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    posted a message on Old style war terrain needed

    @Keyeszx: Go

    It sounds like you know exactly what you want. You should try it first and then post what you have and ask people if they can improve on what you have done. I think that would be much more approachable and easier to get what you're asking accomplished.

    Posted in: Team Recruitment
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    posted a message on Weekly Terraining Exercise #19: Let's be pretentious and artsy

    @StatusQ3: Go

    Welcome! I would kindly like to point out by pressing V while in the editor you will go into a "Game View Mode" and it will hide the grid for you. By pressing space or Escape it will remove any current brush you have selected and thus removing any bar's/line's so that you can make a perfect picture! Also read below for information on Skyboxes to get rid of the blackness!

    @Abion47: Go

    Taken from: http://forums.sc2mapster.com/development/map-development/2076-skybox-info/

    Quote from ubermikeleet: Go

    To get (working) skyboxes to show inside the editor press CTRL and scroll DOWN with your mousewheel. This increases your view distance and eventually displays the skybox. If you don't have a mousewheel, you can use Ctrl + Shift + DOWN instead (thanks Kanaru for pointing this out).

    Also check the link mentioned above for further information on Skyboxes.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #17: Where's Wally?

    I realized afterwards a lot of people are from the EU servers so they weren't able to see the map I published for this WTE. Unfortunately I wasn't able to attach it at the time and now I lost (due to harddrive crash) the original copy of it so I am unable to try and publish on the EU servers or attach it for learning purposes! I am trying to recover the original copy but for now I was able to get the playable SC2Map that you get when you download it. It doesn't open in the editor but will work from the SC2 command line. So I will attach it for anyone curious on what I made for this WTE, it's funner with more people but unfortunately I am not able to publish it on the EU server until I get the original copy. Well check it out if you want, for fun anyways... There's some decent terrain in it!

    To play it just download the .SC2Map file and put it in your StarCraft II directory. Run StarCraft II.exe from the command prompt with this line after it: -run "%CD%\WheresWally.SC2Map" It should look like this: StarCraft II.exe -run "%CD%\WheresWally.sc2map"

    OR for an easier way you can download the attached batch file and copy both files (the .SC2Map and .BAT) to your StarCraft II directory and run "Run WheresWally.BAT" and it will load the map for you.

    Sorry for the inconvenience and I hope to get the original recovered so I can attach it for any learning purposes. Enjoy for now!

    Quote from contents of Run_WheresWally.BAT:

    "StarCraft II.exe" -run "%CD%\WheresWally.sc2map"

    Posted in: Terrain
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    posted a message on Question about 3rd party graphics in maps

    @Eisengard25: Go

    As long as you aren't charging people (When they do the SC2 Marketplace) to download or play your map then I would see no real problem in this. And since you are making the models yourself then there wouldn't be a problem. And If you used the same name as them and then they happened to complain about that then you could just rename the map or just make a slander on the original name to begin with and you'll have no problems at all. But as far as copying from other games goes, everyone does it, even developers (for ideas) but yeah you gotta becareful when you are making a profit because thats when they will come after ya. SC2 maps are free right now so like WC3 or any other free modding community, we can usually make stuff completely based off other things and just rename them slightly and have no problems with it. I know Goldeneye Source had some copyright issues but that's because they wanted to use the exact same names for everything and Nintendo (N64) isn't really known to be modding friendly. Bid for Power is another one (A Dragonball Z mod for Quake 4) and they had problems because the DBZ guys are copyright pricks, haha, but I think they wanted to make there own games (this was before all the DBZ games came out) and didn't want people thinking this mod was officially made by them type of thing. I think RTS is a bit different though, like if you look at WC3 there's tons of maps that will take a movie and try and remake it into a playable map and they get no problems. There are/were even DBZ maps on WC3 that copied the names and even custom models that look exactly like the characters! As long as you say it's fan created and such as well, it shouldn't be too much of a problem.

    So worse comes to worse you can just slightly rename things so they are a ripoff of the original. You could try to do a complete copy of the game and hope they don't have a problem with it or maybe try and contact the developers and see if they would be cool with it before you start and maybe they would even help you out with some art stuff! People can be pretty cool when it's for a free modding community! Anyway's good luck with everything!

    Posted in: Art Assets
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    posted a message on Weekly Terraining Exercise #19: Let's be pretentious and artsy
    Quote from Mozared: Go

    Bronx, you keep putting out the most amazing shit. If you smooth out those little 'water holes' just a tiny bit more, it could be better, but aside from that, pretty damn awesome job.

    Thanks man! I didn't really try smoothing them out too much because I wanted a realistic sharpness to the cracked hole but it didn't turn out the way I hoped so yeah I guess I should of tried seeing what smoothing a little more would of done, thanks for the tip! Will keep it in mind to try more things out before I finish. I know my tidal wave didn't turn out the way I wanted, the top wasn't bad but yeah (wish you could morph the actual water in SC2) so I wanted to make another entry. =)

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #19: Let's be pretentious and artsy

    Heres another one for this, no doodads. Just a frozen/cracking lake near some mountains in winter.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #19: Let's be pretentious and artsy

    I call it, "Gulp". (inspired by the release of Cataclysm)

    And I might try for another one this week as well, not sure yet. If I can find some extra time!

    P.S. Nice entry on the first one, love the foilage and the stars!

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #18: To be King you do need a Castle

    @Victiln: Go

    Thanks!

    I do agree with you about the cliffs. I did rush through them and wasn't happy with the end results. Thanks for pointing it out and really pushing me to want to fix it up, I strive for perfection! I had some extra time and worked on them. So check the original post for some terrain cliff changes!

    And yes I was going for a more medieval type of castle and not a pew pew Starcraft castle, so it does fit Warcraft 3 more, although the idea of making an updated futuristic version is appealing.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #18: To be King you do need a Castle

    I think my King is spoiled...he has his own throne room!

    EDITED: 03/12/2010 10:30 PM (-7 MT), changes to terrain/cliffs.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #17: Where's Wally?

    @yukaboy: Go

    I can't seem to upload anything so I can't show you but I can tell you they are both near the middle.

    @Mozared: Go

    Sorry about that Mozared, wasn't trying to spoil it. I just had a hard time telling if that was actually a marine or not in Victiln's lol.

    So yesterday I decided to make a playable map for this WTE since it seems more of a game. However I did some Terrain work in the map so it still fits the case, but it can seem cluttered at times.

    It's called Where's Wally?

    The host chooses from 3 difficulties, Easy, Medium or Hard. Each one increases in time limit, size and number of decoys.
    Randomized decoys, buildings and Waldo placement so each time you play it will be different.
    Has a timer to see how long it takes you.
    Challenge others in a race or play solo to beat your best time.

    Easy has a 2 minute time limit.
    Medium has a 6 minute time limit.
    Hard has a 8 minute time limit.

    Depending on the randomization it could be a lot shorter or a bit longer and also depending on how many people you are playing with.

    Just search for Wally or the whole title in Battle.net Create Custom Game to play it! And if someone wants to make a YouTube of the gameplay to show it that would be appreciated.

    Enjoy!

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #17: Where's Wally?

    POSSIBLE SPOILER ALERT

    @Victiln: Go

    @Akkiv: Go

    Correct?

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #17: Where's Wally?
    Quote from Kueken531: Go

    I thought this is about terraining? All I see is "Find the marine in a bunch of units"

    Victiln and Exaken being nice exceptions with an actual terrain and just a few units (beautiful! especially Victiln, I am really impressed about some of your shots ;) - pretty easy to find your marines, though :D -or maybe I was just lucky)

    Have you ever seen a Where's Waldo?

    It's usually a mess of hundreads of people, sometimes thousands, depending on the difficulty, and all you can see is usually a giant crowd of people and you have to find this one guy in red and white stripes.

    I think this was just a fun idea to mess around with Starcraft 2 and not serious about Terrain. Also this isn't a contest so who cares? I did have a terrain but by adding all the units it takes away from it, which is the point of this WTE, it's to distract you from finding the marine (aka Waldo).

    I do agree with you though, Victiln has some good Terrain there and if you can get away with just using Terrain then good job, but I did find his pretty easy as well. I did like the darkness trick in the first one, however it only works for a couple seconds.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #17: Where's Wally?

    You guy's really wanted hard? Okay, here are two more. I think they will bit a bit harder, I hope. =)

    And yes, the marine is at least 50% visible in all of mine.

    Good luck!

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #17: Where's Wally?

    @Mozared: Go

    It's a Marauder park party... Wait! Who invited Waldo the Marine!?

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #16: The resting dead

    @yukaboy: Go

    I think this was supposed to be a indoor type of thing. If you change your lighting to a darker color, add some fire or doodad lighting it will look more "indoor/underground". Also you should resize the coffin to match the other buildings. Right now it looks more like a treasure chest, to me anyways. Also the garbage dumbster, if it's indoor/underground it shouldn't really have any trash stuff in it. Just a few suggestions and stuff, not meaning to criticize so sorry if it comes off that way. But it's definitely a good start!

    Posted in: Terrain
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