The Invasion of Aiur is a map inspired by the hit game "Kerrigan's Demise" which is a LOTR'ish styled game which takes place in the Starcraft universe. The game takes place durring the Zerg invasion of Aiur.
There are three teams:
Zerg Swarm
Player 1: Kerrigan's Brood
Player 2: The Overmind
Player 3: Cerebrate Daggoth
Sons of Aiur
Player 4: The Conclave
Player 5: Judicator Aldaris
Player 6: Shelak Tribe
Player 7: Furinax Tribe
Allied Forces
Player 8: Zeratul's Templar
Player 9: Raynor's Forces
Player 10: Tassadar's Fleet
GAMEPLAY VIDEO:
So basically the gamen is nearing completion, I just need some testers to balance it out and to remove any left over bugs.
This is a very young, VERY HOT Dustin Browder while he worked on Command and Conquer Red Alert 2. Dealing just as much terrible terrible damage as he does now.
It's something I've decided to stop working on since it needs another good 40+ hours of work. So instead of just forgetting about it I thought I'd at least release what I've finished.
Zerg Swarm Player 1: Kerrigan Player 2: The Overmind Player 3: Cerebrate
Sons of Auir Player 4: The Conclave Player 5: Judicator Aldaris Player 6: Fenix Player 7: Vanguard of Auir
Allied Forces Player 8: Tassadar’s Fleet Player 9: Raynor’s Raiders Player 10: Zeratul’s Brethren
If The Overmind births itself at the heart of the conclave, the Zerg gain a massive advantage.(a new spawning area & a leviathan hero is awarded to the Overmind)
If the Conclave and Judicator Aldaris are eliminated, the Vanguard of Auir and Fenix will join the Allied Forces.
There will be 5 Tech levels total, you start at the basic Tech Level 0.
Heroes will be scarce in the beta version, but in later revisions they will play a major role in breaking through the enemy defenses, and ultimately winning the game.
Each player will own 2 Arbiters (Infested Arbiters for the Zerg) Arbiters will be your swiss army knife of the game that’ll give you mass recall for launching offenses and stasis field to halt a hero’s offense on your base.
The first thing you should do before this big project is create a melee unit completely from scratch, then go on to the next level and make a ranged unit.
You'd be surprised how much you'll learn from this.
<embed type="application/x-shockwave-flash" src="http://a.blip.tv/api.swf#AYLk5GYC" style="display:none"></embed>
I hope to get a beta out before 2012.
I wanted to open this thread to discuss anything that might trigger the game or editor to crash with WoW models.
Right now the map I'm working on crashes the game at complete random whenever I hit test. Almost as if there is literately a 20% chance that the game will crash when I hit test map, and the only thing I'm modifying right now is cameras in the trigger editor.
Does anyone know what might be causing these crashes? with the way the game reacts to these random crashes, you couldnt really make a multiplayer map with these models since 20% of the lobby would have their game crash.
My god I can't believe this is so damn hard to figure out!
I just need a view distance limit so I can have the camera look at the map in a first person perspective without getting killed by the framerate. also how can i make the sky visible?
Under the models data type there is a field called Radius and Selection Radius, try those.
Doesn't seem to be having any effect. Selection radius under models only changes the size of the green selection indicator. I'm not really sure what radius under model and actor does.
A doodad with a custom model I created is extremely sensitive to selection. For example when I click on the ground fairly far away from this custom doodad, this doodad gets selected even tho the mouse cursor is clearly not touching the actual model.
does anyone know how I can reduce the selection size?
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The Invasion of Aiur
10 Players, 3 Teams
BETA TEST WILL BEGIN ON March 6th 2013
About
The Invasion of Aiur is a map inspired by the hit game "Kerrigan's Demise" which is a LOTR'ish styled game which takes place in the Starcraft universe. The game takes place durring the Zerg invasion of Aiur.
There are three teams:
Zerg Swarm
Player 1: Kerrigan's Brood
Player 2: The Overmind
Player 3: Cerebrate Daggoth
Sons of Aiur
Player 4: The Conclave
Player 5: Judicator Aldaris
Player 6: Shelak Tribe
Player 7: Furinax Tribe
Allied Forces
Player 8: Zeratul's Templar
Player 9: Raynor's Forces
Player 10: Tassadar's Fleet
GAMEPLAY VIDEO:
So basically the gamen is nearing completion, I just need some testers to balance it out and to remove any left over bugs.
0
This is a very young, VERY HOT Dustin Browder while he worked on Command and Conquer Red Alert 2. Dealing just as much terrible terrible damage as he does now.
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@Taintedwisp:
thanks ^_^
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http://www.sc2mapster.com/maps/defense-strahnbrad-project-cance/
It's something I've decided to stop working on since it needs another good 40+ hours of work. So instead of just forgetting about it I thought I'd at least release what I've finished.
0
@cinicraft:
UPDATE:
Here’s some info on this game:
Zerg Swarm
Player 1: Kerrigan
Player 2: The Overmind
Player 3: Cerebrate
Sons of Auir
Player 4: The Conclave
Player 5: Judicator Aldaris
Player 6: Fenix
Player 7: Vanguard of Auir
Allied Forces
Player 8: Tassadar’s Fleet
Player 9: Raynor’s Raiders
Player 10: Zeratul’s Brethren
If The Overmind births itself at the heart of the conclave, the Zerg gain a massive advantage.(a new spawning area & a leviathan hero is awarded to the Overmind)
If the Conclave and Judicator Aldaris are eliminated, the Vanguard of Auir and Fenix will join the Allied Forces.
There will be 5 Tech levels total, you start at the basic Tech Level 0.
Heroes will be scarce in the beta version, but in later revisions they will play a major role in breaking through the enemy defenses, and ultimately winning the game.
Each player will own 2 Arbiters (Infested Arbiters for the Zerg) Arbiters will be your swiss army knife of the game that’ll give you mass recall for launching offenses and stasis field to halt a hero’s offense on your base.
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@Kabelkorven:
You have to first find a map with these models that someone else made, then you have to export the models and textures and put them in your map.
I'll probably make a tutorial about this soon.
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@Matzerg:
The first thing you should do before this big project is create a melee unit completely from scratch, then go on to the next level and make a ranged unit.
You'd be surprised how much you'll learn from this.
0
<embed type="application/x-shockwave-flash" src="http://a.blip.tv/api.swf#AYLk5GYC" style="display:none"></embed>
I hope to get a beta out before 2012.
Questions? ideas? post it here!
Merry Christmas!
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I want to use SC1Mod by Maverick for my map that's pretty much going to play like kerrigan's demise. will this work?
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Creating a view distance
execute this trigger so you can have the camera take the perspective of a unit. An ideal Far Clip value would be 50 to 100.
Camera - Apply camera object Far Clip 50.0 for player 1 over 0.0 seconds with Existing Velocity% initial velocity and 10% deceleration
Adding simple fog
Environment - Set fog's enabled state to true Environment - Set fog's density to 0.15 ====
Applying a skybox
Okay, this is where I'm stuck. apparently this trigger has no effect at all...
Environment - Set SkyBox background model to Shakuras Sky Box at 100.0% animation speed
why it doesn't work is beyond me since it's the only trigger that seems to relate to sky boxes.
Plz give me a simple tutorial so no one else has to waste an hour like me trying to figure out such a simple effect.
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I wanted to open this thread to discuss anything that might trigger the game or editor to crash with WoW models.
Right now the map I'm working on crashes the game at complete random whenever I hit test. Almost as if there is literately a 20% chance that the game will crash when I hit test map, and the only thing I'm modifying right now is cameras in the trigger editor.
Does anyone know what might be causing these crashes? with the way the game reacts to these random crashes, you couldnt really make a multiplayer map with these models since 20% of the lobby would have their game crash.
0
My god I can't believe this is so damn hard to figure out!
I just need a view distance limit so I can have the camera look at the map in a first person perspective without getting killed by the framerate. also how can i make the sky visible?
0
I can only import one WoW character per map since the name of the texture for the character is Body.tga.
What's the best way to get around this issue?
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Doesn't seem to be having any effect. Selection radius under models only changes the size of the green selection indicator. I'm not really sure what radius under model and actor does.
0
I'll try to explain this as best I can...
A doodad with a custom model I created is extremely sensitive to selection. For example when I click on the ground fairly far away from this custom doodad, this doodad gets selected even tho the mouse cursor is clearly not touching the actual model.
does anyone know how I can reduce the selection size?
thanks