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Thread: A Call to Arms [Starcraft I Remake]

  1. #31

    Default Re: A Call to Arms [Starcraft I Remake]

    By the way, I posted up some threads about this project on some other SC2 fan sites:

    SC2 Mapster
    SC2 Armory

    Still haven't solved my previous problems (the victory and defeat conditions as I mentioned in my last post), so I've decided to try recreating the Transmissions that occurred during the mission (where the Advisor would instruct the player). Not having too much trouble with it thankfully. Only problem is I can't figure out how to call custom WAVs (I have ALL the original WAV sound files for the Episode 1-6 campaigns of SC1; I already figured out how to import them, but not how to call them with the "Transmission" trigger).
    Last edited by NamesAreUseless; 04-24-2010 at 11:15 PM.

  2. #32

    Default Re: A Call to Arms [Starcraft I Remake]

    Just so you all know, the tutorial mission has come a long way. Major kudos go out to Alukard. You can download it HERE.

    Also feel free to try out a very rough draft of mission 1 HERE. All credit goes to Alukard. I do think that this map will be going through a major overhaul compared to the original (on the SC1 Remake forums) we've been talking about the first part of the mission to be escorting Civilians from several settlements on the map and protecting them from roaming Zerglings. Then about halfway through the mission continues like the original (meet Raynor, build Barracks, build 10 Marines). Bonus Mission will probably include something like "Bring X number of Civilians to your Command Center.

    So things are going quite well. We also have a guy working on converting the current SC2 Terran Tech tree to SC1. However the tools are still limited until the official SC2 release, so there is only so much we can do there.
    Last edited by NamesAreUseless; 04-28-2010 at 03:07 AM.

  3. #33

    Default Re: A Call to Arms [Starcraft I Remake]

    I've never done anything like voice acting before, but I would like to give it a try.

  4. #34

    Default Re: A Call to Arms [Starcraft I Remake]

    I want porn maps
    Waiting...

    The damned will return...

  5. #35
    Junior Member
    Join Date
    Apr 2010
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    2

    Default Re: A Call to Arms [Starcraft I Remake]

    I'd love to help. Even if it's just with one particular thing. I was a huge Warcraft III map maker, and while I never released any of my maps, my friends and I had fun. I've probably spent upwards of three hundred hours in the Warcraft III editor. Let me know if you need an extra hand. I've done just about everything (editor related), you'd have to find someone else to write, model or create sounds. Give me a shout if you'd like help. I'd be honored to. If it would be easier to talk via IM, email, or such, I'll PM you the details.

  6. #36

    Default Re: A Call to Arms [Starcraft I Remake]

    Quote Originally Posted by DJPhoenix View Post
    I'd love to help. Even if it's just with one particular thing. I was a huge Warcraft III map maker, and while I never released any of my maps, my friends and I had fun. I've probably spent upwards of three hundred hours in the Warcraft III editor. Let me know if you need an extra hand. I've done just about everything (editor related), you'd have to find someone else to write, model or create sounds. Give me a shout if you'd like help. I'd be honored to. If it would be easier to talk via IM, email, or such, I'll PM you the details.
    Hey the more the merrier

    Do you have Beta? If so you can always look through the current WIP Episode I maps on the SC1 Remake forums and perhaps edit them, or map out one of the missions from scratch.

    Even just some discussion on ideas for maps is good. Hopefully we can spice up the fairly bland gameplay of the original vanilla and Brood War campaigns and yet still tell the same story.

    Or even help with making the SC1 tech tree. I think we mostly wanna focus on SC1 Terran tech tree. We obviously can't get a lot done on these since many SC1 units like the Firebat won't be in the editor until release day.

  7. #37
    Junior Member
    Join Date
    Apr 2010
    Posts
    2

    Default Re: A Call to Arms [Starcraft I Remake]

    Yeah, I have the beta. I'm in class now, but well talk more when I get home. I have plenty of ideas and suggestions.

  8. #38

    Default Re: A Call to Arms [Starcraft I Remake]

    So most units have been confirmed to be in the game, so far what's NOT confirmed is:

    Guardian (Brood Lords a reasonable substitute, though.)
    Devourer
    Original Queen
    Dark Archon
    Corsair
    Defiler
    Arbiter
    Shuttle

    ...but... other than that I think EVERYTHING is confirmed. And the only thing I'm reasonably sure WON'T be, is the original Queen.


    The Mother of all Queens!

    Thanks to Dynamik- for the signature!

  9. #39

    Default Re: A Call to Arms [Starcraft I Remake]

    Even if not, there are a few solutions I can think of:

    Devourer - Replaced by Corruptor? Or perhaps use the Swarm Guardian model?
    Dark Archon - Recoloured Archon?
    Corsair - Replaced by Phoenix?
    Shuttle - Replaced by Warp Prism?

  10. #40

    Default Re: A Call to Arms [Starcraft I Remake]

    Quote Originally Posted by Aldrius View Post
    So most units have been confirmed to be in the game, so far what's NOT confirmed is:

    Guardian (Brood Lords a reasonable substitute, though.)
    Devourer
    Original Queen
    Dark Archon
    Corsair
    Defiler
    Arbiter
    Shuttle

    ...but... other than that I think EVERYTHING is confirmed. And the only thing I'm reasonably sure WON'T be, is the original Queen.
    I think the Corsair is somewhat confirmed from some of the art files in SC2 (there was an image of one I believe). Don't forget about buildings either. There are a lot of buildings from SC1 that I really don't see returning (like the old Terran add-ons). Not to mention this mod project should try to include SC1 game mechanics (like resource gathering mechanics, seeing up cliffs, muta micro, etc.).

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