Yeah, the goal right now is to just make cohesive game with a beginning and ending. Learning so much from just making something.
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Nov 14, 2016Posted in: Off-Topic
Hi all, some of you might remember me from the early days of sc2mapster; I moved away from the custom map making scene awhile back, but always kept that passion to create. Just recently I was able to free up some time to work on that "game creating" hobby again.
I've been working on a project to create a standalone bound/maze game the past couple months and at a stage where I would like to share some progress and since my main inspiration came from sc/wc3 custom map scene I wanted to hear from you all.
Premise: You play as a chicken trying to escape your evil farm. You quickly find out escaping isn't going to be as easy as you thought!
For those not familiar with bound/maze games the rules are simple.
- Dodge every "enemy"
- Stay on the path
- Make it to the end of each level
Buggy ass (but playable) demo: http://gamejolt.com/games/the-farm/205142
Feb 27, 2013Posted in: Triggers
If you're using the GUI just press the open green _( where it says Order (Triggering unit) to _(Ability Cmd)...
from there you can issue different orders (targeting points, units, items, relative points...) for the move command use points, attack for units etc
Lot of info in the sites wiki
Feb 13, 2013Posted in: General Chat
Quote from Taintedwisp: Go
A well thought out post, but your stance on using all your own assets is pointless, the only real reason to use this editor is so you dont HAVE to gather your own assets :P that being said a few custom models and Textures never hurt haha.
Why is this? Blizzard was excited about the map marketplace. The reason it hasnt been released yet? Because no game is good enough. They want players to be inventive and creative. Hell blizzard started out with games like the Lost Vikings..
Quote from Taintedwisp: Go
as far as skill that will be needed :DD, I have none of those well atleast I didnt when I began :D.
if you have all of that its better to just move to unity (as a good portion of the community has.).
Apart from that though great post :D.
Right, I understand people have moved on to other platforms. But the post was about making games for SC2. I want map creators to use the SC2 Editor to create games that are unique. The limitations of the Editor should be treated as obstacles instead of just saying "Oh thats just not possible".
Feb 12, 2013Posted in: General Chat
Most of you won't know me, I recently started getting back into modding for sc2. Some of the newer maps are really cool, a lot of them aren't. My hope from this post is to rejuvenate our community, share ideas and of course create some sick ass games.
Isn't it time we as a community evolved away from the standard "Blizzard assets" and start using our own? Create something original. Be creative! Make a game that you would want to play. Hell if one person loves your game isn't that the point? Isn't that why you started modding in the first place? Anyone can create a game if they have a passion for learning or anyone who gets excited when creating work of their own. If you're reading this, then most likely you're exactly that type of person. The SCII Editor is a powerful tool. Let's start using it to it's full potential.
Note: This is not a guide to make your map unique or creative. Just some helpful tips to get you back in the right direction.
Skills you or your team need
- Knowledge of game design
- Coding experience
- Level design (Not terrain, more like how smooth your game flows)
In their own right, all of these are necessary and vital to your creation. So lets go over them breifly
A Game Designers main objective is to create game mechanics. Most game designers have a very analytical mind, these are the guys that play games to learn/understand how it works. Watch/Learn how different people play your game. In most cases the game designer also fills the role of programming.
Design your levels to fit your game design. This is where you have endless possibilities to make your map "Pop" and usually what makes the difference between a good and great map.
Note: Don't try to create you're whole layout at once. Create a small map and expand.
If you're going to be working as a team make sure you find an Artist/Modeler who will stick with the project until the end. Or just do it yourself.
So where do you start?
Choose a project with potential
Make a list of games you want to make, games you want to play, games you've had experience in making.
Usually the best choice is a project that falls under all three categories.
Go back to the basics you learned in elementary school-
Brainstorm ideas (Write them down) Outline your story (if story based game) Draw out story boards Think of possible problems that may arrise with the map you're making What type of game are you making? (Has it been done before) If so- What makes your version unique? Will it be better? Are you sure??
Organize your work
Instead of having 500 files all over your desktop... ORGANIZE your folders. It will make your life/work much easier. This is probably one of my weakest skills and can be hard to learn.. just do it.
Make sure the core game is fun
Use core mechanics that are fun for the user, even the most basic mechanics should be fun or your game is already set up to fail. This will make it easier for you further on in development if you have to cut parts out of your game, you have your core to fall back on.
Make use of cameras/cutscenes
Finishing your game
Everyone wants to make the "greatest game" ever created. But the fact is, you won't. "You have to walk before you run"
Although mostly overlooked when you start designing a game make sure you have the time needed to complete your project!
If you're feeling like you're getting ahead of yourself early on then you probably are; take a breath and go back to your basics.
Feb 2, 2013Posted in: General Chat
I looked around for a bit, I was wondering if anyone has created a vertical thrust/jet pack mod.
ie: Holding down space to fly up and stay flying up until space is let go? There are some terrible ways to do this, I'm looking for a very smooth transition where it doesn't have characters jumping all over the place or look fake.
Oct 20, 2010_ForgeUser464841 posted a message on StarCraft II: Gets children raped and promotes gays in the army!Posted in: Off-Topic
"Confirmed Enemy of God"
Oct 11, 2010Posted in: Off-Topic
You were born in Zambi, Africa and raised by a band of ...gorillas (they have those, I checked). During a routine mating ritual with another gorilla you were attacked by a tribe of blood thirsty savages. As alpha male of your band you were tasked with fighting off the natives that were threatening your loved ones. You were heavily outnumbered and eventually succumbed to the onslaught of attacks. The tribe took you back to their village and had you see their Chieftain. The Chieftain told you the only way you could be set free is if you beat him in a dance off. Being raised by gorillas you had no clue what he was saying, but you nodded as the Chieftain spoke. They un-tied you so you could participate in the dance off, Rappers Delight started playing from an unknown location and the Chieftain began to 'bust a move'. You took this opportunity to rig up a bomb. After successfully constructing a bomb out of coconuts you used it as a blunt object and hit the chieftain over the head; he was knocked out cold. The natives decided since you had defeated their leader you would become the 1332nd leader of tribe Wolf.
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