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    posted a message on [Screenshot] Little Jimmy's Battle.net

    @Eiviyn: Go

    I agree. The system could be a lot better as a whole, and not everything on the first page is crap either. That's just the meme.

    Posted in: General Chat
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    posted a message on [Screenshot] Little Jimmy's Battle.net

    @AlexO6: Go

    Maybe I'm wrong(it is Rodrigo after all) but I thought it was supposed to present the list of custom games that the average SCII player plays. Notice how they are all the popular games on the front page, which are frequently derided by forum members during their indignant rages against the popularity system.

    Posted in: General Chat
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    posted a message on Prozpektor Consolidated Terrain Thread

    @Mozared: Go

    Fertile textures are in short supply I'm afraid. I wish there was a grass doodad...

    Anyway, I tried to make it look a little better.

    Posted in: Terrain
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    posted a message on [Screenshot] Little Jimmy's Battle.net

    @RodrigoAlves: Go

    You're missing zealot frenzy. :)

    Otherwise, pretty accurate and hilarious

    Posted in: General Chat
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    posted a message on Space Hulk RPG

    Thought of this a day or two ago, and thought it would be cool. I *may* get around to itself at some point, but it wouldn't be in the near or even foreseeable future.

    Basically, I imagine something a long the lines of the Warhammer "Space Hulk" game:

    This could take place in the Warhammer universe, but I see no reason why the game's premise isn't easily applicable to the Starcraft universe as well(because they're so... similar... ah heh... ah heh heh heh.)

    Essentially, the premise is, massive pieces of interstellar flotsam called "space hulks" are often found drifting into Imperial Space. Composed of the ruined remains of ancient warships, traders, asteroids, and other debris, these space hulks also frequently contain ancient, and hence valuable technology, often in the form of artifacts, blueprints or other information, or relics. These need to be reclaimed before the hulk slips back into the warp(essentially W40k's version of hyperspace).

    However, these hulks are often replete with a variety of threats, especially the "genestealers", a variety of tyrannid. Hence, teams of elite warriors, usually space marine terminators, must be sent into the hulk to rapidly claim the prize, overcome the threat, and then leave.

    I think this is easily transferable to the SCII universe, if someone didn't want to try set things in the W40K universe. The "space hulks" could easily be derelict vessels, the tyrannids zerg, and the space marines could become mercenaries looking for loot to sell, or even ole' Jimmy Raynor looking for artifacts.

    I imagined this as an action RPG, with the player have multiple derelict vessels to investigate which range in difficulty. Probably just normal SCII view, though a player could do 3rd person as well I guess. The player's characters would level over time, and the player could add some logical additions to his squad(i.e., maybe hire a firebat mercenary or a ghost, but not a tank, thor, or banshee.) Done well, the ships would be dark and drip with atmosphere, as the player struggles to find the object, kill a certain enemy, and get out.

    I could see this working with anywhere from 1 to 4 players, though more could be added. Depending on how the author chose to pursue things, they could either be co-operative, or competitive.

    Anyway, I just thought this would be interesting, I'd sure as hell play it!

    Posted in: Map Suggestions/Requests
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    posted a message on Prozpektor Consolidated Terrain Thread

    @Mozared: Go

    I'll get to work on the texturing to see if I can improve it in that fashion. I have some more doodads I can add now, and I'll check out the palette to see if i can't spice it up a bit more. Does the texture of the oasis look better now, or should I do a complete overhaul? I wanted to make sure it looked somewhat distinct from the rest map

    Also,

    Posted in: Terrain
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    posted a message on Nardival's Retexture Thread

    @Nardival: Go

    As Sheo said, either attach it, or upload it to photoshack/whatever site you want, click the "add picture" button above the text box, and enter the image URL.

    Posted in: Art Assets
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    posted a message on Fields of Glory [Medieval Conversion]

    @Fl4m3Ph03n1x: Go

    No way to give rep I'm afraid. These forums are somewhat archaic.

    Posted in: Project Workplace
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    posted a message on Prozpektor Consolidated Terrain Thread

    I may be wrong, but I'm liking "Tarsonis" atm.

    Posted in: Terrain
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    posted a message on Prozpektor Consolidated Terrain Thread

    @Mozared: Go

    Thanks! That means a lot.

    Anyway, I am currently playing around with the rock textures. This is Xil. Not sure how it looks, tbh :/

    Posted in: Terrain
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    posted a message on Changing Rock Texture

    Thanks guys - worked like a charm!

    Posted in: Terrain
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    posted a message on Changing Rock Texture

    @Nebuli2: Go

    Yes, I know. But I don't have the Xil rocks currently, and the lighting was not responsible for the dramatic change in colour. I'm going to play around in data and see if I can't find anything.

    Posted in: Terrain
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    posted a message on Changing Rock Texture

    Not sure if this belongs in terrain, but I think it does. Probably.

    How do I change the texture of the "Rock" doodad? The screen shots below show what my rocks look like. How would I change the texture so that they would look like the rocks from, say, here:http://forums.sc2mapster.com/development/terrain/22850-terrain-feedback/#p12 ?

    Posted in: Terrain
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    posted a message on Tofu (Project TMA) Official Thread

    @saltygrapes: Go

    No, I think they're continuing to work on it, just without so much publicity.

    Posted in: Project Workplace
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    posted a message on Prozpektor Consolidated Terrain Thread

    @Mozared: Go

    Does this look any better? Both the water, and the oasis itself. I played with the alpha settings, but it was hard to add any real colour to the water without it looking strange due to the low depth. I tried in the other screenshot, but I think it makes the ground/water transition look even worse. Maybe if I play with height more... hmmmmmm...

    Posted in: Terrain
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