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    posted a message on Mercenary Battles: The Gulch (pics, info, come on in)

    @RageQit: Go

    Correction...played LoL :P. As for the money who needs it? You wont be buying anything with my item system. Like Halo items will spawn on the map in various places and once somebody picks them up they will respawn after a set amount of time. All items are consumables as well (think grenades healthpacks, etc.)

    Attributes are taking the place of your classic DoTA armors, cloaks of whatever and boots of you know what. :P

    As for the map itself. Man, if you like it from the video you would LOVE it now. I have recently redone the lighting and it looks way better. I made it much brighter and the shadows are amazing looking now. Basically, the map in that video is at about 5 or 6 o'clock in the afternoon. The map as it stands now is High noon and there are virtually no dark or depressing areas (hated that about SOTIS).

    After redoing the lighting I removed some trees and other doodads to make it feel even less cluttered. I want this map to rely heavily on skills shots for a lot of the heroes so lag has to be cut down. Hopefully blizzard gets their crap together too in order to help nullify lag as well.

    Posted in: Project Workplace
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    posted a message on [Terrain] Creating Custom Molded Cliffs, Ramps and Multi-Level Water (video)

    @RiotingQueen: Go

    Yes please do post a pic. If you have any problems or questions feel free to PM me or ask here. Have fun!

    Posted in: Tutorials
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    posted a message on [Terrain] Creating Custom Molded Cliffs, Ramps and Multi-Level Water (video)

    @komodo1138: Go

    Thank you for pointing that out. I had never even thought of that. Kudos Komodo :D .

    Posted in: Tutorials
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    posted a message on Weekly Terraining Exercise #3: These Dead Streets

    Thanks for the comments. Part of the problem with my shots is the crappy compression that happened when I uploaded to photobucket. Is there a better free service that wont over compress the images?

    Posted in: Terrain
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    posted a message on My environment work (Picture Heavy)

    Tutorial is done uploading for those that are interested.

    Click Me

    Posted in: Terrain
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    posted a message on [Terrain] Creating Custom Molded Cliffs, Ramps and Multi-Level Water (video)

    Hey guys I just finished uploading my first tutorial onto youtube. It should be done processing and available in 720p now. The tutorial will teach you some of the techniques for creating your own custom cliffs and ramps. I also go over multi level water and a few other terraining tips. For an idea of what I am talking about take a look at the pic below from my "The Falls" map. Have fun and be sure to leave comments on how I can get better at doing tutorials.

    The Falls

    Posted in: Tutorials
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    posted a message on Mercenary Battles: The Gulch (pics, info, come on in)

    @fokk: Go

    Aww, man thats lame fokk. How hard would it be to get someone on your side of the pond to release it after beta is finished for you guys?

    Posted in: Project Workplace
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    posted a message on My environment work (Picture Heavy)

    @mParfait: Go

    Haha, nope but I have some 3d art background. I like the galaxy system even though it has some annoying limitations. For instance the moria map is unplayable because the camera cannot handle the extreme changes in elevation. It literally just gives up and stays in one position lol. Working on a third person camera for it though :D)

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #3: These Dead Streets

    This particular topic doesn't really play to my strengths but I want to join the party so here we go.

    I dedicate this one to any victim of any flood of any type...ever.

    Midnight Rescue

    Posted in: Terrain
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    posted a message on My environment work (Picture Heavy)

    @Ruzial: Go

    I have a tutorial I am putting up tonight that goes over some of my techniques used for "The Falls". I will be posting it on youtube and in the tutorials section here. Its about 30 minutes long and 720p quality so hopefully it helps some people :).

    Posted in: Terrain
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    posted a message on My environment work (Picture Heavy)

    Going to update this thread with some of my environment work. Right now I am trying to learn the lighting system. Any criticism is welcome :).

    The Falls

    The Bog

    Moria

    Mercenary Battles: The Gulch

    If you like my work and need terrains done let me know. I am not interested in joining teams right now though as I have my own project.

    Posted in: Terrain
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    posted a message on Mercenary Battles: The Gulch (pics, info, come on in)

    Dev Journal #1 (Attributes)

    Ok, so yesterday I put out the first video for Mercenary Battles. It was actually also my first captured video and my first youtube upload.....ever :0 . I know, crazy right? Well, today I figured I would continue the trend of firsts and release the first "dev journal" for the project. (btw this isn't going to be a daily thing. I am just having too much fun right now and work is slow :P)

    As you may know I mentioned that we will be using Ninja Core Studios' "Diablo Attribute System" for Mercenary Battles (from here on referred to as MercB or McBsauce if you prefer). I quickly ran through some of the attributes in the video yesterday but didn't really talk about them at all. Well, today I am going to rectify this error and give you the low down on attributes in MercB.

    A couple of weeks ago I was having a discussion with some friends in vent (they congregate in my vent for some reason...freeloaders) about the game they were playing, League of Legends. Now, I have played over 400 hours of league of legends since it came out. Towards the end of my tenure playing that game I became disillusioned with some of the core mechanics. Specifically, the length of games, the reliance on going back to base to buy stuff, summoner skills and rune pages. When I finally got my grubby paws on my brand spanking new copy of Starcraft 2, I said goodbye to LoL and dove into the bliss that is this editor. But my friends did not leave me alone in vent to map in solitude. They continued to play LoL, whilst I was mapping, and I sat through hours of them complaining and raging over the game before I finally spoke up and said, "Yo, brosefs! Screw it, I am making my own DoTA." To which they all replied, "Yeah sure, right dude *epic 5 person eye roll*." So that is how MercB came to exist and from that point on I have been pretty much all hands on deck in developing it. I have used LoL as an example of some good things in the genre and some bad things. The latter of which is what drove me to attributes.

    So, I wanted to make a game that played faster than LoL and didn't require going back to the base to buy items. I also knew I wanted some character progression in the game so, I decided to use attributes as a substitute for gear. In MercB when your character gains a level you will get 1 ability point (for skills) and a set number of attribute points (# still in flux). You can then open up the inventory box for attributes, distribute your points how you want and then continue fighting. Its quick, which matches my goal, and I liked it. The attributes themselves come in different varieties. Some are straight increases and others are push/pull. A push/pull attribute gives you a positive in one thing and a negative in another. As of right now the attributes are:

    Health: Gives you a 10 hit points per level

    Stamina: Gives you 10 Energy per level

    Strength: Increases your armor level by 1

    Agility: Increases your movement speed by .1 and decreases your armor by .3 (push/pull)

    Intellect: Increase Energy Regen by .1, increases Spell Power by 5 and decreases Armor by .3

    Mutation: Increases Health Regen by .05, increases armor by .5 and decreases Energy Regen by .3

    Weapon Damage: Increases your weapon damage by 3

    Spell Power: Increases your Spell Damage by 10

    There are few others in the works (critical chance, attack speed, dodge chance added to agility) but this list will give you a good idea of the system we are going for. To clarify, weapon damage will add damage to your basic auto attacks and a few abilities that are linked to it. Spell Power adds damage directly to all abilities that cause damage (most abilities scale off of spell power).

    Anyways, that is the current system that we are using in game. Numbers are, of coarse, subject to change and as are names/effects. I hope this journal gives you a little insight into MercB. Feel free to ask questions :D .

    -B

    Posted in: Project Workplace
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    posted a message on Mercenary Battles: The Gulch (pics, info, come on in)

    @zeldarules28: Go

    Awesome man....or you could jump on board the mercenary train. We have cookies! :D

    Posted in: Project Workplace
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    posted a message on how to make sloping rivers?

    @HatsuneMikuMegurine: Go

    Not going to lie, I don't think there is a way with this system.

    Posted in: Terrain
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    posted a message on Mercenary Games recruiting for Mercenary Battles: The Gulch

    So since I gave the project a name and a thread I figured I would put up a recruitment thread too :). Information on Mercenary Battles can be found here Click .

    What is needed:

    Data Editor gurus: specifically people that excel in the fields of actors(missiles,beams,etc) but I would like to have people in charge of items and ability balance as well.

    3d artist: what team doesn't need one :P.

    Texture artist: would love to get some retextures.

    Concept/button artist: Like making buttons, wanna do the loading screen, character bios? We need an artist!

    Youtube trailer maker: Yeah, someone who loves doing cinematic trailers would be nice.

    I would like interested applicants to have at least 1 map under their belt and have ventrilo for voice discussion (i have my own server). Also members of Mercenary Games will be expected to be active and positive members of the SC2Mapster community. PM me here if you are interested in some work.

    -B

    Posted in: Team Recruitment
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