I really should go back and fix up level 1. It's more of a bandaid, covering up my mistakes with the original version and I shouldn't treat it that way. That doesn't work, especially when the first mission is supposed to be a representation of the full product. Thanks for the feedback.
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Feb 26, 2016Posted in: Team Recruitment
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.
Feb 26, 2016Posted in: Team Recruitment
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...
If you're interested, you can use this for reference...
...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.
Feb 24, 2016Posted in: Team Recruitment
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.
...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.
Feb 24, 2016Posted in: Project Workplace
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.
Feb 23, 2016Posted in: Map Feedback
We just released the first mission for our campaign. You can view the original page and how we got here using this link...
You may also test the first mission over here at this link...
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.
Feb 20, 2016Posted in: Project Workplace
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/
Feb 17, 2016Posted in: General Chat
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.
Feb 13, 2016Posted in: General Chat
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.
Feb 9, 2016Posted in: Map Review
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.
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