!!!!!!!!!!!!!!!!!!!UPDATE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
This is the final Version I will starting on Ep 2, now please report any bugs
you might find there shouldn't be any though.
This Version brings some Minor Graphic changes
as well a new UI Item which is Camera control
players can now choose from 3 different camera angles
to satisfy most peoples personal taste
so Enjoy the final Version of Dead Craft Episode 1 Forsaken
Heres a small Video shows the New camera UI
NEW PICTURES
This a new version of the map that has many new features and is much more in-depth then the past version
CHECK IT OUT ENJOY!!!
Ready to go is Episode one of Dead Craft
The Interactive Cinematic First shooter Horror map
This map takes place right after my Cinematic opening map
D E A D C R A F T Ep 0. The Arrival so i suggest you download and watch that first
The story is roughly based around Dead Space but in the starcraft universe.
Enjoy as you are challenged to solve puzzles, watch in horror as Issac(main char) slowly
looses his grasp on reality as he travels deeper into the ship. Only to find more horrors
awaiting him....
please give feed back, suggestions, and report any bug you find!
Thank you and GOOD LUCK
Thanks to S3rius for beta testing
I suggest you call download and play his Resident Overmind map, its really good.
This is what I found during my first playthrough. I'd probably look some more in a couple of more games, but I just can't be bothered as the current camera gives me motion sickness.
The cameras delayed rotation is what really kills this game. I can live with everything else, as long as I can freaking tell where I am. Right now I can't even turn a corner without losing a sense of direction
The dead units & tank talk to you when you click them
Spelling errors in the dialog
Having an UI that tells you what things do before you pick them up only confuses the player
Moving and shooting gives Isaac the prettiest ice skating the world has ever seen.
- Camera delay is really bad. I lost orientation a couple of times and because of that I couldn't progress past the 8 power cells (I found them all).
- Episode 1 is localized just fine, but Ep. 0 gives me param errors.
- The description box in the lower right corner is a little irritating as help shows up before you actually have the items.
- You should disable health bars (look in the Actor of the unit, if you don't know where to do so).
- There is too little love 'n peace in your map. Add some hippies.
Ok, I think that's all.
But it has potential, definately. Maybe you should even try to get a voice cast team together once you're out of beta phase.
Thanks for all the Constructive criticism guys
and thanks sc2mapster for featuring my map!
I would love to build a team for this series MarcusTulliusCicero PM me so we could talk about
the typos and editing problems that should be addressed.
This was just the initial release I was hoping you guys would tell me what should be added/fixed
so i can perfect EP 1 before starting ep 2
It would greatly increase the time it will take to make Ep 2 if i have the core of the game working 100%
On that note i would like to ask you people about the camera rotation, angle and distance.
how far do you think the camera should be Distance and Height wise?
I will remove the delay in the camera rotation
Angle suggestion on the angle/roll?
S3rius i really enjoyed your resident overmind i was actually looking over your triggers trying to figure out
your item system if you could explain to me a way to recreate your custom script with the built in triggers
that would be awesome
Thanks!
Generally, I like it, a lot of potential, though, if I were you, I would kill for some voice acting (eventually, that's the last thing you should worry about) for video logs. That'd be sweet.
The camera annoyed me a lot though, you need a greater angle because freakin Isaac takes up HALF THE SCREEN. I spent a lot of time just running in circles too... ya need a minimap. But you aren't using the UI (and you can't remove the minimap) so I would suggest you create a dialog box with an image of the minimap (or an artist-created image minimap) and use a dynamically updated dot to show player position. That'd be huge.
Lastly and this is pretty tough, dead space was awesome due to its amazing sound editing. If you really want a creepy atmosphere, you'll want to try and emulate that. Which is a ton of work; really you need a dedicated sound man. But still something to keep in mind down the line, if you get really srs.
Terrain Work was awesome, The Camera was ok, but the controls seemed a little weird. A couple of spelling errors kind of ruined the immersion, but overall, very very well done :D Keep at it!
Quote from MetalheadMikecosio:
On that note i would like to ask you people about the camera rotation, angle and distance.
how far do you think the camera should be Distance and Height wise?
I will remove the delay in the camera rotation
Angle suggestion on the angle/roll?
I'd say one out of two ideas:
#1 If possible you could do it just like in Deadspace - with a camera sticking very close to the head of the character, but you'll have to remove rotation delay completely and the rotation speed must be high enough (I think you can set that with Camera Follow Unit Group, but you could experiment with a simple Pan Camera after updating the camera target and rotation).
#2 Maybe move the camera just a tad higher so you're able to see a little more and reduce delay on camera movement (but not completely - it's fine if it's in certain limits).
S3rius i really enjoyed your resident overmind i was actually looking over your triggers trying to figure out
your item system if you could explain to me a way to recreate your custom script with the built in triggers
that would be awesome
Thanks!
Yea, I've noticed that a couple of your triggers in DEADCRAFT are rather unoptimized. If I remember correctly you use regions for item pickup.
In Resident Overmind it's done relatively simple:
Every time the player presses 'F' (the key to pick up items) the trigger searches for items nearby and picks up one of them (if there are multiple items nearby then you'd have to press several times to pick them up of course).
Since every item is actually a unit which is just tweaked (no movespeed/attack, different appearance etc), I can just pick every unit in a small radius around the hero. I make sure that all my items are belonging to Player 0 (neutral) and that no other units on the map belong to this player. This way I know that all of Player 0's units are actually items that the player is allowed to pick up.
To adjust this for DEADCRAFT you should probably run a trigger every second that automatically searches for items (units) nearby to pick them up.
If that doesn't clarify it I would be willing to recreate the script in GUI for you to use. And of course you can use any part of Resident Overmind's script if you wish to. I'm sharing it for the Greater Good.
Quote from MetalheadMikecosio:
i have been trying to add a mini-map for awhile I'm not really sure how i would to create a dynamically updated dot. could you expand upon that?
You could make the minimap completely black and use Screen images with the size of 2x2 to simulate a white dot. I think that Screen images should be displayed over any type of other UI (such as the minimap).
But you'd need a little system to manage the minimap (e.g. if you want enemies to show up).
the hydralisk is pretty easy to kill if you use your health packs but I'm changing the camera and UI to be a lot more user friendly this was just the beta release so don't give up on it so easily.
It's as if the camera cannot keep up to his movement and suddenly just stops trying and does not reacquire him. Furthermore, if I open my menu, it moves the camera closer to Isaac again. This means that if I open and close the menu enough, it will return to him and reacquire him.
Edit: I am running a pretty weak computer so it could be a framerate issue. I did play a map that allowed you to reduce farclip plane and that made it run much smoother.
I see, him i dont know if there is much i can do about that, its runs smoothly on my comp with the graphics all the the way up i dont know how to deal with slow framerates, this maps pretty demanding graphics wise.
Since the camera points downward in a relatively large angle changing far-clip probably won't do that much.
Atm it's at 330 in this map, but you can reduce it to 120 without any graphics loss. Will help weak computers a little at least.
!!!!!!!!!!!!!!!!!!!UPDATE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
This is the final Version I will starting on Ep 2, now please report any bugs
you might find there shouldn't be any though.
This Version brings some Minor Graphic changes
as well a new UI Item which is Camera control
players can now choose from 3 different camera angles
to satisfy most peoples personal taste
so Enjoy the final Version of Dead Craft Episode 1 Forsaken
Heres a small Video shows the New camera UI
NEW PICTURES
This a new version of the map that has many new features and is much more in-depth then the past version CHECK IT OUT ENJOY!!! Ready to go is Episode one of Dead Craft
The Interactive Cinematic First shooter Horror map
This map takes place right after my Cinematic opening map
D E A D C R A F T Ep 0. The Arrival so i suggest you download and watch that first
LINK FOR D E A D C R A F T Ep. 0 http://www.sc2mapster.com/maps/d-e-d-c-r-f-t/
The story is roughly based around Dead Space but in the starcraft universe.
Enjoy as you are challenged to solve puzzles, watch in horror as Issac(main char) slowly
looses his grasp on reality as he travels deeper into the ship. Only to find more horrors
awaiting him....
please give feed back, suggestions, and report any bug you find!
Thank you and GOOD LUCK
Thanks to S3rius for beta testing I suggest you call download and play his Resident Overmind map, its really good.
This is what I found during my first playthrough. I'd probably look some more in a couple of more games, but I just can't be bothered as the current camera gives me motion sickness.
@Skandizor: Go
Didn't get a chance to look at the map yet, but it looks like you may need editing and proofreading. I'd be happy to help.
All in all: Very nice.
However a couple of issues stick out.
- Camera delay is really bad. I lost orientation a couple of times and because of that I couldn't progress past the 8 power cells (I found them all).
- Episode 1 is localized just fine, but Ep. 0 gives me param errors.
- The description box in the lower right corner is a little irritating as help shows up before you actually have the items.
- You should disable health bars (look in the Actor of the unit, if you don't know where to do so).
- There is too little love 'n peace in your map. Add some hippies.
Ok, I think that's all.
But it has potential, definately. Maybe you should even try to get a voice cast team together once you're out of beta phase.
Damn, I was working on a deadspace themed map myself :/
Thanks for all the Constructive criticism guys
and thanks sc2mapster for featuring my map!
I would love to build a team for this series MarcusTulliusCicero PM me so we could talk about the typos and editing problems that should be addressed.
This was just the initial release I was hoping you guys would tell me what should be added/fixed
so i can perfect EP 1 before starting ep 2
It would greatly increase the time it will take to make Ep 2 if i have the core of the game working 100%
On that note i would like to ask you people about the camera rotation, angle and distance.
how far do you think the camera should be Distance and Height wise?
I will remove the delay in the camera rotation
Angle suggestion on the angle/roll?
S3rius i really enjoyed your resident overmind i was actually looking over your triggers trying to figure out
your item system if you could explain to me a way to recreate your custom script with the built in triggers
that would be awesome
Thanks!
@MetalheadMikecosio: Go
To add my feedback:
Generally, I like it, a lot of potential, though, if I were you, I would kill for some voice acting (eventually, that's the last thing you should worry about) for video logs. That'd be sweet.
The camera annoyed me a lot though, you need a greater angle because freakin Isaac takes up HALF THE SCREEN. I spent a lot of time just running in circles too... ya need a minimap. But you aren't using the UI (and you can't remove the minimap) so I would suggest you create a dialog box with an image of the minimap (or an artist-created image minimap) and use a dynamically updated dot to show player position. That'd be huge.
Lastly and this is pretty tough, dead space was awesome due to its amazing sound editing. If you really want a creepy atmosphere, you'll want to try and emulate that. Which is a ton of work; really you need a dedicated sound man. But still something to keep in mind down the line, if you get really srs.
I look forward to playing the next episode!
Cheers!,
Xen.
i have been trying to add a mini-map for awhile I'm not really sure how i would to create a dynamically updated dot. could you expand upon that?
Terrain Work was awesome, The Camera was ok, but the controls seemed a little weird. A couple of spelling errors kind of ruined the immersion, but overall, very very well done :D Keep at it!
the hydralisk is pretty easy to kill if you use your health packs but I'm changing the camera and UI to be a lot more user friendly this was just the beta release so don't give up on it so easily.
Hey guys there is a new Version that is much more user friendly check it out and give some feedback!
I wasn't able to leave the first room without the camera losing where I was. (Multiple playthroughs) Looks pretty slick though.
hmm a little confused on what you mean? did the camera become unfocused? or did it just loose issac for a second then re applied him?
It's as if the camera cannot keep up to his movement and suddenly just stops trying and does not reacquire him. Furthermore, if I open my menu, it moves the camera closer to Isaac again. This means that if I open and close the menu enough, it will return to him and reacquire him.
Edit: I am running a pretty weak computer so it could be a framerate issue. I did play a map that allowed you to reduce farclip plane and that made it run much smoother.
I see, him i dont know if there is much i can do about that, its runs smoothly on my comp with the graphics all the the way up i dont know how to deal with slow framerates, this maps pretty demanding graphics wise.
Since the camera points downward in a relatively large angle changing far-clip probably won't do that much.
Atm it's at 330 in this map, but you can reduce it to 120 without any graphics loss. Will help weak computers a little at least.
how would i reduce the atm?
Go to your 3rd person camera object and select it. Hit Enter and in this new window you search for far-clip and reduce it.
ahh ok i was wonder what that field did