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    posted a message on [Release + Video] Wanted

    Reserved for updates/videos

    Level 2 - Dogs

    Embed Removed: https://www.youtube.com/v/dj3WQS_3FlE?fs=1
    Posted in: Project Workplace
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    posted a message on [Release + Video] Wanted

    WANTED

    Project Page | Download Link

    Level 1

    Embed Removed: https://www.youtube.com/v/pUGLMgEXD1c?fs=1

    Level 2

    Embed Removed: https://www.youtube.com/v/sz_k04piO6c?fs=1

    What is it?

    • Fun, minimalized (yet strangely complex) single player obstacles/bound map.
    • Includes many randomized sequences (and working on more!) to ensure each playthrough is at least a little different.
    • Working on systems for each level to reward exploration... so approach anything that seems strange, click every unit and object you can... even highlighting certain units might reveal something fun. :) More Easter Eggs will be added to older levels with future updates, so keep playing!

    What do I have to do, and why should I care?

    • A more immersive intro cinematic is in the works, but basically: you take on the role of an aspiring Agitator; a wannabe rebel - a revolutionary, if you will. Someone who can follow in Raynor's footsteps... a charismatic figure who inspires others to take action! This is the journey.
    • So what do you do in game? Well, in the first 2 levels you must: avoid coming too close to Dominion Guards, lest you be recognized for the Rebel Provocateur that you are.
    • Weave your way around patrolling guards. Your Agitator can muster a quick burst of speed and Dash away from incoming hazards.
    • Avoid traitorous Miners and more importantly, their dogs. Their dogs randomly wander an area, if you're detected, they'll bark... and you should run, because the owner won't be far behind.

    Enjoy, and please give feedback so I can make improvements! By the way, this project started because of the obstacles/bounds contest and sort of evolved into a silly parody of a game... but I think it's kind of fun, so I'll work on new levels/improvements in my spare time.

    Posted in: Project Workplace
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    posted a message on [Contest] Out of Bounds

    @Introversity: Go

    lol That's a fair question. As the game evolved, I've added a few patrolling guards. Keep in mind this is level 1, and is the lowest on the difficulty curve. :) The (mini)game is more or less finished though, I've added victory conditions, lives and a few other interesting things. I'll add the map and an updated video shortly.

    Posted in: Project Workplace
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    posted a message on [Contest] Out of Bounds

    bump.

    Updated the video... bit longer, with sounds, should give you a better idea of gameplay now. :)

    Posted in: Project Workplace
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    posted a message on [Contest] Out of Bounds

    Updated for longer video - more gameplay and sound. :) If you can't read the intro/briefing text, try viewing in HD

    Embed Removed: https://www.youtube.com/v/pUGLMgEXD1c?fs=1

    WANTED:

    Features/Objectives:

    • Follow the other miners up the road to punch in for work.
    • Avoid coming too close to Dominion Guards, lest you be recognized for the Rebel Provocateur that you are.
    • There are a few patrolling guards in Level 1. If you're finding it too tough to move around them, try Dashing!
    • If your Agitator is caught, you'll be disappeared and forced to start over.
    • Suspicion level lets you know if you're a little too close to Guards - but you can also just watch their movements! If Guards become suspicious they will face you and follow your movements until they're satisfied you're not a dissenter... (until you move out of range)
    • Level 1 shouldn't be too challenging, you've got 5 Agitators (lives) to try. These are displayed in the top right as seen in the video.
    Posted in: Project Workplace
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    posted a message on Attaching "Range" Actor? [Solved]

    @BorgDragon: Go

    lol Not to beat a dead horse, but... read my solution... then read yours. Which seems easier?

    Posted in: Data
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    posted a message on Attaching "Range" Actor? [Solved]

    @BorgDragon: Go

    Right... thanks. To be honest, neither of those "tutorials" were simple. Preciate it though.

    What I'm looking for, is how to have a range indicator always on. Should be simple, evidently it's not.

    Posted in: Data
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    posted a message on Attaching "Range" Actor? [Solved]

    I've been playing around in the Data Editor for far too long now, and I've hit a wall. I know how to do this through triggers, but I'd rather do it through data so it corresponds to all units automatically.

    How do you attach a range radius (ie: NovaSnipeRange, RailgunSnipeRange, etc) to a unit? Should be fairly simple, no?

    Solved:

    Actually easy as pie. To have a Range Indicator permanently visible:

    • Find your unit in the Units tab
    • Click the Unit's Actor, find and edit the Events + field.
    • Add a new Event
    • Msg Type: Unit Birth
    • Source Name: your unit
    • Action: Msg Type: Create
    • Select Actor radio button and choose which ever Range Actor you want to use from the dropdown.

    Done.

    Posted in: Data
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    posted a message on [Contest] Out of Bounds

    I'm interested in participating but I'll be honest I had to YouTube what a StarCraft Bound map was.

    Posted in: Project Workplace
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    posted a message on [Concept] Random Maze Generation

    @Farmrush: Go

    That's what I was thinking... this has a lot of potential for dungeon crawlers like Diablo-style RPGs which use randomly generated dungeons as their bread and butter. Very cool.

    Of course the major roadblock is the texturing of the objects which I imagine is not very intuitive for the average map-maker (such as myself). What about clipping issues?

    Posted in: Project Workplace
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    posted a message on [WIP] Win the Crowd

    Very cool concept. But yea, what Ash said. Make sure you add reasons for replaying. Personally I was a bit bored just watching the video...

    Suggestions/Questions:

    • Maybe when reaching certain crowd levels the crowd throws objects into the arena?
    • Add a time limit? This doesn't necessarily have to mean pass or fail, but when the time limit is reached, it could determine the difficulty of your next opponent?
    • Will there be different looking arenas? Part of the reason for replaying would be something different to look at each time. You could appeal to the SC2Mapster community for help a la rrowland.
    • Any plans for a combo-strike system? ie: 3 hits in a row without interruption = bonus damage, or if both players have max focus you can dual-combo (plus an opportunity to make sweet cinematics) :)

    Nothin else I can think of right now but definitely keep at it, very cool. Potentially even a sweet offline game.

    Posted in: Project Workplace
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    posted a message on [Campaign] Changeling RPG

    Keep going on this, it's looking great!

    A few small things I noticed because I'm a bit of a nitpick:

    • the XP "50/100" isn't centered in the XP bar.
    • do you have any plans for adding indicators on the mini-map? Even just 8 compass arrows showing which direction to go for current quests? It would be awesome if you could somehow indicate on the mini-map NPCs you can interact with, or the boundaries of a particular base. Just some ideas though. :)
    • Not really a fan of the morphing transition... ie: going from a Marine to the original state shrinks the Marine, then it pauses with a mini-Marine, then it changes and grows. Is this intentional? Just the small scale Marine seems off to me, maybe change to an egg, or a larva, or speed up the transition so it's not so noticeable?
    • Do you have to change into the Changeling in order to absorb DNA? I saw you doing that each time in the video, if so, that could be very tedious if the DNA scales go to 1000. What about if you absorb DNA as a Changeling you collect slightly more, instead?

    I think that's all I got for now. I love the way the UI is changing though, aesthetically it's all great. Everything is well placed, not cluttered, nothing looks really tacked on... very polished. Keep doin your thing.

    Posted in: Project Workplace
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    posted a message on SM Assets Question

    I guess this is the right forum for this, if not, please move it.

    I'm just playing around in the editor going through the dozens of different SM Units and I was wondering why some of them show up when placed (ie: Characters like SM - Arcturus Mengsk, SM - Raynor (Commander) etc) and why some of them don't (ie: SM - Valerian Flagship Corridors Set, 2, 3, 4 etc.)? And how do I make these set items show up? There's such a huge variety of generally unused resources here, especially if you're making a single player map.

    Posted in: Data
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    posted a message on I Quit, i would like Vjeux or Xara to upload my maps to EU
    Quote from Colt556: Go

    @Eiviyn: Go

    My map would average around 45 minutes to an hour, and it's quite simple. I mean it's 'earn income every turn, build units, kill enemy'. But I can guarantee you my map would never make the first page. Because while a SINGLE game of mine was being played, some shitty tug map would get like 10 games played because it's 5 minutes long. So even if my map was beloved, it'd never get to a high page simply because it's too long. Short of having half the SC2 players playing my map, it'd always be in the back.

    This is why we hate the system, because if you make anything more then a 5 minute tug map, you'll never see your map played. In the end it's complexity is irrelevant, hell if it's good is irrelevant. -ALL- that matters is how long it is, and some of us simply don't wanna be forced to make shitty 5 minute maps, so we quit. Stop defending Blizzard or trying to make it seem like we're in the wrong. Blizzard fucked up and after 10 months have shown absolutely no sign of fixing the system. We have no obligation to tough it out, if people wanna quit and move onto better systems that don't fuck them over, good. More people need to do that.

    Which Tug maps are you talking about, that last "5 minutes"? Also, are you doing a remake of Nexus Wars?

    Posted in: General Chat
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    posted a message on Voliar's Revenge

    @Skoite: Go

    Update looks amazing.

    Any plans for a library or a tutorial so we can all use this? :)

    Posted in: Project Workplace
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