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    posted a message on ~ The Zergling ~

    Hello you all. Christmas morning I was browsing through my files and saw this little map I made.

    The Zergling 2 first missions, and probably the only 2 that will be released.

    Hope you enjoy!

    http://www.sc2mapster.com/maps/zergling/

    Posted in: Project Workplace
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    posted a message on ~ The Zergling ~

    UPDATES!

    Check first post for new pics of the finished levels! =D

    Only 2 levels to go before the first part of the thrilling Zergling saga "The Zergling - Terrans!" release! WOHOOO!

    Posted in: Project Workplace
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    posted a message on Looking for SotIS Commentators!
    Quote from Mephs: Go

    Should've just wrote in the title "Recruiting douchebags, please apply within"

    I really don't get this sort of thing...

    When you wrote that you felt smart? Funny? Kewl?

    By your standards, you should definately apply.

    Posted in: Team Recruitment
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    posted a message on Mario the Marine!

    Hehe, you happened to have the same idea as me, but I used a Zergling instead of the Marine =P

    Zerglings!

    Posted in: Project Workplace
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    posted a message on ~ The Zergling ~

    Don't worry about lag in bnet, because this map is NOT made for bnet, only for single player.

    I tried to make bnet maps with WASD already thinking "oh, the lag cannot be that bad" but it is. Since then I've been focusing on single player offline maps, which do not suffer that damn lag.

    Thanks for the comments! Working on a bigger video with larger gameplay footage.

    Posted in: Project Workplace
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    posted a message on ~ The Zergling ~

    THE ZERGLING

    SCREENSHOTS (UPDATE)

    Attached some new screenshots of the current 2 levels and Menu for selecting missions!

    Only 2 levels to go until launch! HURRAY!

    DESCRIPTION

    How far would you go to save the woman you love?

    Would you cross the world to find her? Would you resist fire, storm, acid, machine guns, lasers, bombs, aliens and whatever else lied in your path?

    Well, this zergling would!

    After the defeat of the Queen of Blades, a new era was born for the Zerg. Without their master mind to control their every action, they were now free to do as they desired. And what a certain Zergling wanted was simple, but beautifull... love.

    Yes! The simplest of the Zerg lifeforms found it's way to one of the most complex of emotions! The Zergling was loving, loving a Queen for that matter!

    And most surprising, the Queen was loving this simpleton as well!

    Alas, love doesn't come with ease to the likes of them, for they differences were far too great to be cast aside!

    Terrans, Protoss and Zergs alike found this to be an abomination!

    The Terrans could not understand how this happened; The Protoss found it to be simply grotesque (ask your friendly Zealot neighbour what he thinks of inter-racial Zerg copulating and you'll get what I'm saying); And the Zerg could not allow a Queen to get involved with one of the lowest and more expendable of their ranks.

    Curious as humans are, they took the Queen away from the poor Zergling to study why the furious and malevolent Zerg was experiencing such emotions.

    And there lied the first of many obstacles for our mighty Zergling hero!

    Will he be able to rescue his Queen from the Terran Scientists? Will he be able to rise above prejudice and be with the one he loves?

    GAMEPLAY:

    In this map you will control a Zergling in a platformer like environment, fighting all kinds of enemies and seeking all kinds of items to aid you on your quest for the Queen. Kinda like a Mario game, but with Zerglings, machine guns, cannons and less mushrooms (perhaps more, still not sure).

    Here's a small video of the gameplay (small indeed, my fraps is starter version =/ ).

    <object style="height: 390px; width: 640px"><param name="movie" value="http://www.youtube.com/v/8vO9TJGGR54?version=3"><param name="allowFullScreen" value="true"><param name="allowScriptAccess" value="always"><embed src="http://www.youtube.com/v/8vO9TJGGR54?version=3" type="application/x-shockwave-flash" allowfullscreen="true" allowScriptAccess="always" width="640" height="390"></object>

    Posted in: Project Workplace
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    posted a message on Runaway

    RUNAWAY
    by AkumaNoRitomi

    Well, this is my go at a TPS. The plot/storyline is a bit vague for now, since I am only trying to get some basic stuff down like combat functionality and terrain issues (roofs and whatnot).

    This map (or maps, not sure) will tell the story of the first Spectre mental breakdown and it's up to you to capture him and bring him back.

    I'm thinking of adding multiple character choices to add a bit of replayability to the map, but I'm still working on that. For now you can only use a Spectre sent by the Dominion to take care of the rogue runaway.

    Here are some screenshots of what I came up with up until now:

    http://img807.imageshack.us/img807/9753/screenshot2011082316255.th.jpg
    http://img17.imageshack.us/img17/199/screenshot2011082316260.th.jpg
    http://img594.imageshack.us/img594/6968/screenshot2011082316262.th.jpg
    http://img683.imageshack.us/img683/1319/screenshot2011082316274.th.jpg
    http://img62.imageshack.us/img62/1319/screenshot2011082316274.th.jpg
    http://img835.imageshack.us/img835/1016/screenshot2011082316275.th.jpg
    http://img716.imageshack.us/img716/5017/screenshot2011082316281.th.jpg
    http://img94.imageshack.us/img94/9376/screenshot2011082316292.th.jpg
    http://img849.imageshack.us/img849/1771/screenshot2011082316293.th.jpg

    Features until now include:

    • Working traceline aim;
    • Granade Launch;
    • Flashlights;
    • Disarmed/Armed modes.

    For now, that's pretty much it. I think I'll work on a video for some gameplay display.

    Any feedback is appreciated!

    Posted in: Project Workplace
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    posted a message on SC2's largest project

    Is the project too big?

    Well, that depends on what mechanics, physics and systems you want to put into it.

    If you want standard gameplay (mouse control + standard camera), it's pretty straight forward.

    If you want different camera angles and custom made controls (like WASD), then it's a bit of extra work, but nothing impossible or actually hard to pull off.

    Remember that a few key things must be ALWAYS considered: Replayability, quality gameplay and functional systems. You want WASD? Then make a good one and be prepared for occasional bnet lag. Want fancy aiming with mouse stuff? Then make sure it works 100% of the time. Etc.

    Describe more of the project, like intended gameplay and playstyle, camera that you want (is it third person, first person or regular sc2 camera?) and whatnot.

    Posted in: Project Workplace
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    posted a message on [PROJECT] Vulture Racing (working title)

    From what I read around the forums, the data system WASD is far from lagless (little to no improvement and has some limitations) and it requires the normal UI to be displayed at all times.

    Since that would reduce the playable area of the race by a lot, I decided to go with the triggers one.

    Posted in: Project Workplace
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    posted a message on [PROJECT] Vulture Racing (working title)

    Screenshots and details on one of my current projects:
    VULTURE RACING! (not sure about the title, still thinking of that =P)

    "Due to their highly unstable engines, unreliable weapons systems and clearly suicidal pilots, the Vulture Races were banned from high profile competition and left to die silently in the dark.

    However, the hardcore fans and competitors of this noble and mildly dangerous sport refuse to let it die. Because it was banished from sport events, the racers could not compete in their formerly used tracks, meaning they would have to break inside any "runnable course" worthy of the race event.

    Science Facilities, Space Stations, Military Compounds, any place could be turned into an exciting track for these racers.

    The breaking-and-entering necessity of the sport caused it's illegality in most parts of the sector, meaning that in the races the competitors would have to worry not only about each other, but with law enforcement as well.

    Races still occur all over the sector in many locations at once. Some even say that major tournaments still happen under the sheets of professional sports, but who knows?"

    The map will have capability of 1-4 players (humans) + 6 AI racers (each with it's own path throught the race track) + 4-6 pursuers (still working on balacing it out).

    Currently it supports 1-2 players + 6 AI racers (paths all done).

    This map is something like a mix of death rally and f-zero series. You get to run "by the book" if you want but you can also blast your oponents with your double front cannon and machine guns!

    Currently you can:

    • Shoot with a thor-like cannon (shown in screenshots bellow);
    • Shoot with machine guns;
    • Stare at accurate minimap (displays location and direction of every racer);
    • Not know your current placement on the race (the "#0" on the bottom right, waiting to finish all racers before going into that);
    • Turbo boost.

    The movement is by WASD keys, being:

    • W = Gas pedal
    • S = Breaks
    • A = Turn left
    • D = Turn Right
    • SPACE = Turbo Boost
    • Mouse Left-Click = Cannon
    • Mouse Right-Click = Machine-gun

    Still on testing phase, only played against AI oponents, but might be out for multiplayer testing shortly! ^^

    Here are some screenies:

    http://img832.imageshack.us/img832/4333/screenshot2011081603445.jpg

    http://img571.imageshack.us/img571/9339/screenshot2011081603451.jpg

    http://img20.imageshack.us/img20/8049/screenshot2011081603454.jpg

    http://img17.imageshack.us/img17/9440/screenshot2011081603464.jpg

    http://img713.imageshack.us/img713/3584/screenshot2011081603470.jpg

    http://img30.imageshack.us/img30/7505/screenshot2011081603471.jpg

    Posted in: Project Workplace
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    posted a message on Wall bouncing

    Thank you man! That surely solved my problem!

    I messed around with it so it could work with everything, not just cliffs =D

    Thanks for the enlightment!

    Posted in: Triggers
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    posted a message on Wall bouncing

    A wall is a cliff.

    Posted in: Triggers
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    posted a message on Wall bouncing

    I am trying to make a unit bounce off a wall when it hits it at certain angles.

    I know the way reflection works (like bouncing balls or something of the sort), but I can't get one fundamental value for calculation: the normal of the wall.

    How can I get the normal angle of the wall?

    I read that some people add a bunch of "units" representing the faces of the wall, but I really don't want to put so many units in my map just for this.

    Is there a function, or trigger or whatever that is abble to determine the normal angle of the wall my unit just ran into?

    Posted in: Triggers
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    posted a message on Getting Portraits Models from UnitType

    Tolkfan I feel the need to say that I love you right now man.

    That was exactly what I needed! Thank you very much!

    Oh, and this method did work for my custom units, so YAY!

    Posted in: Triggers
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    posted a message on Getting Portraits Models from UnitType

    I just tried messing a bit with the catalog, but the damn thing won't work! At all!

    I tried specifically the examples given in the post linked here and they only trigger errors. "ErrorCatalogFieldNotWritten".

    I hope it is possible BasicGear, 'cause I don't want to link every unit portrait that I use for this, ugh!

    If anyone knows how to, could you post the way to change a unit's portrait with triggers? Like change the Zealot portrait to the player currently selected unit portrait (like if a Marine was selected, it would change the portrait to Marine) only using triggers, so that the switch can occur during the game.

    Would be something on the lines of:

    Trigger - Change Zealot Portrait to (Selected Unit) Portrait

    Ahhhhh, that would be a dream trigger to have now =/

    Posted in: Triggers
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