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    posted a message on [Member wanted] Hero's Call - A Quest Simulator

    @Eiviyn: Go

    I apologize if it came off rude. It was not my intent. The game really does sound interesting and I would play it.

    However I want to see the galaxy editor used to its full potential, for this I will never apologize.

    Posted in: Team Recruitment
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    posted a message on [Member wanted] Hero's Call - A Quest Simulator
    Quote from SouLCarveRR: Go

    So your group of "game design students" want to create a game using the SC2 engine when they have no idea how to do anything in the SC2 engine?

    Youd be amazed at how doing anything in SC2 can become a major endevour.

    I suggest you guys sit down and have a try at it before you plan anything.

    This.

    Also... with such a beautiful engine that is SC2 why use art that looks like a 2 year old drew it.

    Posted in: Team Recruitment
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    posted a message on RPG concept, need a team if interested

    @Reaper872: Go

    Nothing wrong with being a 16 and in high school. I started working in SC1's original map editor when I was 13 and then was pumping out heroes in WC3 that put dota's heroes to shame. I've talked to 13 year olds that have a better grasp of the data editor than majority of people on these forums. So more power to you.

    I'm always willing to help people in the creative aspect. Reves made some very good point, I would also recommend taking what he says and thinking about it in DEPTH. If you ever need someone to bounce ideas off of or ask a data editor question, hit me up. I may not post a lot, but I'm literally always browsing these forums.

    Again I wouldnt be able to help out with any of the actual work, I'm working on a project that takes all of my time. But if you plan on doing the data work yourself I can help you through some complex abilities. If you'd like I can shoot you my vent info and we could chat (an offer I make to many).

    To expand on what Reves said: 1) What makes this game different and more interesting than any other RPG or same style of game, and I mean DIFFERENT. A simple "sweet terrain!" or "new hero choices!" is not enough with the current competition. 2) Will there be any challenges? Any player vs player competition? Or will players literally just be attack moving their squad around the map killing random squads of zerg <- sounds harsh, but this is literally what came to my mind when you explained your idea. I dont mean to be harsh, just trying to help out and make sure you move forward in the right direction so you don't waste any time. 3) Once you get these trophies what do you do with them? Is there enough motivation for me to actual care about getting the trophies besides winning? And if the main purpose of the game is for me to win by getting the most trophies, then why would I bother playing it with other players? Why not just give me a timer and say "you must get X number of trophies before Y timer runs out to win".

    Just my thoughts.

    Posted in: Team Recruitment
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    posted a message on ModernWarfare 'like' game need help

    @xxxDisturbedxxx: Go

    Looks great and it shows that you have put a lot of work in to it.

    I have one question. Your half wall terrain that blocks 50% of the shots, does it block it because the player aimed to low (realistic fps aiming) or is it a statistical chance that it blocks 50% of the shots. Because if it is statistical than I would love to know how you did such a thing.

    I would suggest one thing though. Find a terrainer, someone who specializes in just making terrain. I understand the necessity for fps/3rd person game mechanics type terrain, but there is no reason that it needs to look like a poorly made paint ball course.

    Posted in: Map Suggestions/Requests
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    posted a message on Looking for two data editors for large project
    Quote from Mephs: Go

    "designers" in sc2 map editor terms are usually just guys with no editor skills who want all the credit without having to do any work.

    This

    Posted in: Team Recruitment
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    posted a message on Looking for two data editors for large project

    I know what a game designer does. My point is you're not designing World of Warcraft here. If the designer is not actually contributing in some other way other than "ideas" such as terrain, data, triggers then he really isn't pulling his weight. To say that they will be spending all of their time "designing" and balancing the game, if anything is just insulting your other terrain, data and trigger team members by saying they are incapable of coming up with hero ideas while designing them. With projects this size you dont need to bring in an extra person in to do nothing but design. Your trigger guy can design and balance and contribute ideas, as can your data guy.

    Now if your game designer is actually capable of using the data editor and doing the tweaks himself, then technically he is pulling his wait, he is working in the data editor.

    Posted in: Team Recruitment
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    posted a message on Looking for two data editors for large project
    Quote from puritysdisciple: Go

    and two game designers.

    Just out of curiosity, what are the "game designers" doing and do you really need 2 of them? I understand the need for a game designer on a full fledge AAA title. But in a custom moba style map it sounds more like someone who just gets to sit back and say "I want people to make this for me!". In other words, dead weight. But that is just my opinion.

    I'm a data editor, a very good one I believe (Granted "good" is subjective). My point is, data editing is the hardest job in the editor along with maybe dialog creation (again this is just my opinion, no need for a flame war). Data editors that are good are hard to come by, mainly because we need to have the patience to sit and work on one ability for hours at a time. Few have this kind of skill set. It would infuriate me to no end if I was working on a team with guys that did nothing more than "brainstorm" while I was asked to spend hours, days, weeks of my time in the labyrinth of the data editor. Especially when your plan is to sell this map (Lets ignore the debate of whether or not the market place will ever even happen for the sake of discussion). I am assuming the game designers would get a cut of the [mythological] royalties? No dice amigo.

    If I am completely wrong here and miss understood what "game designers" are then I apologize. My purpose is not to offend but to merely share my thoughts and concerns on the matter

    Anyways just my two cents.

    Posted in: Team Recruitment
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    posted a message on Things preventing you from making awesome maps right now

    Time, time and more time.

    1. Work.. I wish I could quit my 50 hour a week job and work 12 hours a day in the data editor instead (seriously :P )

    2. Wife, enough said

    3. Perfectionism, I'm sometimes shocked to see 2 hours have gone by and all I've done is perfect the look of 1 spell animation. Its tough to break the wrist and walk away sometimes.

    Posted in: Off-Topic
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    posted a message on [Video] Need UI Specialist

    @Mozared: Go

    There are many turn based games that have been extremely popular, Worms, Final Fantasy Tactics. Anyways, as I said earlier, it can hardly be considered turn based.

    We are still looking for a UI editor to join our team. I have updated the forum thread name to represent the purpose of this post a little more.

    Posted in: Team Recruitment
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    posted a message on help with editing repetition

    This

    Quote from TheAlmaity: Go

    when duplicating, only duplicate actors, effects and weapons. Nothing else. Should work fine then.

    I agree with Zeldarules. With time you will grow to love the data editor. Starting out, the simplest things takes forever... But once you learn, you'll see how easy it is to make complex things.

    Posted in: Data
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    posted a message on Cooperative Vent for Mapper

    Aren't you guys EU? I'm NA, vent server is based out of chicago. Doesn't matter if you don't mind latency.

    How many people show up to map night? I've never been able to make it. I do not have a large vent server, never had a need. But I might consider upgrading if there is a need.

    Posted in: General Chat
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    posted a message on [Video] Need UI Specialist

    @Mozared: Go

    By no means is it a turn-based system in a traiditional sense. We've gone to great means to evolve the flow and feel of the map into something that almost any starcraft custom gamer will enjoy. We knew a traditional turn system would be frowned upon, this is something entirely different. I simply use the terms semi turn-based because there isnt any other way to describe it without going into great length.

    But to each their own ;)

    Posted in: Team Recruitment
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    posted a message on Line damage effect is applying multiple times
    Quote from RCIX: Go

    Now for the bonus question: why is the Marine attack launch model playing on the weapon attachments for all hit units? Changing the attack actors to use explicit launch and impact effects didn't help.

    All hit units? You mean on impact of the effect its showing a muzzle flash? Did you get your launch model and impact model map fields mixed up?

    Otherwise my gut is tells me the issue is with your actor events.

    Posted in: Data
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    posted a message on Cooperative Vent for Mapper

    I wish people would log on to vent and "lounge" there. I feel like it would be a great asset to the community. Maybe its because I'm a vent fanboy and hate typing in IRC when I know I could simply be talking to someone in vent. Its hard to get a true discussion on some of the more complex aspects of the galaxy editor via "intraweb" text.

    I have a vent server that I am willing to open up to the public (dont know if people are even interested though). And I am the type that will always be in vent when I'm on my computer, heck if people actually log on, I'll be on all the time via my cell phone (gotta love ventriloid). I've been meaning to offer my vent services for some time now, but I never got around to it, and never figured people would be interested.

    I'm at work now but I will update this post with my vent info later tonight. At the very least I will be on there if someone who has a data editor question ;)

    Posted in: General Chat
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    posted a message on Sweeping "Blade" Effect

    @Chiquihuite: Go

    I did something similar to this in my map. I call it the sweeper drone. Although i created my own sweeping "arm" with dozens of overlayed models and not beam actors. I used a rotating damage effect with radius 10 and only 45 degrees instead of 360 to get a good cone of damage that circled the unit. If you're dead set on using beam effects then ignore this. Otherwise I'd be more than willing to show you how I did it shoot me a PM.

    Posted in: Data
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