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    posted a message on Looking for a Trigger/Co-Designer

    Bump

    We have a few speak with also, all great guys and great trigger editors, but we want to leave it open a little longer.

    Posted in: Team Recruitment
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    posted a message on EA officially voted worst company in all of America

    On-disc DLC is fine, that's not the problem. It's DLC that adds a mission in the middle of the campaign that adds content pretty much any mass effect fan would consider essential to the main campaign. In other words, they do not feel like they are paying extra for extra content. They feel like they are paying extra for content that their 60$ should have already purchased.

    Posted in: Off-Topic
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    posted a message on EA officially voted worst company in all of America

    @ZealNaga:

    Well, what I meant was that the video game industry, while entertainment, remind me much more of the industry. Business models and strategies are closer to those of tech companies rather than Hollywood. Hollywood relies on patents and royalties to make money (but they are not making what they used to do to piracy. Thus why they loved SOPA). Video games suffer from the same problem, but it seems that there is a move away from relying on legal action, and a move toward maybe some of the free products that sell advertising (Zynga), alternative ways to make money (like donations), or they simply require that you are logged on some type of server (Blizzard Games).

    Posted in: Off-Topic
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    posted a message on Weekly Terraining Exercise #75: Under Construction

    I think the Halo terrain looks are so cool they could make for a sweet WTE, actually.

    Posted in: Terrain
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    posted a message on New unit idea, want opinions.

    Tacoman, long time no see! Hit me up on skype sometime.

    Tacoman makes a good point: abilities have to serve a function. Going with your original post, you're unit seems like a type of "control" or immobilize unit. Basically a dude who initiates combat by singling out targets.

    Now consider this:

    This dude could make for a sweet hero. You can terraform in data such that the terrain above him forms a slight hill, and attach a flyswarm (I can't remember the actor name) on the unit, setting the swarm height enough so it appears above the hill. Then, maybe a tinted crack goes right on top of the hill for the hole.

    If it does deal damage, it should not be much. It's purpose is to start a fight, and to seperate some units from other units.

    Posted in: General Chat
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    posted a message on Weekly Terraining Exercise #75: Under Construction

    I haven't done these in a long time. I'll whip something up by sunday, if a cool idea comes to me. I really like the the lava/underground bridge. The Halo idea is really cool, Sheo. I can't wait to see what it turns into as you keep adding to it.

    Posted in: Terrain
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    posted a message on Looking for a Trigger/Co-Designer

    Hey folks! I am looking for a great trigger editor.

    The Project We are keeping details under wraps until we get a little more progressed, so I am not going to say much here. This map is similar to a MOBA/Hero arena, but differs in some significant way. Because the gameplay is considerably different than anything myself or our data editor have seen, we want to keep it quiet for now until we have had time to flesh things out. Additionally, through interesting combinations of terrain and data, this map will utilize new and innovative hero/game play mechanics yet to be seen on sc2. Right now, we have WIPed about half of the abilities, so we know that the mechanics we want to use, and the gameplay we want to have, work. The overall goal is to provide an alternative to the DOTA genre, while still keeping some of the fun aspects.

    However, we will give you plenty of details after you have contacted us saying you are interested. Before I get to that, let me explain how you can help!

    So, how do I learn exactly what you are doing?

    Contact me via email, skype, or PM. I will arrange an informational interview. Nothing serious, just a chance to meet the team, tell you what the game is, show you what's been done, and give you more info about what you need to do. If you then say, "wow, I really want to play this game in the future", or, "wow, I'd love to help make this game", we will arrange a time to talk about what you can bring to the table: your ideas, your skills, and your accomplishments.

    We do ask that trigger editors install skype on their computers if they haven't already. A mic is a big plus.

    You''re Role You will be responsible for creating a scoring system for the game, creating a time limit, and creating the option of choosing several time limits. The scoring system we want is very simple, and the way you get points in this game is very simple. You will also need to make a small and simple inventory. You will also play a critical role not only in making our vision come to fruition, but in improving our vision through your great ideas! If you can do UI, that is a huge plus, but not required.

    The Team You will be working with one of the top data editors around and myself. Both of us have extensive knowledge of every aspect of our fields, data and art. We are both in our early twenties (you don't have to be, of course), and we both work full time. Typically, I work on the project in the early evening, and Deepstrike works on data in the late evening (US East Cost, GMT-5, GMT-4 during daylight savings). Both of us have a passion for mapping, and both of us have been a part of some pretty big projects at one point or another.

    What you have to be able to do Because we are still pretty early in development, we want someone with ideas. If you want to change the way other mappers think about maps, this is the place for you. You will have a say in the game design. You're skills as a trigger editor are only a quarter of the project; you're great ideas to simplify redundant concepts, think of new possible interesting mechanics, and provide useful critical insight are all very valued.

    We do not need the best trigger editor out there, though that is a plus. We need someone who is knowledgeable enough to learn what he does not yet know by himself. We want a trigger editor that has mastered the basics, and is past "tutorial stage". We want someone who is curious and wants to learn more, and is capable of learning what he does not yet know.

    You will be making a scoring system based on regions, several common global events (day and night cycle and a lava rise trigger), and any cool messages, or additions that are going to enhance this game.

    Finally, we want someone who can stick with the project. If you think you can get the job done without getting burned out, and you can do it in a reasonable pace, we want you. You will not be asked to quit your job and neglect your family, hey, I have a job too! We do expect you to "be in it for the long run". At the start, there is not a whole ton we need done from you. What we want is someone who can tell us, "hey, this would be cool, I want to write up this trigger!".

    Contact Information

    PM me on sc2mapster, hit me up on skype (yeti434, IRL name Eric), or [email protected].

    Concluding

    I know that I haven't been able to say much beyond, we need a trigger editor, but I hope, if you are reading this, you will contact us to get some more details.

    Posted in: Team Recruitment
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    posted a message on EA officially voted worst company in all of America

    I wonder what the chart would look like if they added highly public but specialized firms. I would think that Goldman Sachs would give BoA and EA a run for their money. PayPal is too bad. Peter Thiel had huge ambitious with that firm, but got closed out by the Feds. One thing I notice with alot of tech companies, and that might include video game companies, is this:

    Some visionary comes up with a great product. Company becomes massively successful, visionary becomes very wealthy. Company IPOs. Visionary leaves or is severed during or after the IPO. Company stops producing new products and produces more polished versions of the same old product or new versions of competitor's products.

    Of course, Apple got Jobs back when they acquired Next (and Pixar?) and in turn got what made apple great back. Hopefully Tim Cook can do the same. But I wonder if the same applies to video gaming. While is "entertainment", it is nothing like the larger entertainment business. It reminds me more of the Tech business. Small development studio gets really big, IPOs, starts a slow decline. In the case of some, the become really famous for establishing a large, but not massive, player base (NWN and BG had big player bases, but nothing like Pokemon Red/Blue.) Then they get picked up by a big publisher (E/A) and are told that they can stay independent. However, in the end they are working for the same shareholders and the same BoD, and eventually have to conform to the greater vision: market to this and that audience.

    I hope this does not/has not been happening to Blizzard (some of the layoffs really scare me)! However, this should make independent and small gaming studios that have new ways of profiting from their projects (eg, find a way to make money despite piracy) step in and fill in the void that Bioware once reigned.

    Heck, maybe it will be someone on these forums, one day.

    Posted in: Off-Topic
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    posted a message on EA officially voted worst company in all of America

    That looks like an excellent game.

    @Neonz Well, that's part of it, there is also the that writer at Bio-ware, and the controversy around that.

    I mean, ask yourself: If we modernized the technology of Baldur's Gate, Icewind Dale, NWN1, or Star Wars Knights of the Old Republic, how would M/EII, M/EIII, DAO, or DAII stand in comparison?

    Also, like it or not, Bio-ware's MMO is several years behind WoW and Cata. I played it, but ended my subscription pretty fast. It's story wasn't that special, its characters boring, and its gameplay was World of Warcraft in 2006 without the charm and, well, all of little things that made me love WoW.

    I think gamers just feel neglected. I am really happy that Blizzard reached out the the mapping community(ies) with a plan to make our experiance better.

    Posted in: Off-Topic
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    posted a message on EA officially voted worst company in all of America

    BoA? It's a shame so few Americans have even tried to read Frank Dodd in order to learn why all the new fees are coming. There is not much a bank holding company can do when it gets screwed on the consumer and investment side of the industry. I understand the sentiment behind, "bank bonuses are too damn high", but we have our crazy corporate laws to thank for that.

    As for EA, yeah, fuck EA.

    Posted in: Off-Topic
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    posted a message on textures in corners

    Hide lowest level won't remove the terrain cells stuck to the corners of those cliffs. Remove terrain cells won't remove them, either. I am looking at the cliffs in the data editor, and am pretty sure, if there is a solution, it is either in the mesh (less likely), or terrain object (more likely) tab. I'll poke around and see if I can find anything.

    Posted in: Terrain
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    posted a message on Need Help?

    http://www.sc2mapster.com/forums/resources/tutorials/21254-mapster-mentoring/?page=4#p70

    I am not sure if people still read the mentoring thread, but I've updated my information there.

    I know I've been really quiet since last summer, but I've been quietly active in two projects in my spare time, and of one you might see some terrain screens soon (or get to play on it!), as the terrains for this map are nice and small. Soon means a few weeks. Anyways, I'll try to hit up a WTE once and awhile. Feel free to contact me if you want to learn about the data editor and terrain, lighting, or structure and design (or if you want to just plain shoot-the-shit!).

    @Moz: Glad to see the WTEs are still up and strong! Maybe you and I can collaborate on a data based WTE, or something. I would be glad to speak more about this, because the data stuff is really simple, and a lot of players could benefit from the additional tools.

    Anyways, I check Sc2mapster 1-2 times a day, and am usually on skype. I have a little freed time in the coming weeks, but that will change soon. I will still be around in the evenings, however, and still intend on terraining!

    Posted in: Terrain
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    posted a message on Mapster Mentoring

    Hi guys, I just wanted to update my information:

    Yeti <Terrain: Art, Structure, Design> <Data: How can you make your terrain stand out with Data?> <Other: Importing Music and Models>

    <Projects Worked On (Public)> Antidiluvian Vale 2.0, Bnet US Public; Twilight Outlands 2.0, Bnet Public; Sc2 Micro Tourny, Bnet Public; WWII Diplo, Bnet Public; and many more.

    <"Credentials"> I've terrained on some pretty big projects (though it's a shame many never went public!) Some of these are quietly under development, others are probably not ever going to be completed. These include Zerg Hunter RPG III, Deadlocks Tactics, Seismic Smash, Henchman Adventures, and many more. I am currently working on a little project with a friend, and a "big" (highly publicized?) project. Several Yeti Maps have made it to page 2 or 3 for more than 3 months at a time.

    <What I can do for you> You have creative ideas and an inspiring vision for that terrain. That's awesome! But going from vision to solid terrain is a big leap! I can show you: How to Import WoW Models and Custom Music to make your map stand out from the crowd, how to reduce water lag in the data editor (there are a lot of things you can do!), how to customize the texture of your textures in order to make Xil-Sand Wavy or Mar Sara Dark Sand plain, Change Terrain-Set Linked Textures of certain doodads so can have MOAR ROCK COLORS, and much, much more. I can help you organize a large project, and teach you effective means of balancing your terrain without spending unnecessary time and energy doing busy work, and can give you artistic advice and feedback.

    <Contact> Skype, information given on request. Bnet, Information given on request. Sc2mapster PM. Email: [email protected] Contact me for help, advice, consulting, collaboration, or lulz.

    Posted in: Tutorials
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    posted a message on Terrain Art Project

    It's dark, probably too dark for most people to see without setting their lighting to high or above. I made a cortex map that had dark and dramatic lighting like that, and it looked great, but most people complained that it was too dark because they can't see omnilights on medium or low settings. Keep that in mind. It looks good, but make sure it looks good on low as well as ultra.

    Posted in: Terrain
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    posted a message on Dungeons and Dragons

    You could always ask TBM at cortexrp.com for advice. He's pretty helpful. I think he has the whole script for the engine posted publicly somewhere.

    Posted in: Map Suggestions/Requests
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