For those of you not familiar, Doodad Hunt was/is a hide and seek type map where one team plays as the seekers and the other plays as the doodads. The doodads must hide as a random object and try to blend in while avoiding the seekers. The first one had some issues and thats why development on Doodad Hunt 2 is in full force.
Doodad Hunt 2 Features Improved Camera - The ability to zoom in and out as you please.
Improved Controls - Using my new and improved highly reduced latency WASD system
Audible Taunts - Doodads and Seekers alike will both have access to various vocal
taunts (These will be position sounds so for example if a Doodad does a vocal taunt as you run by you will hear the area it came from.)
Best of 3 Rounds - The original Doodad Hunt only had one round and players were forced to play as either seeker or doodad. This will no longer be the case and everyone will have a chance to play as both sides.
Realistic Terrain - No more 1000 Doodads cramped together on a map. The new terrain will feature properly scaled doodads that make sense and on a map the size that it will be it will be impossible to memorize everything. (Basically.... less Doodad clutter but bigger Toilets and Trees)
High Player Count Support - Up to 14 players (7v7)
Jumping - REAL jumping! Nuff said, yes? :)
I will update this thread with videos showing progress, new content/features and reply to any questions asked about content and mechanics
I change the units mover when you jump to Colossus with upgrades/triggers. Then i just made everything that i want to you to be able to jump over have Cliff Pathing :)
I change the units mover when you jump to Colossus with upgrades/triggers. Then i just made everything that i want to you to be able to jump over have Cliff Pathing :)
You're back! =)
Great improvement from the "Soul-less" Doodadd hunt 1. Hey, you add improvement of the Seeker. What about the Doodadder? Just sit there waiting to be killed?
Also, the cartoony graphic looks mucho muhco better imo. It hides the horrible native SC2 model. Did you do that through lightning? or you edit each model through 3dmax (no way right?)?
Great improvement from the "Soul-less" Doodadd hunt 1. Hey, you add improvement of the Seeker. What about the Doodadder? Just sit there waiting to be killed?
Also, the cartoony graphic looks mucho muhco better imo. It hides the horrible native SC2 model. Did you do that through lightning? or you edit each model through 3dmax (no way right?)?
With Doodads there was never really anything wrong with them. People would quit games to rejoin and hopefully get doodads. The ability to jump and taunt as doodad (or seeker) will definently add more enjoyability to both sides :).
Yes, the cartoony graphics were achieved via lighting. I'm really glad you noticed that! lol Means i did it right
I liked Doodad Hunt, but i have a few suggestions.
1) Add an optional far clip, even if the map is small i have a really crappy computer and it only runs on low and still lags
EDIT: nvm^
2)Add camera collision, i couldn't tell if you did or not in the video but i think it would help.
3) Add a fly cam when you're dead like some fps games do.
2) I added the ability to zoom in/out with ur camera and this helps ALOT. All the walls that are used are invisble if viewed from the opposite side so if u collide with a wall u wont see it at all.
For those of you not familiar, Doodad Hunt was/is a hide and seek type map where one team plays as the seekers and the other plays as the doodads. The doodads must hide as a random object and try to blend in while avoiding the seekers. The first one had some issues and thats why development on Doodad Hunt 2 is in full force.
Doodad Hunt 2 Features
Improved Camera - The ability to zoom in and out as you please.
Improved Controls - Using my new and improved highly reduced latency WASD system
Audible Taunts - Doodads and Seekers alike will both have access to various vocal
taunts (These will be position sounds so for example if a Doodad does a vocal taunt as you run by you will hear the area it came from.)
Best of 3 Rounds - The original Doodad Hunt only had one round and players were forced to play as either seeker or doodad. This will no longer be the case and everyone will have a chance to play as both sides.
Realistic Terrain - No more 1000 Doodads cramped together on a map. The new terrain will feature properly scaled doodads that make sense and on a map the size that it will be it will be impossible to memorize everything. (Basically.... less Doodad clutter but bigger Toilets and Trees)
High Player Count Support - Up to 14 players (7v7)
Jumping - REAL jumping! Nuff said, yes? :)
I will update this thread with videos showing progress, new content/features and reply to any questions asked about content and mechanics
Development Videos
Meet the Seeker 2.0
Audible Taunts and Positional Audio
NEW! Alpha Terrain and Interactive Environment
@Bounty_98: Go
Updated with new video.
@Bounty_98: Go
Bump
Well I'll just say that I loved Doodad Hunt and I'm looking forward to this!
Im really looking forward to this, Doodad Hunt remains my favorite SC2 map to date.
The Next video will be showcasing the cartoonish graphics route im taking and interactive environments :).
@Bounty_98: Go
New Video Alpha Terrain and Interactive Environment (LolTrain)
Is the music from Banjo-Kazooie?
Yeah it is. That music is def one of my favorite reasons I played the first game haha. So awesome
lolol this is awesome cant w8 2 play this may b he could catch on fire when he comes near fire? ;p
Looks great. How did you do the jump? O.o
You misspelled development in the last video.
I change the units mover when you jump to Colossus with upgrades/triggers. Then i just made everything that i want to you to be able to jump over have Cliff Pathing :)
You're back! =)
Great improvement from the "Soul-less" Doodadd hunt 1. Hey, you add improvement of the Seeker. What about the Doodadder? Just sit there waiting to be killed?
Also, the cartoony graphic looks mucho muhco better imo. It hides the horrible native SC2 model. Did you do that through lightning? or you edit each model through 3dmax (no way right?)?
With Doodads there was never really anything wrong with them. People would quit games to rejoin and hopefully get doodads. The ability to jump and taunt as doodad (or seeker) will definently add more enjoyability to both sides :).
Yes, the cartoony graphics were achieved via lighting. I'm really glad you noticed that! lol Means i did it right
@Bounty_98: Go
I liked Doodad Hunt, but i have a few suggestions.
1) Add an optional far clip, even if the map is small i have a really crappy computer and it only runs on low and still lags
EDIT: nvm^
2)Add camera collision, i couldn't tell if you did or not in the video but i think it would help.
3) Add a fly cam when you're dead like some fps games do.
2) I added the ability to zoom in/out with ur camera and this helps ALOT. All the walls that are used are invisble if viewed from the opposite side so if u collide with a wall u wont see it at all.
3) I'm adding a spectate cam :)
Looking good. Im excited to see the new release.
ohh man, for this map I will have to turn on the sounds.)!
holy cow this map looks awesome. The sound fx r epic XD
Could you pleaseee explain your method of syncing the jump animation with the model? Ur using the unload animation correct?
Btw with ur method of doing jump, isnt there restrictions on jumping up/down on the sides of ramps?