I just tried the Precursor campaign that can be found in the arcade and I must said that compared to your work, it is sub-par at best. Boringly easy and not very faithful to the original. I must once again cast my vote that one day you guys will add this campaign to your project. Here's hoping!
StarCraft Mass Recall: SC1 campaigns on SC2 thread - Page 36
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ShinDNA
Portugal19 Posts
I just tried the Precursor campaign that can be found in the arcade and I must said that compared to your work, it is sub-par at best. Boringly easy and not very faithful to the original. I must once again cast my vote that one day you guys will add this campaign to your project. Here's hoping! | ||
Holybouseman
Poland27 Posts
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Prelate
Canada25 Posts
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Qwyn
United States2779 Posts
For reference I've found Jim Raynor and everything else is working out dandy. | ||
siriuschw
Chile19 Posts
![]() I'm eagerly waiting ![]() | ||
Blazethesage
108 Posts
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[UoN]Sentinel
United States11320 Posts
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TaDa1.
655 Posts
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Telenil
France484 Posts
On December 24 2013 12:32 Prelate wrote: The mod and map will always be separated, but I think we will give the option to download all maps in one place. There will be a single page on sc2mapster regrouping everything.I'm excited, great work guys! Any word on if the HotS update will be available in one big package, or will they have to be downloaded and installed separately as is the case now? | ||
ShinDNA
Portugal19 Posts
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TaDa1.
655 Posts
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Intensity
53 Posts
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Gradius
United States112 Posts
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? I'm working on a retro edition of the mod that will have these portraits (besides the terran portraits that can't talk) and all the original StarCraft 1 sounds. The shadow bug is a problem, but even with star tools being released, Blizzard themselves don't know what's causing it. It's not that noticeable IMO though. One final note I wanted to bring to the table; the issue of talking animations for portraits. Now, the audio files in the game all seem to have specifically-programmed lip-flaps to go with them, and they don't seem to be specific to any one model that I can tell. Which means, conventional logic means proper talking animations for Brood War's dialogue should be impossible, or at least mind-numbingly difficult. However, I saw a mod made some fair while ago that hand-waved this by applying some sort of generic lip-flaps when dialogue was playing. I don't know how much of what sort of effort this took to accomplish, but is it something you've already, or might consider looking into for future updates? I first used this in Subjection, and have written up a tutorial for it since: http://www.sc2mapster.com/forums/resources/tutorials/60732-talking-portrait-animations/ Yes it's a pain, at least compared to SC1. It's a shame because right now every portrait has a "talk" animation that does nothing. Blizzard could have literally put anything in there, and the crisis would be averted. On January 01 2014 11:47 Intensity wrote: So how much bigger of an update is this supposed to be? This much bigger: >--------(-,-)--------< | ||
Prelate
Canada25 Posts
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Jones313
Finland172 Posts
As most of you probably know, we wanted to release The Update / HotS edition by the end of last year, but unfortunately it didn't work out like that (work etc.). However, rest assured that we want to get this done sooner rather than later - but obviously what we don't want is to start half-assing things at the last minute and rush this out with a bunch of nasty glitches. We're real close - the gameplay is pretty much done, but overall it's not quite good enough yet. It's all about the small details at this point. The biggest question mark, however, is a rather ugly text localization situation we have to deal with, which may or may not end up taking a significant amount of time. It's difficult to estimate, we'll just have to hope it goes smoothly. In any case, we're talking weeks. As soon as we're comfortable enough to set a release date, we will do that and let you know. It won't be very long in advance. Thanks for your patience. On January 06 2014 20:14 Prelate wrote: Sweet. Thanks for the updates. One quick question: I'm on a Mac now, will this still work? I know SC2 and maps generally work on the Mac version, but I thought I should ask. Well, I don't see any reason why it shouldn't work on a Mac - some images might not display properly, though. Something we will have to fix eventually. | ||
Holybouseman
Poland27 Posts
Don't get me wrong - I understand that you need some extra time and I'm not mad or something, but I was so hyped to check out the new version and the way Telenil talked about the delay made me think that you've missed the "christmas"-window by only a small margin and that it would come out shortly after the new year... And now that you say we're talking weeks, I'm just a bit disappointed that I won't be able to play your awesome work sooner. Well, I guess all we can do is wait a couple more weeks - after all, it's better to get a solid version a bit later. | ||
storycraft
3 Posts
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Telenil
France484 Posts
On January 19 2014 21:52 storycraft wrote: I'm waiting ![]() Oh dear. Then I suppose we will make whatever 2.1-related modifications we need to do before realeasing the update. The mod file should be significantly smaller, with 50 Mb worth of music we won't have to put in it. On January 12 2014 02:26 Holybouseman wrote: Don't get me wrong - I understand that you need some extra time and I'm not mad or something, but I was so hyped to check out the new version and the way Telenil talked about the delay made me think that you've missed the "christmas"-window by only a small margin and that it would come out shortly after the new year... In terms of what we still have to do, there is very little work left. Some tedious copy-pasting for non-English languages, a couple of cutscenes to extend, AI tweaks in two levels. If I were unemployed, it would be over in less than a week. But Jones and I are very busy at our respective works, and it's difficult to start yet an other activity requiring you to concentrate at the end of the day. Not to mention pesky inconveniences like social life and vital functions. I hate being late and December 2013 was a reasonnable assumption at the time, but now that I work on things like that, my job takes a lot more time than it used to. | ||
Raisorblade
Italy32 Posts
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TaDa1.
655 Posts
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