There have been changes to the thing. Now total map size is 20 MegaBytes per map. But that does not include mod files. So you can put 20 MB of info into a mod file, and have up to mod files. So you could have 100 MB in a map, provided you could upload that in 2 minutes. Normally you put all the imported assets into a mod file, so only the terrain, data, and triggers take up space.
Thank you for the clarification sir! I had no idea about this. Looks like I can also make a project of my own as well :D
PS: is there a way to give rep to people around here? Sorry but I am new xD
To make this clear for everyone:
Yes. CloudWolf created Diablo 3 Warcraft.
The main developers behind Fields of Glory is very same persons who created Diablo 3 Warcraft.
CloudWolf
Me (My named was LTGH back then)
RedMarine
CloudWolf is the one who started the whole FoG Project, he also makes the textures & terrain.
I have created the maps Interface and done (almost) all UI related triggers.
RedMarine does all the other coding.
It was exactly the same way back when we created D3W, except that now we have full support from the entire community of UDMod :)
I am surprised that so many people around here knows about D3W. It was thanks to that map that all of this ever happened, haha.
That work is plain awesome! A combination of the power and flexibility of the SC2 editor and the creativity and the talent of the Unconfessional Desgin team.
I raise my hat to your work, it is inspiring and, well, just awesome. I salute thee with the greatest respect, that is a hell of work if I may repeat myself again.
Great to see a total conversion project in the works!
Terrain work is outstanding, I particularly like how you've done the cliffs using rock doodads and carefully placed textures.
Being a TC, do you guys plan to change /everything/ ? Like all the units and structures (the 3d art) and the terrain textures? It's probably not necessary, but would be cool to see. Keep on truckin' guys
Great to see a total conversion project in the works!
Terrain work is outstanding, I particularly like how you've done the cliffs using rock doodads and carefully placed textures.
Being a TC, do you guys plan to change /everything/ ? Like all the units and structures (the 3d art) and the terrain textures? It's probably not necessary, but would be cool to see. Keep on truckin' guys
We currently do not plan to change the terrain textures.
We do however plan to only have custom resources for units. Some may be texture edits, with a few changes to the models, and others may be entierly new models.
For structures we will probably end up only using models created for this map.
We even try to avoid using any public resources at all in order to make it as unique as possible.
By the way, at the moment, there is not a single structure in the entire game that you actually can attack. We plan to make the map different from other AoS maps. This wont be a "destroy the 2 towers in a lane and destroy your opponent base". We plan to have multiple small bases located at the lanes that you fight to gain control over using a capture method similar to arathi basin and alterac valley in wow.
I guess its fair to say we are going to make the map one step at a time :) Early versions will undoubtedly rely on a large amount of available sc2 models and skins.
Further down the development line its likely that we will customise the game further by introducing custom terrain skins, but thats for another day ;)
We're organising a new push with this project and we're keen to get some talented modelers and animators on-board. Reckon you have the skills and would like to get involved? Just drop us a message here in this thread or join us on our official forums over at:
Not too good at texture-work, but great at modeling? Thats not a problem! I'll be on call throughout the week to create high-quality textures for anything you create :)
Projects such as these are a great way to build up your portfolio for future employers, especially if FoG grows to be a well-known and loved entity :)
We're also developing some new scenery for the map to move as far as possible away from sc2's futuristic aesthetics. Our latest addition is the classic hay cart!
haha, not sure about that, but we'll try :) We recently go a bunch of new 3d artists on-board for this project and we're aiming to have most of our art assets complete by the release fot HotS :)
I'll be posting WIPS of everything we make in here. However, for full coverage I'd recommend liking our Facebook page to get the latest info and screenies :)
Thank you for the clarification sir! I had no idea about this. Looks like I can also make a project of my own as well :D PS: is there a way to give rep to people around here? Sorry but I am new xD
To make this clear for everyone:
Yes. CloudWolf created Diablo 3 Warcraft.
The main developers behind Fields of Glory is very same persons who created Diablo 3 Warcraft.
CloudWolf
Me (My named was LTGH back then)
RedMarine
CloudWolf is the one who started the whole FoG Project, he also makes the textures & terrain.
I have created the maps Interface and done (almost) all UI related triggers.
RedMarine does all the other coding.
It was exactly the same way back when we created D3W, except that now we have full support from the entire community of UDMod :)
I am surprised that so many people around here knows about D3W. It was thanks to that map that all of this ever happened, haha.
@Fl4m3Ph03n1x: Go
No way to give rep I'm afraid. These forums are somewhat archaic.
Jesus Christ!
That work is plain awesome! A combination of the power and flexibility of the SC2 editor and the creativity and the talent of the Unconfessional Desgin team.
I raise my hat to your work, it is inspiring and, well, just awesome. I salute thee with the greatest respect, that is a hell of work if I may repeat myself again.
Great to see a total conversion project in the works!
Terrain work is outstanding, I particularly like how you've done the cliffs using rock doodads and carefully placed textures.
Being a TC, do you guys plan to change /everything/ ? Like all the units and structures (the 3d art) and the terrain textures? It's probably not necessary, but would be cool to see. Keep on truckin' guys
We currently do not plan to change the terrain textures.
We do however plan to only have custom resources for units. Some may be texture edits, with a few changes to the models, and others may be entierly new models.
For structures we will probably end up only using models created for this map.
We even try to avoid using any public resources at all in order to make it as unique as possible.
By the way, at the moment, there is not a single structure in the entire game that you actually can attack. We plan to make the map different from other AoS maps. This wont be a "destroy the 2 towers in a lane and destroy your opponent base". We plan to have multiple small bases located at the lanes that you fight to gain control over using a capture method similar to arathi basin and alterac valley in wow.
I guess its fair to say we are going to make the map one step at a time :) Early versions will undoubtedly rely on a large amount of available sc2 models and skins.
Further down the development line its likely that we will customise the game further by introducing custom terrain skins, but thats for another day ;)
Who wants to see one of our new units in-production? Hes a work in progress without his normal and specular maps yet :)
@Cloud_Wolf: Go
Looks good :D
Been doing some more work on this tonight :) Here's a more updated WIP
Awesome!
We're organising a new push with this project and we're keen to get some talented modelers and animators on-board. Reckon you have the skills and would like to get involved? Just drop us a message here in this thread or join us on our official forums over at:
http://fog.udmod.com
Not too good at texture-work, but great at modeling? Thats not a problem! I'll be on call throughout the week to create high-quality textures for anything you create :)
Projects such as these are a great way to build up your portfolio for future employers, especially if FoG grows to be a well-known and loved entity :)
We've just started development of some new units and props.
Our Templar Hero Concept can be found at:
http://www.udmod.com/showthread.php?2025-Melee-Hero-Concept-Templar
We're also developing some new scenery for the map to move as far as possible away from sc2's futuristic aesthetics. Our latest addition is the classic hay cart!
http://www.udmod.com/showthread.php?1285-Models-and-Artwork&p=17102#post17102
New WIP's are up of our most recent props:
http://www.udmod.com/showthread.php?1285-Models-and-Artwork&p=17226&viewfull=1#post17226
@Cloud_Wolf: Go
Looks quite nice.
I like your work in max. How long does it take to learn max from zero to be able to create models with textures and maps?
@ Zolden, I'm working as a team with another modeler :) He creates the model, I design a texture for it.
Also, here's another quick WIP of our footman:
Nice work!
You guys might have the potential to beat blizzards dota
@ScorpSCII: Go
haha, not sure about that, but we'll try :) We recently go a bunch of new 3d artists on-board for this project and we're aiming to have most of our art assets complete by the release fot HotS :)
I'll be posting WIPS of everything we make in here. However, for full coverage I'd recommend liking our Facebook page to get the latest info and screenies :)
http://www.facebook.com/pages/Fields-of-Glory/282309378473889
Also, we've currently got people working on the following props. I'll be sure to post screenies when they're done :)