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Project SABO

 
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Sabotage
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PostPosted: Sat Jul 10, 2010 11:48 am    Post subject: Project SABO Reply with quote

Hello, and welcome to Project SABO

This project is in pre-alpha (purely concept) phase.

This is a map/mod using the SC2 editor I've been thinking about for quite a while. I am an artist and something of a hobbyist game designer but I am by no means a coder or mathematician. To make this work, I need a team of people who are willing to go all the way and excited to get a quality map/mod on their resume (for game design, computer science, art, anything concerning gaming.)

Project SABO is the working title until we have something more concrete.

The concept:
- Each player has a base. This base is their life, when it is destroyed they lose.
- From this base they can produce ships to attack and/or defend.
- Every ship differs in abilities, strengths, and weaknesses.
- The game can be played with teams or FFA, with any number of game mode modifiers.

What makes this different?
- Every base is constantly moving. They can move in any number of formations/patterns that the host would choose, including random or constant shifting.

- There are neutral stations (such as repair, watchtower, etc) that float around the pattern and provide conflict spots.

- There will be at least three (3) unique races that a player can choose from.

- Every ship will have separate models and hit boxes for turrets/weapons. Ever turret will have a specific target radius (meaning a turret on the back part of the ship would not be able to fire forward.) This allows for a "base ship model" to be built upon with upgrades, customized by the player. This also allows for the player to target specific parts of a ship.

- There will be three(3) levels of height, as this war is being fought in the air (or space). There will basically be 3 2d planes ships can travel through, with the more advanced/larger/specialized ships able to effect multiple planes.

- There will be environmental effects. For example, rain will decrease sight/weapon range and varying levels of cloud cover will provide sight blockers.

- This game will (eventually) feature custom models and a fully realized world for players to sink their teeth into.

Great, how can I participate?

What I need now
- Someone familiar with or able to learn the SC2 map editor and accomplish, at least, everything listed above. Who knows, maybe this someone would think of or find (awesome) things that I wouldn't have known were possible.

- Someone who is very good at math, excel sheets, and balancing. I would also like it if this someone had their own ideas for making unique and interesting balance dynamics (something more than rock paper scissors.)

What I need in the future
- A 3d modeler familiar with importing to and the requirements of SC2. This person must also be able to work from a pre-drawn up concept. Though that's not to say I wouldn't be interested in their concepts, should they have any.

I cannot say when this project will move out of pre-alpha, just that I am working on a clear, concise, and detailed write up of everything I wish to accomplish.

If you're interested PM me here or email me at kcfallon@gmail.com
- Note that I may not respond right away, but I will keep you in mind/let you know when I'm ready to start development.

In the meantime, if you are interested, try finding ways to do what I've listed above, if only for practice!

Final notes

- There are many more details I haven't listed. These will be made clear to people that join me in this project.

- I am an art student in my last year of university. As such I may at times be too busy to participate in the project as much as I'd like. However with a map maker (or several) my actual job would merely be quality/concept control and game art which I should be able to easily fit into whatever my schedule may be.

- I don't want people to feel like signing up to this project would limit them. I am set on only the most basic of the concepts described here and I am always open to critique and new ideas.


- I will be adding to and editing this as necessary as the project matures.
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Jigglo
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Joined: 30 Oct 2002
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PostPosted: Sat Jul 10, 2010 12:34 pm    Post subject: Reply with quote

Have you got a place I could upload maps to?
I was thinking of creating small 32x32 maps with working concepts. This way I (or anyone) could just knock each feature off the list. These could easily be looked at and/or copied to the main map etc. This way, even if your computer is slow or not very fast (pentium 4 ), you could still open or create smaller files.

I've tried my hand at modeling before and wasn't too horrible (following tutorials) so if you're looking for extra help there I could take a whack at that too.

I also do not care at all about credits or moneys. So everyone feel free to rip me off if I produce anything decent. I'm in it for the lulz.
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Sabotage
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PostPosted: Sat Jul 10, 2010 9:29 pm    Post subject: Reply with quote

I don't have a website but there are plenty of file sharing websites out there to use. If you wanted to play at making those triggers for what I want then by all means please do.
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Jigglo
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PostPosted: Tue Jul 13, 2010 12:12 pm    Post subject: Reply with quote


Galaxy editor is friggin' huge.

Sabotage wrote:
- Every ship will have separate models and hit boxes for turrets/weapons. Ever turret will have a specific target radius (meaning a turret on the back part of the ship would not be able to fire forward.) This allows for a "base ship model" to be built upon with upgrades, customized by the player. This also allows for the player to target specific parts of a ship.


It just hit me that 'supply drop' could be used to attach units to each other. This is pretty much the simplest way to build weapons, armor, etc onto individual ships, buildings, etc. Supply drop might even be able to load up a flat plane (that can fly) with all of your buildings aboard. The editor has me perplexed, though. It's just tedious and gigantic.

There also seems to be 16 different available air layers by default. 15 being (unused). So I guess the different altitudes would not be very difficult, either. If you want the other altitudes to be unseen or unavailable to the current one, you could either set a cloaked state or try to scale & zoom in between, somehow. Like a ceiling for the camera.


Most of it seems real easy and simple enough in concept. Then you load up the data editor and there are 900 options inside of 900 more options, etc. It could take me a good while to become useful with it. Right now it seems like making one builder with one ability to do one thing will take me about an hour or longer.
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Sabotage
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PostPosted: Tue Jul 13, 2010 2:30 pm    Post subject: Reply with quote

Yeah, I got the same impression when I loaded it up. I tried to do something simple like change a unit model, which was ridiculously easy in WC3 editor, and could not figure it out. There's just so MUCH stuff you can edit that I don't know where to start.

I've been thinking about this game for months, I don't mind waiting longer since SC2 will be around for many years to come.
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Spades45
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Joined: 06 Feb 2008
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PostPosted: Tue Jul 13, 2010 5:32 pm    Post subject: Reply with quote

Jigglo wrote:
The editor has me perplexed, though. It's just tedious and gigantic.
holy shit this, I am so fucking lost.

Sabotage wrote:
Yeah, I got the same impression when I loaded it up. I tried to do something simple like change a unit model, which was ridiculously easy in WC3 editor, and could not figure it out. There's just so MUCH stuff you can edit that I don't know where to start.

I've been thinking about this game for months, I don't mind waiting longer since SC2 will be around for many years to come.
The World Editor editor had MUCH better organization. giving/creating abilities and even just creating new units in the Galaxy Editor is backwards as fuck.

maybe they will change it for the final release product? we can only hope...
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DaFox
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Joined: 04 Dec 2002
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PostPosted: Tue Jul 13, 2010 8:01 pm    Post subject: Reply with quote

Spades45 wrote:
giving/creating abilities and even just creating new units in the Galaxy Editor is backwards as fuck.


That really is the best way to describe it, is backwards better? Not usually but we will see.
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