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Demon Voice Acting & Editing

Blogs > IskatuMesk
Post a Reply
IskatuMesk
Profile Blog Joined October 2008
Canada969 Posts
Last Edited: 2009-12-16 21:26:19
December 16 2009 21:22 GMT
#1
Here is a utub video I uploaded some while ago when I was still modding. It features voice acting by Lavarinth and myself, and my own editing.

The voices are for the Undead, demon spirits who fly around in ships made of energy and incite copious amounts of destruction. They are all rather heavily edited.

(I should mention that the voices are "unit responses" for using the units inside Starcraft.)




My voice acting demo reel I posted a while ago,

http://www.teamliquid.net/blogs/viewblog.php?topic_id=94639

Here's what the Undead ships look like.

[image loading]

*****
Psyonic_Reaver
Profile Blog Joined June 2007
United States4338 Posts
Last Edited: 2009-12-16 21:31:22
December 16 2009 21:30 GMT
#2
Ohhhhhhhhh. cool.
So wait? I'm bad? =(
IskatuMesk
Profile Blog Joined October 2008
Canada969 Posts
Last Edited: 2009-12-16 21:35:27
December 16 2009 21:31 GMT
#3
They are for Starcraft. The purple is player colors. I'll find a screenshot or two for you...

/e

Here you are.

[image loading]


[image loading]

[image loading]


Here's a screenshot I edited to portray how large the Fear was going to be ingame. I was going to be a 500x500 unit (unit graphics cap at 255x255 max), composed of four separate graphics.

[image loading]


ThE_OsToJiY
Profile Blog Joined May 2008
Canada1167 Posts
December 16 2009 21:50 GMT
#4
sounds are epic, but the game looks so blocky. Some of the designs are sweet like the deathstar (Blood moon?)
@ostojiy
IskatuMesk
Profile Blog Joined October 2008
Canada969 Posts
Last Edited: 2009-12-16 21:52:05
December 16 2009 21:51 GMT
#5
Blocky? Can you elaborate? If you mean the XP/KA ships, that was intentional. If you mean the effects, that is the result of a custom transparency palette I had yet to perfect; also intentional.
ThE_OsToJiY
Profile Blog Joined May 2008
Canada1167 Posts
December 16 2009 22:25 GMT
#6
Well the effects overall look like it would be very confusing to follow because they are like semi-transparent. Gotta love the coffee mine though.
@ostojiy
IskatuMesk
Profile Blog Joined October 2008
Canada969 Posts
December 16 2009 22:28 GMT
#7
Ah. Yes, when I was making this mod I wasn't terribly concerned about readability. However, when in motion the effects are very easy to follow, although they can obscure stuff, especially since units tend to spawn a lot of effects when they die or hit something. ITAS is like, the anti-christ of minimalists.

I was going to perfect both the palette and the effects to make them more transparent and closer to canon... but never got around to it before the mod was discontinued.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
December 16 2009 22:28 GMT
#8
The part before the actual unit voices was the best Reminds me of Shadow of the Colossus.
If you have a good reason to disagree with the above, please tell me. Thank you.
Saracen
Profile Blog Joined December 2007
United States5139 Posts
December 16 2009 22:51 GMT
#9
lol "incite copious amounts of destruction."
Very nice job, regardless!
IskatuMesk
Profile Blog Joined October 2008
Canada969 Posts
December 16 2009 23:13 GMT
#10
Do you mock my peculiar English, kind sir?

The part before the actual unit voices was the best Reminds me of Shadow of the Colossus.


Personally I considered it a little too bit hard to understand for potential viewers (sometimes people would complain my effects were too heavy), so I never used it for anything, tossing it in as an afterthought.
orgolove
Profile Blog Joined April 2009
Vatican City State1650 Posts
December 16 2009 23:18 GMT
#11
I was sooooo excited then I read that the mod was discontinued
초대 갓, 이영호 | First God, Lee Young Ho
IskatuMesk
Profile Blog Joined October 2008
Canada969 Posts
December 16 2009 23:23 GMT
#12
Yeah. The side effect of having so many units in ITAS using projectile weapons (they're all ships) instead of like a bunch of units in vanilla using melee attacks that spawn no effects or insta-hit attacks aka marine is that they utterly destroy the very small weapon/sprite limit of Starcraft (Valkyries, anyone?) A limit expander was made for me but the guy then forgot how it worked, and it was discovered that it appears to be causing massive instability after a while, and the game almost always crashes after around 30-40 minutes.

The same problem exists in Armageddon Onslaught, unfortunately.

As a result I retired from modding completely.

Maybe I'll post some of my other modding-related videos later.
7mk
Profile Blog Joined January 2009
Germany10157 Posts
December 17 2009 00:11 GMT
#13
whoa great job, sounds really professional
beep boop
Abenson
Profile Blog Joined December 2009
Canada4122 Posts
December 17 2009 00:25 GMT
#14
Looks amazing!!!
Can you release a beta version or something? I would be really interested in actually playing the game.
IskatuMesk
Profile Blog Joined October 2008
Canada969 Posts
December 17 2009 00:40 GMT
#15
There is a version that is released. But I will forewarn you - it is vastly incomplete, unstable, and not very playable. Additionally, it only functions on Brood War version 1.10.

http://www.campaigncreations.org/forum/index.php?topic=1465.0

To play it, run a Top vs Bottom game on that map in the bottom of the first post, with computer players. There is custom AI, and it is quite deadly when it works correctly.
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