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"City of the Dead" Zombie Project, A kickass project in need of members
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Creator: JaFF
Time: Sep 23 2007, 6:32 pm
 Paravin. Jun 13 2008, 3:24 pm Post #61
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Jaff, I added you in Skype. Awaiting further cookies.
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I used 13 minerals for THIS!?
 Oo.LoveLess.oO Jun 14 2008, 5:43 am Post #62
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...Ham?
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Quote from s(Dark_Marine)9
stuck up little besh
I think devilesk just sneezed or something.
 JaFF Jun 14 2008, 1:33 pm Post #63
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Quote from Paravin.
Jaff, I added you in Skype. Awaiting further cookies.
Are you even online in Skype at all? I just got your contact info and never saw you again.
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Live as if you were to die tomorrow. Learn as if you were to live forever. ~Mahatma Gandhi
 JaFF Jun 14 2008, 1:39 pm Post #64
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Jesus loves you. Everyone else thinks you're shit.
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Quote from s(Dark_Marine)9
Jaff I did read it...it was completely empty O.o
What are you talking about? All the help & info category is functional - there is information on that your abilities stand for, what each item does, what level of intelligence is required to use each item with what effectiveness level, etc...
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Live as if you were to die tomorrow. Learn as if you were to live forever. ~Mahatma Gandhi
 Paravin. Jun 14 2008, 6:53 pm Post #65
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Yes, I am online. When I remember to log on. :unsure:
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I used 13 minerals for THIS!?
 [Dark_Marine] Jun 14 2008, 8:41 pm Post #66
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Rawr~
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My bad, I was thinking about the Storyline area ;o
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(user posted image)
 fritfrat Jun 19 2008, 8:28 pm Post #67
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I have decided to work with Jaff to ensure the completion of this map, doing the majority of the triggering for the missions/gameplay based on what he did for the systems that they will involve. However, terraining is definitely not my forte; the next thing we need to have done is just the terrain layout for the city. Anyone want to build a badlands, defensively-built city for use in this map? Or, do you have one we could use that is sitting in an uncompleted map that will never see the light of day? If so, please contact me or Jaff for inclusion in this project with all due credit.
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 JaFF Jun 20 2008, 9:02 am Post #68
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I'd like to add that though the map is 256x256, the terrain in it should be relatively simple. Don't be afraid of the map size, because the amount of work isn't that big.
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Live as if you were to die tomorrow. Learn as if you were to live forever. ~Mahatma Gandhi
 Zergblender Jun 20 2008, 10:36 am Post #69
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I told you that I'd rather first do terrains for bioject untill our rpg is done, but if you insist on it so badly, I won't make any promises, but I'll try making something nice starting from the center and expending to fill the map.
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 JaFF Jun 20 2008, 11:42 am Post #70
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Gracias. :) It would be wonderful if you could make something for us. We don't need really complex stuff... functionality is what matters.

Information: A defensive city is when there are possible places for blockades (just like in RE: Raccoon City), and the defenders have the ability to retreat closer tot he center. There are a few main roads with smaller roads "rooting" from them, which allows to first defend the smaller ones, then reathreat obigger ones, and then finally retreat to the main ones (that's the way I see it. Maybe fritfrat has someting to add).
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Live as if you were to die tomorrow. Learn as if you were to live forever. ~Mahatma Gandhi
 temhawk Jun 21 2008, 4:15 pm Post #71
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What'sup JaFF.

I can't wait for you to release that map, please email me as soon as it's ready. I adore spooky maps, and you are definitely one of the best map-makers out there to make them (I love "The Thing: Deadly Trust" :D ). Y'get my email from my profile!

Thanx!!

PS: If you know a place where I can download other spooky maps, please tell me. I want all the creepy maps with creepy sounds and nice design in the world for StarCraft!!!!! :D
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 fritfrat Jun 22 2008, 12:22 am Post #72
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Don't limit him by saying "a few main roads and smaller ones rooting from them," even though that encompasses the idea. Just say the idea :) As for the defensive part of the game, we just want there to be different parts of the city that people want to protect and/or give up based on how much effort is required to defend its associated function. So, if you back up to a place easier to defend (done with less chokes in Jaff's example), the town loses some type of function. Not a very original idea, I know, but it adds a lot of fun and strategy to it imo :)

Honestly, I'm sure whatever you make will be awesome. Thanks in advance.
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[05:05 pm]
Clokr_ -- of course it does :P
[04:47 pm]
Ahli -- exit transport works for bunker ^^
[04:45 pm]
[04:45 pm]
Falkoner -- ;p
[04:42 pm]
Ahli -- [code];P[/code]
[04:42 pm]
Ahli -- oh it does
[04:42 pm]
Ahli -- :P doesnt make the tongue i think :D
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