Exodus II - Seeking thoughts

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Re: Exodus II - Seeking thoughts

#26 Post by Kalrithus »

someone is bound to ask it sooner or later... any updates? :evil:

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Re: Exodus II - Seeking thoughts

#27 Post by DarnYak »

Working on planning everything out still. Writing a design document first so that there's a distinct endpoint I'm attempting to reach, and its not ever expanding like twilight. Few more days of poking at it and it should be ready to move into actual map making.

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Re: Exodus II - Seeking thoughts

#28 Post by Kalrithus »

Sounds good! Thanks for the update :twisted:

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Re: Exodus II - Seeking thoughts

#29 Post by Sparda963 »

I still think we should do a few more maps and see what not to do when making a map. IE 1,000,000 zerglings. 2 words "tall zergling".
It's not rape if you yell surprise!

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Re: Exodus II - Seeking thoughts

#30 Post by Kalrithus »

blast it Sparda, you got me curious and then I went and played 1 mil zerglings, terrible terrible map. Tall zerglings and flying zerglings = massive fail

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Re: Exodus II - Seeking thoughts

#31 Post by Luftwaffles »

Just play Storm of the Imperial Sanctum or w/e, it's a great lesson in what not to do in SC2 mapmaking.
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Re: Exodus II - Seeking thoughts

#32 Post by jamn455 »

Don't talk shit, those tall zerglings can attack air units.
Line 'em up.
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Re: Exodus II - Seeking thoughts

#33 Post by Sparda963 »

yes, but the image, its just, ugh, painful, and completely unrecognizable
It's not rape if you yell surprise!

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Re: Exodus II - Seeking thoughts

#34 Post by Kalrithus »

they look like moving pillars of flesh and blood, and when they die to acid its just amazing

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Re: Exodus II - Seeking thoughts

#35 Post by Kalrithus »

bump, anymore updates?

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Re: Exodus II - Seeking thoughts

#36 Post by Dekar »

Yak said he is too busy with other things. :(

Especially a small, furry thing.

edit: Syncro posting with Yak, hell yeah!
Last edited by Dekar on September 13th, 2010, 3:28 pm, edited 2 times in total.
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Re: Exodus II - Seeking thoughts

#37 Post by DarnYak »

Nope, various things screwing up my plans to work on it. Including a random desire to play dwarf fortress (which has more or less gone away at this point) and finding a baby squirrel I've been learning how to take care of.

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Re: Exodus II - Seeking thoughts

#38 Post by Dekar »

I still demand pictures! :D
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Re: Exodus II - Seeking thoughts

#39 Post by Kalrithus »

That is still an update yak! Good luck with the squirrel, though I distinctly remember my grandpa shooting several dozen one summer to make squirrel gravy. Yum

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Re: Exodus II - Seeking thoughts

#40 Post by Discombobulator »

DarnYak wrote:Nope, various things screwing up my plans to work on it. Including a random desire to play dwarf fortress (which has more or less gone away at this point) and finding a baby squirrel I've been learning how to take care of.

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Re: Exodus II - Seeking thoughts

#41 Post by Kalrithus »

(many days later) Any more updates or is real life still kicking you in the shins like a vengeful midget

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Re: Exodus II - Seeking thoughts

#42 Post by DarnYak »

Kalrithus wrote:(many days later) Any more updates or is real life still kicking you in the shins like a vengeful midget
Yup. Fucking law school.

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Re: Exodus II - Seeking thoughts

#43 Post by mianmian »

So, how does this fair?
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Re: Exodus II - Seeking thoughts

#44 Post by DarnYak »

School ended Thursday, currently still trying to get basic stuff working.

Update: This editor is the worst fucking peice of shit ever. I'm trying to do something simple. In WC3 it took a whole 3 seconds to do it. In this editor, it won't fucking work. Its doable, I know its doable, but its not at all obvious how the fuck to do it. Oh, what am I trying to do you ask? Just make a copy of a unit that's a different fucking name with a slightly larger model. I can make a new unit, ok. But then it doesn't associate it with the actor/model. Where do I add that association? FUCK IF I KNOW.

I understand someone with experience with this editor could probably do it in 3 seconds, but that's not the problem. The problem is the entire design is unnecessairly complex and completely unintuitive. And there is no reason for it to be so.

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Re: Exodus II - Seeking thoughts

#45 Post by Dekar »

You should try creating a new working missile weapon. :lol:
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Re: Exodus II - Seeking thoughts

#46 Post by Mills »

I'm sad by the lack of progress.

Easy solution - Use the HoN editor.

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Re: Exodus II - Seeking thoughts

#47 Post by DarnYak »

Mills wrote:Easy solution - Use the HoN editor.
Doesn't seem a very suitable way to make a remake of Exodus.

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Re: Exodus II - Seeking thoughts

#48 Post by Dekar »

Use the Unreal Development Kit?
<EotA@Azeroth> YAKS GO MOOOOOOOOOOOOOOOOOOOOOOOO

Dekar: the ultimate ocean themed hero should buff and depend on spawn waves!
DarnYak: why is that
Dekar: WAVES
Dekar: :D
DarnYak: i was afraid that was the answer

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Re: Exodus II - Seeking thoughts

#49 Post by Eltonbrand »

Dekar wrote:Use the Unreal Development Kit?
Probably easier. I literally stopped playing SC2 cause my main interest was mapping, and the editor pissed me off far too much.

Also, bump. Any news?
I like EotA. Need more be said?

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Re: Exodus II - Seeking thoughts

#50 Post by Kalrithus »

So I decided to muck about on the editor again, did the terrain conversion for exodus again, and applied some very mediocre tweaks to it and got this. After expanding the map a bit it starts to resemble the scale war3 uses(although it would actually need to be expanded a lot more). I've also found that you can use the height tool combined with the pathing tool to essentially create your own pseudo cliff levels which work even if they are rather obnoxious.
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Exodus Terrain WIP.SC2Map
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