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    posted a message on custom web site

    I was thinking of designing a star craft 2 fan/project/forum/galaxy editor web site. I purchased the rights to some cool fancy new flash widgets for dreamweaver that I really haven't been using because I primarily use javascript/php instead of flash and xhtml. This question is really directed to the moderators of this web site.

    If I created my web site would it be alright to:

    A) Hyperlink to this web site/curse affiliate web sites B) Promote my web site in forums C) What font did you use for the logo? D) Did you have to purchase licensing rights from blizzard before you created this web forum?

    I am currently working on an unnammed campaign. The goal of my web site is ultimately going to be all about development for a broad campaign or a series of other projects, and it will be used to attempt to find individuals willing to help me out (or to form a design team). I would also like to blog about content that may be related to the users in this forum and SC2 in general. Project blue book is a conceptual title I am in the brain storming process.

    Posted in: General Chat
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    posted a message on skyrim

    :) i READ IN GAME INFORMER THAT THE NEW ELDERS SCROLLS WILL HAVE A CUSTOM MAP EDITOR THAT IS PRETTY SWEET!!!!

    Posted in: Off-Topic
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    posted a message on Multiple road types in a map?

    yes it is possible... you simply have to modify some values in the data editor and restart the world editor.

    Posted in: Terrain
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    posted a message on Top Down Shooter- Gimme your ideas!! (video demo)

    create a story based map. create a story... develop the UI and saving system... develop the terrain and go with the flow... Simply work on designing terrain while your brainstorming and move forward with your ideas accordingly... often I take breaks from actuall modifying my terrain and try to learn and use different features.

    Next time brainstorm and write your ideas out before you try to create them and work around your concepts... the only way a top down shooter will work is if you created a unique terrain... You always have the option of creating a side scroller like the metal slug remake...

    Posted in: Project Workplace
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    posted a message on Liberation of Korhal

    eventhough it was tarsonis architecture :P For the planet korhal I would love to see more statues and holo boards and signs of mensk... maybe an exploding mensk statue or civilians standing around a mensk statue throwing molotovs at it until it crumbled...

    Posted in: General Chat
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    posted a message on Liberation of Korhal

    nice... i was trying to make an intro for my city map similar to this.... good intro cinematic.

    Posted in: General Chat
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    posted a message on Top Down Shooter- Gimme your ideas!! (video demo)

    You know what you should develop a NPC UI Control system. Kind of a hybrid between assasins creed brotherhoog and battlefield or something. You are the unit leader and there are buttons for your units to follow you and auto attack, hold position, patrol, scout, use special abilities. You can set up individual and group controls and limit the squads to 4 or 6 for a single player... if multiplayer each human player has a squad. It would make gameplay a little bit more interesting... commanders can call down nuke strikes, bombardments, or where the NPC unit build turrets etc. It would be interest in FPS, TPS or a top down shooter.. especially maps like vector. It would be neat if you can meet certain players in mission have them join your party and then if you have a large scale game with banks... you can load up members of your party like in mass effect or fire emblem or something... it would take a lot of trigger work etc. but it would be awesome

    Posted in: Project Workplace
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    posted a message on Texture on the roof

    I believe that it was just a doodad roof on a part of the map that was partitioned off

    Posted in: Terrain
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    posted a message on UI Feedback for my project

    You need to go with a minimalist design. You current interface is kind of blocky. I would suggest keeping the mini map in a corner instead of dead center and the energy and life Bars in the top left hand corner next to the portrait of the selected unit. You can also make a UI that is collapsable so that the UI can be moved around in the game to the players liking.

    Posted in: Project Workplace
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    posted a message on Top Down Shooter- Gimme your ideas!! (video demo)

    Easily team A spawn as spectres and you have to communicate and work together... two individuals create a diversion while the other two breach a gate with raynors special ability or something. The only way to detect the spectres is for there to be a patrol of a detector from team B. Team B only has the ability to repair the defenses they can't rebuild. Instead of a military base team b could be a camp where resources are being mined. Team A is trying to raid those resources. Once team A is inside of the base they would capture cargo spread across the board within the facility until they collected a target amount or eliminated Team B. Team B collects resources to build defenses and units. Team A has to infiltrate quickly and precisely to capture resources. Team B can call in reinforcesments every few minutes etc.

    Posted in: Project Workplace
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    posted a message on Top Down Shooter- Gimme your ideas!! (video demo)

    @zeldarules28: Go

    out of range? You would think that there would be an anti space defense such as attack satellites as well as weaponry that can fire from the surface... The base would have sensors. You know it may play out better if you went the stealth root... advance scout team... takes out or hacks the defense grid so that an army can drop down safely. If the battlecruiser could do a scan that could put the main units out side of range surely they can target the AA grid from orbit or shoot down a barrage..... the only real reason why the base wouldn't be death rayed would be because they want to capture an objective or vip...

    OBJECTIVE GAME PLAY WISE... you can have three missions or types of gamee play.... 1) ghost infultration destroying AA hacking defense grid.... air strike the drop down troops to mop up....

    Posted in: Project Workplace
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    posted a message on Top Down Shooter- Gimme your ideas!! (video demo)

    Question... If there mission was to locate a enemy base on a planet and the battle cruiser located it easily from base to send down troops then... couldn't it have bombarded the base. Also the base would have been hidden in like a cave or forest or under ground. Wouldn't it also have A.A.

    Suggestion if the goal is to breach a wall instead of using the cliffs as walls why not use the valhalla wall doodads and metal fences and gates that are destructible. Make it so the facility can be breached from different points.... The player within the base must also use SCV's to repair and maintain breachs and damaged wall. Would units really tactically run out in the open instead of staying back and protecting the perimiter of the wall. Instead of a straight up land and assult... why not go special ops... have your units sneak past patrols find a way to infiltrate the base... place a nuke inside and then detonate it once you escape. avoid detecttion or when it's necessary blast your way through... plant decoys drones and create distractions to accomplish your goals. A bombardment from space would be easier sending in a small ghost or spectre team may be more efficent and better because perhaps the mission is black ops.

    Posted in: Project Workplace
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    posted a message on TPS terrain

    You just have to check out you tube for basic tutorials... even though you have to place a lot of trees it really depends on the camera angle you use.

    Posted in: Terrain
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    posted a message on TPS terrain

    I would develop your UI and camera and movement controls first.

    You need to determine if your map will be open world or sectioned off (units will travel to separate areas via triggers and beacons etc.) If you develop the map by creating individual sets for the story line or areas then it will be easier to focus on details as well as have the mini map only reflect the region that your character is in so you will not have to worry about the map appearing symmetrical or whatever.

    Also to be on the safeside do not populate the screen with zillions of doodads to jack up your frame rate and negatively effect gameplay.

    I encourage you to develop your skills through practice and doodad placement from 360 degree angles... Good Luck.

    Posted in: Terrain
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