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    posted a message on Interior areas

    Hey there, I too am looking to create some interior areas. Did you manage to get any help?

    Posted in: Miscellaneous Development
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    posted a message on [Trigger-Actor / Data-Actor] Dynamic SkyBox

    @SouLCarveRR: Go

    Hmmm I think I'll understand. I'll have to try it at some point and get back to you. Thanks for the help!

    Posted in: Tutorials
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    posted a message on [Trigger-Actor / Data-Actor] Dynamic SkyBox

    Ok, here's where the flaming begins XD

    Kinda new to the editor, where do i find the settings for the far clip? Also, will adjusting that solve the issue? Or is it not that simple? :P

    Thank you for replying btw :)

    Posted in: Tutorials
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    posted a message on [Trigger-Actor / Data-Actor] Dynamic SkyBox

    Hey, Currently working on a TPS mod and I'm struggling to figure out how to get the Skybox to appear in-game (just black atm). I read the thread and didn't see a solution, if I've missed it, I apologize.

    Are there any tutorials that can show me how to get the skybox to appear in-game? Any help would be greatly appreciated. Thanks in advance! :)

    Posted in: Tutorials
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    posted a message on Some advice/help/feedback on University Game Design Project

    @Eiviyn: Go

    By the way Eiviyn, I had a look at your catalyst map. Really impressed. Not only is the sheer amount of choice and customization available really inspiring, but what you mentioned about wanting to eliminate the "best" strategy or "best" vehicle and just focus on unique play styles and balanced gameplay was really refreshing. SC2 gets a bad rap because of SOME players elitist attitude towards the way some people play, and It's nice to hear someone understand what it means to make something fun to play.

    If I could be so bold as to make a small suggestion, have you considered maybe spicing up the gameplay with some sort of 3rd party interference? What I mean by that is, add in a gameplay element that would alter the game for both players simultaneously, similar to the devil's playground in the campaign.

    For example, you could drop in a small group of hostile units in one of the outposts every 3-5 minutes. That way, any player units within the outpost would have to worry about defending that outpost from, potentially, two threats. Also, it works from a strategic perspective, if the red player sees that one of the blue outpost is being attacked by the hostile units, he/she could use that opportunity to mount an attack to steal that outpost. But, obviously, the hostile units would attack them as well, so they would have to weigh up the pros of spending more units on capturing an outpost, or allowing the opposing team to keep control of the map.

    Just something I thought would be cool. But seriously, well done :)

    Posted in: Project Workplace
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    posted a message on Some advice/help/feedback on University Game Design Project

    Hey guys, thanks again for your responses. Really appreciated. I tend to say thank you to an excessive amount I'm sure you'll find lol

    Its good to know that what I'm looking to accomplish isn't too ambitious so sincere thanks for the reassurance. I'll link a video of my current progress once I get it on youtube, that way if you guys have any questions or what to know anything about what im up to, you'll have somewhere to look.

    If anyone knows of any good tutorials or resources for the aforementioned mechanics, please feel free to post a link. Guidance is always welcome. Also, I'm very open to suggestions, if anyone can think of something they'd like to see in a 3rd person SC2 mod, I'm all ears. At the end of the day, fun is the number 1 priority so please, brainstorm the crap out of me if you feel so inclined :)

    Here's the first quick prototype video

    I know the 3rd person cam hasn't been implemented, but it will be once I get around to redoing the triggers.

    Posted in: Project Workplace
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    posted a message on Some advice/help/feedback on University Game Design Project

    @Eiviyn: Go

    Hey, thanks for the reply and the advice. Really appreciate it.

    In regards to starting small, I think you have a good point. However do to time constraints it wouldn't be responsible from a design schedule perspective to spend time remaking smaller, simpler games. Although, I totally agree with you. When I was learning the UT3 editor, I started by remaking simple gameplay mechanics and playing with terrain.

    Tbh, with the work ive done so far, I feel confident in that I can make fairy interesting Terrain that, at least, looks presentable. I understand the data editor and triggers through OneTwo's tutorials, although not to the point where I could just figure things out for myself, if that makes sense. I need some form of rough guide to follow.

    Thanks again for reading and I'll definitely consider what you've said :)

    Posted in: Project Workplace
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    posted a message on Some advice/help/feedback on University Game Design Project

    Hey fellow mapsters!

    I'm currently in my first year of my integrated masters degree in Computer Game Design. For my final year project, I've decided to create a playable 3rd person action-RPG using the SC2 galaxy editor. The game revolves around the player taking the role of one of 3 playable characters and using them to progress in the story. I won't bore you with the synopsis (unless you're interested. If so, I'd be more than happy to explain the story/characters. Please feel free to PM me).

    What I'm currently looking for from the community is any help or guidance some of you more experienced modders can offer. Although fairly new to the editor, I've been following a lot of onetwo's youtube tutorials and have since learned the basics of how the editor works and am relatively confident in what I'm doing.

    I figured the best and simplest way to express what help I need would be to list what I've currently got working in my level and then list what I need some help on. I know SC2mapster has some really great members and any help you guys could offer would be much appreciated.

    So far my map has working:

    * WASD and free camera movement (WoW style)

    • Healing fountains
    • Character/Hero selector
    • Working and responsive HP bar

    I know it's fairly simple stuff compared to what the editor is capeable of, but Its a starting point.

    Areas where Help is needed **

    • Displaying Buffs while in WASD camera movement (Obviously the UI is normally hidden)
    • Health and Energy Bars visible on screen (Preferably in the lower left corner, but I'm sure that can be tweaked)
    • Creating action bars for use of Hero abilities (once again, a UI issue)
    • Keeping the Camera fixed behind the players shoulder (Gears of war style)
    • The use of a camera Zoom and crosshair when aiming (AC130K - Ruins style. Major props to Malu05 for that map)
    • Projectiles that damage enemies (Essentially, how would I create bullets? Once again, a nod to Malu05's amazing map)

    I apologize if this seems ignorant on my part because I'm sure there are tutorials on probably everything I've mentioned, but as the title suggests, this is for a university project and I've been very busy and haven't been able to do as much tutorial searching as I'd like. Hence why I'm turning to you, the community, for support.

    I appreciate this is quite the essay and I sincerely thank you if you took time to read. All and any help, advice or feedback is more than welcome, even if it's just posting a link to a good tutorial.

    I'll post videos of my progress when I can to help you guys see where I'm at. Once again, thanks for reading and I look forward to hearing your ideas :)

    Posted in: Project Workplace
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