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    posted a message on TB and Mephs playing Smashcraft

    @Karawasa: Go

    I agree that SC2 > Wc3 simply because of the engine and graphic enhancement. But, the only real problem, other then the mentioned bnet, is the lacks of creeps. Wc3 had a creep for anything, leaving a diverse of possible maps. While, on sc2, there are very few units that you can really make a large variety with. And from what I've seen, though do not quote me on this, the models take a lot more space (Percentage wise) on sc2 then on wc3, leading to not very many imports being possible.

    Posted in: Off-Topic
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    posted a message on AczChef's Winter/Spring Time data assets

    @ChicagoShadow: Go

    blender

    Posted in: Data Assets
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    posted a message on Split TD

    @Hookah604: Go

    oh okay. I thought blizz might of added terrain support finally and did so without my knowledge. =*( I'm both happy and sad now.

    Posted in: Project Workplace
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    posted a message on i need team to create a new map

    Sc2 just hasn't been out for very long.

    Posted in: Team Recruitment
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    posted a message on Split TD

    Random map generated?

    Posted in: Project Workplace
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    posted a message on Diablo 3 UI?

    @Zuulor: Go

    They probably just ripped it.more or less and I'm pretty sure 100 animations (100-0 % on orbs) would be needed for each orb... That would be a huge file. Ofc, you could make a circle via pixels on sc2 (learn the math) and then import the ui above it, such as the glare of glass over the pixels and the other parts of it. Or maybe he did it a different way. Idk.

    Posted in: Triggers
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    posted a message on World of Starcraft Cyberspace Poopstorm

    Neat my name was mentioned. =D Gl again, hope it gets all sorted out.

    Posted in: General Chat
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    posted a message on Corpse Master [Abandoned - You can Download here]

    I've been inactive on starcraft 2 for the past few weeks, (2.5 or 3.5 I think, mid christmas break anyway), but now I think I'm back. I plan on maybe changing the original plan of the game. Here's a list of things I'm considering and would love some feedback on:

    1) Blank the terrain. That's right, my awesome and epic size terrain may be deleted because I don't see it having much of a future in a gameplay perspective. Sadly, this is a tear-jerking thing for me to do or even think of doing, but I may just do it! I'ma mad man! Madness! Yadda yada.

    2) Terrain will be selected by the Team-Captain, Captain is decided by map experience and the default will be the host (If nobody has any experience). A captain can be relinquished of duty by his peers.

    3) Terrain will be generated depending on the selected, while this doesn't allow me to have the creativity I would wish for my map's terrain to have, it does allow me to add a deep crafting system.

    4) A crafting system.

    5) Special Zombies depending on the map sector picked. Specials will be default zombies and will not be purchasable by the Corpse Master. I will also add raids happening at certain points selected by a ai-director. The ai-director will not be the greatest, nor the worse made.

    6) Spoils system, items will spawn and some will be for only certain sections, more valuable items will have a lower spawn ratio, and may be guarded by zombies. And of course, these maps will include special infected.

    7) Unknown, but will probably have more content then just this.

    New:

    8) I've decided to go back to my original plan of having a kick ass ai-director and making this a zombie rpg. Versus with a corpse master will be an option though.

    9) Will have a melee system.

    10) a level system, this wont drastically make a gap between a new and veteran player, but at the same time it will. Basically, there will be a few attributes that one can get such as, reloading, accuracy, and veterancy (more dmg, because you know where to aim at) Guns as well will have levels, helping to decide your accuracy or damage as well. For instance, a smg will have more accuracy and therefore will shoot exactly where you tell it to more often, but for a gun like a shotgun, you will have increased damage.

    11) There will be difficulty options. Such as: SoftCore -> Basically, you wont need to find ammo/food/water to live. Realism -> You will need to find ammo/food/water to live. Maybe warmth (May only be for certain environments) and Versus -> Corpse Master ofc.

    12) Cities can are most likely generated and will give missions. Some cities may be hostile or turn hostile. Some ai parties may be found in the city.

    13) Misc: Ammo = Currency

    Thanks for reading, any feedback will be nice to have.

    Posted in: Project Workplace
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    posted a message on Worgen Marine

    @Redknox1994: Go

    I'm pretty sure Nova is high school age.

    Posted in: Artist Tavern
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    posted a message on Minecraft

    @nexius22: Go

    It's not hard, I think i'll try to increase the block sizes and see how that goes since im back from visiting relatives for Christmas. Anyway, top down or 3rd person wouldn't matter. Just record your units height and if there's a block that is high enough to block your unit and see if there's a block you can go up or down on according to their height. That's also how you can use collision. My approach would be to use wasd, even tho it lags, it's neccessary to check for collision and have 3d's to walk on. Unless you do what I did on my destructible bridge that supports walking under and on it. (Has some issues on being able to spam move to get past it and what not.) click my name and check the asset for the bridge. OR search bar ofc. :: Anyway, tried it with size 1 cubes and it's still to laggy to play on, so the only real solution would be to make everything more complicated. If you have a row of a certain type of block, then replace it with 1 big block. If unit wants to hit block, then split block into blah blocks. and that would limit how many blocks need to be loaded by a lot. Not a great fix, but I guess it wouldn't be to hard to do either tho.::Didn't work well enough though, just tried.

    Posted in: Off-Topic
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    posted a message on Anyone know how to solve this video issue?

    Naw, my system was just fucked up from a old virus, and it wouldn't let me properly install codecs, though programs wouldn't tell me that. I restored and now it's all fixed. Guess that means your wrong btw, and you were 100% positive! lolz. All good. =D Thanks for trying.

    Posted in: Off-Topic
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    posted a message on Minecraft

    @redmarine: Go

    Was actually making a Proof of concept map.. but it lags horribly. It may be the model I'm using tho, will need to try it out with just plain squares and see how that goes. =D

    Btw, game's fun, but it needs so much more. Chairs, lamps, map making ( as in drawing a map of your own blocks) and just more all together. Ofc it's beta.

    Posted in: Off-Topic
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    posted a message on MineCraft

    @BorgDragon: Go

    lol, idk, I just thought it was pretty funny and wanted to share. Like your signature, zergbull.

    Posted in: Off-Topic
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    posted a message on MineCraft

    Anyway, I was making a track to my lava field (finally found some!) and I layed 4x64 blocks down before noticing that I was going the opposite direction that I was suppose to. lol.

    Posted in: Off-Topic
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    posted a message on Delete

    Anyway to make units unselectable for only certain players?

    Posted in: Miscellaneous Development
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