For my part I am trying to sketch out a small protoss mini-campaign on three missions. Halfway done with the first one.
My concept for the first mission are that there are several caves scattered around the map that spawn primal zerg. The objectives are to seal the caves before the primal zerg overrun your base. It will be a hit and run kind of mission.
The gameplay is on a good way and I am experimenting with some terrain styles that I think look nice so I have a good feeling about this one. I've never really made a protoss mission before so this is quite a refreshing project.
What kind of mod/map are you working on? Care to give us a little glimpse? :)
Sounds nice. Hope to see clever use of Blink and Warp prisms.
I'm still working on a campaign based on the novel Shadow of the Xel'Naga. The campaign can be played alone or in co-op. I am really trying to make each map as different from one another as possible. I'm currently working on Chapter 4 (of 7), which is going to be a Tower Defense map.
I'm working on a mini campaign (3 or 4 missions) based on the Uprising book. But I barely have enough time to work on it right now, it will have to wait until next year at least. I have mission briefing layout nearly finished, some art and models made for it, but the work on the missions themselves is lacking.
I am currently working on my own game, (finally after 4 false starts on a helms deep game, a large 3rd person shooter rpg, a defense map as terran, and one or two other experimental projects, I am tempted to post the helms deep game to see if anyone wants to pick up were I left off) I call it speed Vikings right now. It is a map night inspired map, short, simple, 3rd person, and easy to hop into no matter your computer (at least, that's the goal), maximum amount of players 10, and I hope to add AI one day.
Right now I am just slowly pounding out the mechanics, it is hard to get anything substantial done with college, but I do try to add a little here and there at least once a week. It is a 3-5 minute race to the finish, and I have yet to implement a victory condition. I use dialog items, and the mouse over command to reduce network traffic that may add to any amount of latency.
I'm working on a 2D sprite game with Charters from most of the popular SNES games such as link(Zelda), Eve(Pokemon), Carbot Zergling, Mana Warrior (secret of mana), i haven't decided who ill recreate from Chrono trigger for Final Fantasy. The current system has a infinite map area and free roaming. There are currently just under 500 sprite frames, in the next 2 days i expect to put that closer to 600. The game can be played without a mouse allowing for controllers with key mapping. The game has a cortex style map making system for those looking to create there own world, that are savable to bank. sometime soon hopefully i will release a preview trailer so i can get more world designers to help me with the level designs but I'm lacking of world tiles.
Sounds cool, always liked mini-campaigns! Looking forward to trying it out. As for me, been working on a coop map with campaign-ish elements for some time lately, basically it's a Terran and Protoss player vs mutliple Zerg Broods (each Brood's traits being based on SC1 Broods' lore/backgrounds).
It has customized techtrees (new units, mostly) and 3 "subfactions" that the players can choose from, each having their exclusive stuff (like units, a base defense, an upgrade or two, and a support power [support powers being abilities you can invoke on the battlefield to help you out]), also, each Brood will also have their own unique stuff and tactics to use against you.
Already have finished most triggers, the Terran's side of things and have a basic terrain done, so now working on the Protoss' techtree.
My current project which is just finished, Project Platformer! Its a sidescroller shoot em map. Players fly around in a jetpack with a side view. But the best part is, I'm using custom models for characters. Each character has a damage state, and instead of a health bar, you can quickly see their health via the visual graphics. Its a bit like Jetcraft, but with guns!
Some players are saying its laggy though, but I am not experiencing it. Shrugs. The gameplay for the platformer is pretty lacking, there's really not much going on except just shooting at each other.
The second project which is just starting, continuation of Starcruisers II. It'll build upon the vision of starcruiser I, which is firing lots shots at enemy cruiser and watching it blow up piece by piece. There's a test version out, but it'll be revamped a bit. Much like the platformer map, the damage state of your space ship will be visual. I'm disappointed with the visual outcome of the test version. But with the Startools out now, I'll have more control with the 3d models. Hopefully this time, I'll get it right visually.
So many interesting projects. Surprised to see so many campaign projects too, I thought that was kinda niche. This very promising indeed. Hopefully Blizzard will release some campaign tools in the future. We can always hope :)
I like the subfactions idea, that's a neat way to diversify the game a bit. Does the sub-faction have different themes, let's say one focus on air and another on siege weapons? I'll be checking this out when it's done :)
Currently procrastinating on doing any work on Starmon (I think a link should be in my sig? I guess I'll see after I posted).
Working on it together with Zelda, and Mozared is doing the terrain for us while multiple other people (SoulFilcher and Zolden in particular) occasionally help with assets. Zelda is incredibly busy at the moment and hasn't been able to open the editor in ages, and I'm just plain lazy.
It's a map based on the Pokemon games, with a few small changes of our own (Energy/mana pool instead of per-move PP, more unique passive abilities, a story not designed for 5 year olds, choice + karma system, higher max health lategame, legendaries that you don't want to get in a fight with, etc.) We're technically seen close to being able to test it with people, but as I mentioned above, its been a while since we worked on it >.>
Experiencing the joys of manifesting a co-op hero map. It's much more fun if I don't force features due to schedules and planning and instead do things as they come. Not being responsible to anyone for anything also feels great! (That's why it likely won't come until after LotV, and I pray LotV won't come for at least a year and a half.)
Experiencing the joys of manifesting a co-op hero map. It's much more fun if I don't force features due to schedules and planning and instead do things as they come. Not being responsible to anyone for anything also feels great! (That's why it likely won't come until after LotV, and I pray LotV won't come for at least a year and a half.)
I don't really understand why you want LotV to be postponed.
Somehow I believe many good projects will come after LotV is released, because then Blizzard won't update the editor as often, and we will not expect any major overhauls any longer. We will know exactly what is possible and what not. At the moment the wish list is too big.
It actually took me 3 years to finish 3 maps for my campaign, but as of late I am really on a roll. In less than 2 months I've already finished about 30% of Chapter 4.
I don't really understand why you want LotV to be postponed.
It's more like, other than new assets I'm not excited for LotV. And, I want to be ready by the time it's released since it'll probably/hopefully bring in a surge of players (not sure). So I'm just being selfish, please forgive me =D
So what are you working on for the time being?
For my part I am trying to sketch out a small protoss mini-campaign on three missions. Halfway done with the first one.
My concept for the first mission are that there are several caves scattered around the map that spawn primal zerg. The objectives are to seal the caves before the primal zerg overrun your base. It will be a hit and run kind of mission.
The gameplay is on a good way and I am experimenting with some terrain styles that I think look nice so I have a good feeling about this one. I've never really made a protoss mission before so this is quite a refreshing project.
What kind of mod/map are you working on? Care to give us a little glimpse? :)
Sounds nice. Hope to see clever use of Blink and Warp prisms.
I'm still working on a campaign based on the novel Shadow of the Xel'Naga. The campaign can be played alone or in co-op. I am really trying to make each map as different from one another as possible. I'm currently working on Chapter 4 (of 7), which is going to be a Tower Defense map.
More info: http://www.sc2mapster.com/forums/resources/project-workplace/16346-campaign-shadow-of-the-xel-naga/
Haven't started any mapping yet, but I can offer a glimpse: http://sclegacy.com/_staff/gradius/origins/AscensionOfDaggoth.mp3
I'm working on a mini campaign (3 or 4 missions) based on the Uprising book. But I barely have enough time to work on it right now, it will have to wait until next year at least. I have mission briefing layout nearly finished, some art and models made for it, but the work on the missions themselves is lacking.
I am currently working on my own game, (finally after 4 false starts on a helms deep game, a large 3rd person shooter rpg, a defense map as terran, and one or two other experimental projects, I am tempted to post the helms deep game to see if anyone wants to pick up were I left off) I call it speed Vikings right now. It is a map night inspired map, short, simple, 3rd person, and easy to hop into no matter your computer (at least, that's the goal), maximum amount of players 10, and I hope to add AI one day.
Right now I am just slowly pounding out the mechanics, it is hard to get anything substantial done with college, but I do try to add a little here and there at least once a week. It is a 3-5 minute race to the finish, and I have yet to implement a victory condition. I use dialog items, and the mouse over command to reduce network traffic that may add to any amount of latency.
@Gradius12: Go return of the cerebrates *tears*
I'm working on a 2D sprite game with Charters from most of the popular SNES games such as link(Zelda), Eve(Pokemon), Carbot Zergling, Mana Warrior (secret of mana), i haven't decided who ill recreate from Chrono trigger for Final Fantasy. The current system has a infinite map area and free roaming. There are currently just under 500 sprite frames, in the next 2 days i expect to put that closer to 600. The game can be played without a mouse allowing for controllers with key mapping. The game has a cortex style map making system for those looking to create there own world, that are savable to bank. sometime soon hopefully i will release a preview trailer so i can get more world designers to help me with the level designs but I'm lacking of world tiles.
Whatever i'm working on, I can assure you it makes my head hurt whenever I open it.
Currently optimizing and doing finishing work for Night of the Dead, and beginning work on Night of the Dead 2.
Currently hammering out a few issues with my walker.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Sounds cool, always liked mini-campaigns! Looking forward to trying it out. As for me, been working on a coop map with campaign-ish elements for some time lately, basically it's a Terran and Protoss player vs mutliple Zerg Broods (each Brood's traits being based on SC1 Broods' lore/backgrounds).
It has customized techtrees (new units, mostly) and 3 "subfactions" that the players can choose from, each having their exclusive stuff (like units, a base defense, an upgrade or two, and a support power [support powers being abilities you can invoke on the battlefield to help you out]), also, each Brood will also have their own unique stuff and tactics to use against you.
Already have finished most triggers, the Terran's side of things and have a basic terrain done, so now working on the Protoss' techtree.
My current project which is just finished, Project Platformer! Its a sidescroller shoot em map. Players fly around in a jetpack with a side view. But the best part is, I'm using custom models for characters. Each character has a damage state, and instead of a health bar, you can quickly see their health via the visual graphics. Its a bit like Jetcraft, but with guns!
Some players are saying its laggy though, but I am not experiencing it. Shrugs. The gameplay for the platformer is pretty lacking, there's really not much going on except just shooting at each other.
The second project which is just starting, continuation of Starcruisers II. It'll build upon the vision of starcruiser I, which is firing lots shots at enemy cruiser and watching it blow up piece by piece. There's a test version out, but it'll be revamped a bit. Much like the platformer map, the damage state of your space ship will be visual. I'm disappointed with the visual outcome of the test version. But with the Startools out now, I'll have more control with the 3d models. Hopefully this time, I'll get it right visually.
So many interesting projects. Surprised to see so many campaign projects too, I thought that was kinda niche. This very promising indeed. Hopefully Blizzard will release some campaign tools in the future. We can always hope :)
@StealthToast: Go
I like the subfactions idea, that's a neat way to diversify the game a bit. Does the sub-faction have different themes, let's say one focus on air and another on siege weapons? I'll be checking this out when it's done :)
@StealthToast: Go I'm curious to see what the subfactions would be, and what they unlock. My SC Expanded is all about that, but its a melee mod.
@njordys: Go If you like subfactions, you should try SC Expanded maps ;-)
@njordys: Go Yep, each subfaction for each player will have its own theme, playstyle and strengths/weaknesses. :)
@SoulFilcher: Go All about subfactions, you say? Gonna be trying it out later today!
Currently procrastinating on doing any work on Starmon (I think a link should be in my sig? I guess I'll see after I posted).
Working on it together with Zelda, and Mozared is doing the terrain for us while multiple other people (SoulFilcher and Zolden in particular) occasionally help with assets. Zelda is incredibly busy at the moment and hasn't been able to open the editor in ages, and I'm just plain lazy.
It's a map based on the Pokemon games, with a few small changes of our own (Energy/mana pool instead of per-move PP, more unique passive abilities, a story not designed for 5 year olds, choice + karma system, higher max health lategame, legendaries that you don't want to get in a fight with, etc.) We're technically seen close to being able to test it with people, but as I mentioned above, its been a while since we worked on it >.>
Experiencing the joys of manifesting a co-op hero map. It's much more fun if I don't force features due to schedules and planning and instead do things as they come. Not being responsible to anyone for anything also feels great! (That's why it likely won't come until after LotV, and I pray LotV won't come for at least a year and a half.)
I don't really understand why you want LotV to be postponed.
Somehow I believe many good projects will come after LotV is released, because then Blizzard won't update the editor as often, and we will not expect any major overhauls any longer. We will know exactly what is possible and what not. At the moment the wish list is too big.
It actually took me 3 years to finish 3 maps for my campaign, but as of late I am really on a roll. In less than 2 months I've already finished about 30% of Chapter 4.
It's more like, other than new assets I'm not excited for LotV. And, I want to be ready by the time it's released since it'll probably/hopefully bring in a surge of players (not sure). So I'm just being selfish, please forgive me =D
30 mission non-linear campaign that was started in 2010