• 0

    posted a message on Off sc2mapster for a while

    My lord man, I'm terribly sorry to hear about your loss. I can't say much that'll ease the pain, no one can. It's a tremendous, awful thing to experience. I hope you're alright bro.

    Posted in: Off-Topic
  • 0

    posted a message on Turn Based Combat System

    Works exactly as it should. The "End turn" Dialogue took some finding, but not too much.

    Posted in: Map Feedback
  • 0

    posted a message on Third Person Shooter (TPS) engine - Download if you need one

    @dadd333: Go

    Do an event that calls for an "On Keypress" event, plays an animation, and triggers an ability with a very small range?

    Posted in: Triggers
  • 0

    posted a message on Totally off-topic: Energy cycle

    @Nebuli2: Go

    Conservation of energy relates to more efficient uses of smaller amounts of energy to gain an equivalent output that we can perceive, not the creation or destruction of energy.

    Posted in: Off-Topic
  • 0

    posted a message on SOPA Votes Today.!!!

    @Taintedwisp: Go

    +1, This.

    Posted in: Off-Topic
  • 0

    posted a message on PLEASE TEST: Ender RPG

    Writing this as I watch the vid, so bear with me. It's a bit of a commentary I guess. I'll grab a copy of the map when I'm back home.

    Loading screen: "50 minutes" of game sounds pretty enduring. Maybe just say 'protect queen Morah from an onslaught of enemies and the fiercest of all, the Ender of time"

    Character select: Looks really nice. I like the smoothness of the camera - its "just right" in terms of speed and distance to the heroes.

    Gameplay: For some reason I never liked "Hero" maps where it's got a freeroaming camera. From what you said about building stuff I guess I can see the logic behind having a free one, but using a non-fixed camera makes the combat less tense (IMO). I like a good fierce battle.

    The map looks well designed. The floating text on the secondary objectives looks really nice and direct, and I like the inclusion of the difficulty on it.

    Lord Pussius Maximus is a fitting title for a guy who's sole job is to not die :P

    The loot system is pretty cool. In a fast paced map its nice that you don't have to screw with dragging and such. Bobs Bazar is nice too, but the run over there might be a bit tasking? The boss' spawning was frantic as hell in a good way.

    Question: If you were to have 4 total players, would each person ideally split to each base to cover those tentacle guys, and upon the final boss, all bulk up at Queen Morah?

    Posted in: Map Feedback
  • 0

    posted a message on [LF GUI + ANIM] Project Atlas

    ScorpSCII has since stated he'll not be able to work on the project. GUI and Animator positions still stand as "Open".

    Posted in: Team Recruitment
  • 0

    posted a message on [LF GUI + ANIM] Project Atlas

    Bump

    Posted in: Team Recruitment
  • 0

    posted a message on Dedication

    Try breaking up your project into playable sections. If it's a DOTA, get your towers to spawn one type of creep and give yourself just a stock hero. If it's an RPG finish the basic starter area and drop in a stock hero to experience it from the view of "actual" gameplay, without any actual play. When you can click "Test Map" and know that you're getting to playtest your creation, it helps break up the monotony of data balancing and making sure it looks right on paper.

    If the map's unbalanced, it'll feel unbalanced. Is there an obvious "best way"? It's probably unbalanced if you don't have to think.

    Posted in: General Chat
  • 0

    posted a message on Team Genesis

    Oh no way man, I wasn't saying your team concept is pointless at all. I just read your description on your team page and it's a bit more clarified for me now - I thought it was proposing a completely separate community team of people to keep solutions for themselves, that's my mistake for misinterpreting what you said. Glad to see the helpful vibe alive and well, though :D

    Posted in: Team Recruitment
  • 0

    posted a message on Team Genesis

    @bravojuliet: Go

    Who's trolling? I'm just saying that a community-wide effort would benefit more people.

    Posted in: Team Recruitment
  • 0

    posted a message on Team Genesis

    @DarcZaFire: Go

    "The goal of this team is to answer questions as best as we can, and to be a group of editors willing to help.. unlike most. Ultimately, we want to see awesome uses of imagination and effort."

    That line puts me off a bit. It sounds quite abstract - The sheer volume of knowledge available on the forums here certainly outweighs any troubleshooting taskforce anyone could put together. While "most" editors might not be the helpful type, it is logically safe to assume any "team" put together to be a private self-help resource would be smaller than the grand majority of the forums. If anything, it might make answering questions harder, as to not "fall back on the forums and their majority of unhelpful folks".

    The forums are sufficiently useful, imo. Don't fix it if it ain't broken, right? Not trying to shut you down or anything, but if the entire community is available to help (and ask help from) everyone they can, everyone will benefit, not just a certain community within the community.

    Posted in: Team Recruitment
  • 0

    posted a message on [LF GUI + ANIM] Project Atlas

    Hey there! I'm Arman, I'm a 21 year old web designer (by trade) and painter (also by trade). To give you some background about me, I've been mapping since SC1, and I made almost a dozen melee maps for WC3 and two TD's (one of which was never released). I know some advanced trigger usage, but I'm always open to learn new things.

    Terrain is my specialty, as I mostly did melee maps in WC3. Of the 11 maps (+/- 1) I did, I think 7 were "epic" sized, and the rest were just large sized.

    I play on the North American servers. I'm in California (Pacific Time Zone, GMT-8:00). I'm usually available at night (with regards to mapping), but I'm available 24/7 if it can be answered in an email.

    Email is the easiest way to get a hold of me, although if necessary, Skype is a possibility.

    Here's a basic overview of the map:

    You're a mercenary contracted to infiltrate and assassinate key members within a resistance movement forming in the game's setting, a sci-fi citystate. The game follows you as you deploy and begin your infiltration, and are taken in by the resistance movement as one of their own. Throughout the game you make numerous moral choices to either stick to the mission and destroy the resistance movement as ordered, or align yourself with the resistance and overthrow the corrupt government and brutal military presence in the city.

    So far I've written a complete, detailed basis of the plot, designed the city in which it takes place in, and I'm currently mapping it. I'm also writing all the dialogue, arranging for voice actors to do our audio, making all the cinematics, the game's title screen, and designing all the quests of within the story. The game will have two storylines, one for following the resistance, and one for destroying it. Realistically, it's planned to be between 8-10 hours of gameplay, with maybe one half hour total of in-game cinematics.

    I've also finished custom systems to create building interiors (without teleports), multi-story buildings (up to 7 stories tall interiors tested), and floating building interiors (used for the mercenary ship pictured below).

    MUST BE

    +Committed team members who won't bail (or will finish their part of the task at hand before parting ways, at least)

    +Active members of a team who will keep in touch with one another at least twice a week.

    I NEED

    GUI Developer

    -- (for work on the opening screen, dialogue screens, and inventory screens)

    Animator

    --(to create animations for existing models based on design specifications and, if needed, supplementary video examples)

    -

    Here's just a few screens from development. The first one is the interior of the building to the left in the 2nd picture, as viewed from just outside the building. The 3rd picture is above the city in a floating interior space of a mercenary ship. The game has an artificial dusk and a night cycle - the lore behind the story explains why there is no natural sunlight. Inside The Municipal Starport Offices Municipal Starport 1 Aboard a Mercenary Armory Ship

    The team is very specialized. The Animator, for instance, can animate and test their models without using the enormous map file. The GUI Designer can do the same. For the right people, all the tasks associated with this project can be done piece by piece and at your own pace, as long as a deadline can be agreed upon.

    I spend 10-14 hours a week on this project; a mix between doing terrain, working on the quests, and fine-tuning the dialogue. I've invested between 100 and 150 hours on the project so far.

    If you'd like to become a part of Project Atlas (development name only), please send me a PM with why you'd make a good team member, and also reply here.

    Team page available at: http://www.sc2mapster.com/teams/project-atlas/

    Also, thanks for taking the time to read that. I hit the preview button just now and realized what a mountain of text it was - but I figured the more detail the better on a subject like this.

    Posted in: Team Recruitment
  • 0

    posted a message on [Critique Req.] What do you think?

    [Removed by Author]

    Posted in: Artist Tavern
  • 0

    posted a message on SM Model/Anim (Detailed Req.+Payment)

    <<reply 480745>Have you tried dissecting the Sprectre model to see how it was originally done? That's all I've got :P

    Posted in: Requests
  • To post a comment, please or register a new account.