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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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    posted a message on LotV HD MotherShip and other cool stuff

    It is indeed all about preferences. I can't say I agree that heroes has bad gameplay or a bad art style.

    Either way though, that mothership looks incredible. I'll have to check into it more later.

    Posted in: General Chat
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    posted a message on Time travel campaign idea

    I'm currently in no real position to promise to develop yet more campaigns from request, but I might take a crack at it in a future project I have coming up that you'll probably see very soon. I really really don't want to say anything about what it is until I'm ready to get it started, but let's just say, it'll make building campaigns like this a lot faster.

    Posted in: Map Suggestions/Requests
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    posted a message on How do YOU make your maps?

    It's fun to read and see other styles of mapmaking and I hope you enjoy seeing mine just as much as I enjoyed seeing yours.

    The fun of mapmaking for me, and this counts for any kind of project I work on, sc2 or not, is I love to come up with the core concepts for a project. These ideas can honestly come from anywhere but they often come to me whenever I see other projects or games and I like to adapt some of those ideas and apply them to my own standards and develop them from there. There are some days where concepts flood in and they don't stop and other days I like to just figure out more details on concepts I came up with previously. However, there is the rare occasion where I get an idea that I feel is vastly superior to all the others even though it might be equally as good or maybe not even as good as some of my other ideas. This kind of idea is what gets me inspired to actually build something and from there I start getting serious and I begin planning the details of how I'm going to build it.

    The next thing I think about is what platform I'm going to use; sometimes, that's the sc2 editor. The platform really depends on the strengths of each platform and what kind of project I want to build. I usually come to the sc2 editor whenever it's something that is either an rts, something more story related to sc2, or involves some kind of mechanic that I want to test out quickly as I can build almost anything in the editor very rapidly. If the best platform turns out to be the editor, I then go for data first and get all of that set up. If it's going to involve multiple maps, I set up a mod first and get everything working in there. It's rare, but sometimes, when there are art assets to add in, those usually go in at this point or, if they're not finished yet and it's low priority, they get put in later down the line, probably during the beta phase.

    From there, if it's a map, I usually do the cliffs first just so I can get a good layout set up. The layout with cliffs is the most important part to level design, is the easiest part to edit, and also helps set up your borders so you know where to texture and place doodads. Once the layout is set up, I move on to triggers and get the triggers all set up and able to run independently (without needing units) before I place the units. If positioning does depend on doodads for whatever reason, I set up the important doodads first before I set up the triggers. From there, I can call it a beta, as it's feature complete and is ready to play. Finally, I place the doodads, textures, and I polish up any remaining bugs and it's done. Along the way, sometimes previous features are sometimes adjusted as I go along as some things are not always planned, some things may end up not working out the way I wanted, and sometimes new ideas come in, so I often end up going back to triggers, data, or even terrain to make adjustments along the way.

    I've especially loved doing campaigns with the sc2 editor as it usually tends to take every skill in the editor to make a campaign really successful. Terrain, level design, unit design, story writing, script writing, triggering, data, sometimes voice acting, and sometimes art assets. You really need a wider game plan, and often a team, in order to build it within a recommended amount of time. I'm able to fill most of these roles alone, but it's fun to have help from others who also provide motivation just by being there as they can cheer you on and you have a sort of expectancy to fulfill.

    I hope at least someone out there found my ramble a little interesting.

    Posted in: General Chat
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    posted a message on Hybrid Collaboration Campaign

    Nothing to show yet, but we are still alive.

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

    Let me clarify by explaining what we have decided on for the defensive structure so far. One of our design philosophies is to have this race match the other races, in a way that it seems like this race could've been made by blizzard, though you can see the flaws of a custom mod throughout as it won't ever be up to their level of polish. We also already have a projectile in mind for what it launches and that's why it's called the Plasma Slinger. Between the two points of matching the other races and that we already have a projectile in mind, maybe you can see why I wasn't satisfied with your suggestion, though I wasn't directly criticizing you. The whole purpose of revealing the information I did about the project is so that others can see the progress we are making (so that you can see we aren't sitting on our butts, twiddling our thumbs) and they can maybe see hints of the playstyle of the race. Some may get excited while others will be disappointed, but regardless, I still stick to waiting until public testing before taking any suggestions for changes. We'd like to get this thing in there first and tested before tearing it apart, otherwise we could be arguing in this forum forever.

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

    I don't feel that it's fair that you can criticize our design decisions until you've got the whole scope of the race and you've had the chance to experience it yourself. Both you and we can only theorycraft right now, so we don't know what the right call is yet. Perhaps when the mod goes into public testing phase, we can start taking suggestions on changes.

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

    Hi everyone. I like to go by Rook, but on these forums you know me by yuka. You already know I've built a fully functional mission 1. The terrain is nearing completion, I will let you know as soon as it's done and when the full thing is out later. Let's get to it.

    Now, a somewhat big announcement is we've changed our minds a bit from what we wanted to do early on. Our original plan was to "attach" the hybrid units to the terran/zerg/protoss tech trees maybe with some kind of hybrid mercenary compound, but that didn't feel right to us. We took a step back and realized there was a lot more we could do and we also realized there was actually a lot here in the editor that we could use for hybrid. We eventually decided to make our own new hybrid race just for this campaign. Templarfreak also plans to continue development on a multiplayer version of it as well. Since we're thinking it's time to really explain what's going on, I'd like to give anyone who reads this a "unit tour", but first, let me explain some of the important mechanics of this race...

    First, the race has a special power system to limit their base construction. We decided to take a simple approach for this. Nearly all structures provide a sort of hybrid "power field." All structures, apart from your main building and your gas structure, require power when placed. Although all structures need power to place, they do not need it to be maintained. You can remove the power source and they will remain active, unlike protoss buildings. This makes them have a branching or creeping out kind of way of expanding their base. Currently, the main building which we call the "Source" is the only structure that doesn't require power to place, but provides power though we have ideas for maybe adding another.

    The next mechanic is the shield mechanic. Hybrid supply structures, which we call "Terrazine Vaults", have a secondary function; they act as a hybrid "moon well" from wc3. These "Terrazine Vaults" passively recharge the shields of nearby allies. This means you can retreat with your army and quickly restore some of their life total so they can get back in the fight. We think this will create some interesting dynamics that we'd certainly like to test ourselves and see if we like it.

    Now, for the unit tour!

    This is the main building; we call it the "Source". Each Source produces workers and acts like any other normal main building. It acts as a hatchery for the hybrid as it doesn't require power to be placed and produces power on its own. http://i.imgur.com/XDs90P9.jpg?1

    Next is the basic worker called the "Drudge". The drudge is the hard working mindless worker of the hybrid and has a beacon that allows it to link to their XelNaga ship which they'll steal early on in the campaign. They use this link to tear a hole through the void and into the ship, allowing passage of anything on the ship and sometimes from the void as well. This allows it to summon temples, shrines, and pillars from the void to be used by the hybrid. Some of those portals linger, forming the production of the hybrid. http://i.imgur.com/WT5wnRQ.jpg?1

    Now for the "Terrazine Vault". (Don't worry, we'll recolor the crystals to be purple) The vault stores terrazine that the hybrid use to restore, clone, and maintain themselves without amon and is a precious resource to the hybrid. The vault not only increases their maximum supply, but also acts as a hybrid shield battery, restoring shields to nearby allied units. http://i.imgur.com/Hp5xosd.jpg?1

    The three production buildings for the hybrid are the "Breach" (Tier 1), "Rift" (Tier 2), and the "Fissure" (Tier 3). These are maintained void portals that continue to summon your hybrid units after being formed. http://i.imgur.com/8B5BwzI.jpg?1

    Here we have the "Plasma Slinger". This familiar and probably overused turret fires an orb of plasma. We haven't fully decided exactly what it does, but imagine something like the photon cannon, but more hybrid-y. http://i.imgur.com/o9sA4pQ.jpg?1

    Now for some military units. This is the "Enforcer", a big and powerful tier 1 unit. It costs 200 minerals and is nearly as big as an archon! This starting unit really represents just how large and powerful the hybrid are in comparison to the other races. It's big, tanky, and hits with slow but powerful punches. It can eventually get an upgrade which reduces the armor of enemies hit by its attacks, making it very lasting into the late-game. http://i.imgur.com/kJ3srwW.jpg

    For the second military unit, we have the "Executioner", a long ranged sniper type tier 1.5 unit. This guy has the same range as defenses like the photon cannon and missile turret, but it gets better, it can be upgraded to also out-range defenses entirely. It fires several projectiles in a row, making it a little more vulnerable to armored enemies, but combined with the enforcer's armor reduction passive, it can shred through enemies with its high dps. This creates a close relationship between these two units. http://i.imgur.com/hiFQ07N.jpg

    The "Hunter" is a tactical anti armored unit; it uses soulfilcher's hybrid hydralisk model. It's very squishy for its cost and its damage is also weak against anything other than light enemies, but it has two special abilities that makes this thing strong. For one, it has blink, allowing it to close in on longer ranged enemies. Also, it has a passive right from the start which makes it take 50% reduced damage for a second after being hit. Though this has a lengthy cooldown, this makes it very strong against large groups of burst attack enemies. http://www.sc2mapster.com/media/attachments/50/93/HybridHydralisk.jpg

    With a little reskin, the "Prowler" will look the part as a menacing stealth harassment unit. Although it'll have other applications, the Prowler moves while burrowed and fights while unburrowed, though it can no longer move while unburrowed. It also has an ability to quickly tunnel to a nearby location, like blink. This allows it to avoid pretty much any obstacle and has many opportunities to escape. If you can't manage to catch it, just a few of these guys will shred your mineral line. http://i.imgur.com/V1DQ3Vr.jpg

    We've decided to use the "Thrasher" for the race and we've figured out what to do with it. It'll act like a hybrid siege tank, but in a slightly different way. While uprooted, it can move and attack in small areas, dealing low damage, but hitting several targets at once. While rooted, the Thrasher has siege tank range, but only hits single targets with high damage attacks. This creates a unique spin on the siege tank and we expect to see something similar to the siege tank, but perhaps we'll see it in uprooted form a lot more. http://i.imgur.com/8Ua4Xrs.jpg

    The last one for this tour is an interesting one, not only the model choice, but also the unit design itself. The "Oppressor" is a lot like what it sounds like. It's a flying harassment unit, though it cannot cloak. Its toughness allows it to take a beating before it goes down, unlike many other air units of its tier. Its attack is a long ranged anti light bolt that it fires from a distance, meant to be more of a poke type attack than an actual long battle type attack. However, its real strength is in its ability. The Oppressor has limited energy, though it regenerates it very quickly. The Oppressor spends this energy at an extreme rate to fire a beam straight down below it, disabling its ability to fight, but otherwise not hindering it in any way. The beam deals devastating damage to groups of enemies below it. Combine all of this together and you have a pretty decent harassment option for the hybrid. http://i.imgur.com/kZLiSj5.jpg

    You can see that the race has a lot going on so far. We've got 12 total military units, 3 production structures, 6 tech structures, and more. Although I can't promise anything, we'd also like to add in units specifically for the campaign as well. We've also designed how the race's campaign mechanics will work (Zerg strains, kerrigan progression, terran research, spear of adun progression, selectable protoss units, etc...except for the hybrid) though we won't announce exactly how that'll work just yet. (Still figuring it out)

    We've been in the dark so far, but the project just got a whole lot more ambitious and we've been hard at work. For those of you who doubt this'll ever get done, we'll see you at the finish line!

    Posted in: Project Workplace
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    posted a message on Hybrid Collaboration - Need more Mapmakers

    @A52BcE:

    Currently, the terrain is being polished up. I was told it would only be a couple of days to finish the first half, so I assumed it'd only be a few days, but it's taking a lot longer than expected. The next time frame I was told was "next week" and that'll be tomorrow, so I hope to say that tomorrow, the terrain will be 50% complete. If that knowledge brings you peace, then awesome, otherwise, you'll just have to live with it until it's done. I won't give out a schedule for when the levels will be completely done, but it is being worked on.

    Just know that a lot of these "delays" are somewhat due to the thanksgiving holidays and the weekend that came afterwards. Jayborino already said he'd be travelling for that time and he should be back just about now. Hoping things will pick up again and we can start showing what we've got here.

    Posted in: Team Recruitment
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    posted a message on [spoiler alert] New commanders data in the editor

    I like to think of the coop missions as something like playing ladder. There's no canon story to be had there, but the coop missions are special in that they resemble a mission that you played before in the campaigns. 3 of the coop missions come from the lotv campaign.

    Posted in: General Chat
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    posted a message on [spoiler alert] New commanders data in the editor

    Too bad there's no DuGalle. I imagine he'd use the Psi Disruptor as his "machine".

    Maybe the Overmind would use the torrasque or a pair of hunter killers as his heroes and he'd have a few orbitals to assist them and his base.

    Posted in: General Chat
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    posted a message on (Solved) Help with Custom Structure

    You modify the unit in the data editor under the marked "behavior - resource drop off". You can then mark each resource you want the building to allow intake of. You might as well just check them all off.

    Posted in: Data
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    posted a message on Hybrid Collaboration - Need more Mapmakers

    I had this fear after creating the thread, but don't worry, the first level will be presentable very soon. At most in a few days.

    Edit: Just a note, we only started this thing 3 days ago.

    Posted in: Team Recruitment
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    posted a message on Hybrid Collaboration - Need more Mapmakers

    Currently the solution is simple, there's almost no one in the queue. xD

    Edit: But on a serious note, whenever you aren't working on something, you can always help out the current person/people working on maps (this includes testing, providing feedback, adding polish when it's finished on their side). Also, if the story of the previous levels are figured out, I think at that point, the next mapmaker can feel free to continue where the last mapmaker left off.

    Posted in: Team Recruitment
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