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    posted a message on Mario the Marine!

    I can imagine him defeating Bowserlisk in Char world 8-4 ;-)

    Posted in: Project Workplace
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    posted a message on SC Expanded: melee mod

    I'm not getting enough replies on it, but it was updated again today. Protoss now have to choose Dragoons or Stalkers. Zerg choose Bile Ducts or Glial Reconstitution for Roaches. Some bugs fixed and some balance too.

    Posted in: Map Feedback
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    posted a message on Community Project #2- Brainstorming/Design Thread

    @Jaxter184: I agree with you. Defining strengths and weaknesses is one of the most important decisions to make. The blueprint says this race has good stealth and hit and run tactics, so cloaked units and fast moving/cliff jumper units should be in.

    'better get the island expo' LOL, what kind of strength is that? I guess you mean something like Lift Off?

    Posted in: Project Workplace
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    posted a message on Shared vision other than in triggers?

    It really depends on what kind of event you want to turn shared vision on/off.

    Posted in: Miscellaneous Development
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    posted a message on Community Project #2- Artwork Thread
    Quote from AtikLYar: Go

    And as for the worker? I'm really at a loss there. If anyone else as any ideas, feel free to throw them out here.

    The blueprint idea for the worker is not much different from an scv. Basically something with 2 claws. I think we can avoid cubic concepts. I see them in between scvs and probes.

    Your scout concept is nice. And your SCU looks like those Portal guns. Your walker concept looks a like awkward, no offense, we can work on it. The blueprint idea is more like the Goliath, with only 2 legs.

    Posted in: Artist Tavern
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    posted a message on Community Project #2- Information Thread

    2 to 4 range would be good. More than 4 would be too much. I'm thinking about 2 targets at a time, just like the upgraded Medivac from the campaign.

    Posted in: Project Workplace
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    posted a message on Help with some models

    Nobody? If I knew at least the basics of modelling I'd do it myself, can't be that hard to fix these models. One more portrait that could be fixed: that "diablo marine". That's an awesome portrait I'd love to use for some maps I'm planning.

    Posted in: Requests
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    posted a message on Community Project #2- Information Thread
    Quote from AtikLYar: Go

    Okay, so what if the detector was a sort of "flying healer" medivac style.

    I'm assuming repair would work to heal buildings and units, as everything would be mechanical. So what if it had eight arms sticking off the central piece. Four would have searchlights and the other four would have repair tools. They could fly around as detectors and make base repairs of work on your army.

    Its a good idea, it would be great if they had the ability to repair more than one unit at a time. And some range as well, SCVs aren't good for repairing units during battle since they need to be that close. We can make these arms work like a Spine Crawler's tentacle: moving to the target's place and following it.

    Posted in: Project Workplace
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    posted a message on Community Project #2- Artwork Thread

    @AtikLyar and Afinda: Looks like you 2 can work on this project's models together. I will love to see some of these ideas ready to be tested in game.

    Posted in: Artist Tavern
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    posted a message on Map of the Week [Waiting new system before complaining]

    I'm not aware of what's going on, but I want to give "an outsiderĀ“s" opinion here. I've read the topic in SC2 forums when this project started. The idea is awesome and I think it will be great because people will get to know several maps they wouldn't know. I for sure don't go out chasing new maps, so it would work for me.

    But it looks like there's some problem to get it started. Why is it so difficult to pick a map and use it? C'mon it will be changed in a week, voting can't take longer than that. Also, I'd like to suggest a poll on first page constantly, this way people (and I'm one of them) won't forget they can vote for this project.

    :-) Good site, good ideas, and congratulations to this community.

    Posted in: General Chat
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    posted a message on EDIT: imported AI files wont work! Need help fixing it!

    Can anyone help me out with it? I've tried exporting the AI .galaxy files and editing them. But when I mport them back to my mod and try to play the map no starting structures or workers are created and I get a syntax error message. Even if I just esport them and import them back without any changes I get this same effect.

    Posted in: Miscellaneous Development
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    posted a message on Community Project #2- Information Thread

    One important note here (at least in my opinion): This project will only achieve good progress when we start some kind of alpha testing. You know, the Blizzard's way of doing it: Throw in all ideas, get some people to play it and give feedback and then start changing, creating, scrapping, until its finished. I know it may be too early in development to do that. We need more units and some abilities. But we must work to get to an alpha testing point.

    Posted in: Project Workplace
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    posted a message on Community Project #2- Information Thread

    We should be using the brainstorm thread, but I guess its ok. Tihnking aobut the unit roles, we need one basic fighter flyer, one detector that might also have other roles (like Ravens and Science Vessels), I don't feel its a good idea to "waste" a "unit slot" with a unit that can only detect. That fits the Observer well for protoss, let's not copy it. We also need one strong fighter/ capital ship.

    But the project blueprint already covers some of these.

    Posted in: Project Workplace
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    posted a message on Community Project #2- Brainstorming/Design Thread

    One more Xel'Naga failure then. Considering they are the most powerful species in the galaxy, they are masters of epic fail lol. Its a good idea, but I'd like to tie this new race to the Starcraft universe without using the whole Xel'Naga-sped-up-evolution-and-failure-now-lets-get-revenge once more. C'mon they can't be responsible for everything that crosses Terran path ;-)

    Posted in: Project Workplace
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    posted a message on Community Project #2- Information Thread

    @AtikLYar: Interesting questions. I think we shouldn't stick to the droid/drone/bot concept too much. They are all commanded by robotic AI, but it doesn't mean they all have to look like standard droids. I agree with you, use wheels and treads for low tier and other slow-moving units, while walkers are higher tier, fast-moving units.

    And what about the flyers?

    Posted in: Project Workplace
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