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    posted a message on [Release] Blight Night

    Now available on EU! (Thanks DialogGeek)

    Posted in: Project Workplace
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    posted a message on [Release] Blight Night

    @EternalWraith: Go

    Ah. Yeah I agree. Random elements are crucial for the longevity of multiplayer maps.

    @DialogGeek: Go

    On EU?

    @nevjmac: Go

    Be sure to let me know what you think.

    Posted in: Project Workplace
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    posted a message on [Release] Blight Night

    @DialogGeek: Go

    While some of the city guard could be considered a resource waiting for harvest, a number of their units are extremely powerful/dangerous. The guard is capable of wiping out players entirely and in Round 6 (overtime) they aggressively assault player Nests using orbital drop pods to force conclusion.

    I'll have to find someone to upload on EU servers, but hopefully that will be soon.

    @QMJ3: Go

    Thanks! I was inspired by the campaign mission, Outbreak, and I thought it might be more interesting from a Zerg perspective and with a multiplayer aspect.

    @EternalWraith: Go

    Let me know how you like it.

    Posted in: Project Workplace
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    posted a message on [Release] Blight Night

    http://www.phantomtap.com/storage/banners/BlightNightBanner.jpg

    Genre: Infestation

    Players: 2-8 (FFA)

    Synopsis: Infest the inhabitants of an unsuspecting Terran city. Create an army to destroy the Nests of opposing players and monopolize the city as your feeding ground.

    Embed Removed: https://www.youtube.com/v/AP94I3jaLqEhd1?fs=1

    Features:

    -Build an army by weakening Terran units then mutating them into allies!

    -Wreak havoc on the city at night, but enter your Nest before dawn to escape the incinerating sunlight!

    -Earn skill points for racking up kills and infestations then invest them into a dynamic skill tree to fully customize your Infestor, Nest, and army.

    -Sophisticated random spawning and drop ship reinforcements make the city guard an unpredictable force in every round.

    -Battle up to 8 other players in FFA combat. The last Nest standing wins!

    Blight Night is now available on Battle.net US and EU servers! Just search for "Blight" to find it. For more info on the game you can head to http://www.phantomtap.com/blightnight/. Happy infesting!

    Posted in: Project Workplace
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    posted a message on [Terrain] Twoson

    @ZeroExodus: Go

    Yeah, good call.

    Posted in: Terrain
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    posted a message on [Terrain] Twoson

    @ZeroExodus: Go

    Maybe we'll get campaign support eventually and they can be connected that way. Also, I thought it would be fun for people to have all these terrains to work with on a variety of projects. Imagine tower defense games set in Earthbound cities or other games set in Hyrule Castle, Guardia, etc. Hopefully people get on board and submit some terrains!

    Posted in: Terrain
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    posted a message on [Terrain] Twoson

    @ZeroExodus: Go

    This is an open terrain collection, so people can use these maps for whatever they like so long as they credit the author. Hoping to terrain all the main areas from Earthbound/A Link to the Past/Chrono Trigger with enough submissions!

    Posted in: Terrain
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    posted a message on [Terrain] Twoson

    I just finished terraining another area from Earthbound within the Starcraft 2 map editor! This time it's Twoson...

    Original:

    Twoson Original

    Starbound Version:

    Twoson 1 Twoson 2 Twoson 3 Twoson 4 Twoson 5

    Starbound Banner

    This terrain is part of project Starbound, an effort to recreate all the terrain from the original SNES game Earthbound within the Starcraft 2 Map Editor. If you're interested in submitting a terrain to this project go here for details!

    Posted in: Terrain
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    posted a message on Link to the Craft, Starbound, and Koprulu Trigger

    Announcing 3 new projects: Link to the Craft, Starbound, and Koprulu Trigger!

    The goal is to recreate 2D areas from classic SNES games (The Legend of Zelda: A Link to the Past, Earthbound, and Chrono Trigger) within the Starcraft 2 Map Editor. Each completed terrain will be available for download so that other mappers can easily work with Starcraft 2 versions of some of their favorite game worlds.

    Want to submit a map? Here's how...

    1) Choose any area from a game mentioned above and check the corresponding section at PhantomTap.com to make sure it does not yet have a completed terrain.

    2) Check out one of these great websites to find a reference for the original terrain...

    Zelda Shrine - A Link to the Past Maps

    Starmen.net - Earthbound Maps

    Fantasy Anime - Chrono Trigger Maps

    3) Create your terrain within the Starcraft 2 Map Editor.

    4) Take 5 screenshots of your map within the Editor that you feel best represent your work.

    5) Post your map and 5 screenshots to this thread for review. Provided that map meets the sufficient quota of awesomeness it will be posted to the corresponding section on PhantomTap.com along with your name (or alias). Otherwise you can get some feedback from the mapster community, and myself, then resubmit at any time.

    Tips for Creating a Successful Terrain...

    -Stay true enough to the original design so that it's recognizable, but also feel free to make subtle additions to keep the terrain natural as a Starcraft 2 world.

    -Use extra space to account for indoor areas, side-rooms, etc. whenever possible.

    -Play with lighting to create an atmosphere similar to the original.

    -If scale becomes confusing place a unit on the map as a reference for how wide an area should be, etc.

    -Add proper pathing when necessary.

    With enough submissions we hope to eventually have a Starcraft 2 terrain for every area in the original games!

    Posted in: Team Recruitment
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    posted a message on Prefered Hotkey Homerow

    Do you prefer QWERT, WERTY, 12345, some other setup?

    I'm looking to determine a popular comfortable placement for a row of hotkeys.

    Posted in: Miscellaneous Development
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    posted a message on Dynamically Adding Abilities

    @SouLCarveRR: Go

    Seems like the catalog triggers are for pulling out specific bits of data to use from the data editor. Does anyone know more about this?

    Posted in: Miscellaneous Development
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    posted a message on Dynamically Adding Abilities

    Is it possible to add abilities to a unit in-game without placing it on their command card beforehand? I know you can show/hide or enable/disable abilities through triggers or behaviors, but is there an equivalent workaround to the absence of the 'Unit - Add ability to Unit' trigger?

    In a game with 20 or 30 abilities to choose from to create a smaller actively used set, it seems like piling the abilities on to a command card and then dealing with their button placement would be either absurd or impossible.

    Posted in: Miscellaneous Development
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    posted a message on [Contest] Creature - Vote Now!

    I thought Anakin's Racer was certainly the most clever, Shard of Adun had the most exciting ability, but Zergling Calvary was my favorite. Well done all around.

    Posted in: Project Workplace
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    posted a message on [Model Showcase] Warcraft 3 Heros Revamped

    Very impressive. Any interest in helping with this project? I'm looking for infested versions of several organic terran ground units.

    Posted in: Artist Tavern
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    posted a message on Anyone else having weird issues?

    Timer windows are an obnoxious blue/teal color and also borderless after the patch?

    Posted in: Miscellaneous Development
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