• 0

    posted a message on Looking to Hire Modeler/Animator
    Hey all—Team Antioch is looking to hire (as in pay real, actual dollars!) a modeler/animator. Four models total, which we're planning to be kitbashes from HotS. In addition to the base HotS animations, we would need to add a walk animation to each (as opposed to run), plus some animations for talking (moving their hands around or whatever) and need to support the Look At feature. If you're interested, drop me a PM and we'll talk price.
    Posted in: Artist Tavern
  • 0

    posted a message on The Antioch Chronicles: Thoughts in Chaos

    Uploading a patch now:

    • Mod - Clarified for Khrillian that his healing crystals should spawn near his teammates, not his enemies.
    • Mod - After wrestling with the data editor, corrected a number of command card errors.
    • Map Loader and Interludes - Encouraged the logo on the loading screen not to be shy and show itself if the map loader wasn’t used.
    • Map Loader - Because we want people to actually play these missions, clarified where you should start.
    • Map Loader - Shook the bugs out of the playtime calculator.
    • Interlude 1 - Sent Sevorak and Moloch to the beautician.
    • Interlude 1 - Finally paid the electric bill for Nannoth/Taeradun’s scenes.
    • 3-1 - After complaints from Moloch at the ease of his mission, have added detectors to his path.
    • 3-1 - Rather than rudely terminating their progress, upgrades and units now complete before switching into the catacombs.
    • 3-2 - The heroes have learned enough patience to wait to drop to the second floor until they've finished insulting each other.
    • 3-2 - Terran heroes no longer do their best Rambo impression at the Nexus exit and now exit the Nexus when the reach the Nexus exit.
    • 3-3 - Leashed the Eyes of the Xel'naga so they no longer rampage during cutscenes and resets.
    • 3-4 - If Moloch is feeling especially sneaky, he can now open the first door without going through the Jeffries Tubes.
    • 3-4 - Upgraded the hangar probes locomotive circuitry.
    • 3-4 - Paid the hangar control UI several compliments, thereby both brightening both its day and increasing visibility.
    • 3-7 - Melted some of Umbra’s snow to fill in areas that were missing water.
    Posted in: Map Feedback
  • 0

    posted a message on The Antioch Chronicles: Thoughts in Chaos

    We've started up a Discord server, if you'd like to give us feedback, or just chat about the game:  https://discord.gg/ca8Tqt . 

    Posted in: Map Feedback
  • 0

    posted a message on The Antioch Chronicles: Thoughts in Chaos

    In reply to njordys:

     Thanks a lot for the feedback, we really appreciate it! We'll take a look at that skip bug. I also think you're right about the speed of the probe, so I've put in a ticket to up it a bit.
    Posted in: Map Feedback
  • 0

    posted a message on The Antioch Chronicles: Thoughts in Chaos

    Any suggestions for what might make The Grey more challenging?

    Posted in: Map Feedback
  • 0

    posted a message on The Antioch Chronicles: Thoughts in Chaos

    Thanks for your thorough feedback. Can I ask what you mean by "Are the abilities moves supposed to have cooldowns? They currently have none?"

     

    Posted in: Map Feedback
  • 0

    posted a message on The Antioch Chronicles: Thoughts in Chaos

    Sorry, I didn't realize I linked the specific file! Fixed.

    Posted in: Map Feedback
  • 0

    posted a message on The Antioch Chronicles: Thoughts in Chaos
    After three years of development, Team Antioch is proud to release Thoughts in Chaos, the conclusion of the Antioch Chronicles Trilogy. v .1.0 is available for download now at https://www.sc2mapster.com/projects/thoughts-in-chaos/files/ . Please leave feedback here or on the issues tab in the project! You can also join our Discord server at https://discord.gg/ca8Tqt .
     
    We're super excited to hear what you think.
    Posted in: Map Feedback
  • 0

    posted a message on What Version Control should I use?

    Like Pirate said, the key is saving your map as component files, not a binary. Past that, whatever VCS you want to use will do you fine. I run a Subversion server for our campaign out of my Dreamhost account, but Git is a great tool, too.

     

    One thing to keep in mind when working on maps is that two people working on a map can cause serious issues when your software tries to merge the changes.

    Posted in: General Chat
  • 0

    posted a message on Coming Next from Team Antioch: Thoughts in Chaos

    Holy thread necromancy, Batman! We're still hard at work on Thoughts in Chaos. Today I'm happy to share another teaser video, this one focusing on Kurt Broker, architect of the Psi Cocoon project. He's...not pleased with its end.

    Posted in: Map Feedback
  • 0

    posted a message on Weekly Terraining Exercise #279: Whooooooops

    Remember how I said I'm always apologizing for these things? Turns out it's true. I really let this one get away from me, sorry.

     

    In the tradition of turning my life into mapping inspiration, this week's theme is "Whooooooops." Show us someone or something has made a terrible mistake.

     

    The Global Information/Idea thread for Terraining Exercises can be found here: https://www.sc2mapster.com/forums/development/terrain/147156-terraining-exercises-global-information-idea .

     

    Also, check out Team Antioch's mapping reference, with all tiles, cliffs, and doodads at http://www.screference.op74.net/.

    Posted in: Terrain
  • 0.963815789473684

    posted a message on Creating "map modes" for my map [Solved]

    I'm not sure what you mean by map modes, honestly, but if you're looking to change the appearance of a unit, you can send actor messages to change the tint or maybe even apply a material.

    Posted in: Triggers
  • 0

    posted a message on Unit Movement using Triggers

    There's an issue order action. You'll use that, then change it to order targeting point, then select attack, then the point you want to attack.

    Posted in: Triggers
  • 0

    posted a message on Weekly Terraining Exercise #278: Fun and Games

    I feel like I apologize for being late every time I post one of these things, but...sorry I'm late. I was at Gen Con over the weekend and it was exhausting. But it was also inspiring, specifically, it's inspired this week's theme. Show us people having fun and enjoying themselves! Maybe they're playing games, maybe not; it's the fun that matters.

     

    The Global Information/Idea thread for Terraining Exercises can be found here: https://www.sc2mapster.com/forums/development/terrain/147156-terraining-exercises-global-information-idea .

     

    Also, check out Team Antioch's mapping reference, with all tiles, cliffs, and doodads at http://www.screference.op74.net/.

     
     
    Posted in: Terrain
  • 0

    posted a message on Weekly Terraining Exercise #277: Oww

    Yeah, that would be totally fine with me. Maybe I'll make my terrains that way, actually—it would be good to learn the cutscene editor!

    Posted in: Terrain
  • To post a comment, please or register a new account.