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Alright, I'm not yet done with AG (like I'd hoped to have been first), but I suppose I'll go ahead and announce this anyway and gauge the reaction.
My next major project is, in fact, Rush 2. This won't be a sequel or anything like that, though. The namesake is only there to roughly indicate that this is still action/adventure, shooter-style gameplay. Beyond that, it'll feature a brand new story, characters, weapons, locales, gameplay features... you name it. No details yet, though. Except that I plan to start on the map after AG is finished. Now, more important than the map itself, however, is the framework I'll be implementing it with: A thing I've been working on called UMS Mod. Since Starcraft modding has become prevalent enough lately to warrant semi-official adoption into formal mapping, I figure this ought to be something I should do. UMS Mod is designed to enable map makers to have access to advanced trigger-based functions without all the ridiculous overhead and complexity involved. Moreover it'll allow a number of things current not possible with triggers in any practical way. My plans for the mod are as follows:
That's only part of the list, too. I'll add more later. I'm open to requests, too. Anyway, again, this all takes place after AG is done. I've already started on the mod, though, but for now I've nothing substantial to report yet except a lot of research and tidbits of implementations. I'll formalize progress on it separately soon. Since Rush 2 will be running off of this mod, hopefully we'll get to see some truly epic gameplay out of it this time around without all the annoying Starcraft limits gumming up the works. Feedback? This post was edited 2 times, last edit by Tuxedo-Templar: Mar 13 2008, 6:37 pm.
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Architect
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I am not entirely sure how I feel about this, to be honest.
My first reaction was: GREAT! While I have never completed a map I have been busy for years working on efficient and reliable systems for a lot of the things you want to want to intergrate in your mod. A mod like that would make things dramatically easier. But then came my second reaction. It makes things easier... crap. I love puzzles and I have always been fond of editing in Starcraft because of all its limitations. Those limitations challenge me to overcome them and think of new and unique ideas. So making it easier would spoil it for me. Of course I would not have to use the mod and go on triggering and brainstorming like I've always done before... but the idea that other people will/can do the exact same thing within mere hours doesn't really attract me, not at all. However, I think that if I would have thought of this idea and have the skill to do it I would have done it myself. So I just want to wish you good luck! I just got one thing to ask though. If you finish it please notice me beforehand so I can protect myself from the idea that what I am working on is in fact not all that shockingly unique .Good luck with both your projects! And if I ever can be of any assistance, I would love to. ![]() ![]() ![]() ![]() ![]() ![]() Meh.
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Well that's fine and dandy, but for the few people who are actually trying to make maps, the limits aren't quite as fun as you guys make out. And frankly, we've explored just about all of them by now. I think it's time to move things up now. This is all shit Blizzard should have added years ago, besides. Exactly. Starcraft is still a rickety, decade old game engine. Even with modding, we'll still be bashing our heads against an all new set of limits. Just now they'll be slightly less annoying. |
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Architect
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Hey Impeached, I just shared my feelings on the subject as asked and ended my post with nothing but support; no need no to call that really stupid, is there?
I know there will be new limitations and new boundries and that this mod will help a lot of mappers who don't enjoy to work for weeks on 1 part of a map. It's just that I do like that and because of that I am not sure if I would use UMS Mod. I love puzzles and problems, currently Starcraft Editing is filled with those in such a manner it gets really addictive. When UMS Mod will give me the same satisfaction then I'll be the first to use it, but if not then I might just stick with ScmDraft2. Just like Falkoner says, WarIII mapping is completely different from Starcraft mapping because you can do pretty much everything with World Edit. I still like World Edit but I find Starcraft mapping way more challenging and satisfying. Just to not make things confusion I have to say again that I do think that you are doing something great! I have no critisism on your project but only some reservations if I personally will use it. This post was edited 1 times, last edit by Daedalus: Mar 17 2008, 12:41 pm.
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Architect
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I have a couple ideas I would like to see added.
Detectable Attacks Change the attack of all the units into something comparable with Reavers/Carriers in the sense that they actually 'shoot' an unit. The unit would be like a pointer: very fast or instantly, independent of terrain, etc. While it might go to fast even for hyper triggers but this would make attacks detectable through triggers. Then we can finally make a realistic ammo system, for example. It would also help greatly with VHP systems. Update: Maybe it would be better to leave the attacks intact and instead create an after-attack unit for a sec or 2, something like you want to do with deaths. FoW creators/vision blockers For RPG's and Haunted House type of maps (for example) it would be great to be able to create Fog of War and/or block vision to areas. It would be great if you could stop flying units from looking over walls and such. I have got a question about Pointers. Would you also be able to control some of them yourselves? Then we wouldn't need to use Disruption Field or Dark Swarm for targeting and we could use it to quickly target places on the other side of the map. EDIT: Updated detectable attacks. This post was edited 1 times, last edit by Daedalus: Mar 18 2008, 10:25 am.
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