StarCraft Mass Recall: SC1 campaigns on SC2 thread - Page 35
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RODTHEOGD
9 Posts
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Blazethesage
108 Posts
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Holybouseman
Poland27 Posts
![]() ![]() On October 30 2013 16:28 Blazethesage wrote: But more to the point on the end of models, I know there are a lot of custom models out there, things like custom-made building addons, like the Control Tower, and a Machine Shop. One person I believe is working with you pointed out a de-infested Stukov unit model and portrait, and I've seen a particularly impressive unit model for Raynor's vulture that has the Marshal symbol (the one available as a decal through leveling up) on it where the decal would be, not as a texture, but as an actually raised sculpted part of the model. Are there plans to include any of these types of works? I'd love to see Duke with a custom portrait instead of the generic Battlecruiser pilot. I've checked sc2mapster to see the assets Blaze talks about and some of them are really awesome. I particularly like Tassadar's custom portrait (Tal'darim executor seems nice, but imo an iconic character such as Tassadar deserves all the love he can get). Is there any chance that more of the custom models from SC2 mapster will be added to 2.0? | ||
Telenil
France484 Posts
On November 01 2013 14:50 RODTHEOGD wrote: Hmm. Nothing seems to show up for me when I type "precursor" or several other different things. Is there a link somewhere I can download the precursor campaign from? Weird, it works for me. Here is a screenshot: http://imageshack.com/a/img401/6662/tm8d.png On November 01 2013 04:29 Existor wrote: Never really thought of that, I'm not sure of what the effect would be. The voices sound distinct enough, and talking animations make it obvious for Terran characters. Also, we've re-colored Zasz's portrait to make it different from Daggoth's.Have you added highlighting to portraits when their text is "typing" and they're talking at the moment? By the way, any chance you could make one of your awesome banners for Mass Recall HotS edition? =) On November 01 2013 14:01 Blazethesage wrote: An unfortunate coincidence that made a Protoss attack hit right in the middle of the cinematics. We usually turn Defeat triggers off when the player wins, this one must somehow have slipped through. Thanks for the report.I beat the level, but at the end of the final cutscene, with Kerrigan in plain view killing off the remaining buildings, I got a message that she was dead, and a defeat screen. I mean, I'm just gonna move on to the next level of course, but it was odd. Any idea what might've caused that? On November 01 2013 16:33 Holybouseman wrote: The problem with portraits is that their shadows are bugged, they appear and disappear at random. Modelers I've contacted about that said it's a software bug and cannot be solved with the current tools. Terran custom portraits also have no talking animations.Is there any chance that more of the custom models from SC2 mapster will be added to 2.0? | ||
Existor
Russian Federation4295 Posts
Never really thought of that, I'm not sure of what the effect would be. The voices sound distinct enough, and talking animations make it obvious for Terran characters. Also, we've re-colored Zasz's portrait to make it different from Daggoth's. By the way, any chance you could make one of your awesome banners for Mass Recall HotS edition? =) I mean something like diggling and moving portrait for Protoss/zerg characters when they talk, or just write a name under it when it talks. Because with Terrans there are no problem to understand who is who, but with Protoss and Zerg you may be confused which Protoss is talking right at the moment, or same with Zerg with Zasz/Daggoth. How we can disguise when Zasz talks and when Daggoth? Recoloring portrait is a good idea, but you also should highlight when it's a Zasz's speech and when Daggoth is talking. Something like this: ![]() Or just static border without flashing. ![]() By the way, any chance you could make one of your awesome banners for Mass Recall HotS edition? =) Here it is ![]() Because of such big transparent image, preview is corrupted, but after downloading it will be normally transparent. ![]() https://docs.google.com/file/d/0B2nWmax_RYA-TFo1eHJ4WmVzMHc/edit | ||
Blazethesage
108 Posts
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RODTHEOGD
9 Posts
On November 01 2013 19:51 Telenil wrote: Weird, it works for me. Here is a screenshot: http://imageshack.com/a/img401/6662/tm8d.png Hmm. Wth. Why isn't it showing up for me then | ||
Blazethesage
108 Posts
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Blazethesage
108 Posts
That makes the second section of the Dylarian Shipyards near, if not outright impossible to complete successfully - the tanks on higher ground are not revealed and targetable by Optical Flares or Lockdown. As such, you are unable to sneak your pilots by. Is this going to be resolved in the Heart of the Swarm update? EDIT: I realized shortly after posting this that the battlecruisers flying overhead reveal them, but getting *to* the battlecruiser is still difficult, if it's possible. | ||
Sakurai
3 Posts
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Solus420
United States53 Posts
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Blazethesage
108 Posts
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Holybouseman
Poland27 Posts
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Raisorblade
Italy32 Posts
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Telenil
France484 Posts
Let's say we are 90 to 95% done, with one map, a few cutscenes and a handful of bugs remaining. | ||
rafaliusz
Poland482 Posts
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Existor
Russian Federation4295 Posts
On December 10 2013 19:27 Telenil wrote: We are more or less on schedule, despite Joonas and I having lots of work at our respective jobs. Bad news is, I don't think we will make it for Christmas. Good news is, that's because we are adding some options I wasn't sure we would make before. It is a number of small things players have requested at some point, from the game remembering your difficulty settings to the possibility of disabling Brood War tech. You will also have the option of getting notifications of where the original cinematics were. Let's say we are 90 to 95% done, with one map, a few cutscenes and a handful of bugs remaining. Will you add indication of current speeker at the moment when they are talking? As I said above, sometimes it's hard to match new portraits with old characters. Maybe portrait starting open his mouth or just move more active, like when Protoss "talking"? Or just highlight with green/orange/blue all the portraits thata re talking right now? | ||
Blazethesage
108 Posts
But that's not the point, is it? The goal was to recreate the campaigns in the updated engine, with the updated mechanics, but still making sure the tech tree and the units and the AI behavior were more or less consistent with the original. | ||
Telenil
France484 Posts
On December 10 2013 22:55 Existor wrote: We all agreed that highlighting the portrait is a good idea, but it won't be part of the next update because we have no clear idea of how to implement it yet. The new, talking Terran portraits will solve the most obvious issue, and we will investigate the highlighting at some point in the future.Will you add indication of current speeker at the moment when they are talking? As I said above, sometimes it's hard to match new portraits with old characters. Maybe portrait starting open his mouth or just move more active, like when Protoss "talking"? Or just highlight with green/orange/blue all the portraits thata re talking right now? On December 11 2013 03:44 Blazethesage wrote: Correct. As far as the "new vs old" debate is concerned, our underlying theme is something like "let's put Brood War units in Starcraft 2". The engine, controls and UI of the game are Wings of Liberty and Heart of the Swarm, while units, terrain and objectives are from Brood War.the entire point of this is to recreate Starcraft 1's campaigns and tech tree within Starcraft 2's engine, selection improvements and all. In other words, Mass Recall is Starcraft 2 with Brood War units, not Brood War with Starcraft 2 graphics. Different people put the right balance between the games at different places, but based on player feedback, we feel our approach is a solid one. | ||
TaDa1.
655 Posts
The have all the cinematic and dialogue uploaded and written out | ||
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