[Brood War]Black and Sunny: The 69-42 Saga.
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- Protoss Zealot Practice Dummy
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Re: [Brood War]Black and Sunny: The 69-42 Saga.
Evidently, mark has more than one head, which is also interesting.
HMMM.
Good luck.
HMMM.
Good luck.
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Re: [Brood War]Black and Sunny: The 69-42 Saga.
Pr0nogo wrote:Evidently, mark has more than one head, which is also interesting.
Wut?

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Re: [Brood War]Black and Sunny: The 69-42 Saga.
Read your post.
bashing my heads
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- Xel'naga World Shaper
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Re: [Brood War]Black and Sunny: The 69-42 Saga.
Hey mark how's that recovery going? WE NEED MORE POOLS OF BUMBLING LARD
Ours is a thought-tormented age.
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OK A PROPER UPDATE THIS TIME!
Normally, I'm not really a update-happy guy, as updates more often than not spoils all the excitements and mystique behind any works (especially mine). But from now on, I'll have to do all these silly monthly updates because Hercanic said so (or at least I though he did). SO LET'S GET IT ON!
After the last virus infestation, I'm happy to say that I've been better than I though. The first map is finished ! Yay ! After 2-3 months of constant work finally I did one single.. map! While that might sound discouraging to some people, that is actually quite alot of work considering how the entire map might take as much as 5 hours to finish (although if you're lucky you can do it in less than 20 minutes). I made a Battle Net able version of the map so I could test it out with my friend, and he called me a genius after the first haft an hour of playing, so I guest for some people it's kind of a success.
Note: To anyone that wanted to test the map, PM me.
With the first map done I'm working at the second map, Visitation. Unlike the first map whose quests are linear with multiple choices to make, the second map everything is suppose to the non linear. There are 3 melee AI in the map, all of them can give you side quests. The side quests are dynamic meaning that everything happening around the map would affect the quests given to you. All map features such as weapon shops etc can be disabled/re-enabled/taken by killing/re-inhabiting/capturing it's residence. And a reputation system will be used to allow random alliance between the 3 melee AI, or for you to ally with any of the AIs. This will hopefully, create some very disastrous and different results in different playthroughs.
The terraining for Visitation is haft done:

And the dynamic quests is also haft coded. The reputation system and map features will be borrowed from the first map so I'm not too worried about them.
After the last virus infestation, I'm happy to say that I've been better than I though. The first map is finished ! Yay ! After 2-3 months of constant work finally I did one single.. map! While that might sound discouraging to some people, that is actually quite alot of work considering how the entire map might take as much as 5 hours to finish (although if you're lucky you can do it in less than 20 minutes). I made a Battle Net able version of the map so I could test it out with my friend, and he called me a genius after the first haft an hour of playing, so I guest for some people it's kind of a success.

Note: To anyone that wanted to test the map, PM me.
With the first map done I'm working at the second map, Visitation. Unlike the first map whose quests are linear with multiple choices to make, the second map everything is suppose to the non linear. There are 3 melee AI in the map, all of them can give you side quests. The side quests are dynamic meaning that everything happening around the map would affect the quests given to you. All map features such as weapon shops etc can be disabled/re-enabled/taken by killing/re-inhabiting/capturing it's residence. And a reputation system will be used to allow random alliance between the 3 melee AI, or for you to ally with any of the AIs. This will hopefully, create some very disastrous and different results in different playthroughs.
The terraining for Visitation is haft done:

And the dynamic quests is also haft coded. The reputation system and map features will be borrowed from the first map so I'm not too worried about them.

"I'm begging you, let me work!" - Osamu Tezuka
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BLACK AND SUNNY: IN DEPTH INTRODUCTION

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Re: [Brood War]Black and Sunny: The 69-42 Saga.
Looks awesome, Mark. I like the loose feeling, not so serious plot. As much as I love serious plots, it's good sometimes to have some campaigns where you can be relaxed a bit and have a bit of humour. I shall look forward to release. 

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Re: [Brood War]Black and Sunny: The 69-42 Saga.
what is this I don't even


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Re: [Brood War]Black and Sunny: The 69-42 Saga.
IskatuMesk wrote:what is this I don't even


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Re: [Brood War]Black and Sunny: The 69-42 Saga.
Always enjoyed the "nooks and crannies" statement. I believe it's relative to not enough room to build an actual base or something along those lines.
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Re: [Brood War]Black and Sunny: The 69-42 Saga.
Lavarinth wrote:Always enjoyed the "nooks and crannies" statement. I believe it's relative to not enough room to build an actual base or something along those lines.
Even on.... an installation map?

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Re: [Brood War]Black and Sunny: The 69-42 Saga.
What the hell? I ran into that error once a long time ago. I think it was on an empty map, too.


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Re: [Brood War]Black and Sunny: The 69-42 Saga.
mark_009_vn wrote:Lavarinth wrote:Always enjoyed the "nooks and crannies" statement. I believe it's relative to not enough room to build an actual base or something along those lines.
Even on.... an installation map?
I only ever got the error on installation maps, coincidentally.
I'd then save multiple copies of the map, and mass clear out 1/4 of the map in the different versions (while keeping the original intact) to determine the source of the issue.
EDIT: A thought just came to mind. The times I'd receive this issue was relative to me using a tremendous amount of artistic mapping. Such as using different tilesets to make "pillars" or "columns" in a room instead of doodads, making StarCraft conclude that the pathing was far too erratic for conventional play, I assumed.
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Re: [Brood War]Black and Sunny: The 69-42 Saga.
I imagine it's not just concluding but rather that the pathing engine fails entirely. There will be something it doesn't like that causes it to fail generating a pathing map I guess.


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