Staredit Network > Forums > SC2 Custom Maps > Topic: Temple Siege 2
Temple Siege 2
Sep 21 2010, 12:59 am
By: UnholyUrine
Pages: < 1 « 14 15 16 17 1822 >
 

Mar 29 2011, 12:31 am ClansAreForGays Post #301



Good for him, even though I facepalm'd when I read he uses gateways.

It should totally be warp gates.




May 7 2011, 5:17 am 7Owls Post #302



Hey guys, are you still working on this? I spent a little time this week working on my version.

I've completed all of the abilities in terms of effects, but I haven't polished up the actors to make it look good yet.
How are you guys doing the leveling system? I've just been giving min/gas (gas instead of civ) w/ veterancy instead of actually having level ups.
Also, I've been making individual spell upgrades, but I wasn't sure how to the damage upgrades. It seems sort of tedious to have to add all of them manually. What are you guys doing for this?
Here's the terrain I made a while back. I haven't worked on painting it yet, but I used more cliffs than I saw w/ your terrain. If you like this better, I'll send you the terrain data.

Anyway, hope you guys are making progress. Post problems you have here and I'm sure we can help you.

Attachments:
ts.jpg
Hits: 21 Size: 386.84kb



None.

May 7 2011, 10:03 am Jack Post #303

>be faceless void >mfw I have no face

Right now pretty much nothing's happening on our side, and quite frankly you're welcome to become part of the team and be the main mapper of TS2. I'll do the UI mods for you when I have time, and UU can give his ideas, and any completed spells and heroes you can have todo with as you see fit.

Level ups are going to be stored in variables instead of having physical civs, and you upgrade spells/hp/mana/money with the custom UI. You spend money on atk/def ups using the UI as well.

I haven't done any of the data stuff so I don't know aboutthe veterancy system.

Balance wise I prefer our terrain, looks-wise I prefer yours. Maybe if imago.deo is OK with it you can work wuth ours to make it look nice.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

May 7 2011, 7:14 pm UnholyUrine Post #304



Honestly what happened was our data editor man conked out on us, and also didn't send us (or at least not me) his work so far...



None.

May 7 2011, 8:56 pm 7Owls Post #305



OK, I'll continue working on this then.

What do you mean variables? Are you using trigger counts for kills and xp? I think the data editor can handle that well enough. Yea I was just going to put all upgrades in a structure somewhere. Are you actually using the sc2 upgrades, or were you going to do it totally variable based?

I think what needs to be done is get the game into a playable state. What that means is temples, spawns, base capture, 1 complete hero, and level ups. After that we can do the rest, like UI etc. I'll update the thread as I go on.



None.

May 8 2011, 1:30 am Jack Post #306

>be faceless void >mfw I have no face

Have you got a google wave account? If/when you do I can add you to the wave for temple siege 2, as long as no one has any objections.

Variables as in when a unit levels up 1 point is added to a variable; veterancy is still handled by the data editor. This means when the variable is at least one, some small dialogs pop up on the UI for upgrading stats. This is more efficient than using a building.

Agreed.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

May 20 2011, 8:06 am FlameViper Post #307



How about some dungeons and another faction(AI Force) against all the heroes and also a character which uses the environment example: Vespene Geysers, Enemy units



None.

May 20 2011, 8:28 am DevliN Post #308

OVERWATCH STATUS GO

...That would make this a completely different game...



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

May 27 2011, 12:40 am ClansAreForGays Post #309



Any thoughts I mights have had about making a Temple Siege 2 have gone out the window after playing Battle for Sky Fortress




Jul 12 2011, 3:16 am Ahli Post #310

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

So... anything happened already?
I've heard you need a triggerer. I will have 2 months of spare time after 2 weeks of exams starting in 1 week, so I could do some things for this project, if you throw something at me.

I guess it won't be difficult to create what you need.




Jul 12 2011, 3:20 am Jack Post #311

>be faceless void >mfw I have no face

Quote from Ahli
So... anything happened already?
I've heard you need a triggerer. I will have 2 months of spare time after 2 weeks of exams starting in 1 week, so I could do some things for this project, if you throw something at me.

I guess it won't be difficult to create what you need.
Yeah, spawn triggers will be easy and you can do a few heroes too if you like. The only difficult triggering that needs doing is the level up stuff, but I think we might go the data editor way if we use sc2layouts instead of dialogs.

Incidentally how good are you at custom sc2layout files?



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Jul 12 2011, 4:01 am Ahli Post #312

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from Jack
Incidentally how good are you at custom sc2layout files?
I don't use them except of hidung stuff or moving stuff around because I don't find it as flexible in relation to easy usage as dialogs...

I would use custom layouts only to rearrange/modify default UI elements.

EDIT:
I've looked a bit at your "progress"...

You should really get a real idea how you want the UI to be. I assume that you didn't thought much about that

Some Thoughts:
-Hotkeyable buttons with abilities that change the mouse -> real command button. I guess you should move the area to the middle
-Display other buttons (non ability buttons) onto the GUI with dialogs and draw some health bars/mana bars and experience bars with dialogs. You can place dialogs over buttons, too. For example to show numbers. You can click through dialogs, if they have no tooltip.

Imagine my D1 UI with command card as belt buttons, if you played it.

Post has been edited 1 time(s), last time on Jul 12 2011, 4:42 am by Ahli.




Jul 13 2011, 1:04 am ClansAreForGays Post #313



If Ahli help (re: does everything), then I can definitely see this actually getting done.

I'm torn over this. If he doesn't join: TS2 never gets done. If he does: I kick myself for not being a part of it.




Jul 13 2011, 1:54 am Ahli Post #314

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from ClansAreForGays
If Ahli help (re: does everything), then I can definitely see this actually getting done.

I'm torn over this. If he doesn't join: TS2 never gets done. If he does: I kick myself for not being a part of it.
Can you give me the latest terrain or is the terrain from 23rd march from google wave thing the latest one?

Then I can add spawning and ordering triggers. Minions need to save the ID of their next checkpoint in case of losing their order due to stun/blocking. The checkpointID will be saved in a custom value of the minion. I guess you reserved exactly 0.

Oh and I need some timings, too. Just like minions spawn every 30 seconds or something like that and some information how the paths were.

I find it amusing when this thread started and what it created. I've started my diablo map only 1 month earlier and look what I've already done (almost alone)... ^^

Let's get this thing more real than before!

Btw, did you already solve the problem with black terrain color on minimap?

edit:
I've already created the eternal nibbling of broodlings...
I need a picture of all possible minion paths please... map screenshot + paint will do.

edit:
-added lives and respawns (3 lives per player?)
-added death message "Overmind (DarkVoice) has been slain by Tassadar (Ahli)." "He has 2 Lives left."
-added day/night cycle (How long was day/night? 4 minutes? 8 minutes?)

Post has been edited 4 time(s), last time on Jul 13 2011, 7:55 am by Ahli.




Jul 13 2011, 11:35 pm ClansAreForGays Post #315



I can't do anything, I'm not part of this.




Jul 25 2011, 1:54 pm LoveLess Post #316

Let me show you how to hump without making love.

How is this project progressing? I always liked the lives system of TS, it's just everything else that I had a problem with.



None.

Jul 25 2011, 3:25 pm Ahli Post #317

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

My progress:
  • I'm currently working a voting system in the lobby for the game mode.
  • Hero selection screen works (needs additions/tweaks for different modes that still need to be defined)
  • spawns work and upgrade after each night
  • there is a kill deaths assists overlay on the screen with a button that expands the overlay to show all player's stats
  • stats are saved/loaded into a bank
  • day-night cycle works and has a small timer on the screen (not a huge bulky timer window by Blizzard; custom made one) with colored text depending on the state of the day
  • hero kills and deaths work; spawn messages on the screen, if someone died (I will redo the message to form 1 sentence with the life information)
  • The temple already heals and spawns healing animation on top of the healed unit
  • base's warpgates and cannons and temple placed
  • spawned units are orders across the map with some checkpoints defining their path
  • added basic AI computers for testing. They can attack (a-click), retreat like a retard (move, move, move; damned broodlings surrounds them ;D ) and heal themselves at the temple
  • added a few heroes with the units and set their stats to the original starting stats from temple siege 1.3 because that map wasn't protected

I basically need implemented heroes (especially skills ;D), updated terrain to copy into the map (anyone seen imagodeo these days? he is inactive since 31st may :S I've heard that he updated the terrain). With the updated terrain I could add

I'm using the terrain from the screenshots because that's latest one that was there.




Jul 25 2011, 4:26 pm Dem0n Post #318

ᕕ( ᐛ )ᕗ

Spawns change after each night? :hurr: I liked it better when it was 2-3 nights or whatever like in first one.




Jul 25 2011, 4:48 pm LoveLess Post #319

Let me show you how to hump without making love.

Quote from Ahli
My progress:
  • I'm currently working a voting system in the lobby for the game mode.
  • Hero selection screen works (needs additions/tweaks for different modes that still need to be defined)
  • spawns work and upgrade after each night
  • there is a kill deaths assists overlay on the screen with a button that expands the overlay to show all player's stats
  • stats are saved/loaded into a bank
  • day-night cycle works and has a small timer on the screen (not a huge bulky timer window by Blizzard; custom made one) with colored text depending on the state of the day
  • hero kills and deaths work; spawn messages on the screen, if someone died (I will redo the message to form 1 sentence with the life information)
  • The temple already heals and spawns healing animation on top of the healed unit
  • base's warpgates and cannons and temple placed
  • spawned units are orders across the map with some checkpoints defining their path
  • added basic AI computers for testing. They can attack (a-click), retreat like a retard (move, move, move; damned broodlings surrounds them ;D ) and heal themselves at the temple
  • added a few heroes with the units and set their stats to the original starting stats from temple siege 1.3 because that map wasn't protected

I basically need implemented heroes (especially skills ;D), updated terrain to copy into the map (anyone seen imagodeo these days? he is inactive since 31st may :S I've heard that he updated the terrain). With the updated terrain I could add

I'm using the terrain from the screenshots because that's latest one that was there.
If you would like, I can help with heroes and their progression of the game. I'm not looking to just have heroes I think sound cool added, I just think there aren't many people out there that understand how the game is played or what roles in these style of game exist, so it would be majorly imbalanced from the get go then require tons of constant maintenance to get it where it needs to be. I'll gladly work with someone who has ideas to get it there, but I can do creeps, heroes, buildings and overall, all things regarding to balance. Just an offer.

I'll say it ahead of time, the heroes in TS were good for SC1's capabilities, but there is room for much more depth with SC2 and room for much improvement. Don't you dare say items that any hero can buy need to be added or take shit from anybody. Half the imbalance of AoS games is because of items, just make them hero-based. So one hero can get an item and another can't, simply because it's made for him. Things like that.

Post has been edited 1 time(s), last time on Jul 25 2011, 5:15 pm by LoveLess.



None.

Jul 25 2011, 9:45 pm Jack Post #320

>be faceless void >mfw I have no face

We're currently not sure how to push heroes in terms of customizability. One idea is to have a spell tree, so there are multiple spell 1's to choose from, etc. However, this increases the amount of spells massively, and makes it harder to balance everything. We also don't have a good way to integrate that into the UI without being clunky (see sotis for clunky UI). Having hero specific items is certainly one way to add to heroes, but keep in mind that you can already upgrade attack, defence, hitpoints, and mana. If items are merely doing the same thing but cheaper after a certain stage, then items wouldn't add to the game at all.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

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