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    posted a message on Project Overlord - Seeking Members

    I'm still going through my options, since I'm already working on an AoS, but... do you have a terrainer? I might be interested in joining at some point.

    Posted in: Team Recruitment
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    posted a message on Epic Starcraft Dream...

    I actually had a dream tonight that combined real-life Grand Theft Auto with Diablo. I had upset some gangster so he was trying to get me killed in a GTA-version of my real life, which was pretty scary. Luckily, I was as awesome as GTA/Just Cause 2's main characters and managed to explode/kill everything he sent at me. Somehow we ended up on the sea and he send some kind of huge yacht after me. I boarded it and killed his lackeys, and then wanted to initiate the self-destruct procedure from the yacht's computer.

    That's where Diablo (note: a game I've never even played) kicked in. The computer told me that to initiate the procedure I needed some kind of 'item', and my 'quest log' told me that to get the item, I had to defeat five 'evil gods' and steal their 'items' and then combine them all. When I say 'evil gods' I mean large 'beings' who couldn't directly hurt me (though they could talk to me and kept taunting me), but who were all specialized in some kind of evil territory - one was specialized in ooze/gooey junk, another in bones/graveyards/dead people/ghosts, one in torture-objects, and I forgot the other two. I beat three of them really fast, but the fourth one I reached was the guy specialized in everything dead. To get his item I had to go into the top floor of a four story building (I very specifically recall it being four stories) that was really dark, fucking scary and filled with graveyards, walking skeletons, zombies, and all that shit, and work my way down to the basement to find the item. I was just so scared to go in there I went to move on to the fifth god, but that's when my alarm woke me up.

    Speaking of which - has anybody ever been in that situation where they dream something, and their dream times up EXACTLY with their alarm? As in - dreaming as if you're in a war, seeing somebody lob a grenade at you and then, as it explodes, waking up and realizing it's your alarm clock going off? Or being in some kind of high-tech sci-fi structure that suddenly starts broadcasting annoying beeps which end up being your alarm's? I've had this several times and it always matches up so well it just scares the hell out of me.

    Posted in: Off-Topic
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    posted a message on Dusty Dunes Desert

    I love desert terrains, they always radiate such a good mood. Yours could do with some elevation to make actual dunes, but I'd say you've got some pretty good basics there.

    Posted in: Project Workplace
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    posted a message on [Terrain Showcase] Welcome to the Jungle

    @ezbeats: Go

    This is default view, yes. I was thinking of implementing a rudementary third person FPS camera just to see if I can explore the map with such a thing. If I get around to it, I'll post a message on the map's FPS in that mode.

    Posted in: Terrain
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    posted a message on [Terrain Showcase] Welcome to the Jungle
    Quote from ezbeats: Go

    yeah pretty nice for a jungle! looks like a shit ton of doodads, hows the fps?

    There's exactly 1,441 of them. The FPS in the editor is all fine - I get no lag whatsoever, even if I zoom out to view the entire map. In-game there isn't really any lag whatsoever, safe for when you scroll over the rapids when you have vision of them - that bit drops my FPS from I'd say 40 to 20. It's noticeable, but you can still play fairly smoothly.

    Have to say Blizzard did one hell of a job on their engine.

    Posted in: Terrain
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    posted a message on [Terrain Showcase] Welcome to the Jungle

    Greetings my fellow mapsters,

    After a busy week of real life stuff, I finally managed to free up some time for mapping. At first I was indecisive as to what theme I was going to make my first Terrain Showcase to, but then I figured I could just load up a Bel'shir map and see what happens. "Welcome to the Jungle" is what happened. It's a map that features a hidden cave, rapid rushes, a jungle road and a long-destroyed temple. The map isn't playable as is, though can easily be modified to be so - this includes the hidden cave. On a sidenote, you'll need some sort of first/third-person camera to actually venture in there in-game.

    I consider the map finished and will most likely not edit it anymore, though feel free to give me any sort of feedback for me to keep in mind for later maps. If you have any questions, feel free to post them here or PM me.

    Edit: The page for this project can be found here, along with a download link for you to scroll through the map yourself.

    That said, without further ado... Welcome to the Jungle!

    Posted in: Terrain
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    posted a message on complains, need help - terraining

    @Madlios: Go

    This is something I suspect we won't see until release. If it isn't already in - I haven't found a way to do pitch rolling.

    Posted in: Terrain
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    posted a message on Starcraft II DotA: Storm of the Imperial Sanctum

    @threeleven: Go

    I don't want to stove off into some huge discussion about semantics in someone else's thread, but...

    Isn't that an extremely weird way of measurement? Football would be named something along the lines of "Maradonna-sport". Pop music would be named "The Beatles music". Strategy games would be called "Command & Conquer games" or "Dune II games". Pretty much every activity in existence has either been named by it's creator is has been given a name that has something to do with it's creator. Back when the first DOTA was released, we even used to say it was "an AOS map". Also, I've never heard anyone say he was "making a wc3 map" for starcraft (2).

    I'd probably be happy with MOBA, even though I find it a tad weird of a name.

    Posted in: Project Workplace
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    posted a message on Starcraft II DotA: Storm of the Imperial Sanctum
    Quote from cocosoft: Go

    Can't you understand that some people like the dota genre?

    Actually, last time I checked, AOS was the genre. If we're naming the genre after the first map of its kind that was created, that is.

    Just saying.

    Posted in: Project Workplace
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    posted a message on Creative Doodad Uses
    Quote from Sephiex: Go

    @Ash4meD: Go

    Thank you. Well naturally I think they'd be best suited for TPS, but it may be possible to use them with an overhead view, I haven't tried it. The Rock Arch model by default has occlusion enabled, which means they can turn transparent. (Not sure how it determines when to become transparent, perhaps when the camera is near them or when they are blocking the view of the camera. In any case it was something I had to turn off because they were turning transparent when I went inside them.)

    Afaik, the archs turn transparent when any unit moves under (read: near) them.

    Posted in: Terrain
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    posted a message on Creative Doodad Uses

    I'm in a bit of a hurry (going to the dentist, prolly gonna lose more teeth :( ), but I just wanted to say awesome job Sephiex - those tunnels are pretty much exactly what I meant and you made it look seriously cool. It vaguely reminds me of those last few levels in Gears of War (1).

    Posted in: Terrain
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    posted a message on Looking to start development on AoS style game.

    @Metatr0n: Go

    Have you got a terrainer? You don't list it, but I'd probably be interested in doing that...

    Edit: I'm not a fan of FF though, and if you go with that I'm not sure whether I'd be able to make a FF-like terrain.

    Posted in: Team Recruitment
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    posted a message on Feedback for Terrainers

    @Tradnan: Go

    Your terrain seems a bit 'static'. It could use some more foliage, one or two focal points, and I reckon you could up the water level in that canyon. You need to smooth the edges of cliffs made with the raise tool, and fiddle with textures more. In general, but specifically for that little pond in your fourth screenshot. Think about it - if there'd be a little pool/oasis with water and trees growing next to it, would it be completely sandy in such an area? If it were, the water would seep into the ground. You need to either use a bit of desert grass to 'indicate' stuff is actually growing near it, not just loose trees, or you need to use a rocky bottom that explains why that pool of (in that case probably rainwater) isn't seeping away.

    Posted in: Terrain
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    posted a message on [Campaign] Unearthed Secrets

    Alright, now that I actually managed to beat the map, I can give some more detailed feedback.

    • Let me start by saying that your Feedback tip helped. It was still seriously hard at the start, but by Feedbacking down the first 6-7 Medivaces, I ran out of energy just about as I managed to get a base going and completely cannon off the western side of my base (I had the eastern base). This basically killed any incoming Banshees or Medivacs on that side instantly, which meant I only had to use Feedback on the ocassional Battlecruiser. All the while, Eisenkhul and my two starting Immortals were enough to completely negate the tank/2X Viking attacks coming from the south. Past the start, I reckon the difficulty is good. Even with a max food army, I had some troubles taking down their bases and the general was a pretty tough bastard as well. This worked out well.
    • The top-left and bottom-bottom Vespene Geysers in the western base as inaccessible. You can't build Assimilators on them because doodads are blocking them off.
    • It wasn't entirely clear to me that I had to use High Templars to reclaim the librams. Currently, the only way to find out exactly what you're supposed to do with them is to actually open up the quest itself. You might want to make this more clear.
    • In a similar fashion, the writing could use some improvement. Some sentences don't really work at all and the whole storyline seems to be a bit 'thin' and bland, even if there's enough to make the map work.
    • You might want to restrict flying movement a little bit on the sides of the map. You did a pretty good job on the boundaries of the actual map, but I don't really like that I can basically fly a force of Void Rays all the way around their camp over nothing but bland terrain. Either spice that up or make the whole bit inaccessible.

    All in all it was an alright map to play, though if you fix these bugs and tune the difficulty slightly (or make two settings, like Serius mentioned), it could be downright awesome.

    Edit: Also, I updated the localization - I had missed a couple of lines. Unitnames, objectives and one or two additional cinematic lines should all be in proper English now.

    Posted in: Project Workplace
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    posted a message on [Campaign] Unearthed Secrets
    Quote from Lascero: Go

    Firstly, thanks for the conversion and feedback. Real quick, can you convert to EU with the NA client, or does it require EU?

    I reckon it requires EU. It's not much of a secret how I do it; I just open up the map, find all the places where you've typed in custom text, open them, and resave them. I just figured that I might as well take thirty seconds to re-upload the map here so other EU players don't have to go through all that.

    Quote from Lascero: Go

    About the difficulty: I think the key thing that's coming up is the reliance on Templar Feedback, which'll one shot the medivacs dropping and the banshees, and knock the BC's down a good chunk (which are finished off by stalkers); I intentionally set the medivacs that drop the Thors/Marines to have 200 energy to setup for that, but it may be a crutch at that point in terms of design, and too painful to lose them, since they're far down the tree, and they die to Ghosts really easily. I may just put another transport out with 2 Stalkers / HT's.

    Still though, is it really meant to be *this* hard? I might not be the best SC player around, but I'm just getting my ass kicked majorly. Heck, if all these forces just came from one side it might be doable, but I really have to spend 100% of my time sending my units all across my base and barely have time to get any buildings up.

    Quote from Lascero: Go

    Edit: I'll also try running it through the editor and the drag-and-drop method to see if that bugs anything; I read something in another thread where that might cause things related to triggers.

    I was thinking about this myself as well; just as the custom text isn't translated properly when you go NA>EU, it might do the same with some numbers. If you have a trigger saying something like "every 120 seconds, summon attack force and send them on their way" the EU client might somehow turn that into "every 20 seconds, summon...".

    Posted in: Project Workplace
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