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    posted a message on The Desert Station (An SC2 Map WIP)

    Edit: Mutiplayer will have an entirely different story, setup, and experience from its Singlplayer counterpart.

    Posted in: Project Workplace
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    posted a message on The Desert Station (An SC2 Map WIP)

    Hello there, here I will be explaining my map The Desert Station and how it is different from other maps. Also, you can give feedback and I might have some jobs that need filling.

    With "The Desert Station" I am attempting to bring social games and a Starcraft map all into one. To break it down, I'm trying to make a social game but have elements normal social games wouldn't have. A good example is Club Penguin, while it has all of these great minigames and gimmicks, it doesn't have much of a storyline. So one thing that I will be implementing into Desert Station is an actual storyline. Some other features that I will be implementing to give players more choice are:

    A Housing System

    Pets

    Multiple Minigames

    Story Driven Social Experience

    Seperate Multiplayer Experience

    Expanding Map + New Areas

    New Content at Regular Intervals

    ------------------------------

    I'm not all that great with the editor, so I'll probably be asking for help with a few things.

    Positions I Would Like Filled:

    Cinematics - Open

    Minigames - Open

    For now: here's a link to the map: http://www.sc2mapster.com/maps/desert-station/

    • There will be a video in the near future.
    Posted in: Project Workplace
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    posted a message on [Spoilers] New models

    Is that Grunty the Murloc Marine in there???

    Posted in: General Chat
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    posted a message on Starcraft II DotA: Storm of the Imperial Sanctum

    Hey, it's me ComPactEnder. You should try adding the utility bot model to the head of the MULE hero, it looks really cool.

    Posted in: Project Workplace
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    posted a message on So how are we dealing with the patch?
    Quote from Mille25: Go

    everyone whos crying because their BETA maps dont work anymore are a bit naive.

    do you really think they wont change smth about the editor and its mechanics during the beta? you should use the beta to practice and get used to the editor, but not for serious mapping work.

    Exactly.

    Posted in: Miscellaneous Development
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    posted a message on So how are we dealing with the patch?

    Like tigerija said, it's the Beta, all of your stuff probably won't be compatible (or at least they won't have some of the same data) with the full version of the editor anyways (until someone creates a converter or something like that) so you'd best not work on all of your OMG MOST EPIC MAP EVAR maps just yet.

    Posted in: Miscellaneous Development
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    posted a message on Starcraft II DotA: Storm of the Imperial Sanctum

    I just played it, and it was sooooooooooooooooooooooooooooooooooo amazing (even on my s* computer :P). I thought it had good gameplay and was a really good example of how the editor can be used. When I played tho I was the DT at the bottom (cant remember his name) and once I got Level 4 for his first ability it started completely destroying the spawn groups, i was getting all of the Zerglings in one blow so I'm just saying that it could do with a little balancing. Also (this might just be because my hero had really low HP) it seemed like the turrets (static defense) completely demolished my hero (in the beginning at least).

    Posted in: Project Workplace
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    posted a message on Wow, 60 bucks just for this game.

    Each expansion should give numerous updates to gameplay (multiplayer), new units (for campaign and multiplayer), new tilesets, new maps, larger maps (on one of them at least), updates to the GE, and probably a few other things. They release small stuff in patches, they release entirely new and huge things (ie: new campaigns) in expansions.

    Posted in: Off-Topic
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    posted a message on [Challenge] Make a map larger than 256*256
    Quote from SquarelyCircle: Go

    I don't care about anything in between... I just want a map thats 65536x65536. Then I can live there, and there will be enough to explore that I'll never have to go back to my real life.

    And give me the charge ability, just in case I need to get somewhere.

    1337, is all I have to say.

    Quote from ZeroAme: Go

    @RileyStarcraft: Go

    You would have to change the scale for EVERYTHING, models, which includes units, missles, effects, cliffs, doodads, buildings. Texture sizes, unit speed, attack ranges, spell ranges, AOE range, sight range, flying units height, ect. Thats not even all of them..

    To do it 50% of original would more or less be remaking the game just with all the content provided for you.

    Why? That defeats the whole purpose of making a map larger than 256*256 if everything gets scaled up, you just end up with a map that is larger, but everything is at the same ratio. Leave all of the units regular just increase the size of the map.

    Quote from SquarelyCircle: Go

    @RileyStarcraft: Go

    My understanding is that this would be a lot harder than it first sounds. You would seriously reduce texture quality, mess with footprints (1x1, 3x3, 5x5 would all be messed up, which is most footprints), mess up speed/range/collision size/visual size of units/doodads/effects(searches), camera would be twice as far out, and a bajillion other things would go wrong.

    I've got the solution for making a 512x512 map: whine and whine at blizzard til they implement it. Or make a challenge and some Brilliant One will arise from the East, claiming no past, and promising no future. He will wield his mouse like a well trained musician, and type with the grace and speed of ancient warriors. His words, they are so few. His hacks, though, will run deep in all our veins. And will we open 512x512 maps? Yes, my friends, we will open them for much longer than he will enjoy his Curse.com premium account.

    If you increase the size of the map, you don't necessarily have to increase the size of the tiles, or anything else for that matter.

    Posted in: Project Workplace
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    posted a message on How to make a unit "move" in the GE?

    You would probably have to set the moving actor as the stationary (default) actor. I can't confirm this because the computer with the GE on it is currently being used :(

    Posted in: Artist Tavern
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    posted a message on Can you rotate objects in map editor?

    Or you can use CTRL (Numpad) * or / to rotate 90 degrees (to keep things even).

    Posted in: General Chat
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    posted a message on Feedback for Terrainers
    Quote from Debe2233: Go

    Tradnan, good start! Put some terrain close to each other in clusters, makes it look more interesting. Maybe a large rock with a couple of trees next to it, or maybe some trees in a group. If your not sure how to do that double click on a doodad and tick the "ignore placement requirements" tickbox, you can then place that doodad anywhere you want.

    SiuLimTao i love creepy jungle, how did you get the nice grassy stuff? Was it using generate Foliage? I can never get the Foliage to do what i want...

    If you hold down the "Shift" key while placing objects it will automatically ignore placement requirements.

    Posted in: Terrain
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