Topdog160 here, I've made a successful ORPG in 2010 for WC3 known as "The Dusk of Demise," I'm looking to bring it into SC2, however, I require a modeler to work with.
Check out the trailer for the old version, and get pumped up to help out!
A helpful tip, as an old wc3 editor (Custom Hero Arena) who is working on a large scale project in sc2. "Learn the data editor well." The trigger editor is far superior, and easier to use than the wc3 trigger editor. The data editor however, is "tedious" compared to data editing in wc3. That is not to call it "bad" by any means. The level of customization is amazing. What would take minutes in wc3 now takes hours, until you get really refined. Don't let it discourage you though. Everyone is working with the same data editor, and has the same difficult challenges. Don't pressure yourself to have anything released too soon. Many of the best games have had years of work put into them. Like, years before the game is in a fully playable state. Last tip: watch your footprints/pathing in the data editor. They are possibly the greatest cause for lag in a large game. Huge sized maps are usually known for their immense lag. If you try to stay on top of it from day 1; you are gonna have a good time!
With that said, welcome to the community; there are a lot of helpful people here and resources and the sorts. Most questions will get answers. Direct help is very difficult to find (someone willing to do actual work on your map) due to the 1% success ratio of people who join mapster with high hopes. If you present what work you have done, someone who really likes it may join you.
Hello everyone,
Topdog160 here, I've made a successful ORPG in 2010 for WC3 known as "The Dusk of Demise," I'm looking to bring it into SC2, however, I require a modeler to work with.
Check out the trailer for the old version, and get pumped up to help out!
A helpful tip, as an old wc3 editor (Custom Hero Arena) who is working on a large scale project in sc2. "Learn the data editor well." The trigger editor is far superior, and easier to use than the wc3 trigger editor. The data editor however, is "tedious" compared to data editing in wc3. That is not to call it "bad" by any means. The level of customization is amazing. What would take minutes in wc3 now takes hours, until you get really refined. Don't let it discourage you though. Everyone is working with the same data editor, and has the same difficult challenges. Don't pressure yourself to have anything released too soon. Many of the best games have had years of work put into them. Like, years before the game is in a fully playable state. Last tip: watch your footprints/pathing in the data editor. They are possibly the greatest cause for lag in a large game. Huge sized maps are usually known for their immense lag. If you try to stay on top of it from day 1; you are gonna have a good time!
With that said, welcome to the community; there are a lot of helpful people here and resources and the sorts. Most questions will get answers. Direct help is very difficult to find (someone willing to do actual work on your map) due to the 1% success ratio of people who join mapster with high hopes. If you present what work you have done, someone who really likes it may join you.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
Welcome Michael, and good luck to you. :)
<<reply 201660T
@GlornII: Go
Thanks for the feedback :)
For this project to become playable, I would need someone would could convert .mdx to .m3.
Gmax and like programs can accomplish that.