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    posted a message on [Released] The Final Frontier (space rts)
    Quote from Xenoth87: Go

    You're just need to make units small enough to have an effective control over the map. You're just triggering it to have 3 zoom in/out variants for Galaxy Sector, Star System and Tactical camera variants. As a judgement over your Vid's, it seems your ships are not quite tough enough to have a tactical feel over starship battles. There could be longer acceleration rates and slowing weeapon types, but combat in space should take some time to make tactical decisions.

    As about planets, they just need some different textures depending on their abundancy type. Adding some local features like nebulae/asteroid belts (using fog/wind doodads with tweaked parameters) will help to navigate map easier.

    For a couple of other major ideas, I'll leave them for myself as I've wished to implement them in my SC2 version of Space Empires project later, although I could cooperate with this one somehow, to not make endless copies of the same map concept.

    problem low scales is that you will get datas like 0.01 movement speed. but I will try to get scales lower as even with current scales the map can be too small. you are right about acceleration, I will decrease it. I already made model of all usable doodad, I will add them soon to the map generator. About nebulae, I dont know what fog can be good. Making the same map is pain.D

    Posted in: Project Workplace
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    posted a message on [Released] The Final Frontier (space rts)

    I know it looks currently bad. Its only the raw project, I wasnt focusing on lookout yet.

    Quote from yukaboy: Go

    Wanna know what'd be REALLY cool? What'd be neat to see in middle betas is complete control of ship building. Example: You decide to build a cruiser. You go to the cruiser button and it doesn't start building yet. Instead, it takes you to a cool model viewer UI with complete overview of what the cruiser will look like through default. Then, you can decide how much Hp, shields, armor, damage, etc it has. The more you put, the more it costs. Then, you can choose the model design for each ship. (Each ship type {Fighter, cruiser, transport, corvette, etc.} has it's own list of models) If you don't know how to view models in the UI, ask Programmer. He just made a model viewer recently and that'd be really cool in this game. That'd make a really great way to customize ships. MAYBE! I have another idea! Maybe you can make that a way to customize Command Ships (Capitol Ships) which act as heroic ships. That'd be cool. Consider my thoughts. :D

    you have already complete control of your ship stats... I am planning to add images to dialogs now so you can see the ship and the parts you add to them. Also I am adding that the stronger your ship, the model scale are bigger and maybe I will add new models too if your ship really strong. However I dont want to give the model control to the players. (its better that you can recognize ship stats from model...) (I already looked into Programmer viewer.D) Yeah, I might make a command ship if you make a fleet and it will have special abilities according to fleet lvl...

    Quote from MaskedPoptart: Go

    This game looks like it has deep gameplay, but it has almost no immersion factor. The player spends nearly all of his time clicking dialogs without any graphical indication that he is making progress. It would be nice to let the player zoom in on the planet, so he can see resources being mined, buildings popping up, vehicles driving around, etc. Part of what makes sc2 modding awesome is the abundance of high definition graphics available to you without requiring you to have a lot of technical experience. Think of how you can take advantage of that; if you can't think of anything, your game is probably better off using ASCII art.

    Well you have the ships graphics and I will add more objects in the space. Problem with zooming in the planet that than I would need to take down the map size to have place for the planets (even If I make only 14 for each player.) But if the maps will ever get higher space than 256x256 than I will do it. Yeah I could further decrease the model sizes but its already really decreased... I will also add lots of images to the dialogs, I might add that they will change as you progress or the planet models might change to as you progress.

    Quote from ZarafFaraz: Go

    Yes, this map looks very neat, and I can tell you've put a lot into it. My opinion reflects that of MaskedPoptart....too many dialogs is really hazardous to use. Especially since dialog response time on Bnet tends to be a bit slow. The result is having to click through multiple dialogs is annoying at best.

    I remember I played a Golems map in which you would pick your spawn unit, golems, special units, and everything else via dialogs. I stopped playing the map for that reason alone.

    The dialogs were fast in your video, probably cause you were doing single player, but on Bnet, much like WASD controls, there is a delay and lag that is noticeable.

    Well dialogs not lag at all if I have 4-5 player. (I couldnt test it with more players yet) I tried to use as few dialogs as I could and in the video you saw all the dialogs (except transporting dialog...). Also if you set the ship design for build for example, after choosing the ship design your shipyard dialog will be opened again, so I tried to save your time everywhere I could. If the Golem map was lagy than he might messed up something in the triggers... Well WASD and dialogs are 2 different thing...

    Posted in: Project Workplace
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    posted a message on [Released] The Final Frontier (space rts)
    Quote from Xenoth87: Go

    All I can tell now, It's look EXTREMELY overworked. The type of a map you will play with friends only. Otherwise, random people will keep leaving it after brief look over all the messy stuff.

    Quote from QMJ3: Go

    Although I have to say, without playing it and judging solely by the videos, that looks very complicated. lol Is it easy to pick up and play?

    I didnt worked on look out yet, I just wanted to make sure I can do all the stuff I want under the limits the editor. I will add dialog backgrounds and images for stuffs (like ship images in the shipyard). Also I will add detailed description of each dialog and probably I will add a tutorial. Also I will add game settings, like you will able to set all the dialogs transparency and things like that (which will be saved to the next game so you will need to set those only once, bank rocks.D). And I hope the testers will help me to make the dialog text more clear for everyone.

    However this wont change the fact that the game is complex. So if people wont pick up I may add mode for beginner and advanced mode. Also this is 14 player map with long game play, so it has no chance under the current popularity system, so I wont be releasing for this crap system and I wont be releasing it until its not well balanced and well made, so people cant say it looks ugly, unbalanced or bugy and dont play it anymore.

    Posted in: Project Workplace
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    posted a message on [Released] The Final Frontier (space rts)

    there are about 10k line trigger and I am working on it since start of july. Of course I didnt worked on it at every day and if I would start it over probably I could decrease the trigger line to about 8k. I would say I have about 70-120 hour of work in it, if I include that I usually browsing on the net mean while.

    Posted in: Project Workplace
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    posted a message on [Released] The Final Frontier (space rts)

    Released! check my new post or the map's page.

    Finally I made the basic stuffs for my complex space strategy game.
    I renamed it from Warring Factions to The Final Frontier as it sits better for the map...
    So I made a new video about it and I need testers!
    Also I am moving the map from experimental phase as it turned out I can make it just under the 2mb trigger size limit.

    If you want to test the map, than add me on EU to friends: Goa.558 and write to me.

    map's page here in sc2mapster

    the map based on this browser based game

    New video about research and ship designing:
    (videos made on low quality starcraft 2 settings, but the videos still looks nice, if you choose high quality and full screen as they are well encoded)

    Embed Removed: https://www.youtube.com/v/GWlhF7X-BA8?fs=1

    old video about colony management, shipyard and map generator:

    Embed Removed: https://www.youtube.com/v/mCkjlSxLAB4?fs=1
    Posted in: Project Workplace
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    posted a message on How to make popular map
    Quote from Colt556: Go

    P.S. This topic is stupid, why did you make it?

    Because I will start making maps like that soon, for fun:D (and when you win the map, I will heil this stupid system...)

    Posted in: General Chat
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    posted a message on How to make popular map

    Your map shouldnt be longer than 10-15 minute, but be atleast 5 minute long.
    It shouldnt have more than 4 player slot. (I dont know why has the editor 14 player slot with this popularity system)
    Your map should be very simple, so everyone could understand it for the first time.
    It should be almost impossible to win it, but players shouldnt die before 5 minute.
    Give it fancy name and picture.

    (special thx for blizzard for making this great popularity system, which allows even the stupidest maps played by thousands)

    I originally posted it here: http://eu.battle.net/sc2/en/forum/topic/802540254

    Posted in: General Chat
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    posted a message on Kodo Tag - Looking for Data Editor

    I loved kodo tags. If help needed I am here. Also I have a similar map...

    Posted in: Team Recruitment
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    posted a message on Popularity System Petition?

    lets make sc2mapster poll about popularity system.

    Posted in: General Chat
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    posted a message on Multi weapons

    the problem is he cant add more than 1 weapon from the same type to 1 unit, I am having the same problem.

    Posted in: Data
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    posted a message on Are there any planet models out there?
    Quote from Colt556: Go

    Protip: Taking the sphere model, tinting a color, and cranking the HDR to 100 gives you a fantastic sun.

    true.D
    http://static.sc2mapster.com/content/images/24/685/Screenshot2010-08-26_12_35_35.jpg

    Posted in: Artist Tavern
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    posted a message on So abandon our projects, or abuse pop system?

    There should many ways to list the maps (by host joined time, upload date, player amounts...) , but popularity system shouldnt be default in any case. Sadly now the only way to list the maps according this crap system. Probably they could change this crap system under 1 day, but they wont because they are hard headed, I hope when their maps will fail on this system, than they will realize that its crap and will sorry for us...

    Posted in: General Chat
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    posted a message on Are there any planet models out there?

    somebody should make some of those planets in the pack for more textures. That shouldnt be harder than exporting models from wow, if you have the correct program for it.

    Posted in: Artist Tavern
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    posted a message on So abandon our projects, or abuse pop system?

    somebody make a stupid map which makes to the top 10 and when its there, change its name or content...
    I suggest It should be stupid 1 player td with 5 minute content.

    Posted in: General Chat
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    posted a message on [MOVIE] Battlecruiser Operational (Blizzcon Entry)

    Its looks really nice, but you could made something nice story under it, instead of typical Hollywood story line.D

    Posted in: General Chat
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