Presentation is certainly nice, but in MP it probably still controls like ass, due to how the engine is set up. Input lag aplenty, same shit that made Project Vector and TSOF near unplayable.
Good bit of fun though, shame the engine screw it up so much.
How do you plan on implementing Blight though? As far as I'm aware, no one has succeeded yet [citation needed].
As far as I recall it's pretty much mechanically similar to how creep works. I can't really remember if there was even anything different about the two besides movement speed.
So you'd just have to change how it interacts with certain models, that's about it, I think.
Looks quite good. I hope this could give SC2 a much needed boost in map making, because of all the new particles you guys will hopefully bring along.
Might I ask what model you were using for those ceilings?
I think that's actually a custom one. We made it back when we still did ModCraft. Otixa never uploaded it, as I recall. My alternate go-to is those zerg cages for ceilings.
Interiors are "easy" to do but the good doodad searching is hard. You can't just throw a bunch of tree somewhere to make a forest. You have to place specefic doodads one by one in specefic places to create a good terrain. And I must say, Joecab got it quite nicely. Simple yet epic terrain.
Interior Terrain without making custom assets is a pain in the ass. Seriously. One of the better pieces I could pull off (when I still did SC2 stuff) was this (pre HOTS):
Woosh. Suddenly a forum skeleton posting out of boredom (anyone still know me? :P)
Something a bit more professional of an idea (it's basically a slightly crazy version of how it works for CE3/UE4):
Generate a landscape with the free version of world machine (www.world-machine.com) and use some exported SC2 textures for it to keep the artstyle.
Import the heightmap & texture into zBrush/Mudbox. From there make it a new mesh the scale of your level.
Place the asset in sc2 and resculpt the terrain plate to fit it in terms of movement height and then paint the blocking on it.
Then hide the terrain plate entirely, so you just got the collision (no idea if SC2 supports custom collision boxes yet :p)
Decorate it properly with scaling and...
...Tada, you just got dead-sexy terrain that's pretty unique in terms of SC2 and you got a nice civ-like map with unique and pretty promo shots you can spread on reddit, liquid, etc.
It's a bit of a learning curve obviously, but hey, nobody said you don't have to work for quality :)
Extremly well done. There is quite a few things you can improve on, but I enjoyed it. It's nice to see you using the cinematic tool and some custom work, your entry last time had the editing via AE, but lacked the quality of the assets used.
Voice-wise you should've probably tried to get Mike Dunahee. He voiced Mograine in Tales of the Past 3.
And Blizzard ALWAYS picks their "pseudo-comedy" shit. Remember a few years back when "I am Forsaken" was 2nd place and the far worse quality 'love comedy' Gnome thing made first place? I know both people who made those, but we all were in agreement that the placement seemed wrong - even if we were happy for the guys.
@Mozared: Go
It's basically evolved out of castanar. They use a ton of the same assets with a new texture as well. From the greyish tint to a white one.
@FruitNinjazz: Go
You can add it into the Foliage Table of the Zerus Tileset in the Data Editor. It's the best way to deal with these types of issues for low end PCs, since it's more reliable than just assuming models are set to low.
Also it allows you to remove those stupid flowers from the Agria Tileset >.>
Or you can set the LOD model to nothing at all for low as Nebuli suggested, but the risk there is obviously that people might still use a setting where it's displayed.
You could probably do both to be on the secure side.
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Presentation is certainly nice, but in MP it probably still controls like ass, due to how the engine is set up. Input lag aplenty, same shit that made Project Vector and TSOF near unplayable.
Good bit of fun though, shame the engine screw it up so much.
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Well the sound problem has solved itself with the new PTR patch for SC2.
That should greatly help with filesize.
Hell, as an ol' WC3 mapper I'd probably make some stuff down the line when I'm less busy.
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As far as I recall it's pretty much mechanically similar to how creep works. I can't really remember if there was even anything different about the two besides movement speed.
So you'd just have to change how it interacts with certain models, that's about it, I think.
Looks quite good. I hope this could give SC2 a much needed boost in map making, because of all the new particles you guys will hopefully bring along.
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I think that's actually a custom one. We made it back when we still did ModCraft. Otixa never uploaded it, as I recall. My alternate go-to is those zerg cages for ceilings.
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Interior Terrain without making custom assets is a pain in the ass. Seriously. One of the better pieces I could pull off (when I still did SC2 stuff) was this (pre HOTS):
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Woosh. Suddenly a forum skeleton posting out of boredom (anyone still know me? :P)
Something a bit more professional of an idea (it's basically a slightly crazy version of how it works for CE3/UE4):
...Tada, you just got dead-sexy terrain that's pretty unique in terms of SC2 and you got a nice civ-like map with unique and pretty promo shots you can spread on reddit, liquid, etc.
It's a bit of a learning curve obviously, but hey, nobody said you don't have to work for quality :)
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Extremly well done. There is quite a few things you can improve on, but I enjoyed it. It's nice to see you using the cinematic tool and some custom work, your entry last time had the editing via AE, but lacked the quality of the assets used.
Voice-wise you should've probably tried to get Mike Dunahee. He voiced Mograine in Tales of the Past 3.
And Blizzard ALWAYS picks their "pseudo-comedy" shit. Remember a few years back when "I am Forsaken" was 2nd place and the far worse quality 'love comedy' Gnome thing made first place? I know both people who made those, but we all were in agreement that the placement seemed wrong - even if we were happy for the guys.
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Welp, my idea didn't work out at all. Tried around for over 2 hours now and it just doesn't seem to fit well together.
Gonna see if I can come up with something else.
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@Mozared: Go It's basically evolved out of castanar. They use a ton of the same assets with a new texture as well. From the greyish tint to a white one.
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I AM GOING TO IGNORE YOUR SILLY RULES AND MAKE A PROTOSS TERRAIN THIS TIME :D
Just kiddin' I got a pretty decent idea. It's no installation though, I made so many of those that I could just load up old maps, that's no fun :P
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Flash Freezes disappear after 1 mission as well. Funny. It's like we switched planets there.
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@FruitNinjazz: Go You can add it into the Foliage Table of the Zerus Tileset in the Data Editor. It's the best way to deal with these types of issues for low end PCs, since it's more reliable than just assuming models are set to low.
Also it allows you to remove those stupid flowers from the Agria Tileset >.>
Or you can set the LOD model to nothing at all for low as Nebuli suggested, but the risk there is obviously that people might still use a setting where it's displayed.
You could probably do both to be on the secure side.
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Video is processed and up! Enjoy! :)
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When I have some time and patience, I will contribute by making some new Zerg Terrain as well.
Zerg is among the most fun, but also the most annoying types of terrain to make. Kinda like Tundra and Desert.