Staredit Network > Forums > SC2 Custom Maps > Topic: Temple Siege 2
Temple Siege 2
Dec 17 2011, 5:54 pm
By: Ahli
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Apr 22 2012, 12:18 am luzz Post #101



I meant that we could use a full implementation of both the UI and the upgrade structure. I don't know if you got what I meant. And I sure hope hots helps the UI, I'm sure they will, they have gotten a lot of anger because of the lag time when using custom UI. Ad they are even making it a lot easier edit the game UI.



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Apr 22 2012, 12:21 am DevliN Post #102

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So wait, TS2 is using the default UI ultimately? When did that change?



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

Apr 22 2012, 1:05 am luzz Post #103



I'm not good with UI... We can add different UI, but I think jack was the one making it so it's kinda up to him (I believe).



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Apr 22 2012, 1:10 am Ahli Post #104

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

Quote from DevliN
So wait, TS2 is using the default UI ultimately? When did that change?
I would wait for HotS because there is a great chance that it gives us new possibilities because the current UI stuff is very limited.

Atm we have the structure, the button with the dialog and I've added buttons on the unit area as seen here:





Apr 22 2012, 1:44 am DevliN Post #105

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Ah, well if you guys decide to go with a custom UI before that I can help if need be.

I just created a test map that opens up an Upgrade window via hotkeys and then allows for buttons to be used on it via hotkeys or keypresses, and there's little to no lag on it. So I really do recommend going with that route if you do the custom UI thing when HotS comes out. As far as I know, the Custom UI Editor feature in HotS wont let you add new command card rows, so you wouldn't be able to really use the building method at that point.



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

Apr 22 2012, 2:11 am luzz Post #106



Meh, I'm new to all this UI stuff. I'll just stick with making abilities and heroes and cool effects. xD I never was a good artist. And my only UI capabilities are making buttons, labels, and images. :D



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Apr 22 2012, 2:26 am UnholyUrine Post #107



@Custom UI
I've always thought that the Upgrade system would be done using a Custom UI window, but last time I suggested it, people did not like the bulkiness of the UI or they did not like the fact that it'd slow down plays.

Again, Command Cards is just One way.. I'm using it to suggest my Upgrade Tech Tree ideas, which is more important to get through to everyone here.
Ahli and Luzz will have to decide on what UI to use :). Hopefully HotS will give better options

@Upgrade Window
We can still stick to the Upgrade Tech Tree idea that I've suggested, correct?
How do you think we should organize it?
Please do a drawing!!




Questions to Ahli/Devlin/Luzz
I know it is possible to implement Doodads as Actors into abilities so they look cool
But how does it work? I remember maps like Smashcraft uses them and they fade away after a while
Also, how hard is it to start randomizing them? (for example, if we use Rock Pillars as Mutant's Hyper Claw, Is it difficult to produce a spell effect that shoots rock pillar from the ground, but have the pillars randomize between several doodads?)
How hard is it to control them?

There are some really good ones like the Cracks on the floors
Rock pillars that look like Spines sticking out of the ground
There's also protoss beacons, electric arcs, and stuff

Finally, is it hard to tint them into different colors?
If we can use this:

and tint it red, we can use it for Dark Mage's spell effects.

Also, what about Spell Death Effects like Baneling's explosion?




Here are Moar Hero Upgrade Tech Tree ideas!

Summoner


Assault


Post has been edited 2 time(s), last time on Apr 22 2012, 2:41 am by UnholyUrine.



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Apr 22 2012, 2:42 am DevliN Post #108

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Side note regarding the upgrades:
I think for the spell upgrades, you may want to go with what Jack suggested, having them appear over wherever the hero's spells show up on the screen - unless I'm misunderstanding what the gray buttons are on your example image.

Quote from UnholyUrine
Questions to Ahli/Devlin/Luzz
I know it is possible to implement Doodads as Actors into abilities so they look cool
But how does it work? I remember maps like Smashcraft uses them and they fade away after a while
It basically works by just creating the model in the target area(s) and then removing it/them after a short while.

Quote from UnholyUrine
Finally, is it hard to tint them into different colors?

Also, what about Spell Death Effects like Baneling's explosion?
No, it is really easy. I've never tinted an explosion animation, but I don't see why it would be any different so yeah something like a Baneling explosion could be tinted as well.

Post has been edited 3 time(s), last time on Apr 22 2012, 3:14 am by DevliN.



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

Apr 22 2012, 3:12 am luzz Post #109



I can think of a few ways to make random doodad types appear. and tinting is not hard at all, basically every single model in the game can be tinted to a different color, I can even make it brighter if need be (Like I did with the greater cannon's missile).

I'll start working on the upgrade system, nvm, if it's going to be done via dialog, I'll let ahli do it xD.

Beginning to work on spec ops level 2, I've named him Gizmo, and I've given him 4 abilities, the 3 you mentioned unholy, and an extra one that I thought of to make him more annoying: Overload. It basically shuts down an enemy mine, or buffs an allied one for 15-20 seconds. Good idea? It seems like a good harrasment and team builder ability. Nd if we don't put it on gizmo we can give it to another deserving hero/sidekick.

Post has been edited 1 time(s), last time on Apr 24 2012, 2:01 am by luzz.



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Apr 29 2012, 4:46 pm UnholyUrine Post #110



Changes to do since Apr 28

Volt's L3 - Make it last longer.. I said 3-5 seconds, but it can even last longer than that. Make sure that the damage is stretched over the whole duration. Tweak the damage yourself.

Spec Ops
- L1 - Detonation - Lower Charge time - Can move while detonating
- L2 - Gizmo - Discharge - double stun time - fix Self-destruct damage, and make it so that it requires targeting (similar to baneling) - Need an overall buff
- L4 - Cool idea but doesn't fit L4.. (120 mana to switch a weapon X.x)

Assault - L1/L2 Hotkey has not been swapped yet

Light Mage - slow down L2 projectile speed
- L4 - Needs to have a longer duration and higher damage. Might want to have a pre-spell effect as a warning to opponents.




The projectile speeds of the bombs and such are great. It's really all coming together.
Assault's L4 is amazing, and having afterburn at L2 seem to be the best solution. His L3's lag time is perfect. I think Assault (once u fixed his L1/L2 hotkeys) is finished.
Spec Op's really control heavy, so we might want to think about automatically adding Hotkeys when Gizmo/UAV is summoned.
Also, since Spec Op's require more attention than other heroes (i.e. more difficult to play), his spells may need a general buff (I'm thinking Gizmo and UAV). Basically, if a player is able to control spec ops and all his summons very well, it should be very effective.



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Apr 30 2012, 11:11 pm UnholyUrine Post #111



Because Jack is a lazy bum does not have SC2 capabilities, I've set myself to upload Videos for him.

It took me an entire night to learn how to make a good video... so you better appreciate it!!!



It's awesome. :D

light mage


I'll be uploading more videos




Things to Change:
- Increase Capture Outpost Gate time by 10 seconds
- Fix Gizmo. I think it's stun time is actually really high now (compared to other spells)... We'll c how it plays out.
- Glitch!! - I had probe and I clicked on the warp prism to warp to mid outpost. It didn't work, rather it continually warped my Hero (assault) to it, even tho I did not have assault selected. All units should be able to use warp prisms.

Post has been edited 2 time(s), last time on May 1 2012, 12:13 am by UnholyUrine.



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May 1 2012, 1:27 am Jack Post #112

>be faceless void >mfw I have no face

This might sound odd but I think the small heroes should be scaled up slightly, they blend in quite a bit at the moment.

UI needs work, wish I could be doing that myself. Warp gate clicky thing is cool. The capturing of a warp gate, IMO, would be better with a beacon mext to the gates. Also, capturing was way too fast, it should be close to 30 seconds, not 10.
Terrain's got a bunch of stuff I want to fix but again, can't :(

It really struck me how much more...powerful SCBW sounds are than SCII sounds. Maybe we should import some of the BW soumds xD

Basically it looks great but needs a lot of polish.



Red classic.

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

May 1 2012, 1:35 am DevliN Post #113

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On the topic of UIs, I'd also change the hero selection and other starting windows as well, but that's definitely a down-the-line polish thing.



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

May 1 2012, 1:46 am Jack Post #114

>be faceless void >mfw I have no face

Just watched the light mage video.

You should not be able to upgrade spawn and spawn number using stat points. That was a nightmare in TS1 once people realized how powerful it was.

Light mage should be slowed when using his first spell, IMO. Teleport to Light mage Essence is fine but then the overall speed of the light mage seems a bit fast.



Red classic.

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

May 1 2012, 2:17 am luzz Post #115



I reduced his speed and acceleration already because I thought he was too fast as well. I didn't decrease it much tho, because his speed was already 2.3, so i decreased it to 2.1 and halved his acceleration time. This should make him feel slower, and we may need to buff his l1 to make up for the movement speed I set him at.

UI - I, personally, just want the heroes completed (Of course this includes spell upgrades and dual upgrades... I think we may just add them to the upgrade structure until we get custom UI out and running... unless Ahli completes that) before we do any polish.

Sound - Yes they are very wimpy (except explosions, they are very loud xD) and I think its possible to increase the volume, but importing SCBW sounds doesnt sound like a bad idea.



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May 1 2012, 2:40 am DevliN Post #116

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My UI comment was really just about the hero selection and the game mode choices. Having them look closer to something like SotIS, Tofu, or SmashCraft than every other map on SC2 would be a huge bonus, in my opinion. And again, I'm considering that to be polish rather than some sort of a high priority.



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

May 1 2012, 2:56 am luzz Post #117



Are those game's UI's made of separate images? Or are they a single image that they created, then exported? If its just multiple images I may be able to reproduce it. I'm sure ahli could do more though, he has the ability to edit and import his own images.

Also another note, we r trying to make the heroes rely on their abilities, so idk how a selection system like sotis's would work with our hero design xD



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May 1 2012, 5:05 am DevliN Post #118

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Yeah, they're a combination of images. Some are from Blizzard and some are custom. I'm not suggesting you reproduce them, I'm saying we come up with a cleaner looking custom UI for the choices. I've done it many times in multiple maps and don't mind doing it for this one if need be, otherwise Ahli definitely could if he wanted to.

Unless I'm misreading that, I'm not sure what the second part has to do with character selection. I'm talking about the actual look of the character selection screen, not the specific layout or any of SotIS's heroes. :/

Post has been edited 1 time(s), last time on May 1 2012, 5:42 am by DevliN.



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

May 1 2012, 5:45 am UnholyUrine Post #119



Three more Videos!

Assault Intro


Volt Intro


Special Ops Intro





Spec Ops is still going over some major changes.
I think that due to it being so control heavy, we should make it so that the units Spec Ops control have some sort of synergy...
Need to think about it more carefully...

Post has been edited 1 time(s), last time on May 1 2012, 5:54 am by UnholyUrine.



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May 1 2012, 12:17 pm luzz Post #120



I increased volt's l3 time so volt has to work to keep his enemies in the spell using his l1/l2.

I'm trying to get gizmo to work like a baneling, but every weapon I give to him won't appear... So I have a question to devlin/ahli: how would I make the weapon appear? Is it actor related? Or is it just because I duplicated the automaton critter that isn't allowing me to give him a weapon.



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