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    posted a message on Why not use SM Models ?

    Yes, it is.

    Posted in: Artist Tavern
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    posted a message on Xbox Live gamer suspended for saying he lives in Fort Gay

    Well, thats interesting to say the least.

    Wht about Hell, Mississippi?

    Posted in: Off-Topic
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    posted a message on A map under the sea
    Quote from progammer: Go

    You forgot the shark doodad :(, and btw can you make some water at extremely height water to create an illusion of shallow sea ?

    Or i could actually make shallow sea

    http://www.sc2mapster.com/maps/underwater/files/2-land-and-water/

    From this point forward, be sure to manually select which map you want to DL in the project page. One is completely underwater and blue while the other is shallow water with land.

    Posted in: General Chat
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    posted a message on A map under the sea

    Well i'm back with more lighting fun. This one is underwater

    http://www.sc2mapster.com/maps/underwater/

    Its not nearly as good as the sky demo. I might need the help of my fellow mapsters to fully flesh out this environment. The main issue is creating the feel of actually being underwater. If anyone knows how to create some global distortion effects that would be awesome.

    This is what i did:

    1: Lighting Editor: Back - diffuse multiplier to Zero Fill - diffuse multiplier to Zero Key - diffuse and specular multipliers to Zero

    All of that removes any sort of shading and lighting. You dont have a shadow at deep sections of the ocean.

    Now, Global - Ambient Color. Set the color to w/e. i picked blue, 35/38/195. Global - Emissive Multiplier. Set to w/e or dont change at all. I like glowiness so i set it to 6.46.

    2: Data Editor: Terrain Texture Sets tab. Go to your tileset (i used monlyth) Change fog color to Black change density to .5 Distance falloff - 2 Distance Far - 2 Distance Near - 2 Fog Falloff - .08 Fog Starting height - -30

    This creates the deep sea darkness if you want to make things get darker when you go down. Adjust to your liking.

    3: Doodads Lots of Wind Emitter Medium, set to the color Blue. Edit the doodad's individual properties to set color. Put the wind doodads in a grid form to cover the map in them to create a sea current feel.

    Monlyth brush LoS blockers. These should probably be made into a new doodad to remove the LoS part, but i didnt bother.

    Rocks.

    In hindsight, i probably should have added Hammer Ray bird doodads. Oh well.

    anyway, need some distortion to create water feel!

    Posted in: General Chat
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    posted a message on So, Who played/plays WoW?
    Quote from Mozared: Go

    What bugs me most about the whole "WOTLK made raiding too easy" stance is that the opinion isn't dying out. It started off as a (justified) complaint from high-end guilds about how boring Naxxramas was. Blizz then introduced hardmodes with Ulduar that brought some challenge back into the game. They improved upon that concept in ToC and more or less 'finalized' it in IcC. People still yelling that WOTLK is too easy simply copied the opinion without having any experience on the matter whatsoever, and even now, a year or more after Naxx, they're still yelling it without realizing how stupid they're actually being.

    So true.

    And then theres people who come along and say ICC hardmodes are too easy when they are doing them with the 20% buff.

    OT: I dont play anymore. I started around when AQ came out, raided, played through all of TBC, (this space is void, i dont remember what the hell i was doing here but i did pretty much everything minus sunwell until 3.0), and WotLK until recently.

    Posted in: Off-Topic
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    posted a message on Two way fortress assault game

    This idea has been driving me insane for months now.

    The game would be 2 teams of however many players (uminportant) that control small armies to take control points and eventually take down the enemy base. This is based on World of Warcraft battlegrounds, moreso Alterac Valley and Isle of Conquest.

    To add depth to this game and make it different from Storm the Base, everyone would have a pilot unit of sorts (no idea how to make this unexploitable and useful at the same time) that can take control of neutral vehicles and use them against the enemy. These vehicles have special properties, like tanking, AoE, killing other vehicles, etc. Vehicles are located in Control points and can only be used by the team occupying said point.

    When a control point is taken, automatic defenses spawn for that team. The enemy can take the point by destroying these defenses. Each control point gives the team different bonuses, like vehicles or upgrades that will go away when that point is lost. (Say Control point 3 gives your zealots Charge. When the enemy takes that point from you, your zealots lose charge.)

    Each team had a foritifed main base. It has no weapons, so players must defend it. It is surrounded by walls that are destructable by Siege Vehicles only while some vehicles can mancannon units over the wall. To leave your own base, theres a teleporter that ports you directly across the wall to the outside. Inside of the base is the Commander. Kill the commander to win the game. He is no pushover to fight either, you will need control point bonuses.

    Now for a dilemma. How to make sure players can get into the fight quickly, but also punish them for losing units. Should it be Nexus Destroyers style, where you spawn units and cant make anymore until they all die, or should you be able to reinforce at all times? Build times, no build times? Resource system to make sure you dont spam+rally to a point? And then the pilot unit. Should it be a single, unique unit or should there be several?

    And then, the biggest problem of all: THE TERRAIN. Pics below. I cannot, for the life of me, get the terrain right. I've done the terrain over and over trying to get the feel of it but no. The only fully complete terrains are the upper left and the upper center ones. I feel like theres not enough space -.-

    I just dont know what to do with this, but i thought it would make for a brilliant game where anything is possible.

    Note: NO AIR UNITS.

    Posted in: Project Workplace
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    posted a message on Player Portrait

    The portraits are are pictures of game models. They can all be acessed in the editor. Its up to you on how you want to use them.

    Posted in: Miscellaneous Development
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    posted a message on What other games you guys play other then sc2

    Global Agenda, but not much now that SC2 is here.

    Posted in: Off-Topic
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    posted a message on Seniors get to dress up freshmen for dance

    Should be a hydra imo

    Posted in: Off-Topic
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    posted a message on A map above the clouds

    Sorry, i made the thread and promptly went outside for 5 hours, then to bed. What progammer said was 100% correct.

    Posted in: General Chat
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    posted a message on A map above the clouds

    Ever wonder what the city in the sky would look like in SC2?

    http://www.sc2mapster.com/maps/sky/

    I'm not exactly the greatest mapmaker ever, but i do like throwing ideas out there that might spark someone else's imagination to create a map so here's a map in the sky.

    Posted in: General Chat
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    posted a message on Problem With Melee games in SC2 compared to SC

    Thats why you play 4v4. You never know what will happen!

    :D

    Posted in: General Chat
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    posted a message on Would you play a map based on this?

    Global Agenda Raids (not rpg raids)

    In short, 10 people defend a central point (power core) from an enemy onslaught. The longer it goes, the harder it gets until the boss comes. Defeat the boss to win. You lose if the power core is destroyed.

    Dying does not do anything other than take you out of the fight for a short time. A certain class can repair the power core if it takes damage.

    This is the best vid i can find while still having good quality. It ends with a loss for the players, but it gives you the general idea. Look at the related vids if you want to see more of it.

    Anyway, question again: Would you play a map based on Global Agenda raids?

    Posted in: General Chat
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    posted a message on Account suspended
    Quote from AegisRunestone: Go

    I think everyone is overreacting. Blizzard made a rule and he broke it. What do you expect? Flowers and candy? Seriously, guys, if you don't like it, don't mod/make maps for Starcraft 2 or protest it to Blizzard directly (see below). It's that simple.

    I would like to point out that the image in question does offend me, being that I'm fairly religious. However, I chose to ignore it. Someone, on the other hand, was offended, and reported it. That's all there is to it.

    If you want to protest it, go email Blizzard, and/or post on THEIR forums. Posting here will do NOTHING. Absolutely nothing because, last I checked, the only forum that Blizz reads here is the Galaxy Editor Bugs forum (if I'm wrong about this, then that's fine). If you're afraid of getting banned for posting on the b.net forums, then send an email.

    [/end rant]

    Same reason why people hate police for some reason. They got busted.

    Posted in: General Chat
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    posted a message on Anyone else play LoL?

    I played LoL for a few weeks before SC2 came out. Got Kassadin and Mordekaiser before saying "screw this, SC2!"

    Posted in: General Chat
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