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    posted a message on Detailed Earth

    those wikimedia maps show africa to be bigger than asia........................................

    yet google seems to say otherwise....

    Posted in: Terrain
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    posted a message on Detailed Earth

    hah...didn't want to sound like a jackass, but i guess i came off as one...meh bad...

    but anyway, maybe it's just the way asia kind of slopes southwest-northeast if you get what i'm saying. kind of throws my perspective off...maybe it's not the fact that africa is too small...just asia's too big - as well as the americas.

    my advice (not that you have to take it or anything) would be to raise europe a little bit north, and have africa fill in the voided space. and perhaps lop off a little bit of the top of russia and bring the eastern part down south a bit.

    like i said, you don't have to take my advice, just trying to contribute to a pretty ambitious project.

    Edit: Just added this photo to put the continents into perspective a bit - sized the screenshot up a bit in paint but everything's scaled the same...hope you see where i was coming from

    Posted in: Terrain
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    posted a message on Wow, 60 bucks just for this game.
    Quote from s3rius: Go

    Luckily we here at mapster are largely immune to the maddening influence of the public's delusions.

    lol'd

    plus we're talented!

    Posted in: Off-Topic
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    posted a message on Detailed Earth

    it's looking a lot better...but i hate to burst your bubble - africa is as large as (if not bigger) than asia. your americas are looking real good though, as well as your australia

    Posted in: Terrain
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    posted a message on Detailed Earth

    australia's a little greener...it's not a complete desert :P. i've been. same goes for north africs. use some uniform textures perhaps?

    you have the USA as a jungle and canada as evergreens from what it looks like right now...i would fix that.

    and finally, florida is gigantic, alaska seems to be off the map, and the gulf of mexico goes as far north as Washington DC from what it looks like...all of which should not be

    otherwise very solid start to a great concept!

    Posted in: Terrain
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    posted a message on Set Height under Actor Events+

    yeah i find events pretty confusing and things you think should work usually don't (wtb better tooltips from blizzard)...

    but yeah, i've really become a fan of SOp with doodads and units...very powerful tool

    Posted in: Miscellaneous Development
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    posted a message on [Project] Starcraft Movie

    hah actually no - some personal things and a huge project got in my way. but i expect to eventually release something...i'll get a project going some time lol

    here is my to-do list:

    1) Finally finish Evocation map and cameras
    2) Finish terraining tutorials
    3) Personal Projects - This movie

    Posted in: Project Workplace
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    posted a message on Wow, 60 bucks just for this game.

    I'm surprised that i don't see more threads that say: "I'M ONLY PAYING 60 BUCKS?!!?!?!?!" here's my logic:

    1. $60 is the new $50...Video games have gone up $10 in the past 10 years, and the market has increased as well. With this market expansion, even more intelligent and creative people have gone into the video game industry - I think it's safe to say Starcraft 2 is at least 1/5th better made (the $10) than any PS1/2 or Xbox game or any game that Nintendo has ever released, purely just because of the man hours that have been put into the creation of this project. (If you also include all the data collected from beta testers as man hours, Blizzard has easily topped the list of man hours put into a single product)

    2. Starcraft 2 isn't just Starcraft 2. Hell, I would pay for the campaign alone for $60. What else am I getting? Pretty much the biggest variety of games made by the most creative people on the planet - something not even Apple's iTunes store for the iTouch could compete with, simply because of the editor's power, flexibility, and user-availability. (You don't even have to know any coding language to get your hands dirty)

    3. Finally, and here's the kicker, you won't have to play for Battle.net. You know why I'm confident in saying that? Blizzard has already said that it won't be forcing people to pay in order to play online. It would be like facebook announcing a user fee - the biggest outrage against a single company since the BP oil spill.

    And that, my friends, is why I'm more than happy to shell out a gas tank and a half in order to play the most anticipated game...ever.

    Posted in: Off-Topic
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    posted a message on [Contest] Wallpaper - Vote 2/3

    in the finals i mean...if i make it

    Posted in: Project Workplace
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    posted a message on [Contest] Wallpaper - Vote 2/3

    hah shit i'm going to lose to the badass battlecruiser...

    Posted in: Project Workplace
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    posted a message on [Contest] Wallpaper - Vote 1/3

    Disagree with results, but there's still time left :P

    Posted in: Project Workplace
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    posted a message on Phoenix's acting dumb, wont fly into attack range

    I think it's an AI problem ... i.e. you have to do something with triggers (not my specialty). but if you were to eliminate the phoenix's ability to attack while moving, which I do know how to do through the data editor, i think it may fix it. however, this pretty much eliminates the phoenix's usefulness in melee. in any case, if you were willing to sacrifice it, i think it'd be fine. if you still want to use YOUR phoenixes, you can just create a seperate unit for the AI.

    the field you want to change is under weapons

    search:

    Phoenix - Ion Cannons

    Allowed Movement - None or Slowing...try both if you want

    hope this works!

    Posted in: Miscellaneous Development
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    posted a message on Set Height under Actor Events+

    Riley's on the right track. Use the SOpHigherBy5 in the Hosting - Host Site Operations - Operations to modify the height of an actor. If you want a different height than 5 units on the Z axis, just copy the SOpHigherBy5 utility in the actor tab and then modify the <xx,xx,xx> to your liking.

    Edit: my original post was terrible, i'll elaborate better...and by the way, SOp is short for Site Operations

    1. Copy the SOpHigherBy5 utility in the Actor tab of the Data Editor, name it anything you like (I'll name it SOpHeightA)
    2. Change the <xx,xx,xx> specifications for SOpHeightA
    3. Type "SOpHeightA" into the "Hosting - Host Site Operations - Operations" field to apply the SOp

    Posted in: Miscellaneous Development
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    posted a message on [Contest] Wallpaper
    I made these a long time ago, but I figured I'd enter them anyway just so I'd have a chance lol. with all my projects i've not had ample opportunity to make a new wallpaper. First one is my entry, second one is the one i use on my comp, hah: Photobucket Photobucket
    Posted in: Project Workplace
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    posted a message on [Project] Starcraft Movie

    So, I want to become sick with cinematics - because being only a terrain artist won't get you on the top programming teams once july 27th rolls around. In order to master the triggers and get my style going, I'm going to create a movie-like game where you have control of the events. I'm aiming for around 30 minutes of action. Just a short little storyline, maybe 10-15 scenes total.

    As far as actions go, I want the player/audience to be able to perhaps choose to kill one character or another, flirt with one character or another (or completely avoid other characters), or other cinematic events. There are several different ways I've brainstormed to engineer the decision engine.

    -Decisions affect storyline directly
    -- each decision affects next decision
    -- total decision possibility formula = (2^(# of decision opportunities in 30 minute cinematic))
    -- e.g. (2^10) = 1024 total decision possibilities need to be triggered
    -- 1024 different storylines with no overlap
    -- Not feasible...too much time triggering.
    -- Most immersive

    -Decisions affect storyline directly
    -- each decision has no affect on next decision
    -- total decision possibility formula = 2 (# of decision opportunities in 30 minute cinematic)
    -- e.g. 2 (10) = 20 total decision possibilities need to be triggered
    -- 1024 different storylines, only 20 unique scenes
    -- Least immersive, quick project though

    Decision affect storyline directly
    -- each decision affects next decision, but length of movie is determined by decisions
    -- player can explore all decisions unless one decision nullifies another
    -- Moderately immersive, but not very cinematic
    -- # of decision possibilities limits # of storylines

    -Decisions affect storyline indirectly
    -- storyline chosen by variables gathered from decisions
    -- total decision possibility formula = (# of storylines) (# of decision opportunities in 30 minute cinematic)
    -- e.g. (8 storylines) (10 decision opportunities) = 80 total decision possibilities need to be triggered

    On top of all these decisions, I need a storyline. I was thinking Protoss Warrior involved in the tribal struggles that occured during the Aeon of Strife. Maybe have some different tribes that you could join and have them have seperate storylines, which would allow me to add to the movie later on.

    In a perfect world, I'd like to create an engine that allows players to make infinite amounts of decisions that really immerses them into the Aeon of Strife, but also retains the cinematic feel. I would definitely go with the 4th plan (Decisions affect storyline indirectly), and organize each decision into which variables they affect, and have perhaps 10 different variables.

    Very open to suggestions, especially ones that make this project even more feasible. I'd like to do this all on my own so I can learn (although some voice actors could be used, but i'll probably just use text boxes for the time being), but any tutorials/tips would be greatly appreciated, even if they're ones that you did not author but you think are very helpful for the aspiring cinematographer.

    Thanks for the read and look forward to your input.
    -Mokse

    Posted in: Project Workplace
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