Hey guys, I have my try-hard submission for this week.
I started off by making a gigantic tree in the middle and had the original intention of creating a massive forest with houses incorporated onto the branches, but I decided to go a different direction. Not sure where the idea sprouted from but I had a vision of a dragon curled around the "tree of life" guarding its eggs (currently under her left claw), so that's what I attempted to make. The story is supposed to be that the dragon eggs were stolen, so she swooped down and burninated all the peoples.
I think the terrain surrounding the focal could definitely be improved, but after finishing the dragon I got tired of working on it to be honest >.< .
that is overkill!
howd you get the dragon to look so dragon-like =O. im assuming those are all sc2 doodads am i right? any chance u might upload the actual map? :D I wonder what doodads did you mix-matched there. incredible!
I have an ability that temporarily applies a cloak. I was hoping to give the start and end effects actors that create a smoke/shadow model at the location of the caster.
At the moment, I'm using Zeratul's Blink In and Blink Out models. The cloud part of it is exactly what I want, but the trail of smoke that it also generates doesn't really fit the ability.
Does anybody know any way to either get rid of the trail, or does anybody know of any other pretty good models?
Thanks, Wrath
You could try using the Burrow sand effect models I guess, and tint it darker maybe? In my map im using that in a periodic way to create colored smoke flares.
Well, IMO the thing that is shrewd about SC2 mapping is the popularity system. New players get spoonfed with the current top listers that they dont bother to look for more. In WC3, theres a heck a lot of map databases that people can simply browse, and decide which ones are good according to themselves; not because a certain map has been played over ** times.
There are maps out there that are very creative and original in concept; but they just lack the audience.
SOTIS terrain sure looks crap..... what I think good terrain would be something along the lines of Blizz maps, clear, concise, and not taxing performance-wise.
As for creativity, I agree with Mozared; most of that creativity was from WC3. SOTIS is as well, a Dota-like game; a concept that got popular in WC3. There isnt much to do in SC2 since WC3's strong mapping community has been what, innovating for 10 years? Other than FPS games that got trigger support and maps like Starjeweled that benefit from the quite free modding of the UI, I think most game concepts have been pretty much explored.
Tips for a horror games as I love the psychological terror that horror games have.
As Robeezy said, Amnesia is a killer. You also want (im pretty sure these titles are familiar to you) Dead Space 1 and 2, F3AR and so on, for sources of inspiration.
What I suggest you add, seeing from the trailer you have there, are sounds. Loud Zerg sounds. Like that last Nydus Worm.
The music you have there is pretty nice indeed to develop the atmosphere, but you also want those Zerglings and Hydralisks shrieking when they surprise attack you. Browse their portrait sounds and see if you can get a horrific fit :P
Oh and another pointer here to lookout for ( i know you've said that its still a WIP), are Roofs; or at least hints that there are roofs. Nothing feels as terrifying as being surrounded by zerg in a tight room. Project Vector I believe, has this. Altho I might be wrong since its been awhile since I last saw malu's trailer.
Anyways IMO, The formula for horror games: Scary Environment + Scary Sound FX = Win.
Take a look at the Search:Area field in the damage effect of your weapon. Add values to the area depending on how many times you want the damage to be changed. The Radius field deals with range. The Fraction field deals with amount of damage (in % i think too).
I'm not sure how it eventually works, as i have never done this kind of ability in data. But I think the fields wont allow you to 'dynamically' calculate the damage dealt for say, every 0.5 unit range. Pre-defined ones are possible tho: like anything beyond 5 range gets 2x damage, and anything below takes normal damage.
I would go with a trigger solution, that fires when a player uses an effect (a dummy effect when the missile hits). Then you take 'distance between points', and calculate how much damage it is supposed to deal.
@ShadowedShade: As for launching projectiles and colliding missiles, check the tutorial section there are some really nice ones.
You are aware of copyright issues for music don't you? Its in Blizz's custom map policy or so I've read. Well ive played some top list bnet maps that have seemingly 'slipped' from this rule; but i guess its really up to you as the author lol.
i am doing diablo 2 map i am at 6.8megs for triggers and im done about 40 % of the map i would say that you are not compression it enough here are my trigger stats uncompressed:
I dont think you can check if a point is in pathable terrain? Atleast I havent seen any conditions for something like that. Im having this same issue with trigger moved units passing unpathable grounds. I could use some help with this as well.
there is. look it up in the Point condition category. Its a boolean that goes like Point <something> is passable == true.
its called dark archon, just need to look for it in the model tab thing, he looks evil with the red and black/purple armor
Im pretty sure thats the green one Kueken talked about lol. Its got green glow; with dark/ red (team color) armor.
you can pretty sure do anything with those models just as long as you know your data/trigger editing. Even without hard points you can make them yourself with SiteOps (advanced data)
Actually never used your tutorials. Still, they are good for beginners, was just saying that it is surprizing how many people want to recreate a cloned uberlisk for maps despite the age and other options.
Edit: Ok the one about attached turret models was useful for finding about the Attachment - Turret Body - Subject field.
I guess since it was the first advanced and jaw-dropping thing introduced at Blizzcon when Dustin Browder talked about the editor. But hey I still want my own uberlisk! =P
Took me a few hours to wrap up the knowledge from this tutorial; so why not slap it in a map lol. Those creations you mentioned were definitely very advanced site actoring and it would be awhile before I would attempt or even finish such a thing @_@.
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that is overkill!
howd you get the dragon to look so dragon-like =O. im assuming those are all sc2 doodads am i right? any chance u might upload the actual map? :D I wonder what doodads did you mix-matched there. incredible!
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Go to Team Liquid's site then? =P
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You could try using the Burrow sand effect models I guess, and tint it darker maybe? In my map im using that in a periodic way to create colored smoke flares.
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Well, IMO the thing that is shrewd about SC2 mapping is the popularity system. New players get spoonfed with the current top listers that they dont bother to look for more. In WC3, theres a heck a lot of map databases that people can simply browse, and decide which ones are good according to themselves; not because a certain map has been played over ** times.
There are maps out there that are very creative and original in concept; but they just lack the audience.
SOTIS terrain sure looks crap..... what I think good terrain would be something along the lines of Blizz maps, clear, concise, and not taxing performance-wise.
As for creativity, I agree with Mozared; most of that creativity was from WC3. SOTIS is as well, a Dota-like game; a concept that got popular in WC3. There isnt much to do in SC2 since WC3's strong mapping community has been what, innovating for 10 years? Other than FPS games that got trigger support and maps like Starjeweled that benefit from the quite free modding of the UI, I think most game concepts have been pretty much explored.
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Tips for a horror games as I love the psychological terror that horror games have.
As Robeezy said, Amnesia is a killer. You also want (im pretty sure these titles are familiar to you) Dead Space 1 and 2, F3AR and so on, for sources of inspiration.
What I suggest you add, seeing from the trailer you have there, are sounds. Loud Zerg sounds. Like that last Nydus Worm.
The music you have there is pretty nice indeed to develop the atmosphere, but you also want those Zerglings and Hydralisks shrieking when they surprise attack you. Browse their portrait sounds and see if you can get a horrific fit :P
Oh and another pointer here to lookout for ( i know you've said that its still a WIP), are Roofs; or at least hints that there are roofs. Nothing feels as terrifying as being surrounded by zerg in a tight room. Project Vector I believe, has this. Altho I might be wrong since its been awhile since I last saw malu's trailer.
Anyways IMO, The formula for horror games: Scary Environment + Scary Sound FX = Win.
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This.
I'm using this method for any sort of timer in my maps. The default timers are not that friendly when it comes to customization.
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I'm not sure how it eventually works, as i have never done this kind of ability in data. But I think the fields wont allow you to 'dynamically' calculate the damage dealt for say, every 0.5 unit range. Pre-defined ones are possible tho: like anything beyond 5 range gets 2x damage, and anything below takes normal damage.
I would go with a trigger solution, that fires when a player uses an effect (a dummy effect when the missile hits). Then you take 'distance between points', and calculate how much damage it is supposed to deal.
@ShadowedShade: As for launching projectiles and colliding missiles, check the tutorial section there are some really nice ones.
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lol no prob.
As for the map itself. Can you post a list of bnet servers that have your map? possibly in your first post. Wanna know if its available in SEA.
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I can add lots more to that list :P Exactly why i said in the end its completely up to you :D
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You are aware of copyright issues for music don't you? Its in Blizz's custom map policy or so I've read. Well ive played some top list bnet maps that have seemingly 'slipped' from this rule; but i guess its really up to you as the author lol.
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@F0xtail: Go
By any chance, did you make those stairs with the Installation roof doodad? They look pretty neat!
Love the composition; and my only suggestion would be to tamper with a lighting a bit more =P
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you do realize the person stopped his project about a year ago?.... lol look at the thread date.
altho i agree the issue the author is having is still an issue even now... the 2mb script size limit is ridiculous.
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there is. look it up in the Point condition category. Its a boolean that goes like Point <something> is passable == true.
do realize you have semi-necroed this thread =D
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Im pretty sure thats the green one Kueken talked about lol. Its got green glow; with dark/ red (team color) armor.
you can pretty sure do anything with those models just as long as you know your data/trigger editing. Even without hard points you can make them yourself with SiteOps (advanced data)
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I guess since it was the first advanced and jaw-dropping thing introduced at Blizzcon when Dustin Browder talked about the editor. But hey I still want my own uberlisk! =P
Took me a few hours to wrap up the knowledge from this tutorial; so why not slap it in a map lol. Those creations you mentioned were definitely very advanced site actoring and it would be awhile before I would attempt or even finish such a thing @_@.