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    posted a message on Hybrid - Terrain Artist & Regular Artist

    Yeah, but we don't have a cinematic model. :(

    If somebody knew how to use that process and could make the in-game model not look like an in-game model, the model can be extracted from the campaign mod, I think.

    Posted in: Team Recruitment
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    posted a message on Hybrid - Terrain Artist & Regular Artist

    I'd like to make a slight update to the original purpose of this thread. I'm also looking to get somebody to make us a Hybrid version of these images...

    http://wallpapers.wallhaven.cc/wallpapers/full/wallhaven-271750.jpg

    http://monstersdatabase.com/wp-content/uploads/2015/12/kerrigan-starcraft2-queen-of-blades3.jpg

    http://starcraft2ultimateguide.weebly.com/uploads/6/8/7/1/6871491/6284793_orig.jpg

    If you're interested, you can use this for reference...

    http://i.imgur.com/S2oQ4ho.jpg

    ...sorry about the blur, it's hard to get a good picture with the after-effects, but I think you get the idea. All I want is something as close to the above images as possible, it doesn't need to be perfect. If you're interested, send me your image and I'll give you full credit. If you want, you can even sign your name in one of the corners (but don't make it too big). I'm not sure how many talented artists are just hanging out on this forum, but I'd appreciate if you'd spread the word too.

    Posted in: Team Recruitment
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    posted a message on Hybrid Collaboration Campaign

    There was no secret beacon this time around. You got everything. :)

    Posted in: Project Workplace
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    posted a message on Hybrid - Terrain Artist & Regular Artist

    Hello again! This time around, we're going to be asking for a bit of help. For future missions for this project...

    Edit: For information on the "Regular Artist", scroll down to the 3rd post.

    http://www.sc2mapster.com/forums/resources/project-workplace/85476-hybrid-collaboration-campaign/
    http://www.sc2mapster.com/maps/amap01campaign/

    ...we'll be needing a new terrainer. Here are some specifications...

    -Must be able to produce medium to high level of quality terrain. A level of quality that not everyone can achieve.
    -Must be able to remain active within the project. Specifically, we want someone who can send us progress reports about once a week.

    ...and some things that would be helpful...

    -Appreciated if you could cooperate well with others to help achieve their goals.
    -Appreciated if you could speak fluid english, though as long as you can communicate in english, we're good.
    -Appreciated if you were within an American time zone. (Pst or Est or whatever)
    -Appreciated if you could produce terrain content at a fairly good pace. (Something like a level every couple of weeks)
    -Appreciated if you could stick around for the next few months to a year to help produce many future levels.
    -Appreciated if you had skype or steam available, as those are the two places we communicate.

    ...though it's totally understandable if you can't match everything here, as this is almost certainly a hobby for everyone and you're not getting paid. If you are interested and you feel you meet the two requirements, sell yourself in a private message to me. It helps if you provide images of your previous work.

    Posted in: Team Recruitment
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    posted a message on Hybrid Collaboration Campaign

    We'd love to show you, but the race is just not ready yet. It takes a lot of work to design a race from scratch, let alone implement it and get custom models for it, let alone balancing it.

    We decided quite a while ago that we wanted to build 3 prologue missions (Legacy of the Void style) that doesn't include the new race yet. These first few missions introduce how they come to being.

    Posted in: Project Workplace
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    posted a message on Hybrid Campaign Project - Feedback

    We just released the first mission for our campaign. You can view the original page and how we got here using this link...

    http://www.sc2mapster.com/forums/resources/project-workplace/85476-hybrid-collaboration-campaign/

    You may also test the first mission over here at this link...

    http://www.sc2mapster.com/maps/amap01campaign/

    Any feedback you provide is greatly appreciated. We hope to continue with this project as long as possible and we'll bring you more news on its progress as we go.

    Posted in: Map Feedback
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    posted a message on Hybrid Collaboration Campaign

    We just released the first mission for testing on the project page.

    http://www.sc2mapster.com/maps/amap01campaign/

    Posted in: Project Workplace
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    posted a message on (Campaign) Legacy of Liberty

    I'll make a thread for it when I release the next map. Thanks for the suggestion.

    Posted in: Project Workplace
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    posted a message on (Campaign) Legacy of Liberty

    Hey all! Excited to share this little campaign with you guys.

    I've been working on this campaign since 2/1/16, so I've only been building it for 20 days so far and I've accomplished quite a lot in that time, not to mention I've also been working on the Hybrid Collaboration Project. At any rate, Legacy of Liberty (or lol) is a parody campaign of the starcraft 2 storyline, taking place in an alternate reality where Tychus lives. The main characters are Tychus and his new pal, Mr. Marine, Raynor's best soldier.

    Each map is more or less a testing ground for new types of "genre" for custom campaigns. The first one tried to be an open world style map, with specific goals in mind, including destructible props that earn you money, quests, killable npcs, and all kinds of wild stuff. Level one, however, was not of the level of quality that I desired, so it was rebuilt from the ground up in a brand new version. The new version keeps a few of the ideas that I liked from the old version and imported them into a more standard commando-style mission. Both are available on the project page. Level two was a much bigger success, in my opinion. Level two's concept is quite interesting, taking several ideas and mashing them together. The idea is it's meant to be a reverse boss battle in a sort of solo/coop situation. You control 2 powerful heroes with tons of hitpoints and powerful area of effect abilities and you unlock more abilities as your heroes take damage. Each hero is separated and they have to work together in each of their own sections of the map in order to progress.

    The campaign will feature 10 unique levels (which are completely independent, no mods) and I hope to release them at a fairly steady pace. The first 3 missions take place during wings of liberty, while 4-6 take place during heart of the swarm, and finally, 7-10 all take place during legacy of the void.

    I hope you enjoy the campaign and I hope I managed a giggle out of each one of you that plays it. GL HF.

    Link to the project page: http://www.sc2mapster.com/maps/legacy-liberty/

    Mission 1...

    Mission 2...

    Posted in: Project Workplace
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    posted a message on Hybrid Collaboration Campaign

    We'll definitely have something to show in the next few days.

    Posted in: Project Workplace
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    posted a message on What is fun?

    Fun is entirely subjective, but there is one thing that I've learned over the years that is much less subjective and that's the idea of "Wasting your time." Most players will agree on what wastes their time and what doesn't, though some may just not care that much. With this in mind, I constantly ask the question of "Is this a waste of my time?" and the answer can vary. I can sometimes end up cutting a huge portion of my maps if I ask this question. For example, I'm building building a level and I have several similar fights with the same kind of enemies, let's say marines and firebats. I have maybe 3 of these fights in a row and they're all about the same in strategy and results. When I ask this question, my answer is "Perhaps it does, since I'm repeating the same process several times in a row." I end up cutting one and moving the other to a very different part of the level to spice things up, make the player recall how they handled the fight, perhaps they even improve the second time or it could even throw them off guard. Sometimes, repetition can be a pro rather than a con if done correctly and if it's the right situation to do it in, but that's what I check first.

    I've even asked this question for other various design choices, like shops. Do I even bother adding in a shop? Why can't I cut out the shopping part and just provide the player with what they could shop for? I've once had a mission that took an hour to complete that got cut down in the end to about 15 minutes from asking myself this question. There are other things that are involved in making fun, but I find this to be a fairly big one as it can help maintain the fun parts and cut out the extra junk you don't really need.

    Edit: I just realized a much better example of what would be a before and after asking the question of "Does this waste my time?" Let's say you want to build a level where you want to encourage exploration since you may think it's fun to explore and discover new things, many would agree. In version 1, you place a coin at just about every corner of a linear pathway, completing objectives along the way. Collecting every coin gives you a bonus towards the end of the level, maybe you get a nuke gun, and you get to use it for the last few fights. Seems like a waste of time to be forced to go out of your way to get every single coin just to play with a gun at the end, plus there's not much exploration if the level is linear.

    If we were to reduce the time wasted and improve the fun of the level, we'd first of all, make the level non-linear to make exploration an actual thing. From there, you could perhaps place the coins in interesting places, perhaps in secret areas, perhaps inside of cool environments, or plainly visible inside of a puzzle room, whatever you want the player to be encouraged to explore. To add to the fun, you just give the player the gun to start with and make it a part of exploration and maybe the reward is extra story instead.

    The points I just made in this example are a bit on the extreme side, but I've legitimately seen these kinds of mistakes made in games before. Hope this was maybe a little more helpful.

    Posted in: General Chat
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    posted a message on RTC 2015 - Winners revealed

    Gratz to pirate for figuring out the system. It makes me sad, in a way, that it did win though, because that confirms my suspicions about what succeeds in the arcade and what blizzard favors in the arcade. This is why I'm sticking with custom campaigns.

    Posted in: General Chat
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    posted a message on Jayborino's YouTube Feedback/Schedule Thread
    Quote from JayborinoPlays: Go

    Everytime I get worried about running out of maps, a bunch pop up!

    I'm also working on something on the side while I wait to work more on the hybrid project and it should be something that'll eliminate that fear forever, mwahaha! :)

    I'll announce it pretty soon, probably in the next week or so.

    Posted in: Map Review
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    posted a message on StarCraft 2 Origins Campaign Help Needed

    If you ever need assistance with brainstorming, testing, data editing, or level design, just let me know. I also have some connections with a few melee map makers.

    I'm a busy guy, but you can always call for a temporary dev and I'll be there.

    Posted in: Team Recruitment
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    posted a message on [BRAINSTORMING] The UED Faction

    If I had more time, I'd brainstorm more, but I've been really busy lately.

    Anywho, random inspired idea. Thinking to balance out the workers concept you provided here. Perhaps workers cost 50 minerals as usual and you get 2 different units out of it. One is a 40 hp standard worker without the ability to build, fight, or repair. The second unit is a hovering drone which has 20 hp, faster move speed, deals 6 damage at an attack rate of 1.8 at a range of 4, and provides the utilities of construction and repairs. I think this works out in a close enough to balanced fashion for a near terran race while also being different and interesting. Was thinking the drones would take 0 supply while the workers still take the 1 supply.

    My final analytical thoughts on why I decided on these numbers and this idea in general. A problem with changing the cost of workers or cutting out a function from workers is then it's not fair compared to the other races as the other races aren't that unique in how their workers function and there are some pretty technical reasons for that. This was why I combined the two units together into one thing that you buy. One last thing I'd like to point out (kind of taking a dump on your workers are specialized and are statistically better than other workers idea) is making each unit be separate and equal to their own cost (50 minerals) in value, I think, would also cause an upset in balance. This is mostly along the lines of if I spend 200 minerals on workers and a zerg player spends 200 minerals on workers, my UED workers technically mine better than theirs so my investment is greater. This could be sort of resolved by making the builder a stronger military unit and just bump up its cost so it would even out the overall costs vs other races to have equal mining power and equal building power, though it runs into another wall. If the builder cost too much, then the UED faction would have the weakest early macro game compared to any race. Anyway, rant over, I think it's a complicated situation if you wanted to find something close to balanced (enough for a campaign).

    My final thought, the supply counts, is actually equally important of a concept, imo, because having the supply counts equally split (zerglings) would end up being a problem in the end because you can't completely control how many of each one you can have (you can't choose, you always get both). I think the drone fits more of the (I'm a bonus unit) role, that's why it's the one that costs 0. It's a simple solution to the problem I just mentioned and I think it would work out.

    I hope I'm making sense here. Final note, this is more of a campaign design and would need a lot of testing to ever hit the point where it's melee viable.

    This was fun, may come back later.

    Posted in: Map Suggestions/Requests
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