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Metal Meltdown
Banned
Joined: Thu May 14, 2009 9:22 pm Posts: 826 Location: Lookin' forward to mocking people on Jan 1st 2013.
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Re: Starcraft Mod?
I've always wondered exactly how they smoke in vacuum.
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Sat Nov 21, 2009 7:48 pm |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: Starcraft Mod?
>.> ive actually played starcraft. But i guess since thats your source, i think you should, however look at the shading thread.
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Sat Nov 21, 2009 8:03 pm |
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Eztuzt
Joined: Sat Nov 14, 2009 7:09 pm Posts: 16
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Re: Starcraft Mod?
Ive played starcraft too, years ago. Starcraft 2 will be epic.
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Sat Nov 21, 2009 9:40 pm |
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Contrary
Joined: Mon Mar 16, 2009 10:50 pm Posts: 2175 Location: Neverwhere
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Re: Starcraft Mod?
I tried to make a larvae and an egg...
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Sun Nov 22, 2009 5:48 am |
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Metal Meltdown
Banned
Joined: Thu May 14, 2009 9:22 pm Posts: 826 Location: Lookin' forward to mocking people on Jan 1st 2013.
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Re: Starcraft Mod?
Eztuzt wrote: Starcraft 2 will be epic.
If you want an episodic version of SC 1 with awesome graphics and a handful of new units, yes, it will be. Now, I haz question. How will the zerg function in CC? They're swarmers, and swarms are hard to do in Cortex unless you're the AI in a skirmish.
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Sun Nov 22, 2009 9:26 am |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Starcraft Mod?
Have the mdivided into squads, and have the selectable actor just set a go-to point.
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Sun Nov 22, 2009 10:11 am |
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Metal Meltdown
Banned
Joined: Thu May 14, 2009 9:22 pm Posts: 826 Location: Lookin' forward to mocking people on Jan 1st 2013.
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Re: Starcraft Mod?
Hm, that might work for the zerglings, though considering how retarded the AI is, they'd likely trip over their own dead and end up with several instant mutations in the shape of bullet holes.
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Sun Nov 22, 2009 10:13 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Starcraft Mod?
You could have them automatically follow the contour of terrain up walls and across ceilings to get to their target, in fitting with their wormy nature.
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Sun Nov 22, 2009 10:57 am |
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Metal Meltdown
Banned
Joined: Thu May 14, 2009 9:22 pm Posts: 826 Location: Lookin' forward to mocking people on Jan 1st 2013.
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Re: Starcraft Mod?
Zerglings are wormy?
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Sun Nov 22, 2009 11:48 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Starcraft Mod?
On closer inspection Contrary said it was a larva. Upon slight research I think you could pull off letting them walk on walls and ceilings in terms of suspension of disbelief. Whether or not you could pull off that in terms of code is a different matter, but would allow for swarming if you were able to do it. You could also use the code from the Robot Defence scene which means they don't hit one another, but I'm not really sure how that works.
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Sun Nov 22, 2009 12:09 pm |
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Metal Meltdown
Banned
Joined: Thu May 14, 2009 9:22 pm Posts: 826 Location: Lookin' forward to mocking people on Jan 1st 2013.
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Re: Starcraft Mod?
I wasn't talking about the larvae, I was talking about the basic unit which has won many a n00b vs n00b match.
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Sun Nov 22, 2009 12:44 pm |
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ProjektTHOR
Banned
Joined: Tue Feb 27, 2007 4:05 pm Posts: 2527
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Re: Starcraft Mod?
411570N3 wrote: You could have them automatically follow the contour of terrain up walls and across ceilings to get to their target, in fitting with their wormy nature. Way to have never played Starcraft before.
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Sun Nov 22, 2009 12:58 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Starcraft Mod?
ProjektTHOR wrote: 411570N3 wrote: You could have them automatically follow the contour of terrain up walls and across ceilings to get to their target, in fitting with their wormy nature. Way to have never played Starcraft before. Yeah, that was a pretty stupid comment. Anyway, didn't Abdul make a dummy with better jetpack AI for one of his scenes? If you could make it work with jumping, you could have effective zergling swarms.
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Sun Nov 22, 2009 1:13 pm |
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Contrary
Joined: Mon Mar 16, 2009 10:50 pm Posts: 2175 Location: Neverwhere
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Re: Starcraft Mod?
The swarms don't have to be huge, do they? CC is all about few man maneuvers.
I'm thinking super well armoured, fast as possible (this is CC, so not that fast), armed with digger faces (teeth and burrow).
Is it possible to mimic the way the Zerg work? Like, you have a hatchery which spews wormsies which can choose between becoming a variety of units, with drones being able to dig up gold (other diggers will be less terrain rapey but sharper so they can't get gold) and turn into towers.
I can't sprite (these guys) for crap though, so maybe I'll try Protoss (lame guys) next. I'll make their dumb Zealots and junk.
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Sun Nov 22, 2009 7:22 pm |
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Eztuzt
Joined: Sat Nov 14, 2009 7:09 pm Posts: 16
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Re: Starcraft Mod?
The protoss are awesome :O But maybe for the zerglings we could have them pass through other actors, like the robots/dummies from Robot V Robot. Thatd get rid of the swarmling problem but you wouldnt be able to pounce And instead of the overlord, I have a new idea to create an organic-looking drop pod that lets zerglings out from both sides, and then turns into terrain when it scuttles(Without an explosion)
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Sun Nov 22, 2009 7:32 pm |
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