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    posted a message on (Request) Brood War Psi Disruptor

    I'd like a SC II version of the UED Psi Disruptor from Brood War, with the radar dishes, some Antennae and a reactor/power generator.

    However, there's a difficult detail: I want a model than can be destroyed and be shown it's death animation. It's because it's going to be a destructible object in a project I'm making.

    Here's the reference image:

    UED Psi Disruptor

    Posted in: Requests
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    posted a message on (Showcase) Need some critique...

    @Gradius12: Go Approximately one week per map, I'd estimate. It's majorly because I'm planning on how I design the terrain. And on this, I mean, is what areas will it be, where this or that doodad goes and what it is, things like that. Other than this, it's straight-on, easy handywork.

    @harvy2008: Go

    I assure you, it's more than a thousand. I'm more concerned with details. I want my maps, on the Terrain issue, to delve the player deep into immersion, as IskatuMesk would tell. From terrain work to data and triggers, a map's work tells about the campaign.

    @Mozared: Go

    Hmm, you must be referring to the drydock. Pretty much understandable, given there's a huge corridor in the assembly area and that's walkable. It's that I decided this platform had to have WAY more detail than the Umojan station, it was my priority to make it a map most detailed in stuff. But while you don't like the platform, I say I'm quite satisfied with it, so what the hell. xD

    As for the volcanic world, it's supposed to be barren, incredibly hot, even on the highest altitudes, and without so much plant-life, unlike Blizzard's lava worlds, particularly Redstone, which I felt the trees kinda ruined the scene. The only plants you'd see in this world are obviously Zerg-made.

    Posted in: Terrain
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    posted a message on (Showcase) Need some critique...

    So, good people, it's been some time since the last post. Suffice to say that production is going smoothly, not just new maps but also looking back on new ones.

    As a result, I'd like to deliver some gifts to remind of the work that's being commited here.

    Enjoy.

    Posted in: Terrain
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    posted a message on [SOLVED] Zerg Pen with tower alone

    @GhostNova91: Go

    Thanks so much, man! I love you. I owe you this one.

    Posted in: Requests
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    posted a message on (Showcase) Need some critique...

    Good people. Colleagues. Supporters. Critics. Friends. At long last, the end comes. The end of the beginning. The end of the world failed to deliver, starting by it's calendary, which people found out to be Aztec, and not Mayan. But here, the end happens because I gave my word on it. And my word I fail not to deliver.

    At long last, the final posting comes. The final showcase. Here, this last post will be shown and nothing more will be posted unless I wish it so. But I'll leave the thread open, as I announced, for comment. For the rest, even long after this one post, will be inside work. As I've told, the start ends to give place to the middle. And, as time passes, the same happens to the middle, and the final comes to take it's place as well.

    And as such, the end of the beginning must deliver a better result than what it came here, in the first place. But I deliver quite the opposite of it, as I started it with life and grass. I end this with a post of ashes. A lava world, like Char.

    But this is no ordinary world. I decided, for my amusement and provokation of myself, to use something long ago mentioned, but not so remembered as before. I dare defy the wrath of Gods and Admins. I use that which Blizzard, They Who Gave Us The Tools, has used. Whether is this to appear as something different in either Heart of the Swarm or Legacy of the Void, I've already done my vision here.

    Thus, I welcome you, viewers, to a world where hope is non-existant. A world where harsh peaks, burning crystals and an endless red, boiling river cooks endlessly the ground below. Welcome to a world long mentioned by our deliverers, where most but one, but me, have forgotten it's mention.

    Welcome to Abaddon:

    One of the bases that either the player or it's ally will land. I particularly liked the mountain set because it's something like of what I wanted, as I could use the volcanic rocks freely, unlike the other terrains. First Base

    The second starting point for people. Second Start

    A small peninsula, where an expansion will be. Small Peninsula

    One of the many corridors of the fierce planet. Corridor

    A lava-filled gorge, as it's so much everywhere on the planet. Gorge

    The second peninsula, and the second expansion. Second Peninsula

    A plateau where an enemy base will be. Enemy Plateau

    A rather super-spiky hill/mountain. Spiky Hill

    Posted in: Terrain
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    posted a message on [SOLVED] Zerg Pen with tower alone

    /edit Already tried it on my own and failed on it. Please help. :(

    Posted in: Requests
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    posted a message on List of wants For LoTV

    @Ahli634: Go

    What I'd want for LotV's Editor is a complete overhaul, determined to make it not only larger, but flexible as well. Below I'll post my list items and the reason behind them:

    - Increase map size maximum to 512x512 or beyond: While 256x256 is indeed larger, especially if you consider modifying data to make scales smaller, it's just too traditional as well, while we have games that have the ability to support 1024x1024 maps.

    - At least six height levels for terrain: As I stated in my terrain post, more specifically the mine showcase, the limitations to only three height levels (Normal, high and extra-high) that's currently being used in WoL/HotS harms development of maps that'd require a modicum of a deep sense, like mines, installations and other features that'd make mapmaking more interesting, like traversing in areas overtaken by water (No, not like the Colossi do in the Protoss mission in WoL, but rather allow to fill a particular area with water and not harm the rest.)

    - Ability to support 16 terrain tilesets/textures: While it's still possible to deliver multiple combinations in organic environments, those in man-made, that are strictly diversed in one or two types of colors only, are harmed by the limitation of only eight tileset textures, which is the one being used now.

    - Ability to rotate models in both X,Y and Z axis: While we can rotate models to a facing direction, the models in WoL/HotS editors only do so in a X axis rotation. My suggestion to include Y and Z axis rotations, like it's possible in 3d Max and Maya, without needing to alter data or extract models just to rotate them, not only makes map making more flexible and inventive, but also allows for impossible shapes too. Also, the results would be more hilarious by the hour.

    Well, that's about the suggestions I can make, for now at least.

    Posted in: General Chat
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    posted a message on Weekly Terraining Exercise #108: Memorial

    @Telthalion: Go

    Hehe, nice one, a whole city destroyed because of a Xel'Naga obelisk. They should've left it on Char, to keep on frying Zerg with it.

    Serious, though, nice homage.

    Posted in: Terrain
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    posted a message on [SOLVED] Zerg Pen with tower alone

    I'd like a modified model of the "THorner 05S Zerg Pens Center" with only the tower, without those six pesky support/hatch thingies disturbing my work. They already disturbed my city Starport, and, now that I'm making my newest, secret work, I decided enough is enough.

    For people who don't understand, here's the image:

    Tower

    See the tall tower> That's the only thing I want, not the six things around it. Just the tower.

    Posted in: Requests
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    posted a message on Weekly Terraining Exercise #108: Memorial

    @madlibrarian: Go

    I think it's either Tychus Turret or Chaingun, I don't know, didn't bother looking that much...

    But, my opinion, for an homage to the man, I'd use the Odin. Him devastating Valhalla was unforgettable. Cliché, but unforgettable nevertheless.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #108: Memorial

    This memorial I make is not only for one, but also for all those that fought, not in vain, but in service of their people. Remember their actions, their courage, but remember, most of all, of what was told to them.

    Executor, Tassadar... This comes too late to you. But the Conclave has witnessed your defeat of the Cerebrate. They know now that they cannot deny the necessity nor the valiancy of your actions. We sought to punish you... While it was we who were in error. You represent what is greatest in us all, and all our hopes go with you.

    EN TARO ADUN, BRAVE SONS OF AIUR!

    Posted in: Terrain
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    posted a message on (Showcase) Need some critique...

    Good people. Colleagues. Supporters. Critics. Friends. We now approach the end. Not of the world, but of the beginning. The beginning of this thread, of the project which bodes all these maps I've shown you, comes closer to a close. Everything comes to an end, and, obviously, the start must end so the middle can take it's place.

    After the final showcase, I'll close the thread, but I'll leave the forum open to further answers and comments and will go on secluded for the rest of the road on the Terrain issue. That's because there's nothing more new to show you: The remainder of the maps will be rather repetivite, despite the differences. By then, it will be data work, triggers, scripting and coding, which will be covered in a myriad of answers and questions. Unless there's something other I'd be pleased to show you, and by this I mean an extremely exceptional circumstance, I'll post no more additions after the last showcase.

    But, enough of advising, as we must go on with bringing things to an end. Let's start this showcase with a reminder of a joke: Remember one of the comments I posted during WTE 107, the one which it'd deliver a HotS beta key to the winner? The comment as I recall was:

    "Well, if you people excuse me, gotta get back to mine map- OOOPS! Almost let it out. Dammit!"

    For people that can read between lines and understand the word game, yup, you got that right.

    This pre-final map involves a mining complex. One of the several owned by the Kel-Morian Combine, not only on this particular planet, but through out the Koprulu Sector. Kel-Morians, after all, are about mining, greed, riches, mercenaries, shady deals, most things that concern the material desires and lusts of Man. I'm a stereotypical kind of judging person. I believe the criteria spoken encompasses the Kel-Morians and beyond, while Umojans encompass science, diplomacy and values, the Dominion are about strength, raw power and pig-headedness and the list goes on.

    Originally I'd have planned for the mine to have five to six different height layers, as it orignally goes for most man-mined environments such as mines and stone quarries. But Blizzard remains with three (Excluding the deep/space layer) and that makes a mine environment quite a troubling challenge, forcing my hand on work-arounds and cutting corners. An ideal improvement over the current SC II editor and that over of Brood War would be, in basic terrain terms:

    - 512x512 map size.

    - 6 different height layers (Deep bottom, low, medium-low, medium-high, high, over-high).

    - 16 terrain types' support.

    Of course, as Jagger would say it: You can't always get what you want. Therefore, we make due with what we have, many times the best of it.

    But, enough of this too. Let's proceed with the showcasing, before my final entry.

    Every mine has a camp to monitor, watch and dump mined mineral wealth. The mining camp

    A mine crevice/canyon, where a mining expansion is possible. Notice I put the HUGE drill on purpose. Crevice

    A mine entrance, which goes deeper into the mountain. Inspired by the first mission in Dawn of War II. Mine entrance.

    A mountainous valley and where a base will be. Valley

    A closer look into a small mine. Small mine

    A closer look into the mining camp's entrance. Notice the watch tower used in WTE 107. Mine making and mine alone. No, I'm not joking with words either. XD Camp entrance.

    Finally, a passage view, with a skybox. Enjoy. :) Passage view.

    Well, this is it. The final entry will be hot stuff, REAL hot stuff, this I can promise.

    I now leave you to comment and to have fun guessing and making word jokes too. Farewell and see you at the finals! (I ALWAYS wanted to say that...)

    Posted in: Terrain
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    posted a message on (Question) Importing a custom model and it's texture.

    Hey there.

    As you know, map making for my campaign continues smoothly, but now I'm coming to an entirely new area, for the time being.

    As people remember, I've posted a request thread for a series of custom decals, of both faction, curved and alphabet. So far I've managed to make something with faction decals, but I still needed help with alphabet and such (No, not Sheograth's work).

    Well, I decided to make the decals myself. I plan to export the m3 models and the texture maps for the decals so I can modify them, put what I want out of alphabet and corrected curved decals (Construction and white) and then rename them and put them into the editor.

    The question I want to make is: I can import them through the import/export editor, but how do I code them so they'll get the right texture? Does it demand some XML programming? If so, how can I code this and implement it to the editor?

    This question's answer may also be useful should I want to put in an all-made custom model.

    Posted in: Artist Tavern
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    posted a message on (Showcase) Need some critique...

    @Taintedwisp: Go

    I never meant for ANY of them to be played directly through B.Net. I've made them to be directly played through "Test Document".

    Posted in: Terrain
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    posted a message on (Showcase) Need some critique...

    @EivindL: Go

    No, that wasn't exactly what I meant. When I spoke about Enslavers, I said the presentation and the premise were akin to Enslavers, but my story was twisted so it'd be original. I wouldn't be so stupid to copy other people's work when I've got my own.

    When I mentioned Antioch, too, what I meant was that Antioch Chronicles kickstarted people's interest in using StarEdit and braving it to make their BW campaigns. I kind of think this campaign of mine should be an Antioch of it's own, on the concept of garnering people's interest towards mapping and modding SC-II in the editor.

    Posted in: Terrain
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