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    posted a message on Wrath of the Tal'darim by CybrosX

    The only thing what is going to be problem...is Proofread fixes-  I will update some alarak's lines..but stalkers or zealots or hybrids or rasgul...this will be problem..I will ask stringstorm if he can do some fixes but.....He is really awesome guy but i am glad for every single line he gives to me. He had some troubles now so...I hope I will get lines from him for mission pack 2 :D

    As I've said before, I am pretty confident that I can produce more varied voice acting than you currently have in the campaign for every single unit you need redone. Alarak's voice is incredibly specific so in addition to him I can do other units with no issues. Only problem would be female characters, which we already talked about over PM.

     

    Zealot test

    Stalker test

     

    Ras'Gul's voice can also be done if need be, but you can at least rely on me for mission pack 2 if you need unit responses. No worries there. Keep working at it!

    Posted in: Map Review
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    posted a message on Seeking (more) feedback for detail-oriented terrain

    @Laiev: Go

    I'll check out the data flags and see if I can find anything of use when I get to that stage of the map's development. Thanks for the heads up - I was under the impression that this was possible.

    I was just talking about disabling/enabling the lights manually through actor events to simulate the effect of motion-activated lights (or make them flicker, etc.). It sounds like your proposed solution is probably the best one to go with, though it will come at the cost of a number of my doodads.

    Posted in: Terrain
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    posted a message on Seeking (more) feedback for detail-oriented terrain

    @ArcaneDurandel: Go

    Sounds like there's more control than I had initially assumed. Thanks for the tips.

    I would love to have certain doodads animate only when players enter a certain region around them, but my issue is that I don't think that's possible for some of the models I'm using. For example, the lights don't have variations where they are identical except for the light being turned off, so I don't think I could have that sort of mechanic in place for the map. Another cool thing would be to have some of the sewer floodlight assets only turn when player units are nearby, having them return to their default facing direction when the player's units leave the radius, but that probably wouldn't work because modifying the angle of that doodad would also modify the direction of its base and not just the light on top.

    Posted in: Terrain
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    posted a message on Seeking (more) feedback for detail-oriented terrain

    @LucidIguana: Go

    I had a similar thought that the manner in which I detail these scenes has likely taken away from the magnificence or importance of whatever was supposed to be the centerpiece. Comparing the appearance of the oases before I established settlements around them to their visual impact now that their surroundings have been completed, it definitely feels like some importance was lost.

    That being said, I am still fairly pleased with how the final product turned out. I definitely think I should be consolidating my efforts more; by working less in areas that the player will simply move through, by working more in areas that players will spend lots of time in, or by doing a little of both. I don't know how much [i]more[/i] detail I would be able to squeeze into the settlements, though.

    I appreciate your feedback and will definitely seek to have some areas that are detailed in a more minimalist style, at least for scenes that the player won't spend much time in.

    @DrSuperEvil: Go

    I've taken note of that myself - though admittedly I considered this a necessary evil due to terrain direction - but I think I can afford to cheat a little and have some crates or corpses or foliage creeping over the sides of the road. I've already added some additional corpses and wreckage into the first settlement, as you can see below.

    @wargirlwargirl: Go

    Thank you! I've been using the small rock doodads to border the larger rocks, but I agree that they could see some more use. I'm thinking of only allowing foliage into specific areas, or just manually placing it, since I dislike the procedural generation that the editor uses to place foliage in general, but I'll keep an open mind as I continue working on the map.

    Thanks again to everyone who's left comments! In other news, I've completed some work on the second, larger settlement, which you'll see below.

    I'll have more progress made on this area later today, so check back soon for more updates!

    Posted in: Terrain
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    posted a message on Seeking (more) feedback for detail-oriented terrain

    I've completed the first settlement, and changed the texture set to make the map look more cohesive overall.

    The outskirts of the city's exit.

    The settlement.

    The passage to the next oasis.

    All of the gameplay in this map will be commando (no base-building), so I expect the running time of this mission to be fairly short. To that end, I'm not sure if I'm putting too much detail into a map that won't realistically be seen for very long, but I feel like the end product of my labour justifies the labour itself.

    I've also updated the album link, which you can find here and on the first post of the thread. It includes all images seen in this thread, in chronological order.

    Posted in: Terrain
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    posted a message on Mass Recall v6.0 Silver

    @GnaReffotsirk: Go

    I love it. Are you available for commission?

    Posted in: Project Workplace
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    posted a message on CO-OP Maps

    Wow, excellent! Thanks for your work in extracting them. Any chance you can do the same for the Nova map packs?

    Posted in: Trigger Libraries & Scripts
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    posted a message on Weekly Terraining Exercise #261: Department of the Interior

    @LucidIguana: Go

    I like it a lot! Are all of those assets from Nova? The fireplace and the love seat look like they're from some other asset pack.

    Posted in: Terrain
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    posted a message on [REVIEW] Nova Covert Ops

    I just feel like a lot of people are very used to the mediocrity that triple-A developers (especially blizzard) exude with their storytelling. There are so many points in their stories that could be improved upon by changing the timing of their existing story assets or removing complex/adding simpler assets. Less really is more in a lot of these cases. We don't need 12 intersecting storylines in legacy of the void to care about the twist where Tassadar was never real, we need Tassadar to not be a Mass Effect Leviathan mixed with some stupid squid. When it comes to Nova, their story was admittedly pretty simple, but even the concepts they used made no sense in the context they were included in. For example, what has Nova done to earn the unlimited trust of every crew member aboard the Griffin? What has she done to make them decide to follow her and become wanted criminals and ruin their futures in the Dominion? This is just hamfisted in as a cliche (newspaper headline: Secret Agent GONE ROGUE [GONE WRONG] [GONE SEXUAL]) with no real basis in the story that we've been introduced to at this point.

    Posted in: Map Review
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    posted a message on Valerian Mengsk Voice Actor Wanted

    The quality of a voice actor is certainly not intrinsically connected to impersonating a pre-existing voice! You can be a serviceable voice actor and not be able to impersonate any pre-existing characters in a particularly IP. As an example, I'm the voice of Alarak for CybrosX's 'Wrath of the Tal'Darim' campaign, but I would hardly point to my performance as that character as my strongest acting, regardless of how anyone feels about the quality of it. I sacrificed my usual standard of quality in an attempt to achieve an impersonation, and that's essentially a sacrifice you will always have to make.

    I can do a demo to see if my voice would work for Valerian's, but I encourage you to put a demo script or something of that nature so that anyone who might be interested in trying out for the role can do so with ease. Until I have something from you that you need recorded, I'll search through the editor and find some long lines of Valerian's and recast those.

    Good luck with your campaign!

    Posted in: Team Recruitment
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    posted a message on [REVIEW] Nova Covert Ops

    I think you can have fun playing something while still taking note of its flaws. I personally had no fun at all past the first map of this map pack, and felt that every single map had massive flaws and that the gameplay was incredibly contrived, but it's very hard to make compelling gameplay in SC2 due to the limitations on the AI (doesn't defend itself when attacked, can't operate like a melee AI, etc.), so I can understand why they used the systems that they did.

    A rating in the neighbourhood of 1.5 is fair from my perspective because I didn't enjoy myself playing this pack, whereas you appreciated it much more, so naturally you don't agree with his opinion.

    Posted in: Map Review
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    posted a message on Seeking (more) feedback for detail-oriented terrain

    An updated view of the first shot. Looking much better now, but there's still some room for improvement.

    Here's the exit to the city - the 'airlock' between the urban environment and the outlying wasteland. Lots of unfortunate individuals (or what's left of them) lie in this ravaged area.

    These shots are all of a small side area where two more marines are being held by the ghouls. Some auto-turrets have also been taken control of by the hostile forces.

    This area is obviously incomplete, but I wanted to show off the oasis concept I had. Entire settlements will be built around these things, with about three or four of them on the map. They'll serve as progress markers for the player as they progress through the wasteland.

    Another, larger oasis.

    I'm still looking for ways to improve my terraining, so feel free to provide feedback (even if you've already chimed in)! Thanks in advance to everyone who's been kind enough to offer their perspective. Hope everyone who celebrates it has a wonderful Thanksgiving.

    Posted in: Terrain
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    posted a message on [REVIEW] Nova Covert Ops

    If people actually think blizzard stories are worth a 5 out of 5 rating, I look forward to releasing campaigns with actual storylines.

    Posted in: Map Review
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    posted a message on Weekly Terraining Exercise #261: Department of the Interior

    I'm excited to make something for this. Definitely should have something by the end of the week!

    Unfortunate that we still can't open the maps up but I am pleased with the variety of assets we have at our disposal now.

    Posted in: Terrain
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    posted a message on [REVIEW] Nova Covert Ops

    They wanted you to make the conscious decision to right-click and kill Davis. It's hamfisted and shitty, but that's what they wanted and that's the best way they could manage to pull it off, apparently.

    Posted in: Map Review
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