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    posted a message on im looking for door from the piercing the shroud
    @Black7zero: I had to read that 4 times over to figure out what you were trying to say. Punctuation and grammar, Befriend them.
    Posted in: Miscellaneous Development
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    posted a message on Custom Live Tournament: Nexus Wars
    @OiledTinman: Erm, I do not believe that is the original Nexus Wars. That version is bugged and old. The original(Which was on the US) was created and maintained by "lilman". Lipshcitz Is the fake. Having played the updated one during beta(on the US). I can say that the one on EU is not fun to play at all, due to a lot of balance changes and updates that were needed. http://us.battle.net/sc2/en/forum/topic/188779114
    Posted in: General Chat
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    posted a message on Looking for a group (minigames, etc.)
    @tigerija: I like the proposed idea of working on minigames. They are fun, and can be very addictive. I think you need to market yourself better as a good leader if you want people to join your team. Maybe show examples of what you did in those 5 years during Wc3, or reveal more of what type of minigames you want to create. Like adding concept art, throwing some ideas around. I think it could help.
    Posted in: Team Recruitment
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    posted a message on Combo Arena (Working Title)
    @zenx1: Saw the video. Looks kinda cool.
    Posted in: Project Workplace
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    posted a message on Random Terrain?
    @Fellius: The map "Hex`d" , Does it not use random terrain?. Im not sure, ask the author. Could be what you are looking for.
    Posted in: Terrain
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    posted a message on Gratz s3rius
    1k posts!.. You should get a cookie.
    Posted in: Off-Topic
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    posted a message on Disabling alerts like "your allies are under attack".
    @muniek: Search is your friend. http://forums.sc2mapster.com/development/map-development/1794-an-ally-units-is-under-attack-annoying-message/ Quote from progammer "To remove these warning (its called arlert) look for Alert category in the data editor, you can disable the sounds, notification, minimap ping, or all of them."
    Posted in: Triggers
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    posted a message on Will the asian maps come to the west?
    @JakeStake: What kind of custom maps?. Could you elaborate on them? The thing with region locking is, We have no idea whats going on in the other realms that are not associated with our account. With EU and US its not too hard, There are many forums and friends are often part of one of the regions and share information on what custom maps are being played there and so forth. For Korea and such, Its a complete shroud..
    Posted in: General Chat
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    posted a message on how do you delete your own post...
    @joecab: Well you could update the post indicating "[Solved]" with the solution. Will help other people in the future if they encounter a similar problem. Or just direct a mod to this post you want deleted and we`ll be able to delete it if the first option is not applicable to you.
    Posted in: Off-Topic
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    posted a message on Forums Default action
    @cavemaneca: This has been annoying me a bit too. Lets get out torches + pitch-forks and charge at Sixen!
    Posted in: General Chat
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    posted a message on Compendium On Map Creation And Design
    *Yep, Reserved again*
    Posted in: Project Workplace
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    posted a message on Compendium On Map Creation And Design
    *Reserved*
    Posted in: Project Workplace
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    posted a message on Compendium On Map Creation And Design
    <FONT COLOR="#9A2EFE">Interviews</FONT>

    This section is intended to the highlight the importance of feedback. It is important to get a general idea of what is acceptable and what is not. What players want/expect/like/dislike. All this falls under feedback and will aid in decision making during map design. This is a work in progress and more people will be added to the list, including additional questions

    The people interviewed: ::::::::::::::::::::::::::: Sixen Bibendus b0ne123 Malu05 s3rius Mozared Bifuu progammer Karawasa Alcoholix ::::::::::::::::::::::::::: They are a mix of moderators, and map-makers whom have at some point created popular maps and have a general good insight into design. ------------------------------------------------------------------------------------------------------------------------- <FONT COLOR="#BDBDBD">1. Which custom maps do you find yourself playing these days and why?. What do you like about them?</FONT>--- ------------------------------------------------------------------------------------------------------------------------- <FONT COLOR="#2E2EFE">Sixen</FONT> : Personally, I played some Nexus Wars and SotIS... Just because they're on the first page of the Popularity system really. Yes, it's flawed, :P. <FONT COLOR="#00FF00">Bibendus</FONT> : I don't really have time to play custom map on these days, however I'm following mapster and I have some preferences. I like original maps like "Haunted Temple", "Doodad Hunt" or this new map called "Barracks of the Dead" inspired to Video Arcade shooter games. Another fun map is Partycraft, inspired to the old Uther Party wc3 map that includes a bunch of minigames with high replayability. <FONT COLOR="#00FF00">b0ne123</FONT> : When I've got some spare time, I'm playing my own map most of the time because I have to test it and I like it. It is pretty well balanced and there are a lot of ways to win in the current versions. It's a good feeling to play your own map with random people from all over the world and to hear what they are saying about it. <FONT COLOR="#00FF00">Malu05</FONT> : I have to take my hat off and admit that i don't play Starcraft2 at this time. Mainly due to the broken custom game system, i would love to try out brand new maps, but: A: They are hard to find B: The system is made so that it is nearly impossible to find others to play with when talking unranked maps I have acturally not played more than 10 custom games (on battle.net) since release. <FONT COLOR="#2E2EFE">s3rius</FONT> : Rarely any. There are few good custom maps out there. I found myself playing a little bit of Nexus War and some survival games, because they are known from Warcraft 3 or SC1 and already well developed. <FONT COLOR="#2E2EFE">Mozared</FONT> : Currently, mostly HotAT and THE card game. Mostly because there aren't a lot of good maps around yet. That's not to say it's all bad, but income wars, battlecraft, nexus wars and marine arena are all basically the same concept in a new jacket - and it's a concept that bores me. I'd like me some games of 'find the murderer' and similar styles maps, but very few of those currently exist. <FONT COLOR="#2E2EFE">Bifuu</FONT> : I actually haven't played any custom maps yet by other users, because of recent time constraints a lot of my activity has slowed, but coming next month ill have a lot more free time and availably so custom maps will be played! <FONT COLOR="#2E2EFE">progammer</FONT> : Honestly I havent played much because of many time restraint, developing map myself and also because most of the map is not at its polished state right now. Some of the playable and polished map right now are the one showcased here on mapster. Check out DarkRevenentX's reviews for some of them. <FONT COLOR="#00FF00">Karawasa</FONT> : I am currently not playing any custom maps. I sample other TDs to get a feel for the market and also to scope out ideas. That being said, there hasn't been anything yet that I've seen which would really capture my attention. Given, it is rather early in the life of SC2. <FONT COLOR="#2E2EFE">Alcoholix</FONT> : I think I played 3 custom maps since sc2 launched ------------------------------------------------------------------------------------------------ <FONT COLOR="#BDBDBD">2. What would you say are some of the elements that make a good and fun map?</FONT>--- ------------------------------------------------------------------------------------------------ <FONT COLOR="#2E2EFE">Sixen</FONT> : A big part of a fun map is the ability to play through it once and be amazed... But then the rest of it is replayability. Maps that are just good when played once are not good maps. This is why DotA got as big as it has. <FONT COLOR="#00FF00">Bibendus</FONT> : The most important elements of a game are the amount of possible customizations and replayability. A game is fun when you can choose different strategies to achieve the victory and you can replay it making different choices. Look at the SC2 campaign, isn't that funnier then WC3 now that you can upgrade units and buildings? Another important element is the graphical aspect of the game. A good terraining and different ambients are more appealing that a single room with a low quality terrain. Last but not least the game must be easy to understand, the majority of players leave a game after 1 minute if they don't understand how to play it. <FONT COLOR="#00FF00">b0ne123</FONT> : Balance and challenge. A nice looking map and a bunch of new units are fun two but they can't make up for imbalance and a to easy or to hard map. Balance is important in nearly every kind of maps. If one unit or tower or spell is enough to win the game players are not going to play it a lot of times. <FONT COLOR="#00FF00">Malu05</FONT> : I think that all depends on what gametype/mode we are talking about. Some maps are good when they are repetetive some must be evolving. But the single most importaint thing is gameplay. A map developer can spend weeks on making some great terrain but if the gameplay is not fun noone is going to play it anyway. Rather a flat empty map with good gameplay then a heaven with rainbows that suck. <FONT COLOR="#2E2EFE">s3rius</FONT> : Easy understandable gameplay. Not much to say about it. However, at the moment people tend to neglect eye candy. For a map to be great everything needs to fit together. Adding sounds, special effects and other nuances is what makes the difference between a good map and a great map. <FONT COLOR="#2E2EFE">Mozared</FONT> : Balance, looks, pacing and lore. Maps are in every circumstance better if one of these points are improved, and it's really hard to do any of these elements completely wrong if you just pay some attention to them. Lore and looks might argueably be the most important ones in the list - any map that has some kind of background and interesting terrain will immediatly draw somebody's attention. <FONT COLOR="#2E2EFE">Bifuu</FONT> : Well that depends on the map, but generally game play, which is also based on the map haha. an RPG Map should have an engaging storing line, while an action game should have awesome controls. <FONT COLOR="#2E2EFE">progammer</FONT> : Mainly gamplay make the map/game fun. Just like what blizzard has done to their campaign. The core game is no different but the catch/rush/defense/upgrade mechanics made it fun. A little bit polished on the art department wouldnt hurt either, but that's not my concern. <FONT COLOR="#00FF00">Karawasa</FONT> : This can perhaps be summed up by the "easy to learn but hard to master" concept. A good map should be accessible to new players, but should also not be lacking in depth. There must be a reason to come back. I also can't stress polish enough. The right models/icons/effects, proper tooltips without spelling mistakes, quality terrain that fits the game etc. all add up to deliver an experience. <FONT COLOR="#2E2EFE">Alcoholix</FONT> : A good fun map is a map that has it's objectives and controls clear from the start. And this doesn't mean a loading screen full of instructions on how to play. It actually needs to be intuitive or made clear in some easy to digest way during gameplay. ---------------------------------------------------------------------- <FONT COLOR="#BDBDBD">3. What is your favorite and least favorite map type/genre?</FONT>-- ---------------------------------------------------------------------- <FONT COLOR="#2E2EFE">Sixen</FONT> : My favorite type of Map would have to be by far, Bounds! I've loved playing Bound maps ever since I was introduced to them in SC1. I don't really have a least favorite map type, it just depends on my mood really. <FONT COLOR="#00FF00">Bibendus</FONT> : I don't have a favorite map genre, as I said it all depends from the originality and fun of the single map. I can say that usually tower/hero defensens and escape games are the most banal and unfun for me. <FONT COLOR="#00FF00">b0ne123</FONT> : I like all kind of Wars, Madness and Survival maps. I suck at minigames, my Lost Viking highscore is around 4000. <FONT COLOR="#00FF00">Malu05</FONT> : I love defence games. They are easy to pick up and the repetitive nature of the gametype removes the sense of "lost progression" every time you start a new game. The mods i hate the most is thoes deep story RPG/Adventure maps, simply because i don't feel like i want to dive in deep to a story if a map is shitty, and sadly there is a 9/10 chance that you will end up in a shitty map. I by no means have anything against RPG or adventure maps, its just when you play too many bad games of the genre you don't feel like you want to try a new one. <FONT COLOR="#2E2EFE">s3rius</FONT> : I hate escape-style maps, because I'm bad with them .~ Most of the time I've only played survival games, and I still love them <FONT COLOR="#2E2EFE">Mozared</FONT> : Least favourite would easily be the legion of hero survival maps right now. Even if you get one of these that doesn't screw up terrain, balance and lore, the whole concept just bores me. If it's at least an RPG where you have to move around and do quests, it gets better, but just shooting endless waves of enemies with one single unit is horrible. As for my favourite map... anything co-op that has a good background, really. I played a map not too long ago, outpost TX-47 or something if I recall the name correctly; it wasn't a completely new concept (defending a base with 4 players - one builds turrets, one heals, the other trains marines) but just because the background and in-game cinematics were good, it was very enjoyable to play. <FONT COLOR="#2E2EFE">Bifuu</FONT> : My favorite would have to be most Co-op Competitive games and my least favorite are the ones that Troll me (ie. Burrow the Siege tank in sc1, 20 hours wasted!) <FONT COLOR="#2E2EFE">progammer</FONT> : Should have stated no offense at the start of the interview rather than here but the least favorite of mine is TD or defense map. Sure they brings strategic value and a lot of playability but consider the amount of sitting watching mobs run around suicide in circle to the ratio of fun getting out of the map, its not worth it. Many defense map added another level of control for heroes, more tower manual control or more dynamic creep manipulation has succeeded (at least to me). With this new engine, another function to speed up game speed could help them less boring. And my favorite genre is the Hero Arena and AOS map. They brings a lot of fun in just as few as a 20min match that satisfy both side <FONT COLOR="#00FF00">Karawasa</FONT> : My favorite genre is, of course, Tower Defense. My least favorite is RPG. I just don't have the patience to work through them, with exception to very high quality ones. <FONT COLOR="#2E2EFE">Alcoholix</FONT> : I keep hearing about these things called DotA and TD, constantly, actually so much that I fear of ever accidentally playing one. My favorite map atm, I have to choose between one of the 3 I played... Corpses by Bibendus ------------------------------------------------------------------------------------------------------------------------------------ <FONT COLOR="#BDBDBD">4. In terms of the standard genres out there like tower defences, Rpg maps, Fps maps and such.How important do- you think it is for map developers to stick to tried and tested concepts?. - AoS was a map concept created during the days of Starcraft 1. It eventually led to the birth of the very popular - spin-off concept "Dota" - Do you believe re-inventing or developing new and original map concepts is something map makers should consider more often or rather just stick with tried and tested ideas?</FONT> - ----------------------------------------------------------------------------------------------------------------------------------- <FONT COLOR="#2E2EFE">Sixen</FONT> : There's always room for discovery... That's about all I can say in that regard. Sure, keeping it safe and using concepts everyone knows may get your map noticed, but standing out and being unique... taking that leap could be huge. <FONT COLOR="#00FF00">Bibendus</FONT> : Absolutely yes, new concepts make games more fun. Playing now a tower defense is like playing a SC1 tower defense, you can have different towers and upgrades but the gameplay is always the same. BOOOORING... I think that the AOS genre should die because there are already standalone games that offer better playability then a SC2 mod (League of Legends and Heroes of Newerth, the first is free too. They support player reconnections and a better lag control, why should someone play a mod for this?). Unfortunately AOS maps won't die because there are many DOTA fans around that would continue to play that kind of maps. I hope this won't ruin the custom games community as DOTA did (99.9999% custom games were DOTA in WC3). Personally I'm looking towards original gameplay styles inspiring myself to unique games or old unused game concepts as I did with Corpses (Inspired to CoD Nazi Zombies) and Crush Company (Inspired to old beat'em up arcade games). <FONT COLOR="#00FF00">b0ne123</FONT> : They should try something new but there are some things working against it and preferring known genres. If you are new to map making you should start with picking a map you like and try to improve one or two things, maybe add a new unit or new boss. Maybe just change the layout of the map. If you know how it all works then your fine to start something new, but I guess a lot of people don't like to because a map with TD in it gets popularity for free. Players tend to play what they know and it it hard work to get them to play a new map. You see this every popularity reset, the old, well known maps are back on top after 5 minutes. <FONT COLOR="#00FF00">Malu05</FONT> : I think if you want your map to stand out from the crowd you have to do something original. Every game comes from inspiration of some sort. It does'nt nessesarily have to be just games, it can be a movie, a music track, a painting, a experience of some sort. When i sit down to create a map i usually go into the project because of something i have just been doing (watching a movie or found some new music), its often more than 1 inspiration source. My initiall ideas are brances off that inspiration. For a long period of the game development process im focused on my own ideas. And once thoes ideas have been taken into consideration i go pick on inspiration from other games, that can be everything from gameplay mechanics to how the camera should handle etc, so that i don't have to reinvent the spoon if someone else allready made a good working recipe but still leave most of the room for my own ideas. <FONT COLOR="#2E2EFE">s3rius</FONT> : Mappers who try to create something great should never just stick with an old concept. No one needs another DotA clone. But there's nothing wrong using an old concept as a foundation - you just need to develop the idea and make something more perfect out of it. I see that alot with other games, at the moment. Look at Bioshock or Crisis 1. These games were great, they sucked me in and stole dozens of hours of my time. Both games got (or will soon get) a sequel now. Both sequels aren't bad, in fact they're both a bit better than the originals - but only a bit. They've evolved so little that they just don't feel like a great game in comparison to the original. <FONT COLOR="#2E2EFE">Mozared</FONT> : I believe neither, I think people should make what they feel like making. DOTA-style maps can be really interesting and fun to play if one puts in enough energy and gets the balance/creative aspects right. HotAT would be a prime example there. It's not going to be the best map ever made, but it's a lot of fun and definitely worth playing. <FONT COLOR="#2E2EFE">Bifuu</FONT> : People should always try to develop ideas further, if they didn't no progress would be made and we would still be playing pong competitively. <FONT COLOR="#2E2EFE">progammer</FONT> : Sure like I stated above with blizzard's campaign, just the gameplay will determine success. Rip-off is not important as long as it can produce fun <FONT COLOR="#00FF00">Karawasa</FONT> : The answer to this question really depends on experience and ability. I believe that creating a new map concept is no trivial matter. If not done right, then it's both a waste of time and a loss of a new genre. It should not be attempted by most developers. There is something to be said about tried and true ideas. The "if it ain't broke then don't fix it" concept comes to mind. At the same time, if it wasn't for certain pioneers then the established genres would not be nearly as interesting as they are today. My advice would be to recognize the difficulty and risk involved with being a pioneer, and determine for yourself whether you are capable. <FONT COLOR="#2E2EFE">Alcoholix</FONT> : We need more innovation, more concepts, people need to dare to experiment. Out with the old, in with the new. ----------------------------------------------------------------------------------------------------- <FONT COLOR="#BDBDBD">5. How many minutes on average are you willing to spend time playing a custom map?</FONT>-- ----------------------------------------------------------------------------------------------------- <FONT COLOR="#2E2EFE">Sixen</FONT> : The amount of time I am willing to spend on a map all depends. If the map is amazing, i'll spend as much time as it requires. I've played games of DotA that have last over an hour before. There are also great RPG's that allow you to save and load games, which is awesome. Play for an hour or two today, continue tomorrow.. <FONT COLOR="#00FF00">Bibendus</FONT> : I will spend more time making maps instead of playing them. For now I didn't find any map that I would like to play instead of playing other games, we'll see in future. <FONT COLOR="#00FF00">b0ne123</FONT> : A half hour is a good time for the most maps. If it takes longer it has to be damn good to keep the people playing. <FONT COLOR="#00FF00">Malu05</FONT> : Almost unlimited. Unless the map is boring i could play forever. Thoes few Starcraft 2 mods i have played have been played for hours <FONT COLOR="#2E2EFE">s3rius</FONT> : If it's well-made and entertaining I could easily spend 2-3 hours playing a single match. <FONT COLOR="#2E2EFE">Mozared</FONT> : That really depends on how much fun it is. I've spent several hours on HotAT already, but a grand total of 5 minutes on Nexus Wars. On average though, I reckon I can sit through at most 20 minutes of boring gameplay before I give up and assume it's never going to be fun. <FONT COLOR="#2E2EFE">Bifuu</FONT> : As long as it takes! if theres a goal to be accomplished ill stick it out! (See previous mention about burrowing a siege tank >.<) <FONT COLOR="#2E2EFE">progammer</FONT> : Really depends on the maps. And I'm a completionist *cough*achievement*cough* so if the map demand at least 10h to master the basic, I would go for it <FONT COLOR="#00FF00">Karawasa</FONT> : I do not like games that last for more than an hour. They tie up too much of your time at once. It is for this reason that I implemented Short Mode and Extra Short Mode in Element TD. If possible in your map, then I would advise taking similar steps. <FONT COLOR="#2E2EFE">Alcoholix</FONT> : Depends on if I like the map. I've played Corpses for a few full games. The other 2 maps I tried I gave up on very quick because they were either too complicated or just not fun. ----------------------------------------------------------------------------------------------------------------------------------- <FONT COLOR="#BDBDBD">6. With the complexity and time cosuming nature of the Galaxy Editor. Do you think team work is more important - now in hopes of creating a good map? or can we still expect cool stuff from people going solo?</FONT> - ----------------------------------------------------------------------------------------------------------------------------------- <FONT COLOR="#2E2EFE">Sixen</FONT> : I do believe teamwork will be really important in creating quality and premium Maps for SC2, but I do still expect to see people going solo. Some people just work better alone. <FONT COLOR="#00FF00">Bibendus</FONT> : For now the editor doesn't allow a good teamwork because each user of a team can work only on separate aspects of the game. You can split the work on Terraining, Data Editing and Triggering, unfortunately triggering is the more time consuming part and it's really annoying to do it in more then 1 person due to code merging problems. <FONT COLOR="#00FF00">b0ne123</FONT> : We can expect good stuff from solo map makers but it takes time. A lot of time. If you find someone to help you, you should take his help and split the work up. Big maps using all the possibilities of the editor are most likely never finished if the map maker stays alone. <FONT COLOR="#00FF00">Malu05</FONT> : No, i don't think teaming up is more importaint than it was in the Warcraft 3 era. The thing is the editor requires a bit more overall knowledge. If you really want to dig in deep its importaint to understand the Dataeditor, Trigger Editor and Terrain. Once you have a basic understanding of thoes 3 the complexity can be solved at sites like sc2mapster.com, you might come up with some questions but its not like its going to take much longer to make a map when you are on your own. And with a size limit of 10mb per map there is not that much you can include in terms of resources suchs as new models, sounds and grapichs so that part is also not going to be more demanding than what we saw from Warcraft 3. All in all i think that teaming up is great, but not preferable over going solo. <FONT COLOR="#2E2EFE">s3rius</FONT> : In a couple of years there will be people knowing almost everything about every aspect of the editor. These guys could easily work for themselves and create great things. At the moment our knowledge is so limited that teamwork is defitely a great help. <FONT COLOR="#2E2EFE">Mozared</FONT> : We can, definitely, there are homo universalis types out there who can do it all and given enough time, they put out the most amazing work. That said, team work will definitely become more important, as each profession has been deepened to a large extend now. Most people (like me) specialize in one area of mapping expertise, and you generally want to form a team with those people to ensure the best of succes in every sector. <FONT COLOR="#2E2EFE">Bifuu</FONT> : Not to sure, Ive tried solo and team based developing in sc2 already and it really depends. There are a lot of great solo developers out there and there are a lot of really great Teams. we just have to wait and see <FONT COLOR="#2E2EFE">progammer</FONT> : Solo is certainly possible. I haven't really joined any big project since I started sc2 but with the complexity of the data editor, I would recommend any new mapmaker to concentrate on 1 skills and learn as a team <FONT COLOR="#00FF00">Karawasa</FONT> : I used to be the solo guy who wanted to do everything himself. I came to the realization though that a team is far more optimal. No one, and I mean no one, excels at everything. The team allows you to focus on the aspect(s) that you do best. We will surely see maps from solo people with infinite time that are good. But that's not the point. Rather, ask how much better those maps could have been if they used a team to cover for their weaknesses. <FONT COLOR="#2E2EFE">Alcoholix</FONT> :Yea, I believe in teamwork. The editor has so many different aspects, and each require someone specialised in those aspects. Some people just excell in terraining, while others prefer working on the User Interface or figuring out complicated trriggers. This doesn't mean that solo projects are not possible, but they will take a lot longer too develop, or might lack some polish. ---------------------------------------------------------------------------------------------------------------- <FONT COLOR="#BDBDBD">7. What do you think are some of the common mistakes many map-makers are doing right now?</FONT>-- ---------------------------------------------------------------------------------------------------------------- <FONT COLOR="#2E2EFE">Sixen</FONT> : No comment. <FONT COLOR="#00FF00">Bibendus</FONT> : The most of the map making community is focusing on old concepts or remakes and is not looking toward new original works. This is the biggest problem for me. <FONT COLOR="#00FF00">b0ne123</FONT> : People are releasing their maps to early and unfinished or imbalanced and some maps lack any explanation. I've played a map where I got a Command center and 6 SCVs. After 5 minutes suddenly 2 enemies appeared and killed me. I'm never going to play this map again. The first minute is probably the most important one for a new map. People should be aware of it and test their maps private before they complain that nobody is willing to play their map. <FONT COLOR="#00FF00">Malu05</FONT> : As mentioned in the first question i don't really play so i can't answer that question fully. But what i do miss is some people that take more risks and try to come up with brand new concepts. I see too many maps that could easily have been made in the warcraft 3 editor, and many of them are infact just clones or reiterations of popular warcraft 3 maps. The editor have much more to offer and there is far between maps that stand out from what we come to expect from what the old warcraft 3 editor could offer. <FONT COLOR="#2E2EFE">s3rius</FONT> : Yanking out unfinished maps, I think. Right now the custom game list is flooded with semi-finished and bugged maps. Get a couple of friends, work on your map, release it when it's playable. <FONT COLOR="#2E2EFE">Mozared</FONT> : For me, as a terrainer, I'd name bad terrain as the number one mistake. Absolutely none of the maps that are currently in the EU top... 40 actually have good terrain. Some have decent terrain (HotAT, Centipede TD) and some have over the top terrain (SoTIS... sorry Vjeux =P), but most have simply uninteresting and bad terrain (pretty much everything but those three named maps) <FONT COLOR="#2E2EFE">Bifuu</FONT> : Most mistakes are really coming from the Data Editor. Mostly with Actors, but i see a lot of great tutorials coming out from people like PM that are helping loads of people. <FONT COLOR="#2E2EFE">progammer</FONT> : Unpolished release mostly. Might be because of the stupid popularity system and the inability to host map without their official server. Also the lack of better communication channel in bnet prevent people from effectively testing the map. (I still wonder why we cant right click a map author and add him as a friends if publishing is the only way blizz allow us to play map right now) <FONT COLOR="#00FF00">Karawasa</FONT> : The number one mistake I see is taking on too much. There are countless people embarking on projects that they are not capable of doing. I don't believe people realize the risks and difficulties involved with either inventing a genre or pushing a current one forward. Please keep in mind that my definition of success or completion means something played on BNET. You could make the biggest RPG or the most advanced TD but if no one knows or cares then what have you really done? Second biggest mistake is not paying enough attention to polish. A game is an experience and neglecting your presentation is just bad style. Ample time should be spent refining your game. Finally, you must be open minded and critical of yourself and your work. I see far too many people who think their map is the best thing since sliced bread. If you take on that mentality you can't ever hope to maintain success (even if you somehow manage to create a one hit wonder). A game is never done, you should always be looking for ways to improve it. <FONT COLOR="#2E2EFE">Alcoholix</FONT> : Remakes of DotA and TD ----------------------------------------------------------------------------------------------------------------------- <FONT COLOR="#BDBDBD">8. Are you interested in any old Starcraft 1/Warcraft 3 maps being remade in Sc2?. If so, Which ones?</FONT>-- ----------------------------------------------------------------------------------------------------------------------- <FONT COLOR="#2E2EFE">Sixen</FONT> : Bounds! Bounds, bound, bounds! NEEDZ MOAR BOUNDAGE! <FONT COLOR="#00FF00">b0ne123</FONT> : The only map I remember from SC1 is a fastest $$$ map and the good TD map made by Blizzard in WC3. Never played SC1 or WC3 online. <FONT COLOR="#00FF00">Malu05</FONT> : Again i don't see much interest in re-makes of old map, as much as i loved some of the old maps i don't think that we should recreate everything for every new generation of (W/St)arCraft games. Maybe once warcraft 4 or Starcraft 3 comes out it would be of interest to me to go back, but for now i think we should see ahead, instead of back. <FONT COLOR="#2E2EFE">s3rius</FONT> : Well, my good old survival maps from Warcraft 3 (Survival, Notd, DotD) and Snipers from SC1 (there might already be some and I just don't know it..). That'd be great to have them here again - but not only remade, but developed into something even better! <FONT COLOR="#2E2EFE">Mozared</FONT> : I'm not particularly interested in this, though I'd probably play through some of them. The editor is a pretty powerful tool, and I'm sure someone out there wilil get a couple of remakes just right. <FONT COLOR="#2E2EFE">Bifuu</FONT> : Yeah, someone make a burrow the siege tank map that just gives the siege tank a burrow ability so i can finally beat it! <FONT COLOR="#2E2EFE">progammer</FONT> : Might be all of them're being remade already. People could not resist such awesome map from debuting on sc2 <FONT COLOR="#00FF00">Karawasa</FONT> : I would like to see quality remakes of the following; DotA, Uther Party, X Hero Siege, and Tropical Tag. <FONT COLOR="#2E2EFE">Alcoholix</FONT> : Never played SC1 and WC3 :) ------------------------------------------------------------------------------------------------ <FONT COLOR="#BDBDBD">9. Starcraft 2 maps aside. Which old school games do you still play/enjoy?, if any.</FONT>-- ------------------------------------------------------------------------------------------------ <FONT COLOR="#2E2EFE">Sixen</FONT> :I still play some D2 on occasion, and I have been getting back into D1 surprisingly.. I usually stick to Blizzard games, you can never go wrong with Blizzard, ;). <FONT COLOR="#00FF00">Bibendus</FONT> : I used to play some old emulated games (amiga, mame) years ago but now I prefer to play new games. <FONT COLOR="#00FF00">b0ne123</FONT> : Call of Duty 2 is still a very good multiplayer shooter and all glory for Secret of Evermore, the best RPG and the only one I've ever played a couple of times. I like the idea of a reagent based spell system. Nearly every other game uses some kind of endless replenishing mana. <FONT COLOR="#00FF00">Malu05</FONT> : Enfos Team Sourvival was one of my favorite maps also a few of thoes defence maps that i can't remember the name of. One of the RPG maps i loved was this game where you constantly had choises, if you picked the wrong one you just died and had to start all over. Super fun. <FONT COLOR="#2E2EFE">s3rius</FONT> : None? :D Warcraft 3 and now Starcraft 2 are the games I spend by far the most time on. Most newer games are so short-lasting that I'm done with them after 3-4 days at most, and I've played through most of my old games so often that I know them by heart <FONT COLOR="#2E2EFE">Mozared</FONT> : I tend to play a lot of newer titles of old-school games lately (Settlers 7, Anno 1404), but I did recently complete the Warcraft 2 campaign again. Get Medieval is another awesome arcade game I keep around the house for parties. <FONT COLOR="#2E2EFE">Bifuu</FONT> : Tough to say, Mostly Civ when i have time (load of it which isnt much these days) and some not Old school games on the PS3 (PSN: Bifuu add me!) <FONT COLOR="#2E2EFE">progammer</FONT> : Not much pc game genres I played outside of blizzard's defined genre for PC gaming (typically rpg, rts). Remembered those old times with sc1, age of empires or red alert 2 :P Though I enjoyed turn based strategy and puzzle game also. (typically saying, turn based game is a puzzle anyway). As a side not, I suck at fps <FONT COLOR="#00FF00">Karawasa</FONT> : I played CS and CS:Source on and off for awhile. At the moment, I'm not playing any computer games other than SC2. My PS3 takes care of everything else (Modern Warfare 2, FF 13, GTA 4, Red Dead Redemption, God of War 3). <FONT COLOR="#2E2EFE">Alcoholix</FONT> : Maniac Mansion is one of my favorites, so is Dune2 ---------------------------------------------------------------------------------------------------------------------------------- <FONT COLOR="#BDBDBD">10. What do you think is the future of custom maps for Starcraft 2?. With the power of the Galaxy editor, Do you think we`ll move into a time of new and exotic map concepts? or do you think people wont get around to harnessing the power of GE?(Similar to Worldedit being under utilized in terms of originality and function) and could you provide a reason why you believe so.</FONT> ----------------------------------------------------------------------------------------------------------------------------------- <FONT COLOR="#2E2EFE">Sixen</FONT> : I definitely believe that we will be moving into a new era. I started my mapping back in the War2 days, before there was such thing as Triggers or AI really. From there, I moved onto SC1 and found how awesome StarEdit was. There was so much to discover in that realm, and there are still things that are undiscovered. From there, WorldEdit made some huge improvements in the way the editor worked, and again, new map/types were created. It's only logical to believe that new things will come out of the GalaxyEditor, especially because of how much more advanced it is than the War3 Editor. We're already seeing ridiculously crazy things and the Editor has only been around for 4 months. <FONT COLOR="#00FF00">Bibendus</FONT> : It's always hard to invent a new game concept so I can't predict if there will be any. The new editor is full of cool features, unfortunately the bigger one (key/mouse controls) are too laggy to use. I think that when blizzard will fix this problem a huge amount of new original games will come out, maybe copied by other standalone videogames but still original for the sc2 community. <FONT COLOR="#00FF00">b0ne123</FONT> : I think a few people will get it and some great maps and concepts are coming in the future but a lot of people are going to stay with old and easy concepts like TD. Nearly everyone should be able to do a simple TD map after a couple of hours. I guess the biggest problem is the editor himself as powerful as it is, it is complex and confusing and missing a lot of explanation. It seems somebody with a very strange logic has created it. You need time to get behind it and I don't mean 2 hours every day, you need a lot of time to make use of the power. <FONT COLOR="#00FF00">Malu05</FONT> : I think the future of Starcraft 2 maps lies in the hands of Blizzard. I know Blizzard have what it takes, the question is if they are willing to do it. Now before i start this discussion, don't get me wrong. We will most likely see interesting maps comming up in the future with new concepts and ideas. But they most likely won't utilize the full potential of the editor. When i talk to "serious" map developers their primary concern is the current state of Custom Maps. And i think its importaint for people to know that its not about "whining" or "not being able to utilize constraints". The custom game selection on battle.net will be getting a overhaul sooner or later and im sure Blizzard will be able to please most of us. But i don't think they will lift the limitations. And i don't think they will allow us to put maps into our maps folder and play them online. People usually say that the limitations is the charm, the fact that you can only use 10 mb per map and that you have certain trigger limitations. And i do agree to a certaint extend, it is charming to be a bit more creative with grapichs in order to reduce file size and maybe reuse some elements here and there. But if i want to do something serious, its unnesesary. At school when we work on our iPhone projects we usually spend 20-50 mb on a single product. That is 2-5 times more yet its only handheld device with a small <1k screen. And im sure that with all the sound and grapichs in the Starcraft 2 campain maps, Blizzard themselves are spending more than 10mb per map. People who have the creative minds to take this editor into overdrive is the same people that fear the limitations. You can sit down and get a bunch of great ideas and yet shoot them all down due to the size budget. If you want to make something that stand out from the crowd you have to make your own stuff. Not just Ûbberlisks or make a Marine shooting banelings, you want the marine to have its own weapons, skins and custom UI, you want to create a atmosphere that is not Starcraft 2 but that of your brainchild. Yet made with the easy and straight forwads editing tools that (W/St)arCraft games are known for. If Blizzard want to take this serious, im sure 'serious' Map makers will come along and make Starcraft 2 custom games stand out. But in the meantime, we have to live with Banelings, Ghosts and Tauren Space Marines. Battle.Net does have the potential to be the ultimate mod community. It's easy to get out to a audience (atleast in warcraft 3 it was) and you have a huge quantitude of potential players are willing to devote their time with mods and not just original gameplay. I guess we have made our statement at the Battle.net forums. Now its up to Blizzard to make it happen. <FONT COLOR="#2E2EFE">s3rius</FONT> : I have mixed feelings. On the one hand this editor grants us so much more power than we had in Warcraft, but on the other hand Blizzard will need months and months to iron out all the flaws and bugs that prevent us from really utilizing it. Some of these flaws might never get fixed. I think it will be at the time of Heart Of The Swarm or even Legacy Of The Void that the editor becomes a tool with which we can truly forge our dreams into reality. <FONT COLOR="#2E2EFE">Mozared</FONT> : We'll probably see some good maps, but the best maps will most likely be solo play. I've seen FPS's and games like that around, but they seem to always end up being terrible in an online environment. There are less limitations in single-player content and that's where we're going to see the true innovation. We'll see some renewal in the multiplayer levels, but I reckon it'll lag behind the awesome single player maps that will be made. <FONT COLOR="#2E2EFE">Bifuu</FONT> : SC2 is just starting, Look at how SC1 started and Ended, we started with StarEdit and ended up with Awesome Editors that allowed us to make maps that we could only dream of (Square terrain!) Im sure in a few months the 3rd party Editor Scene will be back (Im Watching our own MWE!) and maps will be 10 times what they are now in power and mechanics. Plus when the true power of the scripting language becomes fully understood that will allow some epic creations aswell. <FONT COLOR="#2E2EFE">progammer</FONT> : With it being that powerful, i doubt it will become less popular then world editor. Even though pc gaming died a little these day, blizz's effort to bring sc2 to esports will sure justify its custom scene. SC2Mapster will be the one making it real :) <FONT COLOR="#00FF00">Karawasa</FONT> : I believe we will see new genres invented because of the vast player base of SC2 along with the power of the GE. Keep in mind that a lot of developers have previous experience as well (which may make them more capable of taking on the task of being a pioneer). I wouldn't classify it as an era of new and exotic concepts though. Tried and true genres (AoS, TD etc.) will always be present. They will be a lot more advanced than WC3 though. <FONT COLOR="#2E2EFE">Alcoholix</FONT> : I hope we will see some fresh ideas taking over the popularity spots in the future. Also I am afraid GE will allways be under utilised, because compared to the trigger editor or the data editor, GE can be very intimidating, especially for people not familiar with programming
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    posted a message on Mumble Server
    @iMisu: Calm down. He is simply offering an alternative to Ventrilo. The community itself would have to decide whats best.
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