First and foremost, for anyone who hasn't seen the trailer:
SCU (StarCraft Universe) isn't going to be a "clone" or a "remake" of anything. We've made a conscious effort to look at each aspect of the mod and ask ourselves, "why do we need this?" Thus if elements feel like WoW, EVE, Guild Wars or [insert any cool MMO you might play] it is because we find those elements to suit the style of play we enjoy and, above all, the lore associated with the StarCraft mythos.
We're not making a new game here, we're appreciating the story Blizzard has created and bringing it to you in a more personal format.
The Team
Ryan Winzen (Creation25) - Project Leader
Mille25 - Mod Developer ProzaicMuze - Mod Developer OneTwo - Mod Developer
Triceron - 3D Artist
Malfate - Web Developer DarkRevenant - Physics Developer David Orr - Musical Composition
Important Links
Forums & Website: This is where the bulk of our information will be released first.
StarCraft Universe FAQ: "What is this, I don't even. . ." this is for you. We try to answer some of the more important questions that people are asking.
SC2Mapster Project Page: While we will try to keep this thread updated, any information we share on SC2Mapster is likely to appear here first.
Facebook: Because you know you're all just a bunch of creepers ;P
YouTube Channel: Any and all videos we release will be found here.
General Information
As aspects of the mod become finalized (Classes, abilities, etc), we will share them with you here. Anything not set in stone will be limited to our website given that we don't want to commit ourselves to anything that might be changing. Understand that we ARE still in Alpha, so it may be some time before we're ready to share.
Upcoming Events
Most of the team (plus some of the people supporting the project) will be attending BlizzCon 2011. If you happen to run into us don't be afraid to say hello! We'll be wearing matching SCU shirts (picture coming soon!).
An open beta for our PvP Arena is quickly becoming a reality. If you'd like a chance to test the map with us ahead of time during in-house testing you can submit a Tester Application. We randomly choose members from this list who are online any time we do tests.
I was wondering what OneTwo has been up to. I've been missing his tuts lately. Looks amazing and really surprised me that the first video wasn't even alpha. Will you be able to level up your character in the PvP arena and use him in the rpg map? Every time I watch the vid I see something new that just amazes me. I've had so many nerdgasms thanks to this vid :)
We do what we can. . . the praise is appreciated :)
We're not exactly sure how we want to handle PvP experience gain atm. Right now we're more focused on making sure the classes have abilities that allow them to be competitive in a PvP setting while not being completely broken. After we've got a good sense of balance we might create a leveling system that would transfer progress into the RPG map.
Saw it on Kotaku, looks great, not a huge MMO fan after quitting WoW, but I'll definitely check this out. Hopefully it won't feel like work since you won't have 40 man raids and thus the obligation to show up and not disappoint your guild.
I just hope there will be SOME players left for other maps :P
If i want to play with you guys how do i do im i brouth my game in canada in english im think im in east server or something like that im not sure but how do i play with you guys :D
Our new website will have group functions that allow you to create something like a guild which people can be invited to it. Once in a group you can keep track of them and even create events that people attend like a calendar. We fully intend to make a support system for guilds/clans :)
Our new website will have group functions that allow you to create something like a guild which people can be invited to it. Once in a group you can keep track of them and even create events that people attend like a calendar. We fully intend to make a support system for guilds/clans :)
How can you integrate that into the game? Or is it just a web feature?
Rollback Post to RevisionRollBack
Feel free to Send me a PM if you have any questions/concerns!
Just wondering if you guys are setting up the secondary map like battlegrounds or like the arenas from WoW. If they are set up like battlegrounds with capture the flag they might become more popular. I always love a good battleground over a raid.
How can you integrate that into the game? Or is it just a web feature?
A mix of both. Given how bank files work, we can give guild titles that are saved to your computer. This isn't fully implemented yet, so don't assume anything, but ultimately our goal is to allow players to create a guild on the website to organize themselves and then get bonuses in game from having a guild group such as titles, XP boosts (as opposed to running solo) and what not.
Just wondering if you guys are setting up the secondary map like battlegrounds or like the arenas from WoW. If they are set up like battlegrounds with capture the flag they might become more popular. I always love a good battleground over a raid.
Both. The RPG map will support PvP Duels while the PvP Arena map will be focused entirely upon PvP.
What I meant was the PvP arena map just deathmatch or will it be a good ol' capture the flag or some objective just to have some fun and not mindless killing.
What I meant was the PvP arena map just deathmatch or will it be a good ol' capture the flag or some objective just to have some fun and not mindless killing.
I can personally vouch for multiple game types given that Ryan (Creation) has a certain. . . disdain. . . for mindless killing in PvP these days ;P He'll make sure there is enough variety to suit a wide range of PvP styles. He'd probably fire us if there wasn't lol
How bad is the lag from WASD? And how do you handle your abilities, since you can't bring up the target cursor when you press a dialog item.
I'm not a trigger guy, so I'm not entirely certain on the cursor thing (I've been able to target abilities from our custom abilities bars once selected), but the lag is anywhere from .25 to 1 full second depending on your connection, Blizzard's servers that day (yes sometimes their servers increase the lag) and how many triggers are running at that point in time.
With blizzard having contacted Ryan with a cease and desist does that mean he's actually talked to blizzard or they just sent him some email? I was wondering with the quality of work and attention it's gotten do you guys know if blizzard has put any thought in improving their server's performance?
They both sent him an E-Mail and spoke to him through several different people. I'm not sure exactly who he's spoken to, but the general idea is that he needed to change the name and then they'd be happy. Outside of that, we really haven't had the chance to talk with them much. When we go to BlizzCon (and possibly sooner) we hope to bring several issues to their attention that we believe we are the first to discover. In our effort to beat the crap out of the editor (almost everything we've created is made outside of their toolset through custom engines, libraries etc) we've found there are certain limitations that need to removed or fixed.
We have noticed, though, that the most recent patch has improved server quality significantly. We've had fewer D/C's and a more predictable (and stable) latency.
First and foremost, for anyone who hasn't seen the trailer:
SCU (StarCraft Universe) isn't going to be a "clone" or a "remake" of anything. We've made a conscious effort to look at each aspect of the mod and ask ourselves, "why do we need this?" Thus if elements feel like WoW, EVE, Guild Wars or [insert any cool MMO you might play] it is because we find those elements to suit the style of play we enjoy and, above all, the lore associated with the StarCraft mythos.
We're not making a new game here, we're appreciating the story Blizzard has created and bringing it to you in a more personal format.
The Team
Ryan Winzen (Creation25) - Project Leader
Mille25 - Mod Developer
ProzaicMuze - Mod Developer
OneTwo - Mod Developer
Triceron - 3D Artist
Malfate - Web Developer
DarkRevenant - Physics Developer
David Orr - Musical Composition
Important Links
Forums & Website: This is where the bulk of our information will be released first.
StarCraft Universe FAQ: "What is this, I don't even. . ." this is for you. We try to answer some of the more important questions that people are asking.
SC2Mapster Project Page: While we will try to keep this thread updated, any information we share on SC2Mapster is likely to appear here first.
Facebook: Because you know you're all just a bunch of creepers ;P
YouTube Channel: Any and all videos we release will be found here.
General Information
As aspects of the mod become finalized (Classes, abilities, etc), we will share them with you here. Anything not set in stone will be limited to our website given that we don't want to commit ourselves to anything that might be changing. Understand that we ARE still in Alpha, so it may be some time before we're ready to share.
Upcoming Events
Most of the team (plus some of the people supporting the project) will be attending BlizzCon 2011. If you happen to run into us don't be afraid to say hello! We'll be wearing matching SCU shirts (picture coming soon!).
An open beta for our PvP Arena is quickly becoming a reality. If you'd like a chance to test the map with us ahead of time during in-house testing you can submit a Tester Application. We randomly choose members from this list who are online any time we do tests.
Development Logs
Dev Log #1 - Guilds
Dev Log #2 - Achievements
Dev Log #3 - Trade & Vendors
Dev Log #4 - General Update
Dev Log #5 - Female Models
I was wondering what OneTwo has been up to. I've been missing his tuts lately. Looks amazing and really surprised me that the first video wasn't even alpha. Will you be able to level up your character in the PvP arena and use him in the rpg map? Every time I watch the vid I see something new that just amazes me. I've had so many nerdgasms thanks to this vid :)
We do what we can. . . the praise is appreciated :)
We're not exactly sure how we want to handle PvP experience gain atm. Right now we're more focused on making sure the classes have abilities that allow them to be competitive in a PvP setting while not being completely broken. After we've got a good sense of balance we might create a leveling system that would transfer progress into the RPG map.
Saw it on Kotaku, looks great, not a huge MMO fan after quitting WoW, but I'll definitely check this out. Hopefully it won't feel like work since you won't have 40 man raids and thus the obligation to show up and not disappoint your guild.
I just hope there will be SOME players left for other maps :P
If i want to play with you guys how do i do im i brouth my game in canada in english im think im in east server or something like that im not sure but how do i play with you guys :D
@locoloca1234: Go
The map is not done yet, so you can't play it. Unfortunately :(
@Nashadun: Go
Well, there could still be guilds. They just wouldn't be organized in game.
Our new website will have group functions that allow you to create something like a guild which people can be invited to it. Once in a group you can keep track of them and even create events that people attend like a calendar. We fully intend to make a support system for guilds/clans :)
@ProzaicMuze: Go
Yay! :D
@Nebuli2: Go
But not 40 man raids...
How can you integrate that into the game? Or is it just a web feature?
Lol PM ended up making the post.
As an aside, I haven't really done much yet other than help with the setup of the trailer... but I'll be doing stuff soon.
Just wondering if you guys are setting up the secondary map like battlegrounds or like the arenas from WoW. If they are set up like battlegrounds with capture the flag they might become more popular. I always love a good battleground over a raid.
A mix of both. Given how bank files work, we can give guild titles that are saved to your computer. This isn't fully implemented yet, so don't assume anything, but ultimately our goal is to allow players to create a guild on the website to organize themselves and then get bonuses in game from having a guild group such as titles, XP boosts (as opposed to running solo) and what not.
Both. The RPG map will support PvP Duels while the PvP Arena map will be focused entirely upon PvP.
@ProzaicMuze: Go
What I meant was the PvP arena map just deathmatch or will it be a good ol' capture the flag or some objective just to have some fun and not mindless killing.
@Keyeszx: Go
How bad is the lag from WASD? And how do you handle your abilities, since you can't bring up the target cursor when you press a dialog item.
I can personally vouch for multiple game types given that Ryan (Creation) has a certain. . . disdain. . . for mindless killing in PvP these days ;P He'll make sure there is enough variety to suit a wide range of PvP styles. He'd probably fire us if there wasn't lol
I'm not a trigger guy, so I'm not entirely certain on the cursor thing (I've been able to target abilities from our custom abilities bars once selected), but the lag is anywhere from .25 to 1 full second depending on your connection, Blizzard's servers that day (yes sometimes their servers increase the lag) and how many triggers are running at that point in time.
With blizzard having contacted Ryan with a cease and desist does that mean he's actually talked to blizzard or they just sent him some email? I was wondering with the quality of work and attention it's gotten do you guys know if blizzard has put any thought in improving their server's performance?
They both sent him an E-Mail and spoke to him through several different people. I'm not sure exactly who he's spoken to, but the general idea is that he needed to change the name and then they'd be happy. Outside of that, we really haven't had the chance to talk with them much. When we go to BlizzCon (and possibly sooner) we hope to bring several issues to their attention that we believe we are the first to discover. In our effort to beat the crap out of the editor (almost everything we've created is made outside of their toolset through custom engines, libraries etc) we've found there are certain limitations that need to removed or fixed.
We have noticed, though, that the most recent patch has improved server quality significantly. We've had fewer D/C's and a more predictable (and stable) latency.