReset();

    What do you mean working properly? timers work just fine

    I tryed this with

    PathingModify(myregionhere, 2, true); PathingUpdate();

    and basically all the possible settings but it is not working. Any solution or an example map?:o

    Posted in: Miscellaneous Development
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    posted a message on How to remove the Ultralisk crush forcefield ability ?

    All you need to do is add the same collision flag to the ultralisk that the force field has (ground 07 or something).

    Posted in: Miscellaneous Development
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    posted a message on [Contest] Unit Spells

    Shock Rifle ability combo (Unreal Tournament style) - Only Data Editor was used

    • Shock Core
      -Fire an energy ball towards the mouse click location (it does no damage)
    • Shock Beam
      -Fires a beam that damages the first target in front of your mouse click (the angle is determined by this point and the casters position)
      -It still shoots if there's nothing in front
      -Pushes the target away
    • Shock Combo
      -If you manage to shoot the Shock Core with the Shock Beam (it takes skill) a huge explosion is created that blows units away then sucks them inside itself and kills them


    Embed Removed: https://www.youtube.com/v/ooMj5z9wJ8I?fs=1

    The map: http://www.sc2mapster.com/maps/shock-rifle-spell-contest/

    Posted in: Project Workplace
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    posted a message on Alien vs Predator

    Hey!

    http://www.sc2mapster.com/maps/alien-vs-predator/

    Nothing is really fixed at the moment so any kind of idea is a good idea. What I have in mind is a sort of multiplayer based hero survival rts. The hero would have some ai controlled units like marines, headcrabs or other extras.

    Here's a vid i made about the visual possibilities:

    Embed Removed: https://www.youtube.com/v/kp3SFddWTeE?fs=1
    Posted in: Project Workplace
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    posted a message on [Contest] Cut Scene

    Edit: ultra hd version up, thanks to Azu for rendering and uploading

    Hey, here is my entry:

    The video:

    Direct link to veiw in HD:

    (The cinematic is shorter than 1 min, I simply added the sc2mapster intro vid before it)

    The map: http://www.sc2mapster.com/maps/marauders-300-cinematic-contest/

    Posted in: Project Workplace
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