I'm looking for a Data Editor specialist, who'd want to partner up for a new map project to enter and potentially win the contest. Ideally be good with projectiles and physics, as well as experienced with custom abilities.
I have the whole project planned out and can handle everything else, as you may guess it would be a shooter style map. I'd rather only go into more detail if someone is interested. Reply here or drop me a pm.
I already have a map with shooting, jumping, grenades, etc.
You can check it out @ - Elimination Tournament - on NA,
It's honestly just a concept map for the engine I made lol.
It's all trigger based though. I'm no data editor.
As Jux already knows, I also have a nearly full fledged shooter replicating star wars battlefront. Maybe this is the time to apply the finishing touches and bring it out of alpha.
@Juxa I had a look, it's very impressive. Would you be willing to help me make the abilities then> Or Is your physics system self explanatory and easy to use?
Yeah, this is the real problem with trigger physics. Based on how many players Fulla wants my engine may not be applicable. But adapting the engine to Fulla's design with some optimization will help.
edit: Just read the rules, maximum of 6 players? pssshhhhhh trigger physics will be fine.
I think mouse right clicking to move and shoot is always best.
@Juxa haven't seen you on skype in a while. How do you want to go about this? Could I send you a map, to create a jump ability and a few weapons? Do you have time?
Regarding the latency issues, has anyone experimented with making all your triggers hypertriggers via the old method from SC1? Anyone know if that still works?
I'm going to do some tests and publish my findings... My current research would support the idea of hyper triggers working in SC2, though their importance is lessened greatly in most situations...
Hyper triggers do not exist. Hyper trigger worked through a design flaw in the old campaign editor. the sc1 code checked all events whenever a wait was encounter. by stacking short wait times you could make the system check events 20x faster. but the current galaxy editor events are much faster and galaxy doesnt check events and conditions after encountering a wait. the issue with the latency is that sc2 unlike FPSs waits on players and syncs.
I'm looking for a Data Editor specialist, who'd want to partner up for a new map project to enter and potentially win the contest. Ideally be good with projectiles and physics, as well as experienced with custom abilities.
I have the whole project planned out and can handle everything else, as you may guess it would be a shooter style map. I'd rather only go into more detail if someone is interested. Reply here or drop me a pm.
Lets win this!
Ah man, you're really pulling out the big guns, huh?
(Pun Intended)
No seriously though, given that there hasn't been a really successful shooter, if you can pull it off that would be quite a feat. Good luck.
Would like to join, I'm good at data but I don't think I'm physics good, good luck on that shooter fulla.
We've talked before Fulla, but I've made a pretty simple 3d physics engine for sc2. I'd like to help just for funsies.
@Juxta Awesome! Can you/it handle jump abilities & projectile shooting abilities?
@Necromoni Thanks man! Really need someone who can make the weapons, else the map just fails.
@MasterWrath lets just say I have a few ideas and surprises :)
@Fullachain: Go
I already have a map with shooting, jumping, grenades, etc. You can check it out @ - Elimination Tournament - on NA, It's honestly just a concept map for the engine I made lol. It's all trigger based though. I'm no data editor.
@Juxtapozition: Go
As Jux already knows, I also have a nearly full fledged shooter replicating star wars battlefront. Maybe this is the time to apply the finishing touches and bring it out of alpha.
@Juxa I had a look, it's very impressive. Would you be willing to help me make the abilities then> Or Is your physics system self explanatory and easy to use?
@Fullachain: Go
You're willing to use a trigger based physics system?
HMMMM. I hope you're prepared to suffer the delay.
@Fullachain: Go
The physics system is semi-easy to use. If you know galaxy you could probably pick it up. I'd be willing to help make abilities or whatever.
@MasterWrath: Go
Yeah, this is the real problem with trigger physics. Based on how many players Fulla wants my engine may not be applicable. But adapting the engine to Fulla's design with some optimization will help.
edit: Just read the rules, maximum of 6 players? pssshhhhhh trigger physics will be fine.
The biggest issue I've seen with shooters is responsiveness of the controls. i'm an definably curious if you can fix the mashpotato keyboard.
I think mouse right clicking to move and shoot is always best.
@Juxa haven't seen you on skype in a while. How do you want to go about this? Could I send you a map, to create a jump ability and a few weapons? Do you have time?
@Fullachain: Go
Since I'm NA I think we're never on at the same time.
Message me on skype and I'll respond when I can though.
Regarding the latency issues, has anyone experimented with making all your triggers hypertriggers via the old method from SC1? Anyone know if that still works?
@Duke1623: Go
I had forgotten about hypertriggers... I used to use them all the time haha. Most likely no, but I am sure you could make a test map of your own.
@Fullachain: Go
If you need a bit of terraining done I would be happy to help once I have finished one other persons terrain :D
@joecab: Go
I'm going to do some tests and publish my findings... My current research would support the idea of hyper triggers working in SC2, though their importance is lessened greatly in most situations...
@Duke1623: Go
Hyper triggers do not exist. Hyper trigger worked through a design flaw in the old campaign editor. the sc1 code checked all events whenever a wait was encounter. by stacking short wait times you could make the system check events 20x faster. but the current galaxy editor events are much faster and galaxy doesnt check events and conditions after encountering a wait. the issue with the latency is that sc2 unlike FPSs waits on players and syncs.