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    posted a message on Project Vector Strikes Back

    As you may notice from the newest video, Project Vector has changed it's focus drastically. We are now going for much more story and maybe even over several maps (if mapchange comes in time yeay, otherwise we'll need an external launcher) and will get you deep into the living world onboard a battleship, with complete voiceover!

    Think of it like a combination of dead space, deus ex, monkey island and even some more games. But don't worry, there will be action and alot of it!

    We're still searching for a dataexpert, a 2D Artist and of course an animator, voicejobs will be available later.

    As this is a complete mod and not a sole map, it will not be published through battle.net (except Blizz changes their mind somehow) and thats why you will need to 'install' it.

    And to add a disclaimer: all of this is still a prototype, we're working on the story and the coregameplaycomponents currently, so don't expect we're releasing Project Vector next month ^^

    Posted in: Project Workplace
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    posted a message on Project Vector Strikes Back

    Just to hype it a bit, next feature is already in it's last prototype steps... and for a roleplaygame it's just awesome!

    Posted in: Project Workplace
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    posted a message on Project VECTOR (TPS)

    @SouLCarveRR: Go

    Statusupdate: Vector is back!

    for further information visit your local mapsterthread http://forums.sc2mapster.com/resources/project-workplace/16929-project-vector-strikes-back/

    Posted in: Project Workplace
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    posted a message on Project Vector Strikes Back

    @LinkD: Go

    there is not a single custom model used until yet, everything is in the game already! :)

    At the moment we're still gathering ideas, does anyone know if it's already possible to change maps ingame? Would make our job far easier ;)

    Next step in development is to create a mod from vector, otherwise it's hard to clean up the code. (and the performance reason should be obvious, too)

    Posted in: Project Workplace
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    posted a message on (solved)how to forbid pathing to a specific player

    @ZealNaga: Go

    if you want to block a specific unit of a player, which is not used by any other player, then just create a new pathingblocker unit which only uses one unused collisionflag together with this specific unit. This way the pathingblocker prevents this unit only from moving through it and if you want to change it later in the game you can easily destroy those blockers via trigger.

    Posted in: Terrain
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    posted a message on [Left 4 Death 2.0] Teaser & Proof of Concept

    once you play the new version with the new events etc you will know why it got it's name :)

    Posted in: Project Workplace
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    posted a message on [Left 4 Death 2.0] Teaser & Proof of Concept

    - The video is the trailer of the map, like there are cinematics as gameintro.

    - The screenshot is the first iteration of the startingarea so you can see how the style of the first map will be.

    - 2.0 doesn't mean it's a bit revamped with some new terrain, there are a lot more changes which will make the game more dynamic and fun. If you don't like the first map you may like the new one though.

    Posted in: Project Workplace
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    posted a message on [MOVIE] Battlecruiser Operational (Blizzcon Entry)

    @Zarakk: Go

    even if the storyboard of the entry i suggested to nico was cut down heavily due to limited time :-/ ... I would hardly call 'a crit(t)ical incident' as pure world of warcraft. A shame it couldn't be finished, but even more I was surprised that it got the third place. Well, Tychus made his job, ain't he? :D

    Regarding your machinima Suhnder, it looks well made, but it's indeed to repetitive. Something is missing in there, it looks really good, but it misses bit of oomph. A bit more into the direction of the starcraft introcinematic and it would be completely awesome. Some chat on the bridge, slow and calm commands, cut to the battlefield were everything explodes and dies, cut back.. everyone calm and focused on their job etc :)

    Posted in: General Chat
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    posted a message on Project VECTOR (TPS)

    @barrierlol: Go

    It's far far away. Currently Malu and I joined TSOF and we'll create an even more huge game there. But believe me, it's worth it to wait. There will be horrorparts though, so you won't miss vector :).

    Maybe we'll revamp vector at a later point, but then it'll be even more awesome. You all just have to wait.

    Oh, just to mention it, TSOF still needs artists (all from conceptart to characteranimation). If you know what this is and you believe you are pretty good in those jobs then apply here: http://tsof.bplaced.de/forum/index.php

    As little evidence of what's going on, a tiny prealpha pic of a gameplay testmap :)

    Posted in: Project Workplace
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    posted a message on Weekly Terraining Exercise #11: Favouritism

    @Cbrag: Go

    A realy dark ambientlightning and the rest is some good water, the reflections of it in the cave a bit later will be awesome :)

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #11: Favouritism

    @Cbrag: Go

    omnilights... what else? :)

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #11: Favouritism

    As I'm currently developing my first quality outdoor terrain... I have something to share:

    Posted in: Terrain
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    posted a message on Project VECTOR (TPS)

    @XLGhost: Go

    One tip for you, make yourself familiar with the editor and then try some things. Once you have done that start to imagine greater things ( a whole map for example), make a plan, how should it play etc. get some inspiration from other games, movies and even books (your brain can be pretty creative if you feed it a bit :) ). Then start, try to get as close to what you have imagined, then work on another project and return after some time, then you rework all of it. This way you can improve your skills pretty much. Just try it, even if it seems impossible, you'll find new ways which will help you to get better and better.

    As for betatesting ... mhh yeah, thats far off, vector is not even near a stage of betatesting, maybe some alphatesting, but that's all. Depends on what's happening with TSOF now.

    @kimoss90: Go

    Making a map is all about design, it's gameplay design, content design, level design, story design etc. What you talked about is the job of programmers and artists, they create the engine/tools and the assets/animations the designers use... and you know what? All of these people need to work together closely, the designer tells the programmer what he wants to do, the programmer tells the designer what is possible in the set timeframe (if there is any). The designer needs to talk with the artists about what he needs for the game and the artists provides additional ideas for this or developes the artstyle for the game.

    So you may be right that the galaxy editor provides us with alot of stuff but it's the designers job to use it the way he wants.

    Posted in: Project Workplace
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    posted a message on Project VECTOR (TPS)

    @XLGhost: Go

    wohoo, cool down buddy, I don't know how far malu got with his ruins map, but the version i saw was not finished.

    Posted in: Project Workplace
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    posted a message on Project VECTOR (TPS)

    @Gorandor: Go

    I'll talk with malu about that... well if I somehow catch him and he does not slip through my fingers again. Don't know, seems like he has much to do in RL.

    Posted in: Project Workplace
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