• 0.953621677957269

    posted a message on [Showcase] Old Thor Concept

    Been a few years, but have some free time on my hands now!

     

    When I first saw it, I always thought the idea of building a huge unit on the battlefield straight from an SCV was really cool. I get that it could have some weird effects in multiplayer, but it's a shame that that mechanic wasn't least implemented in the campaign or something.

     

    Textures were done in Paint.NET and I'm starting to make the transition from Blender to 3ds Max for modelling. Some minor trim and fade work was done in Audacity for the timed Thor footstep sounds.

     

    Apologies for the video quality and lag, I only have a laptop.

    Posted in: Artist Tavern
  • 0.951135581555403

    posted a message on [Library/3rd Party Tool] SC2Saver

    Hey guys! It's been a while.

     

    I finally got some spare time on my hands and whipped up this tool you can use to create saved games via triggers.

     

    Project Page: https://www.sc2mapster.com/projects/sc2saver

     

    It works well enough for me, I hope this at least provides a solution, however clunky, for making automatic checkpoints and stuff like that. (Odyssey Mission 10. Never forget.)

     

    Hope you guys like it!

    Posted in: Project Workplace
  • 0.958188153310105

    posted a message on [Campaign] Starcraft II: Unsung Rebels

    Al'toris is the first Protoss character I ever created. He is still my favorite. Fun fact: he originally was set to fill the role that is now Vhar'zhan's.

     

    Some background: Al'toris is the general of the army of the Kryordara Protoss. He was a former member of the formidable Akilae Tribe before the foundation of the Kryordara by himself and Grand Executor Kharazus in the years following the Aeon of Strife. Though a potent psionic master, achieving his proficiency in the Khala through the vigorous training of the High Templar, he prefers the honor of melee combat as learned by Zealots, and his development of Psi Blade technique is studied by all templar of the Kryordara. Having seen himself the brutality and carnage of the Aeon of Strife, he fully embraces the Khala in all respects, ardently spreading the teachings of Khas as the way to achieve supreme unity and avoid the mistakes that lead to the great Protoss civil war. He is the current mentor of the young templar Vhar'zhan.

     

    With great effort that involved an extreme palm muscle workout (why did the cast have to go all the way up to my hand?), I managed to change Vhar'zhan's model a bit. The armor seemed a little heavy to me, considering his role as a student.

     

    vharzhan

    Posted in: Project Workplace
  • 0.958333333333333

    posted a message on [Campaign] Starcraft II: Unsung Rebels

    altoris

     

    "Ardor and discipline! It is only through these virtues that we may embrace the glory of the Khala."

    -Al'toris

    Posted in: Project Workplace
  • 0.958477508650519

    posted a message on [Campaign] Starcraft II: Unsung Rebels

    Little art update on Ghar'zeryn.

     

    gharzeryn

     

    I wanted to have additive animations on Ghar'zeryn so his blades could be hidden when out of combat, but I had forgotten how to do so. It was frustrating since I had already done them with Collins' gatling cannon, but I eventually figured it out. (It took me long enough...)

     

    In addition, I changed the blades from the default zealot blades to Alarak's blades. He also has Stand Start animation so transitions are smoother, and a Cover End animation (because I think it's so cool when zealots fire up their blades).

    Shield wireframes are also included (finally figured out how to do this, will add it to other protoss heroes as well).

    I have the lore behind this one thought out already, but his backstory is something you'll have to find out when you play the campaign. ;)

     

    Also, here's the Antares II.

     

    antares

     

    I made this quite a while ago actually... it is probably by far the single most data-heavy unit I've ever created. I thought perhaps some might want to see it.

     

    Weapons: Scorpius Laser Battery, Stinger Turrets, Pincer Cannons

     

    weapondemo

     

    Splintershock Missiles

     

    splintershockmissilesdemo

     

    Impact Deployment Pods

     

    impactdeploymentpodsdemo

     

    Starstrafe Fighters

     

    starstrafefightersdemo

     

    The Antares II is more a cool unit than a functional one at the moment. At the time I was just trying to see what I could do with the Data editor. Inspiration was drawn from the beginning of this cinematic from HotS and the Jericho missile from Iron Man.

    And no, Dudki, the R.S.S.I. did not bring Malrick back to life and put him inside another "most powerful war machine ever".

    Posted in: Project Workplace
  • 1

    posted a message on [Campaign] Starcraft II: Unsung Rebels

    Starcraft II: Unsung Rebels

    Overview

    Hello SC2Mapster community!

     

    I didn't want to announce this project until it was quite a bit further in development, but with the end of summer comes a drought of free time to invest in continuing this campaign.

     

    The Unsung Rebels campaign is a custom campaign where you will play as the leader of an anti-Dominion rebel group called the 7th Squad during the early days of the Second Great War.

     

    It features a storymode similar to that of the Wings of Liberty campaign in addition to its own upgrade panel with improvements for each of the Terran units usable in the campaign, purchasable with credits in the storymode.

    The campaign is non-linear; though there is a main story, missions can be played in various orders, up to the choosing of the player.

     

    I recognize that this is a rather ambitious project, especially for one mapmaker. My greatest fear is that this campaign will just be yet another ludicrously ambitious project which ends up never being completed. I hope the Mapster community exists long enough to see through the completion of this project; as Starcraft II is growing less and less popular, that hope seems an optimistic one.

     

    Nonetheless, I hope to complete the next two missions and cinematic for release in reasonable time. My progress, again, will be quite slowed for the next coming months, but I hope a few screenshots may encourage interest in this project. 

    Screenshots

    Launcher

     

    cinematic01

     

    tcollins01

     

    agria

     

    tcollins02

     

    workshopupgradepanel

     

    tbriggs01

    Updates

    05/06/17

    Dependencies
    Completely reworked trigger libraries

    Storymode 
    Planet Agria (agria) - Added conversations

    06/04/17

    Cinematics 
    The Swarm (cinematic02) - Completed

    30/03/17

    Missions
    Ruthless Monsters (tcollins01) - Completed
    Angels Save Lives (tcollins02) - Completed
    Facility PD-17 (tbriggs01) - In Progress

    Cinematics
    One (cinematic01) - Completed

    The Swarm (cinematic02) - In Progress

    Storymode
    Planet Agria (agria) - In Progress

    Older:

    25/02/17

    Missions
    Shoot, Steal, Sprint (tbriggs01) - Terrain and triggering work

    Dependencies
    Updated models for: Al'toris, Vhar'zhan, Collins, Spade, Thorne, Briggs, Olsen, Harvey, Foxworthy, and Hall, cleaned up import directory (not that that really matters to you guys haha) 

    31/12/16

    Missions
    Shoot, Steal, Sprint (tbriggs01) - Terrain and triggering work

    Dependencies
    Made some changes to the PTV, added Drop Pod (Zerg, Installation) unit, miscellaneous edits

    Storywriting

    Did some storywriting...

    21/12/16

    Missions
    Shoot, Steal, Sprint (tbriggs01) - Terrain and triggering work

    06/12/16

    Dependencies
    Added wireframes, unit icon, and some animations for Ghar'zeryn

    23/11/16

    Dependencies 
    Added wireframes and unit icons for PTVs, Supply Freights, and Dominion Supply Crates
    Worked on finalizations for Ghar'zeryn's model

    10/11/16

    Dependencies
    Added PTV model and unit in addition to Supply Freight and Dominion Supply Crate units

    02/11/16

    Missions
    Shoot, Steal, Sprint (tbriggs01) - Original scrapped, new version in progress

    Dependencies
    Added new Umojan Lab Doors to the mod from tbriggs01

    02/10/16

    Storymode
    Planet Agria (agria) - Minor work on mission select panel

    22/09/16

    Cinematics
    One (cinematic01) - Completed

    17/09/16

    Cinematics
    One (cinematic01) - Scenes 1-6 are complete, final scene in progress

    06/09/16

    Dependencies
    Worked on Foxworthy's model
    Worked on colonist w/ rocket launcher model

    Missions
    Shoot, Steal, Sprint (tbriggs01) - Minor terrain work

    27/08/16

    Missions
    Shoot, Steal, Sprint (tbriggs01) - Worked a little bit on terrain

    Storymode
    Planet Agria (agria) - Changed setting for post-mission of "Angels Save Lives"

    13/08/16

    Missions
    Ruthless Monsters (tcollins01) - Completed
    Angels Save Lives (tcollins02) - Completed
    Shoot, Steal, Sprint (tbriggs01) - In Progress

    Cinematics
    One (cinematic01) - In Progress

    Storymode
    Planet Agria (agria) - In Progress

     

    Posted in: Project Workplace
  • 0.963119072708114

    posted a message on Mass Recall v6.0 Silver

    Good to see you back! Nice job on the models, they're very true to the originals.

    Posted in: Project Workplace
  • 0.961009174311927

    posted a message on [Campaign] Starcraft II: Unsung Rebels

    Added conversations! These are meant to facilitate the story with tidbits of lore and background information for those who like that kind of stuff. Minor thing, I know, but a lot's been going on dependency-wise.

     

     

    I'm also going to be investing some time in learning how to make data wizards and post them for public use. If you haven't already checked out the community project proposal thread, I would highly encourage you do so here. However, now that summer's come back around, I should have more time to work on more things at a time. :)

    Posted in: Project Workplace
  • 0.963486454652532

    posted a message on [Thread] Many Trigger B wait for Many Trigger A That Manipulates the Same Global Variable

    What causes the shop to create a unit? It is possible that you could add the actions under the "ShopUnitCreated" trigger to the trigger that makes the shop create a unit, thus preserving the player.

    Posted in: Triggers
  • 0.963414634146341

    posted a message on [Solved] Issues/answers; Resizing Selection Circle, Changing Direction of a model, Resizing models and Clear Buildings.

    Try editing the model in XML/raw data view. If you can't edit any other fields, it's probably the wrong version of the model/actor (one that can't be modified). If all else fails, try copying the model and replacing it in the actor accordingly.

     

    As for the offsets, make a Site Operation (Local Offset) actor and add that to the Hosting: Host Site Operations + field of the actor (I'd refer to this tutorial by ProzaicMuze for more information on offsets and site ops).

    Posted in: Data
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