It wouldn't even have to look pretty, but my only problem is that you basically have hallways and choke points.
A bit more variety, or even the use of areas that are inaccessible at the start ( maybe a commander ability for unlocking doors?) would go a long, long way to improving the experience.
Map is awesome, I would. Totally play it now except that PSAT is coming up. ;(
Oh! You're the ninjacore studios guy! I gotta say, when I approved ninjacore studious (the team) I was totally thinking it was going to be another abandoned project that never really got off the ground.
I see I was wrong. Great job :D
Rollback Post to RevisionRollBack
Feel free to Send me a PM if you have any questions/concerns!
Map is awesome, I would. Totally play it now except that PSAT is coming up. ;(
I wouldn't worry bout that, we are a good couple of months away from even a closed beta so you should be long done with your PSAT by the time the map is open beta.
Oh! You're the ninjacore studios guy! I gotta say, when I approved ninjacore studious (the team) I was totally thinking it was going to be another abandoned project that never really got off the ground.
I see I was wrong. Great job :D
We have been busy since day one and honestly the whole team works in the same room most of the day so we encourage each other to keep going when things are rough. That has helped a ton. There is also the fact that we all have a burning passion to get into game development and saw this as our golden opportunity. Anyway part of the reason it appeared that we were like a dead project is we were all literally learning the editor from the ground up and most of us had very little or no coding background so it was a huge learning curve. Now that we have passed that point things are starting to move much faster.
Nope sorry the video is just a first look at the project. We are moving quickly towards alpha and then hopefully within the next couple of months to move into closed beta. We just want to give people a heads up because there will be a pretty sharp learning curve on the map considering all the orb possibilities for every hero.
I just wanted to add thanks to all the users and moderators for the support. Also a special thanks to SC2mapster and the everyone here, it has been an invaluable resource. The NCS team really does do this as a full time job and not for any kind of money (although we hope someday to make money doing it). We do it because we have a genuine love for making fun and enjoyable games. So we hope to bring everyone something that is truly awesome and your support has helped us to continue on this path. Look forward in the coming weeks and months to more videos and screenshots of gameplay.
This is a brilliant project from what I can see, and really look forward to it being released. A ton of work has clearly been put into it already, and I can see it as being a lot of fun.
Updated the rules and explanation of StormKeep once again. The NCS team was once again involved in a long discussion of making sure the commander's role was not getting to overbearing for any one player to manage. We decided to remove complete summoned unit control and switch to a partial control system and then give the commander direct access to summoned unit abilities. We believe that this change will give the commander greater control of when skill combos can happen but not overly restrict what kind of abilities will be useful for the heroes when fighting against the commander's summoned units. Expect more updates in the future of this nature as there are several ideas in development which will need to be tested before we can add them to the explanation of StormKeep.
Yeah we have been getting this question a lot and we have decided to take the blizzard quote of "When it's done". I could throw some arbitrary dates out there but I prefer not to. I can tell you there is still lots to be done on the development side. We are very close to an alpha version of the project and from that point it should be not to long to a internal beta version. While we do plan on releasing in a beta form, it will be a very polished beta and more about needing feedback from the community about balance issues then bug crushing, or at least we hope. Just keep a watchful eye on the project page because more videos are on their way about other gameplay aspects of StormKeep.
@alderis: Go Yea, Except that I am pretty sure that Its actually Soon(tm)
I certainly would love to beta test, since this is one of the few project (Ive seen) that appears to have new, or at least uncommon concepts, which requires skill, and will probably not be *public game material*
The Randomization effect will prevent optimal strategies, which is always a plus to me, and from the professional teaser video, I think it is also very high quality as well (and if that was one hero....)
How right you are on the blizzard remark. Regardless we will certainly keep your name in mind and certainly anyone's name in mind who is looking to help beta test, frankly when we get to that stage we will need quite a few people to hep us test, considering full games will take 10 people. Finally yes that was just one hero. The plan for heroes is to have at least 2 for alpha, maybe 3 for closed beta, 4 for open beta, and then final release will contain a total of 6 different heroes. The difficult part is that heroes require 75% of the work right now because of all the skill variations, we have a very lengthy vetting process to make sure that skills all skills are useful and look awesome. Because of this it does take some time to get a single hero done.
I have a specific question and I'd be really grateful if you could answer me, but I won't be mad or anything if you don't want to tell me.
What are the exact configs you used for your attack turret (Plasma Turret, Energy Turret) projectiles? I mean especially the model, but also the tint color, the scale and the mover :) Would be really cool if you can tell me this detail, because I really like these weapons, and there are so many models that I wasn't really satisfied while trying to reproduce something similar.
The Turret model is just the perdition turret from the campaign. As for the laser, I can't remember the name of it off the top of my head. It's one of the protoss models that isn't used.
Yeah, I wanted to know the Laser models+movers, but thanks anyway for the fast help :)
Really nice map and video btw, looks very polished. Are there any plans for an EU release in the near future? Because I couldn't find anything when I was searching for it.
The map hasn't been released anywhere yet. My understanding is that we will release in EU, but not for Beta. We're basically out of money, and between the three of us we can't even afford another copy of the game.
Hopefully if Blizzard releases the Premium Map System, we'll be able to make some money there with an even more polished map (and not have to worry about becoming homeless).
Happy to announce that we have started work on the second video, Hopefully this one should only take about a week to pump out, but we shall see. This next video will focus on the Commander and his role in the game.
(about the terrain)
It wouldn't even have to look pretty, but my only problem is that you basically have hallways and choke points.
A bit more variety, or even the use of areas that are inaccessible at the start ( maybe a commander ability for unlocking doors?) would go a long, long way to improving the experience.
Map is awesome, I would. Totally play it now except that PSAT is coming up. ;(
@MarcusFell: Go
Oh! You're the ninjacore studios guy! I gotta say, when I approved ninjacore studious (the team) I was totally thinking it was going to be another abandoned project that never really got off the ground.
I see I was wrong. Great job :D
I wouldn't worry bout that, we are a good couple of months away from even a closed beta so you should be long done with your PSAT by the time the map is open beta.
We have been busy since day one and honestly the whole team works in the same room most of the day so we encourage each other to keep going when things are rough. That has helped a ton. There is also the fact that we all have a burning passion to get into game development and saw this as our golden opportunity. Anyway part of the reason it appeared that we were like a dead project is we were all literally learning the editor from the ground up and most of us had very little or no coding background so it was a huge learning curve. Now that we have passed that point things are starting to move much faster.
Personnaly, I ain't interested in this kind of map, but the UI is soo impressive that I will surely try it. It's incredible man, great work.
Am I blind or is this just not released yet?
Maybe I assumed too much from the news post :P
Nope sorry the video is just a first look at the project. We are moving quickly towards alpha and then hopefully within the next couple of months to move into closed beta. We just want to give people a heads up because there will be a pretty sharp learning curve on the map considering all the orb possibilities for every hero.
I just wanted to add thanks to all the users and moderators for the support. Also a special thanks to SC2mapster and the everyone here, it has been an invaluable resource. The NCS team really does do this as a full time job and not for any kind of money (although we hope someday to make money doing it). We do it because we have a genuine love for making fun and enjoyable games. So we hope to bring everyone something that is truly awesome and your support has helped us to continue on this path. Look forward in the coming weeks and months to more videos and screenshots of gameplay.
This is a brilliant project from what I can see, and really look forward to it being released. A ton of work has clearly been put into it already, and I can see it as being a lot of fun.
Update
10/03/2011
Updated the rules and explanation of StormKeep once again. The NCS team was once again involved in a long discussion of making sure the commander's role was not getting to overbearing for any one player to manage. We decided to remove complete summoned unit control and switch to a partial control system and then give the commander direct access to summoned unit abilities. We believe that this change will give the commander greater control of when skill combos can happen but not overly restrict what kind of abilities will be useful for the heroes when fighting against the commander's summoned units. Expect more updates in the future of this nature as there are several ideas in development which will need to be tested before we can add them to the explanation of StormKeep.
one thing when can i play???
@aczchef: Go
Yeah we have been getting this question a lot and we have decided to take the blizzard quote of "When it's done". I could throw some arbitrary dates out there but I prefer not to. I can tell you there is still lots to be done on the development side. We are very close to an alpha version of the project and from that point it should be not to long to a internal beta version. While we do plan on releasing in a beta form, it will be a very polished beta and more about needing feedback from the community about balance issues then bug crushing, or at least we hope. Just keep a watchful eye on the project page because more videos are on their way about other gameplay aspects of StormKeep.
i would love to play beta and i usually find bugs but then also my sc barley works nowadays but i cant wait thx for the quick reply
@alderis: Go Yea, Except that I am pretty sure that Its actually Soon(tm) I certainly would love to beta test, since this is one of the few project (Ive seen) that appears to have new, or at least uncommon concepts, which requires skill, and will probably not be *public game material* The Randomization effect will prevent optimal strategies, which is always a plus to me, and from the professional teaser video, I think it is also very high quality as well (and if that was one hero....)
@Ranakastrasz: Go
How right you are on the blizzard remark. Regardless we will certainly keep your name in mind and certainly anyone's name in mind who is looking to help beta test, frankly when we get to that stage we will need quite a few people to hep us test, considering full games will take 10 people. Finally yes that was just one hero. The plan for heroes is to have at least 2 for alpha, maybe 3 for closed beta, 4 for open beta, and then final release will contain a total of 6 different heroes. The difficult part is that heroes require 75% of the work right now because of all the skill variations, we have a very lengthy vetting process to make sure that skills all skills are useful and look awesome. Because of this it does take some time to get a single hero done.
I have a specific question and I'd be really grateful if you could answer me, but I won't be mad or anything if you don't want to tell me.
What are the exact configs you used for your attack turret (Plasma Turret, Energy Turret) projectiles? I mean especially the model, but also the tint color, the scale and the mover :) Would be really cool if you can tell me this detail, because I really like these weapons, and there are so many models that I wasn't really satisfied while trying to reproduce something similar.
The Turret model is just the perdition turret from the campaign. As for the laser, I can't remember the name of it off the top of my head. It's one of the protoss models that isn't used.
Yeah, I wanted to know the Laser models+movers, but thanks anyway for the fast help :)
Really nice map and video btw, looks very polished. Are there any plans for an EU release in the near future? Because I couldn't find anything when I was searching for it.
The map hasn't been released anywhere yet. My understanding is that we will release in EU, but not for Beta. We're basically out of money, and between the three of us we can't even afford another copy of the game.
Hopefully if Blizzard releases the Premium Map System, we'll be able to make some money there with an even more polished map (and not have to worry about becoming homeless).
Happy to announce that we have started work on the second video, Hopefully this one should only take about a week to pump out, but we shall see. This next video will focus on the Commander and his role in the game.
I hope this project isn't dead. Its been a bit more than a week.