Hrrrmm, when is the due date for this again 24-30? I have a lot of time off of work around Christmas, might be able to dedicate some time to a Starcraft2 version of Duck Hunt, call it Mutalisk Hunt instead. Was a map I wanted to make anyways.
The idea is to reveal maps during the span of week. If you feel that you're ready and want to put it up you can post it earlier, if you think that you could refine a bit more you post it later. I don't want to have a single info-dump day, though I'm not sure how this will work out either. When unsure, try it out :D
Also, I'm greatly amused by the idea of seeing Duck Hunt <3
While I agree they should be worked on a little bit, I don't find announcing what you are gonna do to be a bad thing, this will help avoid duplicates of the same thing. Just my thoughts though, might make it more exciting to see them later if you know what you are anticipating.
It isn't a bad thing, it's just how it has always been with me. I don't announce things unless I need to (if for example a need for suggestions/feedback arises). I'm also not into building anticipation/hype, I would probably fail if I was given any marketing job :D
As for duplicates, I would very much welcome them. Wouldn't it be awesome to see how same source projected through different minds creates different results? The differences in our design approaches, from unit picking to terrain detailing would be curious to look at.
Seeing as I won't be able to finish the map, I'll just put it here as is.
Not very much is complete, but it should be semi-playable. The game features a seeding system, so that you can share the very same randomly generated level with your friends or replay it yourself (though not finished, so you'll only be able to see the generated code - not share nor create your own). The system that checks whether you hit an obstacle or not, is kinda bugged.
Currently, the game can generate 432 unique seeds, plus many variations of those.
That was enjoyable. There is just something magical about those aesthetics. Too bad that something seems to screw me over every time once yellow blocks start to come up =(
Unsurprisingly, I'm only now continuing to work on what I wanted to do. Why do I always do these things in last moments T_T.. regardless of my feelings, it's final week, time to do cool stuff :3
Uh oh. Hey guys, sorry I completely ignored deadline, just couldn't bring myself to do anything mapping related that last week. Strangely, with arrival of new year my excitement also revived, thus a playable version of map is now ready.
It's a game where you have a hydralisk-like creature which uses bubbles instead of needle spines. Influenced by , I wondered wouldn't it be cool to have a game where you must trap your enemies in bubbles =D
It's a silly map, but I've had much joy making it, so I'll indulge in it a little longer to make it a worthy single-player scenario that can be shown off on b-net. This version I have now showcases the general idea behind the map, though levels and pacing are a bit clumsy (as in I'll probably end up reworking them + adding at least twice more levels). Also, there is a boss at the end :>
@DuckyTheDuck: Go Ok, I'll write a detailed description then, maybe I'll get people interested in doing the dialogs.
Hrrrmm, when is the due date for this again 24-30? I have a lot of time off of work around Christmas, might be able to dedicate some time to a Starcraft2 version of Duck Hunt, call it Mutalisk Hunt instead. Was a map I wanted to make anyways.
This sounds like a lot of fun. If I have spare time I might make a basic map for this. Though I need to put more time into my main project.
@Trieva: Go
Thank you, good luck with your project as well. I checked the video but unfortunately squad craft doesn't seem like my kind of game.
@Deadzergling: Go
The idea is to reveal maps during the span of week. If you feel that you're ready and want to put it up you can post it earlier, if you think that you could refine a bit more you post it later. I don't want to have a single info-dump day, though I'm not sure how this will work out either. When unsure, try it out
:D
Also, I'm greatly amused by the idea of seeing Duck Hunt <3
@Imperfect1987: Go
We'll be happy to have you with us.
@DuckyTheDuck: Go
While I agree they should be worked on a little bit, I don't find announcing what you are gonna do to be a bad thing, this will help avoid duplicates of the same thing. Just my thoughts though, might make it more exciting to see them later if you know what you are anticipating.
@Deadzergling: Go
It isn't a bad thing, it's just how it has always been with me. I don't announce things unless I need to (if for example a need for suggestions/feedback arises). I'm also not into building anticipation/hype, I would probably fail if I was given any marketing job :D
As for duplicates, I would very much welcome them. Wouldn't it be awesome to see how same source projected through different minds creates different results? The differences in our design approaches, from unit picking to terrain detailing would be curious to look at.
Some first steps for map Patrician remake was made.
Meanwhile have made Settlers concept map Project link.
How's everything coming along?
@ScorpSCII: Go
Wonderfully! I've got approx. 1 minute of gameplay done :D
Now if only I could duplicate what I have 15 times.. >.>
I'm about to wrap up my submission for Star Party, and with that done I'll be back to this project, so should make it just in time for Christmas.
I wish I had time for a Chirstmas themed map! Sc1 had some good ones, but it appears Blizard won't "waste" times on those anymore.
@ScorpSCII: Go
Cant find time to develop the map :/
Seeing as I won't be able to finish the map, I'll just put it here as is.
Not very much is complete, but it should be semi-playable. The game features a seeding system, so that you can share the very same randomly generated level with your friends or replay it yourself (though not finished, so you'll only be able to see the generated code - not share nor create your own). The system that checks whether you hit an obstacle or not, is kinda bugged.
Currently, the game can generate 432 unique seeds, plus many variations of those.
Controls: Mouse
@ScorpSCII: Go
Good job!
I'll show something too in a couple of days.
How about a contest. From Christmas till new Years (deadline new years).
Make a quick map of some sort. Everyone should have time off and some holidays, perfect time?
@Fullachain: Go
I am up for something like that.
@ScorpSCII: Go
That was enjoyable. There is just something magical about those aesthetics. Too bad that something seems to screw me over every time once yellow blocks start to come up =(
Unsurprisingly, I'm only now continuing to work on what I wanted to do. Why do I always do these things in last moments T_T.. regardless of my feelings, it's final week, time to do cool stuff :3
Ok, my turn to show something. I recreated Arcanoid.
Published on EU to play 1v1, which is funnier, but if you have no EU acc, there is the map. you can play singleplayer.
Uh oh. Hey guys, sorry I completely ignored deadline, just couldn't bring myself to do anything mapping related that last week. Strangely, with arrival of new year my excitement also revived, thus a playable version of map is now ready.
It's a game where you have a hydralisk-like creature which uses bubbles instead of needle spines. Influenced by , I wondered wouldn't it be cool to have a game where you must trap your enemies in bubbles =D
It's a silly map, but I've had much joy making it, so I'll indulge in it a little longer to make it a worthy single-player scenario that can be shown off on b-net. This version I have now showcases the general idea behind the map, though levels and pacing are a bit clumsy (as in I'll probably end up reworking them + adding at least twice more levels). Also, there is a boss at the end :>
Very funny!