I was wondering if there is any great Sc2 RPG released yet in the custom maps, with a lot of characters to choose from, leveling, item and skillsystem + save / load.
I played wc3 before sc2 and there were so many great custom RPG games that u could spend weeks on, like:
Defiance's ORPG Twilight ORPG The Black Road The Black Road 2
I really, really miss those games and i never found anything comparable in sc2.
There were some projects on this that passed my eye in the past year, but I don't feel like looking them up for you as you can do that yourself. Go search for 'RPG' in this forum and I'm sure you'll dig something up.
On January 18 2013 03:12 Callynn wrote: There were some projects on this that passed my eye in the past year, but I don't feel like looking them up for you as you can do that yourself. Go search for 'RPG' in this forum and I'm sure you'll dig something up.
there is absolutly no RPG with a safe / load system, items, dungeons, unique heros and a huge map as the 3 i mentioned (there were like 10 others) here in the forums - its always either a 1 time rpg (choose one of X heros and run this map - u are done in 2 hours and thats it) or rather crappy safe systems and very little, almost similar looking futuristic characters (give me fucking variety as there was in war 3... every character looked totally different). Most of them have no bossfights, no interesting items and are just subpar to any of those i played i warcraft 3.
i wouldnt ask for it if i hadnt searched myself.
€: This one is the best and closest to the War3 RPGs games:
this one is closest to what i search for - but a) it was never fully completed b) the characters and skill system is a bit boring and simple c) there is obviously no1 playing it and no community TT
On January 18 2013 04:21 Fulla wrote: Mostly down to the popularity system etc. In Bw and war3 you would just make a game 'so and so rpg level 15-20'
You obviously didn't use BW's search system since all searching a game would do is list down a neverending list of the exact same 2-4 maps and the only way to "find" new content is to search the web for it, download it, then play with friends. The exact same system as it is now but with a lot more lag.
It takes a LOT LOT LOT of work to make a full RPG in the SC2 editor. It is more complex than the WC3 editor. Give it another year or two and you will start to see some well polished RPG's though.
On January 18 2013 03:42 KalWarkov wrote: there is absolutly no RPG with a safe / load system, items, dungeons, unique heros and a huge map as the 3 i mentioned (there were like 10 others) here in the forums - its always either a 1 time rpg (choose one of X heros and run this map - u are done in 2 hours and thats it)
- uses Diablo 1 as a base (I used it because of the assets I could use) - save/load system (automatic)[5 hero slots], hero is completely saved with spell hotkeys and selected spells - randomized dungeons - 3-5 hours play time per char and you can play with up to 4 players - 3 hero characters with original D1 sounds: Warrior, Rogue, Sorcerer - 69 basic items - magic affixes for items: 79 prefixes and 93 suffixes - rare items (3-4 affixes) - a few unique items that have randomized ranges of stats on them as seen in diablo 3 - 35 gems, sockets on items, jewelcrafting UI comparable to D3 (sorry, no cube, this plays before D2's story) - stash - item gambling (improved over D2 as it shows every base item) - 9 quests from diablo 1, randomized quests per map start as seen in diablo 1 - dungeon level loading & unloading system to maintain good FPS - 23 spells - arrow shooting as seen in diablo 1/2 - random monster appearances per dungeon (every level has a set and random types are chosen) - rare monsters that have more health and better drops - destructible barrels, lootable chests, corpses and bookshelves - random lava rivers and bridges in the cave levels - Tristram made out of 98+% SC2 doodads (carpet, bank, stool, grinding stone are WoW models) - diablo 2's trading UI, diablo 1's inventory, beltslots, - mouse button spells on hotkeys QWERT - 37 shrines effects, custom buff UI that shows the remaining time in a line around the buff icon - 3 different algorithms to create different looks for the dungeon areas: cathedral, catacombs and caves - system that places doodads into the rooms to make them not appear empty while every room receives his own decoration style (sleeping hall, storage, library, shrine, working room, statue room, ...) - system that allows some items only seen by one player like quests that result in an item reward (like Butcher's Cleaver) [allows Tristram's entrances to catacombs/caves to be seen on a player basis, too] - inspection window to check the equipped items of your allies - items effect the look of your hero (only a little bit currently: 3 body textures, sword, mace, axe, shield, bow, staff + proper animations) - a few other features you won't notice that they exist like custom mouse hit zones on monsters to make it easy to hover over them - non sc2 models (a lot from WoW, a few made by the community)
But I'm not done with it and I want to add a skill system in addition to the spell-book searching/finding mechanic. Also, you can't find everything atm, because the monsters available aren't strong enough to drop everything.
In my next update (on HotS) I will greatly improve the dungeon loading/unloading performance.
Husky made a video about my map during 1.5 beta. That was quite a while ago:
You can see all of my infos about it here. Please give me feedback about bugs you find, what can be improved (except for laggy mouse control, that's battle.net's architecture and/or your latency to battle.net. I can't influence that ) and what you think and what you would like me to add.
Regarding the RPG situation on battle.net:
Please notice that making exceptional maps in a system that you haven't used before takes a lot of time. Sadly the release's battle.net system frustrated most of the leading modmakers after release. So we lost quite a lot of wc3 experienced people back then. That should have slown down the development of the community's knowledge.
In addition to that, I've heard that wc3 had no huge RPGs in their first 2 years of its existence and a lot of people whine about how easy wc3 editor was compared to the much more powerful one that sc2 possesses. You couldn't have done what I did in wc3 afaIk because the editor was too limited. SC2's editor isn't perfect, but it's damn powerful and they keep improving it and the developers are helping the community now by answering a few questions !!! I transitioned from SCBW to SC2, from nothing to knowing most things in the editor, so I can't compare how "hard" it was to transition from wc3 to sc2.
The official modeling tools (called StarTools) weren't released, yet. I hope it brings a lot more modelers into the SC2 world resulting in new unique assets to make the maps look better.
Also, not everyone has presented their projects, yet, I believe.
In addition to that, global play limits the maps a bit as the English speaking sc2 modding scene has only little knowledge about the projects from East Asia.
Also, if you read this and would like to learn to make arcade maps, start little and learn things step by step and try to search the forums of sc2mapster.com or join mapster's irc channel (irc.freenode.net, #SC2Mapster), if you encounter problems. There are a lot of people that can help you out much faster than a forum post.
We really need more fresh blood making maps. Now, with 1.5's open lobbies, you got a chance to host your new map and play it with other players. I did it and you can do it, too!
edit: Regarding the size of RPGs... I can't expand my RPG areas in my map further than adding 2 new areas. Then the 256x256 is completly used. I cannot downscale it as footprints and vision blocking only works on a 1x1 tile basis, so I cannot downscale everything (I tried it and it failed because of footprints for pathing and sight blocking walls). So, I either need to expand it in a second map (which is a small nightmare to maintain as I need to transfer every change into both maps). The other solution would be that Blizzard allows maps greater than 256x256. I would love that feature (+ a big warning that it can potentially kill the performance in your map because of pathfinding, but that shouldn't be a problem in my map as you only play within areas that are approx 52x52 tiles). The other solution would require the ability to access revealed fog data and being able to restore black fog and the ability to draw another ground textures and maybe swap water models from lava to water during map runtime. Then I could have as many areas as I can store.
thats fucking awesome. Great to see that much work and effort put towards rpg maps, and for me personally, your game is near perfect (more character variaty / deveopment and longer game play are the 2 things that come to my mind)
the 256x256 max is rly sad - i think adding extremly hard lategame content, that u would need a lot of great items for, would be awesome to increase the game lengh.
will try it tomorrow, big thanks! (gotta sleep now for iem^^)
Zerg Hunter RPG was one of the few decent ones I've been able to find.
Thinking about BW maps make me sad: Final Fantasy III, a Day at School, Incubus RPG, Ozubkojs DnD (super oldschool), Pandoraths Return, Dragonspell, Adventure Open, Sorcery II, Chrono Trigger, all the Diablo 2 RPGs, all the DBZ RPGs, all the DnD RPGs, all the Pokemon RPGs, etc.
There's so little motivation as a mapper with how the system is, because even if you create a great map, no one might ever see it. And as someone who used to play solely UMS from BW, there is so little motivation in SC2 to want to search pages upon pages for a map that looks cool, then wait 5 hours for the lobby to fill. Even if you find a great map, it's hard to even get anyone to play it if it isn't popular.
On January 18 2013 19:27 kckkryptonite wrote: Zerg Hunter RPG was one of the few decent ones I've been able to find.
Thinking about BW maps make me sad: Final Fantasy III, a Day at School, Incubus RPG, Ozubkojs DnD (super oldschool), Pandoraths Return, Dragonspell, Adventure Open, Sorcery II, Chrono Trigger, all the Diablo 2 RPGs, all the DBZ RPGs, all the DnD RPGs, all the Pokemon RPGs, etc.
There's so little motivation as a mapper with how the system is, because even if you create a great map, no one might ever see it. And as someone who used to play solely UMS from BW, there is so little motivation in SC2 to want to search pages upon pages for a map that looks cool, then wait 5 hours for the lobby to fill. Even if you find a great map, it's hard to even get anyone to play it if it isn't popular.
Let's be honest, most of those were pretty crappy maps--nostalgia is king man.
However, yes, I do agree with you on the pain of waiting 5 hours to fill a roster