I made a TD. It was a poor choice to win the contest (and I have no expectations to) but it's highly polished and pretty unique within the TD subgenre. To be honest I'm regretting choosing that particular project to enter into the contest, but with under a month there wasn't a lot of time to start from scratch.
Anyone else have to cut like 4-5 features yesterday to get everything bug free before the deadline?
I made a 'campaign map'. Basically, it tells the Story of Gabriel Tosh and why he turned against the Dominion in the first place, as the campaign only briefly touches on this. It involves him uttering his disgust for Mengsk's plans to make Spectres mindless slaves to his will. He goes into a Dominion facility to complete the last step of his 'becoming a Spectre' by being psy-indoctrinated (aka brainwashed), but ends up shooting the doctor and his guard. He breaks into the computer system, uncovering the plans needed to create Spectres and decides to shut down the facility before leaving. That's basically where the gameplay kicks in.
Map Type: Campaign, 1-player Time: About 55 hours of work, total, spread out over about 10 days. Special: It's got virtually everything that any random campaign map has. It's extremely well balanced (you control one unit only but it's still hard), there's cinematics, music, ambushes, you name it. The only thing it lacks is voice acting. It's originality is, like all the other campaign maps, that it's part of 'the big story' while still having a completely different playstyle from any of the other campaign maps. Additionally, the terrain (that being my specialty) is extremely creative and probably my best yet.
Nice work Ulti. I wasn't able to finish mine due to various bugs I was having. I still have yet to resolve some of them, including the terrain on the minimap being all black.
I will finish the thing and release it, just not as part of the contest.
That sounds like fun, dungeon crawls are my favorite type of campaign map.
Last time i checked, almost all blizzard contest (move, fan art, music) have a checkbox to check when you submit says something like this :(this one is the movie contest)
Quote from Blizzard Enterainment:
By submitting this movie I am granting licensing rights to Blizzard Entertainment, and will not display, post, or share it until after the winners have been announced on October 22, 2010.*
However the map making contest says differently, its "after the contest is over on September 11" ( i can get the excact quote since the submission page is down, but anyone submitted should've read it)
Map Type: A cross between Frogger, Lemmings and a bound map
Time: 2 weeks (pretty intense 2 weeks, which included learning the editor. Having a holiday helped)
Special: Nothing overly special beyond the game concept. I focused more on polishing the map then adding new or unique elements.
I had to drop multi-player support early, and I had a bug I introduced at the last minute that is causing some of game instructions not to show up. It's just directions on how to control units...nothing major in this style of map (cough, cough).
While I'm kinda new to these forums, and haven't had a lot of time to post, they have been invaluable in figuring out the editor, so thanks to everyone who's posted tutorials, tips and answered questions.
Time: 3 months, 2 solo, the last month was when I hit it hard and got a buddy of mine to jump on board and work on UI with me.
Special: Custom Models/ animations (very basic just barrel rolls), unique control scheme (WASD), space to boost forward or side to side if Q or E are pressed.
Not quite ready for prime time release but getting pretty close:
It plays like asteroids with a behind the ship angle. Advanced upgrade trees adjust everything from movement, health, energy regen, skills, to weapons. Money is used to buy upgrades and new ship types.
Time: 3 months, 2 solo, the last month was when I hit it hard and got a buddy of mine to jump on board and work on UI with me.
Special: Custom Models/ animations (very basic just barrel rolls), unique control scheme (WASD), space to boost forward or side to side if Q or E are pressed.
Not quite ready for prime time release but getting pretty close:
It plays like asteroids with a behind the ship angle. Advanced upgrade trees adjust everything from movement, health, energy regen, skills, to weapons. Money is used to buy upgrades and new ship types.
Special: Full 360 degrees of movement, aiming, and of course epic barrel rolls
It was my first map ever so I spent the first week just figuring out how to work the editor. Luckily Backlit Avenger had that awesome TPS engine that I was able to look at learn from, as well as the tutorials here on SCMapster. I ended up cutting alot of features and content due to the deadline, which made me sad. The optimization is pretty horrible, once I got something to work I had to move on.
Overall though I think it came out OK, just rough around the edges. It's in the TPS style, the angle of the camera determines the angle which your ship shoots at (it has a constant beam to help with aiming and the projectiles come from the ship), and the enemies move in all dimensions. My favorite scene is where you fly low thru two giant battlecruisers that take up the entire length of the map to cover for your partner who then drops a bomb into the bridge of one with the resulting explosion blowing up both of them in a massive explosion.
The biggest limitation was the map size and rendering issues. I had to set everything in space to get a decent frame rate with everything going on. The limited map size and black bacground (since starmaps look funny when you can look in every direction), killed the sense of speed.
Splashy, when i said custom animations, 75% of that was BARREL ROLL.
Had there not been restrictions on copy written content we would have added a quest that the player "DO A BARREL ROLL" 500 times, with this music playing:
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What map/map type did you submit? How much time did you/your team spend on it? What makes your map "special?"
I'll start:
Map Type: Fighting Simulator
Time: Week and a Half
Special: Custom models/animations (SM quality
EDIT: Added a picture - Just loaded up the map w/ Player 2 disabled.
@UltiDrgn: Go
Still 30mins to go I believe ;)
Edit: Well that's if they're using PDT that is :P
As the saying goes, screenshots or it didn't happen (or at least, nobody cares if there's no pretty pictures).
Map Type: Battleships
Time: Since beta
Special: Unless you count a lot of effort, nothing.
Map Type: Minigames
Time: 3ish weeks
Special: Complete custom UI, more minigames added over time
I made a TD. It was a poor choice to win the contest (and I have no expectations to) but it's highly polished and pretty unique within the TD subgenre. To be honest I'm regretting choosing that particular project to enter into the contest, but with under a month there wasn't a lot of time to start from scratch.
Anyone else have to cut like 4-5 features yesterday to get everything bug free before the deadline?
@RileyStarcraft: Go
I've had to cut a few yea :( My TODO list is huge still
I made a 'campaign map'. Basically, it tells the Story of Gabriel Tosh and why he turned against the Dominion in the first place, as the campaign only briefly touches on this. It involves him uttering his disgust for Mengsk's plans to make Spectres mindless slaves to his will. He goes into a Dominion facility to complete the last step of his 'becoming a Spectre' by being psy-indoctrinated (aka brainwashed), but ends up shooting the doctor and his guard. He breaks into the computer system, uncovering the plans needed to create Spectres and decides to shut down the facility before leaving. That's basically where the gameplay kicks in.
Map Type: Campaign, 1-player
Time: About 55 hours of work, total, spread out over about 10 days.
Special: It's got virtually everything that any random campaign map has. It's extremely well balanced (you control one unit only but it's still hard), there's cinematics, music, ambushes, you name it. The only thing it lacks is voice acting. It's originality is, like all the other campaign maps, that it's part of 'the big story' while still having a completely different playstyle from any of the other campaign maps. Additionally, the terrain (that being my specialty) is extremely creative and probably my best yet.
@RileyStarcraft: Go
Are you planning to release it publicly? I like your maps.
Thanks! And definitely, I'm just waiting for confirmation about when it's okay to publish contest maps.
@Mozared: Go
That sounds like fun, dungeon crawls are my favorite type of campaign map.
Nice work Ulti. I wasn't able to finish mine due to various bugs I was having. I still have yet to resolve some of them, including the terrain on the minimap being all black.
I will finish the thing and release it, just not as part of the contest.
Last time i checked, almost all blizzard contest (move, fan art, music) have a checkbox to check when you submit says something like this :(this one is the movie contest)
However the map making contest says differently, its "after the contest is over on September 11" ( i can get the excact quote since the submission page is down, but anyone submitted should've read it)
So I think we can
Aye..
More like half the map, and many elements of the half that made it were screwed up by editor bugs in the last day.
Map Type: A cross between Frogger, Lemmings and a bound map
Time: 2 weeks (pretty intense 2 weeks, which included learning the editor. Having a holiday helped)
Special: Nothing overly special beyond the game concept. I focused more on polishing the map then adding new or unique elements.
I had to drop multi-player support early, and I had a bug I introduced at the last minute that is causing some of game instructions not to show up. It's just directions on how to control units...nothing major in this style of map (cough, cough).
While I'm kinda new to these forums, and haven't had a lot of time to post, they have been invaluable in figuring out the editor, so thanks to everyone who's posted tutorials, tips and answered questions.
@Magi66: Go
Time: 3 months, 2 solo, the last month was when I hit it hard and got a buddy of mine to jump on board and work on UI with me.
Special: Custom Models/ animations (very basic just barrel rolls), unique control scheme (WASD), space to boost forward or side to side if Q or E are pressed.
Not quite ready for prime time release but getting pretty close:
It plays like asteroids with a behind the ship angle. Advanced upgrade trees adjust everything from movement, health, energy regen, skills, to weapons. Money is used to buy upgrades and new ship types.
Do you have the custom model for barrel roll?
@Magi66: Go
Map Type: Starfox esque space shooter
Time: Three weeks
Special: Full 360 degrees of movement, aiming, and of course epic barrel rolls
It was my first map ever so I spent the first week just figuring out how to work the editor. Luckily Backlit Avenger had that awesome TPS engine that I was able to look at learn from, as well as the tutorials here on SCMapster. I ended up cutting alot of features and content due to the deadline, which made me sad. The optimization is pretty horrible, once I got something to work I had to move on.
Overall though I think it came out OK, just rough around the edges. It's in the TPS style, the angle of the camera determines the angle which your ship shoots at (it has a constant beam to help with aiming and the projectiles come from the ship), and the enemies move in all dimensions. My favorite scene is where you fly low thru two giant battlecruisers that take up the entire length of the map to cover for your partner who then drops a bomb into the bridge of one with the resulting explosion blowing up both of them in a massive explosion.
The biggest limitation was the map size and rendering issues. I had to set everything in space to get a decent frame rate with everything going on. The limited map size and black bacground (since starmaps look funny when you can look in every direction), killed the sense of speed.
Splashy, when i said custom animations, 75% of that was BARREL ROLL.
Had there not been restrictions on copy written content we would have added a quest that the player "DO A BARREL ROLL" 500 times, with this music playing: