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Looking for co-mapper :)
Posted: Fri Nov 30, 2012 9:44 pm
by SlimShady
Heya all
I wanna make a CTF map. But it will take long and in fact, two heads think better that one
(lol sorry if this is not how the phrase is like)
So, in order to make the map I would suggest teamviewer. I know its pretty slow but unless you guys have a better idea then lets use it, my PC btw is a bit slow 'cause I'm using the laptop atm.
I love working with people and if someone has a good idea of "How to make the CTF more interactive or exciting" then just tell it, tips appreciated!
But don't tell me things like "Use elevators"... I want special prototype ideas!
I haven't started the map yet I'm waiting for my partner
Looking forward to hear from you!
Re: Looking for co-mapper :)
Posted: Sat Dec 01, 2012 2:07 am
by Glorn2
I have created a few CTF systems before, and currently have one as an alternative mode in my long standing map, Custom Hero Arena.
What experience do you have in the editor? What type of time do you have to dedicate to a project; and what, more specifically, are you planning for with a map of this style?
Re: Looking for co-mapper :)
Posted: Sat Dec 01, 2012 1:30 pm
by SlimShady
I am quite experienced with the triggers and I can say I am good with object editor too. Btw I'm also learning modeling now. But I suck
Well I also know how to add effects but I lack of custom scripts. In addition, I could spend about 2-3 hours per day during the week and if the map is going good I don't have problem spending 4 hours the weekends
.
I also have a second idea,
a scenario map where players are special Task Force marines and are sent for exploration to land of the undead.
It will start with a cinematic and then a player will die and continue as wisp and the others will have to rescue him e.t.c....
Re: Looking for co-mapper :)
Posted: Sat Dec 01, 2012 2:36 pm
by Glorn2
Custom scripts are generally associated with vJASS, which is a type of triggering I dont use. Too much effort for too little pay-off. Modeling and artwork are things I have never gotten into. My motto has always been that a good game can be played with colored squares; so long as the content, balance, and replayability is there.
With that in mind, it seems as though you are not sure what type of project you would like to start. Without extensive planning and dedication; you will end up with a dozen games that are 80% made; but the last 20%; the hard part, never gets done. Maybe you could broaden the map to a "clan map" and let everyone design it (on paper) and once there is a clear picture of the map being made, start designing it?
Re: Looking for co-mapper :)
Posted: Sat Jan 12, 2013 8:15 am
by im-bubbles
Glorn2 wrote:Custom scripts are generally associated with vJASS, which is a type of triggering I dont use. Too much effort for too little pay-off.
Actually being able to use vJASS can really pay off even though it does take more effort.
Re: Looking for co-mapper :)
Posted: Sat Jan 12, 2013 1:27 pm
by Glorn2
Thanks bro, never thought of it that way.
Re: Looking for co-mapper :)
Posted: Sat Jan 12, 2013 11:15 pm
by im-bubbles
Glorn2 wrote:Thanks bro, never thought of it that way.
lol sorry for saying it so rude. I think i was in a bad mood when i posted that. : )
Re: Looking for co-mapper :)
Posted: Sun Jan 13, 2013 2:26 pm
by Glorn2
^^ I understand the importance of vJass, and I can read it; and use vJass systems made by others, and modify them. SC2 doesnt really support it though, and wc4 will be using a similar editor to SC2. Clean your leaks and trigger efficiently, and I see no downside to what the players will feel while playing the game.
Re: Looking for co-mapper :)
Posted: Sun Jan 13, 2013 10:19 pm
by im-bubbles
fixed the post to sound less rude lol