Re: A Call to Arms [Starcraft I Remake]
A forum it is. I've got the structure set up, but there's nothing there yet. I'm working on it. If you want to be a mod of anything in particular, drop me a PM.
I think that the google group or maybe even a google wave would work better when we're actually doing the work, as they promote a more free flow of conversation and data. However, for the discussions and the planning I agree that a forum is better. Let's try to move the discussions on over there.
Also, thanks to everybody who wants to help out!
Re: A Call to Arms [Starcraft I Remake]
This sounds cool. You've got this really thought out already.
I'd like to pitch in...my talents lie mostly in writing. And I like pretend that I'm fairly good at mission design.
What ever I can do to help, just ask. I'd like to see this project work out really well.
Re: A Call to Arms [Starcraft I Remake]
According to rumor, SC1 maps can be imported into the Galaxy editor. Is that true? If so, can somebody with beta start converting the original campaign maps and posting them in the files section over at the forum? It would make a good start, although we'll probably need to make some edits of our own.
My thanks.
Re: A Call to Arms [Starcraft I Remake]
Well, as you know I have the Beta, and I'm testing out the Galaxy Editor right now. In case anyone here is curious, it is VERY similar to the Warcraft 3 World Editor, so that helps in getting around the editor.
Oh and one great improvement: I can place bounds to the absolute max edge! You wouldn't imagine how badly I've wanted to do that! :D
Quote:
Originally Posted by
Lucifer
According to rumor, SC1 maps can be imported into the Galaxy editor. Is that true? If so, can somebody with beta start converting the original campaign maps and posting them in the files section over at the
forum? It would make a good start, although we'll probably need to make some edits of our own.
My thanks.
Trying out the "Convert Legacy Map..." option and ... well ... lets just say it does more then I expected at least. I tried converting ALL of the Episode 1 missions. It did an ok job at converting Badland missions (and that's just the terrain height (which it doesn't even get very well) and mineral/gas placement mind you). Space Platform and Installation hardly convert at all (will place minerals/gas for Space Platform missions however), you'll just see complete black terrain with bumps. I'll post screenshots of Episode 1 converted Badland missions however:
Episode 1, Mission 1
Episode 1, Mission 2
Episode 1, Mission 3
Episode 1, Mission 5
Episode 1, Mission 6
Episode 1, Mission 7
At the very least, its a start ...
EDIT: Ok I've been working on a VERY rough draft of the tutorial mission for Episode 1. Big problem: I've tried opening the SC2Map and s2ma files of my map both with the Blizzard Launcher, and all I get is "Unable to open map". Anyone with Beta wanna download these two files and tell me if they're getting the same thing?
Tutorial SC2Map file
Tutorial s2ma file
Hopefully I can find a way to test out my map in SC2 :(
Re: A Call to Arms [Starcraft I Remake]
Nice work! Is it only the wasteland map that can't be opened? Can you open other converted maps?
I'm heading on a vacation until Wednesday (I was going to go last weekend, but Eyjafjallajökull had other ideas). I'll probably do a fair bit of work in the airports and on the airplanes, but I'm not sure if there will be wifi at my destination. If there is, I'll keep the updates coming. If there isn't, then keep up the good work!
Re: A Call to Arms [Starcraft I Remake]
Hey, I'm massively interested in a project like this. I can do some triggers, or programming or what have you. I'm a pretty all right voice actor and I have some ideas about how to do certain missions. :)
Quote:
* Are we going to use the original unit portraits for the heroes, or are we going to attempt to make 3d ones to match the 3d portraits of the new units?
Well, it's going to depend on what we have available. We definitely have portraits for Kerrigan, Raynor and Zeratul. We might have one for Mengsk, and we can probably figure out a good substitute for Duke and Tassadar. I certainly don't think importing the SC1 portraits is a good idea. Look very strange.
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* Are we going to keep the same 2D meeting room briefings with the talking heads, or are we going to make a new, spiffy verison of each breifing room?
Again, not sure what we have to work with here. The entire of Rebel Yell takes place on the Hyperion and Mar Sara, so I think we can make use of the existing sets if we can indeed edit the RPG space. Problem then becomes if we have models for Arcturus and Duke and whatnot.
Though maybe we can find good substitutes for them too.
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* Are we going to keep the mission briefings confined to the briefing rooms, or are we going to show some of that dialog in a different fashion?
Don't know. These are the things that are going to depend ENTIRELY on what we have access to. I think ideally we could expand the story space. Maybe even add some more extraneous dialogue. Like maybe Raynor can talk to Mengsk and they can discuss Mengsk's history and the history of the SoK. Maybe add some more depth to the Kerrigan/Raynor relationship.
But er... personally speaking the only novel I'd want to take any inspiration from is Uprising. Maybe one of the newer books, haven't read those yet. They sound like a step up anyway.
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* Will the new editor have the old seige tank, or the old dropships? If not, do we want to use the new units or make our own models of the old units?
Eh? I don't think the new Siege Tank is really different enough from the old siege tank for this to make a difference. The old Dropship is definitely in the editor, though. We've seen it in the single player previews.
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* Will we have to make new models for the old addons, or will they be present in the editor?
Eh, honestly I think the new add-on system is just so vastly superior to the old one that including the old ones would just be silly.
I think the same thing goes for the new Zerg Queen (which lore-wise, ALWAYS worked this way) and the Warp-In and Nydus Worm mechanics as well.
They're just such a huge improvement there's almost no reason not to include them.
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* Do we want to attempt to use old mechanics (miss chance shooting at high ground) or stick with the new ones?
I think the new mechanics are fine. Same goes for the resource model and whatnot.
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* Do we keep the old health/damage numbers (as much as possible) or tweak them in the light of the new AI?
Vary from unit to unit. I think the new Siege Tank for example is much better designed than the old siege tank. But I'm more torn on something like say, the Hydralisk.
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* Are we capable of making new cinematics? Do we want to add new cinematics? Do we want to remake old cinematics?
What do you mean? I think we should definitely include some new cinematics if we can. Particularly in-game ones.
But I highly doubt we'll be able to make pre-rendered cinematics. Highly doubt it.
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* Do we use unit sounds from SC1 or SC2?
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* If we add new characters (such as Mike Liberty), will they be voice acted?
Definitely. But I'm not really sold on introducing Michael Liberty. Especially in such a major role. A cameo, or a quick mention is one thing, anything more is... eh.
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* If we add new dialog (such as Raynor talking to Liberty), will it be voice acted? If not, will there be some sort of sound that goes along with Raynor talking, such as a mike static sound?
Again, definitely. I think this should be as professional a project as possible.
I think for the time being focusing on Rebel Yell on it's own is a good idea, let the others come after we've finished this one. I definitely think we should do them eventually, but even just waiting until HotS and LotV come out might be prudent. They'll probably come with a lot more resources we can make use of for the Zerg and Protoss campaigns.
I think all of the missions should be brought up to at the very least a Brood War level of quality. Maybe even RoC and TFT. I think New Gettysburg is a good example of a mission we can add a lot to.
I think having a big sprawling Tarsonian city to begin with is a good idea. But I don't think we should have small pockets of Zerg all over the map. Maybe we could make it like RoC's 'The Culling'. Where the Zerg, Protoss and Terran all have bases just outside of the city. The Zerg are rampaging through the city killing Terran civilians everywhere.
The goal is to ensure that the Zerg finish off all of the evacuating confederates. But the Protoss are trying to get in their way, and will NOT attack the confederates. So it'd be sort of like the first undead TFT mission, with all the villagers escaping. Or the Zerg mission where you need to stop the Dark Templar from escaping. Except you need to reinforce the Zerg which are attacking you.
A logistical nightmare, but I think if we pull this off it could be a really impressive campaign. And this is an example of just how much we should improve these missions.
I mean as you said it'd be all too easy to just take the existing content and add the pretty graphics, this would be something REALLY worthwhile.
Re: A Call to Arms [Starcraft I Remake]
Idea for briefings!
I'm assuming nobody wants to make a huge base or whatever that you walk around in, we can meet halfway between for the 2D and 3D concepts.
For the Terran it would be a sort of oval table (viewed from first or third person) and the adjutant would be to your right, and holo panels would be arrayed around you so incoming transmissions could be seen/heard. This table would also include chairs for people who are actually present (Mensk, Kerrigan, Raynor, ect.)
Good? Bad? Indifferent?
Re: A Call to Arms [Starcraft I Remake]
Quote:
Originally Posted by
Aldrius
I think having a big sprawling Tarsonian city to begin with is a good idea. But I don't think we should have small pockets of Zerg all over the map. Maybe we could make it like RoC's 'The Culling'. Where the Zerg, Protoss and Terran all have bases just outside of the city. The Zerg are rampaging through the city killing Terran civilians everywhere.
The goal is to ensure that the Zerg finish off all of the evacuating confederates. But the Protoss are trying to get in their way, and will NOT attack the confederates. So it'd be sort of like the first undead TFT mission, with all the villagers escaping. Or the Zerg mission where you need to stop the Dark Templar from escaping. Except you need to reinforce the Zerg which are attacking you.
A logistical nightmare, but I think if we pull this off it could be a really impressive campaign. And this is an example of just how much we should improve these missions.
I mean as you said it'd be all too easy to just take the existing content and add the pretty graphics, this would be something REALLY worthwhile.
Seems like a nice mission and more...challenging. Bu some tweaks and AI modifications...I like it.
Quote:
Originally Posted by
almostfamous
Idea for briefings!
I'm assuming nobody wants to make a huge base or whatever that you walk around in, we can meet halfway between for the 2D and 3D concepts.
For the Terran it would be a sort of oval table (viewed from first or third person) and the adjutant would be to your right, and holo panels would be arrayed around you so incoming transmissions could be seen/heard. This table would also include chairs for people who are actually present (Mensk, Kerrigan, Raynor, ect.)
Good? Bad? Indifferent?
Seems good, maybe the non-model ones can be transmitted from the screens and thats it.
Re: A Call to Arms [Starcraft I Remake]
I hear a lot of different ideas for briefing rooms. You know how in Single Player Campaign footage for SC2 that sometimes heads will pop up on the screen (like in THIS video at points like 0:02, 0:09, and 0:56). Well, I thought why not have every SC1 mission start out with the map loaded up, completely in fog of war, and have the heads pop up all around the screen like in the Mission Briefing rooms, and then have a Start button flash up on the screen (which I remember was possible to do in WC3, so should be in SC2). Then when you click start, the map unfreezes and you can begin the mission.
Also wanted to mention that I've edited the Tutorial mission I've worked on: http://www.megaupload.com/?d=3FLXZD8L
If we can, lets move discussion on my tutorial map to THIS thread on the new Starcraft remake forum. I have run into some trigger problems with the Victory and Defeat conditions (as I mention on the remake forums), so if anyone could help or give suggestions, please do :)
Re: A Call to Arms [Starcraft I Remake]
This sounds AMAZING! I'd love to help out with writing and I'd be honored to audition to play Micheal Liberty, and potentially some other voices if needed.