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    posted a message on Swarm 3.0 Coming

    Patch notes out, you can view them in the launcher, some cool surprises in the editor section: http://imgur.com/a/vI4R8

    https://www.reddit.com/r/starcraft/comments/3nnhg6/patch_30_patch_notes_available_in_launcher/

    Posted in: General Chat
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    posted a message on Convert small texture to a flat model

    Anyone?

    Posted in: Requests
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    posted a message on Convert small texture to a flat model

    Trying to make a custom ping model. I can't just swap textures on an existing ping model because they animate and are transparent, and I just want a flat image.

    If anyone could convert the attached DDS into a model so I can use it as a mini-map ping, it would be greatly appreciated. Thanks.

    Posted in: Requests
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    posted a message on WC3 Models Hype!

    "Wait, i just look at screenshot thoroughly and i see that some of the models are not HD, just imported from wc3 directly."

    Yeah, I noticed that too, kind of disappointing. I wonder how many of them are HQ and how many of them are just direct ports.

    Posted in: Warcraft Modding
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    posted a message on Where a mapmaker can evolve

    This doesn't make any of the points people raise less valid, but even if it's easier to make games in Unity or other such engines, its not always easy to get that game played or make it profitable. For every successful indie game, there are dozens of failed ones.

    You can read about some of them on Gamasutra, and you may find the developers insight on their failed projects to help you if you are looking to get into making indie games yourself.

    http://www.gamasutra.com/blogs/HaydenCacace/20140417/215695/Reflections_on_an_Indie_Failure__StarLicker_Postmortem.php

    "StarLicker was entirely self-funded by the development team. This meant basically no one got paid and the plan was that we would each get a slice of the profits after the game was released and the dough started rolling in. But then we released the game and money did not start rolling in. It barely even trickled in. And this created a very strange and unexpected set of feelings beyond the obvious disappointment and frustration. I felt really strongly that I just completely let everyone on the team down. It was like I assembled a team of some of my most talented friends whom I had the utmost respect for, only to have them waste a huge chunk of their creative lives. This feeling still hasn’t worn off, and I don’t know if it ever will."

    http://www.gamasutra.com/view/feature/173068/congratulations_your_first_indie_.php

    "To top it all off, I sent an email to Steam, Desura, and Big Fish Games and got rejected three times. At this point, I should have started feeling bad about myself. The problem was not in IndieCity, not in the Mac App Store, not in the press. Nobody wanted to hear about a year old iPhone game coming to PC. The game world today is fueled by novelty. It was time to quit.

    I may have learned the hard way, but I didn't feel bad about it. I believe as long as you put love into what you're doing, while you have fun doing it; results don't matter that much. Yes, you'll feel shitty for some time, and once or twice you'll want to throw something at the wall and call it quits. But your happiness really shouldn't rest in the outcome."

    http://www.gamasutra.com/view/news/221630/6_key_points_from_the_2014_Indie_Salary_Report.php

    "Fifty-seven percent of indie game developers (including both solo indies and members of indie teams across all pay ranges) made under $500 in game sales."

    Just some quick examples, though you'll see stuff like that on there all the time.

    To be clear though, I'm absolutely not trying too discourage anyone. The majority of those articles the authors do not express regret about trying to make indie games even if they were complete flops that put them in bad financial situations.

    I guess I'm just trying to give a little perspective and say the same thing that happened to Dogmia with SC2 can happen with Indie devs on other platforms too. Lots of Indie devs using Unity or other platforms have their projects fail with no profit or popularity and force them to get some other job to pay the bills instead.

    I think ultimately you just have to have a realistic view and realize that making games isn't necessarily stable career so you should be going into it because you love it and you're passionate about it not necessarily because you think it will work out monetarily, regardless of the platform you choose.

    All that said; I kind of agree with lemmy. SC2 mapping should only ever be seen as a hobby, not ever as something with a chance of paying off.

    One last thing:

    @Trieva: "There are really cool features with Unity like really rapid offline testing inside the editor. Blizzard really needs to step up their game if they want to compete with such an accessible, flexible, and free engine such as Unity."

    Blizzard isn't trying to compete with Unity. They aren't trying to make a viable game engine platform. They're just trying to make awesome *modding* tools and opportunities for their game. As much as they might brand it as the "Arcade" and make it free, its still just the Starcraft editor and mods - if they wanted it to be something more, it would have its own development team, it would be its own engine, and it would actually be supported by their customer service department.

    Posted in: General Chat
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    posted a message on Blizz Contest - 79 Entries got through
    Quote from ScorpSCII: Go

    @TheSkunk2: Go

    Well done. I like your previews a lot.

    Quote from TyaStarcraft: Go

    @TheSkunk2: Go

    These are awesome! I love the format and how you explain each map from nothing.

    Thanks. If anyone ever wants me to make one of those for your map just send me an email at [email protected] or add me on Skype using that address.

    Posted in: General Chat
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    posted a message on Blizz Contest - 79 Entries got through

    Made some images for the top 10 maps: http://imgur.com/a/Orby8

    Posted in: General Chat
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    posted a message on Open map files from cache?

    Thank you! However, when I attempt to open the map it says "Unable to load file (Core: file not found): ComponentList.SC2Components"

    To my knowledge, the map was not locked when it was published. Any idea what I'm doing wrong?

    Posted in: Miscellaneous Development
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    posted a message on Open map files from cache?

    How can one open map files from the cache?

    I saw an old guide where you rename .scma files to .sc2map and then you can open them to the editor, but it doesn't seem to work anymore. Using this method to open them gives you an error message about dependencies and/or just looks completely empty upon opening it. (No triggers, data, or terrain)

    Even if that method worked, the cache files are named kind of randomly so I don't know how you'd find the one you're looking for.

    Is there a tool to help do this? The only one I found was from 2010 and no longer works.

    Posted in: Miscellaneous Development
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    posted a message on Can't Publish?!

    In my experience, the upload still completes normally (if it reaches at least 99%) despite the failed message. I haven't noticed anything missing. Version number increases and changes are reflected in-game.

    But yeah they are quite aware of it!

    Posted in: General Chat
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    posted a message on Apparently the Mozared thread!

    Aw yes. I have to say, StealthToast's Archon Mozared is my favorite.

    Posted in: Off-Topic
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    posted a message on JetCraft
    Quote from cgsource: Go

    @TheSkunk2: Go

    Thanks :)

    I estimate it will take a week, maybe two, to get everything up and running. Figured slowing the game down to 50% in multiplayer makes it much more playable, even on my slow connection.

    Well; my Internet ranges from 3 mbps (rare, only at its super best) to 0.05 mbps and completely dropping me... I mostly asked because I thought it would be easier to get people I know interested in this project with the multi-player version.

    Posted in: Map Feedback
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    posted a message on JetCraft

    This project is super-sick and I'm glad to hear you are still making progress on it.

    Any idea when the multiplayer version will be available? I guess it will probably have too much input lag to be enjoyable for me anyway.

    Posted in: Map Feedback
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    posted a message on Where do i go to see all my posts?

    I've never found anywhere to do so on the SC2mapster forums. Maybe I am just dumb, though.

    It's one of the many reasons I think the SC2mapste (curse) forum software sucks.

    Posted in: General Chat
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    posted a message on Blizzard Arcade Contest and Launch Event

    Yeah, its a shame some countries are locked out but that happens for pretty much every contest Blizzard runs.

    Quote from TyaStarcraft: Go

    This is great!

    I have a few questions though;

    1) Is there a limit on entries per person? Could I, say, submit 2 maps that I felt each had a solid chance of winning?

    2) Could you state which of the following is the most important factor in this contest; a) The map really showcases what the editor can do. b) The map will remain highly played on the arcade for a long time.

    3) There's a requirement that a forum thread is to be made on the arcade showcase. Where should people aim if they are unable to post on the US forum? (EU forum has no arcade showcase, for instance).

    For question number two, the contest says "The submissions that will be made available for public judging will be those submissions that, in Sponsor’s sole opinion, are the best based on the following criteria: Accessibility, fun, engagement, creativity, freshness, visual quality, and technical achievement" if that helps any, but more to the point: final winners will be chosen by public vote, and I think that speaks a lot for what kind of qualities will matter.

    For question number 3, due to global play anyone can post on any forum. Just log on to US with the game to make a character, and then you can post on US forums. It would still be nice if they made an alternative place to post on EU, though.

    Can't answer question no1 for sure, but I looked over http://us.blizzard.com/en-us/community/contests/sc2-arcade/rules.html and I haven't been able to find anything about limiting the number of times you enter.

    Posted in: General Chat
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