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folder icon   03-09-2010, 05:43 AM
Post #141
Funderbunk

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Let's change that around to: Don't let us do model making unless it's absolutely vital to what we come up with. I daresay some of us can handle it.

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folder icon   03-09-2010, 02:13 PM
Post #142
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One of my favorite levels was that Terran incoming one, with all the zerglings rushing after a 1/2 hour prep. I'd love to do a similar level where you keep getting reinforcements and incoming at set intervals and you have to focus on leading them to success. Something with wave after wave for hours.

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folder icon   03-09-2010, 03:00 PM
Post #143
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We could go back in time and do the destruction of the colonies that are not part of the regular SC1 campaign.

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folder icon   03-09-2010, 03:08 PM
Post #144
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That would be pretty cool. Pretty much Terran Only though.

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folder icon   03-09-2010, 03:10 PM
Post #145
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Naw since the protoss are coming and destroying the planets in the end. I think Kerrigan fought Tassadar there, since she says at char as infested that his power had faded since she fought him.

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folder icon   03-09-2010, 04:28 PM
Post #146
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Quote:
Originally Posted by so and so
One of my favorite levels was that Terran incoming one, with all the zerglings rushing after a 1/2 hour prep. I'd love to do a similar level where you keep getting reinforcements and incoming at set intervals and you have to focus on leading them to success. Something with wave after wave for hours.

Keep in mind the length of a good custom Starcraft map. I say it should take 45 minutes if you succeed. Maps that last four hours suck when you lose on the last hour Minus 5 minutes.

That kind of map wouldn't be too difficult to make either. It's just spawning enemies and dealing with them at different checkpoints. It's a map where you turtle yourself, so we'd have to get very creative to figure out the best way to win the map with a limited set of resources. We have to be able to beat the game too so others can. If it proves too easy as new strategies emerge in Starcraft II we can always revamp the map.

Could be fun!




i hate user made lore. If it must have a plot maybe something in the timeline that is just so inconsequential it couldn't possibly make the real game. not a planet being over-run, just like... some Terran hick's house. Ya know? There's room for comedy there too. You don't have to know what planet he's on or who he's dealing with. Just some guy living in a small town and he doesn't have to deal with the whole swarm just a couple of hyrdas fucking around his house.

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folder icon   03-09-2010, 05:42 PM
Post #147
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A old school retired terran ghost in Hickville. He finished fighting/Broke loose, and started a farm at his old age. Then the zerg wants to abduct him since hes more kick ass than the young Kerrigan ( keep in mind this is before they got hold of Kerrigan). We could call it "Abduction Action 2!".

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folder icon   03-09-2010, 05:43 PM
Post #148
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A old school retired terran ghost in Hickville. He finished fighting/Broke loose, and started a farm at his old age. Then the zerg wants to abduct him since hes more kick ass than the young Kerrigan ( keep in mind this is before they got hold of Kerrigan). We could call it "Abduction Action 2!".

Aften trying and trying through our campaign they realize it would be easier to go for Kerrigan instead.

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folder icon   03-10-2010, 01:48 PM
Post #149
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Quote:
Originally Posted by TheMadMac
Keep in mind the length of a good custom Starcraft map. I say it should take 45 minutes if you succeed. Maps that last four hours suck when you lose on the last hour Minus 5 minutes.

That kind of map wouldn't be too difficult to make either. It's just spawning enemies and dealing with them at different checkpoints. It's a map where you turtle yourself, so we'd have to get very creative to figure out the best way to win the map with a limited set of resources. We have to be able to beat the game too so others can. If it proves too easy as new strategies emerge in Starcraft II we can always revamp the map.


I guess I was more thinking multiplayer maps than single, but it wouldn't be too hard to do one that covered both... though a quality single player experience would likely make for a far different map. This is mostly because I used to create Starcraft 1 multiplayer maps... most often with TONS of resources so huge battles could ensue.

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folder icon   03-12-2010, 01:01 AM
Post #150
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Quote:
Originally Posted by Funderbunk
Let's change that around to: Don't let us do model making unless it's absolutely vital to what we come up with. I daresay some of us can handle it.

I agree. A good model can take days to weeks to finish.

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folder icon   03-15-2010, 02:09 PM
Post #151
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Is there any info on poly counts for SC2 models?

Contrary to what I used to think, using LESS polygons is so much harder than just modeling something up to the wazoo in detail.

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folder icon   03-15-2010, 07:18 PM
Post #152
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I don't think we should focus overmuch on custom models if the topic of conversation has turned to sc2 mods. We can probably rely on the sc2 community to make awesome things. War3 is still getting nifty models made for it today.

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folder icon   03-16-2010, 02:32 PM
Post #153
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I was mostly just curious about it because I always admire Blizzard's ability to make low poly things look absolutely astonishing mostly due to fantastic textures.

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