The NOMAD Saga
Post #1 Jim_Raynor Jun 13 2012, 9:02 pm
Post #4 Jim_Raynor Jun 14 2012, 1:00 am
Post #5
Oh_Man
Jun 14 2012, 9:59 am
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Creation is the province of man.
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Wow the video is a year old. How many more years left to go?
Whatever effect you used for the Protoss made the voice sound really Protoss-esque nice. However it seems the whole focus of this is the custom VO work, from what I gleaned from the vids and screenies it looks like typical vanilla campaign gameplay and isometric terrain... Oh, this is a mod?? Wrong forum. |
Post #6 Jim_Raynor Jun 14 2012, 2:17 pm
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We're actually going to be updating that trailer pretty soon. As for a release date... unless we have any further obstructions or anything, Q4 2012 or Q1 2013 seems like a realistic date.
Thanks! I'll tell Pr0. Err... not really. The most important part of NOMAD, in my opinion, is the plot. However, you're right. The gameplay and terrain is nothing phenomenal. We sort of want to make a classic 'starcraft feeling' campaign, nothing too fancy. However, I think that normal isometric terrain can still look neat in itself, and average SC gameplay can be fun... as long as you throw in some twists along the way. It's not a mod. It's a nine-map campaign (episode 1 is nine maps, anyway) with one mod file. It's primarily about the campaign (the maps), so this seems like the best place to put it. |
Post #8 Jim_Raynor Jun 14 2012, 4:32 pm
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Well, I was kind of expecting a similar response to what I've gotten, Dem0n. *shrug* SEN is more of a mapping community, and less of a campaigning community, so it's cool and I understand. Not a big deal. At least it's somewhat positive responses so far, haha.
And regarding mods, yeah, all my released and in-development campaign projects save one have had mods. It kind of enhances the whole experience in my opinion. |
Post #9
UnholyUrine
Jun 14 2012, 6:02 pm
Post #11 Jim_Raynor Jun 15 2012, 1:11 am
Post #13
Jack[RCDF
Jun 15 2012, 10:39 am
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Skin to bone, steel to rust, ash to ashes, dust to dust.
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The focus is the maps, not the mod, so it's fine here. If he was just posting the mod without the maps then it would belong in the modding forums.
JimRaynor, looks nice. Only thing I worry about is that from what I remember of your entry to the campaign contest is that the Zerg buildings and units were placed sort of evenly instead of bunching up and stuff, but that's a very minor thing. ![]() ![]() ![]() ![]() ![]() ![]() Red classic. I have mostly left SEN except for the Temple Siege 2 forum (hidden to most of you). I am available via PM still, and Skype as JackRCDF. If it is important to you, you will find a way. Otherwise, you will find an excuse. -Unknown Magnificent! Perhaps you shouldn't be on SEN as much, too... Better than the iPad! |
Post #14
IskatuMesk
Jun 18 2012, 8:02 pm
Post #16 Pr0nogo Jun 19 2012, 12:41 pm
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Rank: Goff
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Actually, as Mesk said, StarCraft is an isometric game. We wouldn't be able to negate this without changing the camera angle and the way terrain worked in tandem with units, just to name a few things, which is far beyond us.
I'm not sure why Jim decided to post this everywhere (here, SCLegacy, Blizzforums, etc.) but we will have a good amount of updates for you guys before the end of the year. We hope to actually have Loyalty finished by then, though a recent acquisition may have us swamped until afterward. More to come, of course. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #17
Oh_Man
Jun 19 2012, 2:23 pm
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Creation is the province of man.
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OK, wow, didn't realise so many people didn't know this.
Starcraft terrainers distinguish terrain usually in three different ways. Isometric terrain, or 'vanilla' terrain - which is just the basic terrain you get from using the vanilla editor. Square terrain - no attempt at blending is made, can't be done with vanilla editor. Extended terrain - using the benefits of the non-vanilla editors to craft terrain not possible with the vanilla editor while making it blend. So, when I am saying isometric terrain I am saying it looks like there was little attention made towards the terrain and you used only the generic vanilla terrain. |
Post #18
Dem0n
Jun 19 2012, 2:30 pm
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:awesome:
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I'm not sure if you've ever actually played a campaign or not, but extended terrain is not a huge part of it. Sure, it looks nice, but you need to have functional terrain over pretty terrain. Having a bunch of tight spaces with terrain blends and stacked cliffs makes moving armies from one spot to another almost impossible.
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But keep on going. It looks interesting and I may even try it
.. as you Pee

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