Showing posts with label Starcraft. Show all posts
Showing posts with label Starcraft. Show all posts

Thursday, 13 December 2012

Advance Wars : Steampunk Rising? :D

So I've had the idea of making my favourite GBA game into a map and been thinking about how to go about changing it from turn based to real time and what triggers I'd need for the capture points. Whilst sorting out my other map, which is a come very far and quite near a finished build. Currently working on issues with the escape airship placement and need to add the ending cinematic.

I decided to go with the iconic map Little Island since it focuses entirely on ground units and fast close quarters 1v1 combat, the very opposite of my current survival hero/tower defence map.

Here's a Screenshot of the map so far, just added the income triggers and been play-testing/setting up 3-4 units.


The original Gameboy version of little island looks like
I've decided since it's real-time to break the forest A-symmetry as they effect the infantry movement/flow a lot more on my map and have lengthened the width by one space to allow a gap between the 2 closest buildings to the base and the trees.

Tuesday, 7 August 2012

Overgrowth Map

Not that anyone really cares, but here's  the finished version of the map




Started up a moddb page for the maps, which you can check out here http://www.moddb.com/mods/stormandys-melee-maps

Probably going to be doing a fair few more maps this summer, looks like it's going to be quite uneventful this month, thought I made a friend I could hang out with for a good week this august but they haven't spoken to me in a month =\ almost deliberately.

Lost my house for this year of Uni, so I've been having to work out how I'll be couch surfing/commuting, been talking about building a desktop with my brother recently, its been nice using a real computer and not a laptop this last couple of weeks or so. I'm actually able to just work/map as some of you who know me might have noticed.

I'm not really sure I have it in me to deal with all the academia again this year still have to do my animation resit for the 13th of august. Retarded module if you ask me doesn't cover anything about game animation and is as massive waste of time around the time when I actually have freelance paid work. Being reminded constantly by all the dare teams about what I'm missing out on. I genuinely thought this year was going to get better  for a few weeks.

I'll just daydream about making SC2 maps at bliz quarters for a bit haha, one thing I am looking forward to is saving up to go to America next year.

Friday, 3 August 2012

Overgrowth 2v2 Map

Hey few lurking blog viewees I have a new map in the works, which I started briefly yesterday. This time with a custom set of textures.. yeah I've done that before mostly with my Warcraft 3 stuff. But non the less i am making textures which are normally together work together.

Had a good look over the campaign maps and jotted down the assets I liked and thought I could make use of, something I did when conceptualising the last 1v1 map Temple Stand-off seem to help massively to observe what assets there actually are and how the blizzard team have made use of them more importantly though to know what they haven't done them.


It's my first 2v2 melee map for Starcraft 2 also, which has made it quite exciting to work one since I was starting to run out of ideas to vary the 1v1 maps.

Thursday, 26 July 2012

AnotherNother Starcraft 2 Map!


Temple Stand-off
                         
Really enjoyed making this small 1v1 map, allowed me to focus on more small symmetrical details and a forced me to add a different kind of expansion. Small maps are hard to vary because every bit of space counts adding something additional essentially has to remove or be in place of something else.

If you fancy cringing for an hour try listening to this
If you don't cringe your probably not human or maybe you just can't speak English who knows!

Wednesday, 25 July 2012

Guerilla Jungle

Another less quickly made 1v1 Starcraft 2 Map today, still working on it. I'm sure it will seem less spacious once I've whacked in the extra 6 mineral points, need to check the exact mineral size/layout for the standard melee map so I've slightly procrastinated placing them :P


Wow map not finished yet? lazy ri...Wham have some barrel Rollin goodness.

EDIT: Well here it is after some input from my homeslice Nadir I have a more complete version of the map.

Tuesday, 24 July 2012

A quick Starcraft 2 Map

Frozen Narrows


Spend about 2 hours working on another 1v1 Starcraft 2 Map

I've quite enjoyed making maps for both Warcraft 3 and Starcraft 2 since Blizzard Engines tend to compliment their work flow and Art style very well. Their assets are always categorised properly and they have a good understanding of level of detail. Their texture sets are surprisingly good mental restrictions also.

Making this map I consider Level of Details exactly how I'd consider it with drawing. Raising and lowering the terrain is the under-sketch textures are the colours and Doodads are the details with the Map-flow being the composition which is complimented by the previous 3.

Pffft see I can do serious, now here's some Alcoholic Zelda music