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    posted a message on Games you have mapped for

    I'll start

    My mapping hobby started with Red Alert1. The editor that followed the game took forever to load on my crappy computer. It was very fun ofcourse but you could only make melee maps and I was more interesting in making Commando-style missions. Some years later I found a custom made mission editor and it was much fun but by then Starcraft 1 had taken over as my main mapping interest.

    I have also mapped for Red Alert 2. Made one good mission that even the almighty Concolor approved on. He was the legendary mission maker in Red Alert 2 community so I was quite proud at my accomplishment.

    Then followed Warcraft3. By then I had gained interest for making fantasy maps by pen and paper (thanks LotR movies) and photoshoped them (see my avatar) and I tried to incoporate them in Warcraft3 by making WoW-like missions with my maps as loading screen. I probably spent hundreds of hours in the Warcraft 3 editor and probably started a dozen campaigns. None of them finished, and none of them released.

    Then it was an hiatus before Starcraft2. My first attempt at mapping SC2 was a WoW-clone with imported WoW models. I still lingered in the fantasy genre. It wasn't before BioTech1 that i began mapping in scifi universe, but I copied alot of the triggers and concepts into the mission.

    So what game did you first start mapping for? What is your story?

    Posted in: Off-Topic
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    posted a message on Ignos (Campaign)

    @DEFILERRULEZ: Go

    I haven't been able to replicate that bug. Did it happen even if you started the mission again?

    I've been away a bit, sorry for that. Scrapped the original mission four and have started a new one.

    Preview

    Posted in: Map Feedback
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    posted a message on StarCraft II: Annihilation Campaign

    Have only played mission one but wow, this is excellent. In every way.

    The cinematics are top notch and the story is very intriguing. From camera movement to the dialog writing, this is good. Nice to see a story driven campaign with such a nice atmosphere and detailed terrain. Aside from EivindL's campaigns there are not that many campaign makers who manage to make quality work on all important aspects of a mission. Often a map maker has a certain area of expertise, be that unique gameplay, interesting terrain or a good story, but many usually fall short on one area or another.

    My only nitpick, and it's a minor one, is that green box at the loading screen. You've forgot to disable testing settings when you took that screenshot, I presume ;)

    Bonus points for difficulty selection. People who like hard missions get their dose and I get to play it casually to soak in the atmosphere and story.

    Also, love the terrain. I like that you have taken your time to use tinting and tilting on doodads. It really creates a more believable forest.

    Posted in: Map Feedback
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    posted a message on Aureolin Eclipse (Single-player campaign)

    @EivindL: Go

    Nice !!

    How fare thy progress?

    Posted in: Map Feedback
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    posted a message on Need terrain-guy for Fantasy Legends

    edit: this works better as a PM

    Posted in: Team Recruitment
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    posted a message on Ignos (Campaign)

    @DEFILERRULEZ: Go

    Haha. I'll have that in mind next time :)

    Posted in: Map Feedback
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    posted a message on Ignos (Campaign)

    Made a little introduction video

    Embed Removed: https://www.youtube.com/v/C8vI1uo0hr0?fs=1

    Sorry for the bad graphic quality.

    Posted in: Map Feedback
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    posted a message on Campaign Project [Video]

    Wow. This is great !

    Posted in: General Chat
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    posted a message on Ignos (Campaign)

    Sorry for late replies. I've been away from the computer and I don't like texting with my cellphone. Besides, beautiful weather in Norway nowadays. Time must be spent on hiking when the opportunity arise. :)

    @DudkiSC2: Go

    Glad you like it. I really enjoy making terrain so much of my time goes to tinkering with the different doodads and making terrain concepts.

    I see that mission 1 is too hard. I was trying to have as little downtime as possible to avoid it being boring but I see now that the player needs some breathing space. I might add two gateways. I usually warp in two extra anyways and with heavy use of CHrono Boost ( I usually hotkey both Nexuses on 1 and 2) I have alot of production ongoing. Such micromanaging should be necessary for a later mission, but as a first mission this might be too demanding. Besides, there should be a noticable difference between normal and hard. I think normal must be easier.

    Thanks for feedback. :)

    @DEFILERRULEZ: Go

    Haha, sorry. Yeah, Perhaps I should use the different models. And you make a good point with the bottom rocks having bigger hitpoints, that might feel off. I shall see if I can find another minimap ping to those.

    Posted in: Map Feedback
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    posted a message on Ignos (Campaign)

    Yeah, I definately need to create an event after the Stargate is finished. A warp in of the fleet is a good idea, and perhaps a large Zerg air attack right afterwards can make a nice action-filled scenic reward. :)

    Glad you liked it, and good thing it wasn't too hard. I was actually worried that the mission should be too easy. I guess it's hard to predict what other people find difficult.

    Posted in: Map Feedback
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    posted a message on Ignos (Campaign)

    Hurray, I'm glad you liked the terrain. I love making terrain so it's nice to be appreciated. :)

    Yeah, the first mission might need some tuning. I like the progress bar but perhaps I can make it more clear that it's the warp time in a transmission.

    And your completely right about the anticlimax thing. I'll add 4-5 carriers and perhaps some scouts. I haven't even got a transmission for the event. How lazy of me.

    With the Infestors I was trying to create some AI triggers that could make them cast abilities, I didn't succeed and frankly just forgot about them. I'll try to fix it.

    Glad you liked the second mission. Without disclosing too much I can say that your decision to mass Stalkers probably had something to do with when the last caves opened ;)

    The fourth mission will also be a hero mission. There are some blinking puzzles there and I'll try to figure out some more I can add as well. I have made some hidden locations which you must explore a bit to discover. Those will unlock some upgrades to Agdos abilities, I have finally discovered Set Catalog Value triggers ;)

    This is great feedback, thank you :D

    Posted in: Map Feedback
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    posted a message on Ignos (Campaign)

    Note This post has been edited because I've made more progress on this campaign

    I am making a new campaign called Ignos. In this campaign you play as an isolated Protoss tribe who are under siege by the Zerg. A hidden weapon must be found to fight the Zerg and save the world they call home.

    As of now I have four missions ready. Download them here:

    http://www.sc2mapster.com/media/files/829/693/Ignos.zip

    Mission 03 Loading Screen

    Posted in: Map Feedback
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    posted a message on (Solved) Tinting the color of Unit Model?

    I dont know hos to tint models in the data editor but if that fails you can tint units with triggers.

    'Send actor message'

    With this trigger you can tint units with the 'Set tint color' message.

    Posted in: Data
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    posted a message on Cannot use different cliff types

    @Eclipsabado: Go

    I have often encountered a similar problem. Perhaps this can help

    Go to Map -> Map Textures

    There are icons over all the textures and cliffs used.

    Press the cliff icon on the right side. Replace it with the cliff you added.

    When you press ok you should be able to paint the cliff again

    (this will often occur if you change a texture or a cliff that has already been used on the map)

    Posted in: Terrain
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    posted a message on Amber Sun (Single-player campaign)

    Hey. Played mission 2 and 3.

    On mission two I only needed one restart. This was a tad more easy and for me that is a good thing. I really enjoy you mission twists. They are original and fun and still simple enough to not be overwhelming

    Mission 3, too hard for me again. Had to cheat a little in the beginning ;) Nevertheless, I looove the concepts in this mission. Cooltowers are a nice twist, as are the caves.

    I've always been fond of idea of missions were you have three factions fighting each other but often the execution of such concepts devolve into a boring gimmick that doesn't add to the gameplay. You on the other hand made this three party fight highly relevant when the player has the possibility to direct the Zerg forces towards the Protoss.

    Your story and dialogue writing continues to hold high quality in these two missions as well.

    Posted in: Map Feedback
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