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    posted a message on Alpha Site: The Disturbance

    @jerberson12: Go

    Ok, so that means I would have to learn about camera positions, triggers and etc.. Well, every amateur starts from the bottom, and if the learn, they can become experts.

    Posted in: Project Workplace
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    posted a message on Alpha Site: The Disturbance

    This is my first ever project using the sc2 map editor. My Map right now is in the designing process. It may not even be the best when complete, but this will be my first amateur project. Future projects will have more effort put in, but I try my beset anyway, since I'm new.

    So, If Jeberson12 can help, this map will start out rts style, where you begin in a main base, with two small bases on outskirts of the main base. The two small bases are mysteriously overrun by the undead, with the bases calling for help. There is not enough time to save them, so your mysterious unnatural force comes to attack you, and you must defend, soon learning allies around your region had been overrunned. O

    Eventually, your base gets overruned, the game switches to tps style, where you must go through the interior of your base, where suddenly, all lights go out, with a few dim emergency lights here and there since the generators have been destroyed earlier. Your only option now to escape your nightmare is to find a single dropship at a hanger around your base.

    But first, you must find and reboot three generators to open the hangar door, and while your at it, you have to face swarms of zombies.

    Once you get the hangar door can open, enter the dropship, and escape into the unknown

    This game will be redesigned many times, including my description, since I have so little time, but I will update my description from time to time. Hope my game comes out right. Remember, my description may not be what the final game will become.

    Sincerely, XLGhost

    Posted in: Project Workplace
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    posted a message on [Release] ZombieXtreme - TPS Zombie Survival

    Progress Report #5

    The Last Swarm is just about almost released. Updates to the game are:

    1. To buy charges for the ship, it will cost 8000$.

    2. Turrets will cost 300$ to use.

    I have been almost with Jerberson12, since the beginning, and this game is really turning out well. Last gaming session was a pleasant one, where I played actually like a pro. Key things to the game are to stay with you buddies,and never seperate from them, or you WILL pay the consequences of dying, and losing half your money, which is punishing when you have almost 5000$. This game will become popular at this rate. If anybody would like to make donations to Jerberson12, it would be nice, because I believe this game deserves some nice, creepy music, which costs 50$ just to put a single song in your game! Other than that, the game works by either you suffer a fast loss, or handle a miserable, long path to victory. If you are truly pro at third/first person shooters, and love working as a team with other players, this is the game for you.

    Over and out.

    Sincerely, XLGhost

    Posted in: Project Workplace
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    posted a message on [Release] ZombieXtreme - TPS Zombie Survival

    Here is XlGhost,

    I will inform you all of side news for this game. Hope I will help make this game more understandable as each update from Jerberson12 comes around. I am one of his beta testers. I will make my next report about what's coming soon. So stay around.

    Sincerely, XLGhost

    Posted in: Project Workplace
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    posted a message on The Last Swarm (TPS) - Beta Testing Thread

    Progress Report #3

    Despite a poor gaming session, and maybe I'm not the best at this game, I'm still happy to report.

    My job isn't about critizing how other people play, but how this game can be improved.

    So, As I was playing, it did start out good. The new sound effects are really good, and the new presentation of levels is spectacular! The map paths are really better now, you can instantly access the ship, and higher ground is easier to reach now. The dogs were really unexpected, but I think they're a good addition to the game, with a high damage output when they attack you, despite their low health. I think the enemies should not have high ground visible to them, specifically for the roaches and other possible creatures. New bugs that were fixed make the game more realistic.

    I do blame myself for us losing, for my lack of cooperation, but my job here is to report, and to mainly observe. Sorry for being arrogant, I look forward to future gaming sessions, and I hope we will all continue to make peace with each other. Good Luck again on making your map, Jerberson12.

    Posted in: Project Workplace
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    posted a message on The Last Swarm (TPS) - Beta Testing Thread

    Progess report #2

    I haven't been able to play with Jerberson12 in a while. He has listed some important thoughts listed above me and I will speak my opinion.

    Good Idea!

    People who will play as kerrigans though, and unfortunately, should be able to attack the raynor players. I do believe kerrigans though should be able to build structures and upgrades for their army. The kerrigans should be able to buy forces along with their main zombie army, such as the ones that I have killed, eaching costing more than the other. The zombies should have upgrades like speed, damage increase, and health upgrades. As for kerrigans, they themselves should have upgrades like claw attack speed upgrade, Speed upgrade up to a certain point, health upgrade, and they should be able to spawn creep as a buyable abilities. The kerrigans should be able to spawn special minions at their area as a buyable ability, and kerrigans should be able to die, and respawn 40 seconds later. Raynors should able to spawn bunkers as a buyable ability, in case if they are in a deep emergency. But in my opinion, kerrigans should not be able to attack, because they are overpowered, and finish the game sooner, though that wouldn't be fun for the players who are playing as them. I will be up to date and make any editions to my progress report, because I didn't have much time, and I wasn't thinking while typing this.

    So see you all later, and good luck to Jerberson12.

    Posted in: Project Workplace
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    posted a message on The Last Swarm (TPS) - Beta Testing Thread

    Progress Report #1

    After playing a few sessions with Jerberson12, this map still interests me. Though if I were to keep on playing, and for this game to hook on new people, here are current suggestions of mine.

    1. Add a surprise ending to game when you lose, which scare the day lights out of you! (don't know if you can curse on this website).

    2. If people can make donations to Jerberson12, it would be nice to include some creepy music, because of stupid copyrights, you can't use music for free: Cost 50$ per song!!!

    3. Harder units should come out faster, and rounds should last longer. Round 20 should be the time when the game becomes really hard.

    4. Make the lighting darker, this is suppose to be scary right? Keep the fog if you can.

    5. Add the abberation unit, that unit looks freakin scary when it chases you, and you looking directly at its face from ground view.

    6. Add a few bunkers, that cost 1000 to use, and have a certain amount of health until they are destroyed.

    7. Create the game in three difficulties: Easy, zombies do one damage, Medium, zombies do 2 damage, and Hard, Zombies do three damage.

    8. When you die, you should only lose a quarter of your money, not a half!

    9. Add four player mode.

    10. Make it cost less money to power up the spaceship.

    11. Add spectres as your other option of characters to play as during game. They're cool

    12. Add more details to the map if you can to make it more realistic, like add dead bodies of marines all over the place.

    13. Add the vehicle the hellion, and make it cost 3000 dollars, and make its health the same as the marine.

    14. When you are low on health, put a heart beat sound, around the health of 20, and make the heart beat faster everytime your health drops one after that.

    15. Add medic packs that cost 1000 dollars, which heal fully a few places around the map, when you are really low on health.

    17. Add a new tps firing system like Malu05's, like in his map "Ruins", where if you shoot somewhere else other than the zombies, you lose bullets and don't hit the zombies because of your accuracy. Make it that there when you shoot also, your gun recoils, depending on the type of gun.

    These XLGhost, Reporting my interests of the game, and suggestions for the game.

    Over and out.

    Good Luck Jerberson12

    Sincerely, XLGhost

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

    About updates, how is the A.I. in the game functioning now? Is the A.I. fully functioning now? And yeah, stick with the Spectre, they're awesome compared to other ground units.

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

    Hey, TheKC.

    Have you had any contact with Malu05 anytime? He was on eariler on october 13th, but I have seen your posts of you not been able to contact malu05. Are you still having trouble, because since you both are working together, teamwork is required to make this game become a success. I wish I could be updated on what else is going to happen with project vector, but that choice is between you and Malu05. He seems like he is a busy person, but I'm sure there is always at least one point in a day where you two can contact each other. If you both are contacting each other normally, sorry for my notice. Your project has been going on for two months now, and you have given updates about it. Sorry for being a little pushy, but I would like to know what is the biggest update to your game at this point. Hopefully, your game becomes a success, but I have faith in both of you.

    Good Luck again to you and Malu05.

    Remember, never give up, and you two will make the starcraft 2 map of the century.

    Posted in: Project Workplace
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    posted a message on The Last Swarm (TPS) - Beta Testing Thread

    @XLGhost: Go

    I will try to also join you during your beta testing sessions when I can, just reminding you! :)

    Posted in: Project Workplace
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    posted a message on The Last Swarm (TPS) - Beta Testing Thread

    Thanks for inviting me! I will try to help point areas where your game needs improvement. Good Luck on making your game again Jerberson!

    Posted in: Project Workplace
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    posted a message on The Last Swarm (TPS) - Beta Testing Thread

    Can I beta test your map? I doubt you will respond, but I could help improve your game with feedback just like other beta testers for your game have. It seems really interesting. Hope you contact me soon. My starcraft 2 account and account number is stated in my profile on the left of my post.

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

    Ok, Thanks for giving me advice you all, especially TheKC! I will think of what I can do, and maybe I might be able to make an awesome map. I will be monitoring Project Vector until it is done, just like everyone here has been. Good Luck Malu05 and TheKC!

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

    @TheKC: Go

    Oh, hello, sorry for being so impatient. I am very impressed at you and your partner Malu05's Project Vector, through all of your earlier works. Yes, I should've talked more politely, but he did say he was done, maybe not. I have no experience in map editing or anything that has to do with the starcraft 2 editor. I would like to start making my own maps, but I can't even get the basics of map editing right, other than raising land, adding water, and adding objects. I doubt you would, but could you give me a few starting tips on how to make basic maps, I'm sure you started making basic maps when you first began. Like all things, you become better at them over time. I'm sure if I really try hard, i could start making awesome maps. Though, the games you are making must take over days to make. Are you planning to become a video game designer? You have a lot of talent, and so does Malu05. You and Malu05 should use your talents to your advantage. I don't know what careers you all are going to choose, but just make the right choices and decisions. Good Luck on your map!

    Sincerely, XLGhost

    P.S. Do you think I could be a beta tester for project Vector? I may not fit your description as a suitable beta tester, or you want to use certain people of your choice that you have already decided, but I always wanted to Beta Test a game. If you can allow me to test project Vector, I will be grateful for your invitation. If I can't test for the beta of Project Vector, I will understand you have chosen already certain people that you find suitable. Well, at least I tried to ask you for an invitation for your Project Vector beta, but I am still amazed at your spectacular work. Keep up the good work! You and Malu05 are the best!

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

    Didn't you say as soon as you finish ac130k "Ruins" demo, you were going to release it in your downloads section? If you still need to clean up the code, I understand, I'm just telling you that you said your game is finished, and since your game is finished, which probably means you cleaned up the code, why haven't you released AC130K "Ruins" demo in your map section? I understand your a busy person and working on Project Vector, but is it that hard to release your "Ruins" demo in the map/download maps section?

    Posted in: Project Workplace
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