StarCraft Gas: 2

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Church
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StarCraft Gas: 2

Post by Church » Thu Jan 06, 2011 1:27 pm



GAS 2 IS CURRENTLY ON HOLD

Welcome back, private.

Two years after the Brood Wars, Raynor's Raiders still fought the Dominion. That changed one day when Jim Raynor was kidnapped. The Raiders attempted retrevial, but all their efforts were in vain.

A ghost without a last name called Kari assisted them- along the way, they released other prisoners before Raynor. One of them was a freaking awesome hydralisk named Charlie. The three of them, along with another new friend, a Dark Templar named Ashen, eventually defeated Vill Ain.

Upon Vill Ain's retreat, he uttered three chilling words.

"I'll be back!"

:huwhaa:

*~*OVERVIEW*~*

Soon, everything will change. Now, the jokes are good, the terrain is good, the triggers are decent, and the script is believable. Other than that, the Zerg are invading Mar Sara again...

Gas 2 is an improvement on the original in every way possible. We will attemt to pull the player into the story, into the scene. Make them feel like they are on Mar Sara, Zerg swarming around them. Make them laugh with the characters. Cringe in fear as Hydralisks round the corner toward your men.

This is Gas 2.

An all new musical score will be with the package- composed by the talented Belgerum. Some voice clips will be done for the custom characters- expect Kari to say "Here's Kari" instead of "Lieutenant Kerrigan reporting". New units will aid you- Terran Banshees and Mosquitos; Zerg Squidgen and Vampires; Terran Militia in the Campaign maps.

Old friends return. Welcome Kari the Last Nameless ghost, Ashen the complaintive Dark Templar, Jim Raynor the leader and sometimes moron, and of course, the fan favorite Charlie the Hydralisk. Meet new friends- including Billy the stimmed-up Marine. Of course, you can't forget the villains- Will we be seeing the cheesily named Vill Ain, or the mysterious Doug/Vinny archon?

*~*DESIGN JOURNALS*~*
Design Journal 1

*~*Unit Stats*~* (to be updated)
Melee Maps:
Terran:

Image
Terran Banshee
Hit points: 150
Supply count: 2
Weapon damage: 5 (Type: Concussive.-Effect: Splash (radial).)
Weapon range max: 12
Splash radii: Inner: 5.-Medium: 25.-Outer: 50.
Targets: Ground
Minerals: 250
Vespene: 100
Description: Sprite graphic by Aqotrooper. More info soon.

Terran Mosquito
Hit points: 200
Supply count: 3
Weapon damage: 10 (Type: Normal.-Effect: Normal hit.)
Weapon range max: 10
Targets: Air
Minerals: 250
Vespene: 125
Description: Attack four times, power off temporarily. Sprite graphic by Joel Stuedler. Voice by Magic. Portrait by Daelin. More info soon.

Zerg:

Zerg Squidgen
Hit points: 200
Supply count: 2
Weapon damage: 15 (Type: Normal.-Effect: Normal hit.)
Weapon range max: 14
Targets: Ground and Air
Minerals: 150
Vespene: 50
Description: Sprite graphic and portrait by Joel Stuedler. Voice by Magic. More info soon.

More Melee units coming soon!

Campaign units:

Terran Militia
Hit points: 60 (Very subject to change)
Supply count: 1
Weapon damage: 5 (Type: Normal.-Effect: Normal hit.)
Weapon range max: 7
Targets: Ground and Air
Minerals: 50
Vespene: 0
Description: Coming soon.

More Campaign units coming soon!

I'll be back!

~Jim
Last edited by Church on Sun Apr 10, 2011 10:22 am, edited 3 times in total.

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Re: StarCraft Gas: 2

Post by noname » Fri Jan 07, 2011 3:56 am

Great! Keep up the good work! ;)

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Re: StarCraft Gas: 2

Post by Thalraxal » Fri Jan 07, 2011 5:03 pm

Cool! I'm sad to say, I still haven't played the original, but it's on my list for whenI'm reunited with my old monitor and can play SC1 without it look terrible again.

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Re: StarCraft Gas: 2

Post by Church » Mon Jan 10, 2011 8:09 am

Thanks for the feedback guys! Status update soon.

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Re: StarCraft Gas: 2

Post by Church » Tue Jan 18, 2011 8:57 am

GAS 2 DESIGN JOURNAL 1
INTRODUCTION


Welcome to Gas 2's first Design Journal! I hope you like what you see! I've been working very hard to provide you with a pleasing experience, and I hope that when Gas 2 is finally released, you will have as much fun as I'm having making it. Enjoy!

CONTENTS:
Design Corner - Mapping
Features Corner - Music
Preview Corner

Image
Mapping - Part I

A campaign wouldn't be much of a campaign without the maps. Recently, I've really been getting into terrain, and you can trust that this time the terrain will be much better than in the original Gas. Actually I've been very picky, the first level alone has already gone through three redesigns.

The terrain is the generally the first step in making a map. Usually, I do terrain, then doodads, but sometimes I can't help myself, and doodading becomes a part of terraining. I've learned that it's generally -not- a good idea to start in a maps corner, except in a few exceptions, like when infiltrating an installation.
Image

Next step, units. Generally try your best to place units in connection to the terrain, and in B&D maps, don't put the enemy base too close. In some campaigns (Not pointing any fingers!) you have a base, and then there's a bridge, and just across the bridge is the enemy base. This is very annoying, it's hard to battle on a bridge and that not only increases the difficulty but the player can get frustrated quickly and lose interest.
Image

Now, locations. These are very important. Some like to do these with triggers, and a few of mine are, but for now don't worry about it. I like to have a title thing, like BrownBase] at the start of sections of triggers for sorting, so in the triggers I'll have BrownBase]Bunkerload and BrownBase]RunOverHere right next to each other. Note my strategic hiding of one of the location names 8)
Image

That's it for this time, tune in next design journal for more mapping.

Image

Music is a tricky thing. I'd tried and tried to add music to the maps, but alas, often times I couldn't find a suitible track. To save me, comes along Belgerum, who composes music! Gas 2 will have a completely custom music score, and I'm very excited about this!

Belgerum on music composing:
"The process of music-making requires a number of important tools. first, and most importantly, it requires a basic knowledge of music theory, such as key, time, and other such features. Second, you need a way to record your musical ideas. I myself use a program known as "Reason 4.0" which uses small MIDI sounds, and synthesizers to emulate instruments. I also use a MIDI compatable keyboard, which can input notes. Overall, the software and keyboard cost about $400, but is well worth it.

The first thing to do when writing a piece is to make a baseline, chord progressions, and percussion instruments to keep the beat. Inspiration is a strange thing, and sometimes, I can't improvise a baseline well, and other times, it works perfectly the first time. Then after the bottom layer is set, it's pretty easy to work up the spectrum, adding in more background parts that might play during one part or so of the song. Then, the melody, which is the hardest part. Usually I improvise a few times over the progression, save them all, and put together my favorite parts to make one melodic thing.

Then, after creating a number of overlaying baseline, background, and melodic elements, arranging them into a music piece is the easiest part. I usually just make a number of variations on the chord progresion, using different parts on different instruments every time. then, end with a catchy bit, or moment of restatement. Then, it's easy to transfer the music into an audio track using the software's interface."

Now, to tease you more, some previews.

The High Peak - http://www.supload.com/listen?s=lzNcyJ
Interstellar Pie (Theme of Jim Raynor) - http://www.supload.com/listen?s=Wjt8JW

Image
Sorry for low quality video, hopefully this won't be a problem in the future. Just a warning, ear raping sounds at the first little bit.

Yeah, terrible playing. It was 6:00 AM when and I was half asleep. The song you are hearing is actually the 'beta' track, a slowed down version of Terran theme 1.
It's hard to read it, but those marines are actually the new Terran Militia, thus the messed up wireframes that'll be fixed. Militia are -very- OP right now. Also, no firebats on that level in the final.
As you can see, I was working to create a custom barracks for training militia... but I doubt that'll make it to the final. We'll see.
haw haw. debug mode ftw.

I'll be back!

~Jim
Last edited by Church on Thu Jan 27, 2011 2:15 pm, edited 1 time in total.

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Re: StarCraft Gas: 2

Post by AngelSpirit » Thu Jan 27, 2011 6:22 am

Lavarinth wrote: You top the charts. Congratulations, to the OFFICIAL FORUM IDIOT, 1N73RC3P70R.
Shameless plug: Dwarf Fortress!

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Re: StarCraft Gas: 2

Post by Eredalis » Thu Jan 27, 2011 9:01 am

No, SCMDraft sucks, actually.
This shit program is full of bugs and crashes very often.
StarEdit is the real deal! It is where everything began and whereon everything based.

And it is much easier to use! Real Men use StarEdit, ask Desler. :D

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Re: StarCraft Gas: 2

Post by Lavarinth » Thu Jan 27, 2011 10:33 am

Gemini's LoaM universe was created using vanilla StarEdit as well.

However, I'm more of an Emerald StarEdit kind of guy. (hah!)
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Re: StarCraft Gas: 2

Post by Thalraxal » Thu Jan 27, 2011 1:11 pm

Ah, Emerald. I had some bad experiences with SCMDraft when it was newer and never converted. Personally, I've always liked General Mengsk's X-tra Edit.

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Re: StarCraft Gas: 2

Post by Church » Thu Jan 27, 2011 2:12 pm

I'm gonna have to agree with Thal here, I love X-tra. Personally, I like to do all I can in Staredit, and touch it up in X-tra Edit, though occasionally I'll open up SCMDraft for team colour editing. I like to stay away from SCMDraft because of it's clunky interface, it's hard to use triggers. I had a lot of crashes (though I've fixed most of these) and I generally prefer to use a simple editor to get it done.

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Re: StarCraft Gas: 2

Post by AngelSpirit » Thu Jan 27, 2011 7:20 pm

To each his own then.
Lavarinth wrote: You top the charts. Congratulations, to the OFFICIAL FORUM IDIOT, 1N73RC3P70R.
Shameless plug: Dwarf Fortress!

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Re: StarCraft Gas: 2

Post by Lavarinth » Wed Feb 02, 2011 8:00 pm

Jim, check your PM's. Someone left you one.
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Re: StarCraft Gas: 2

Post by Church » Thu Feb 03, 2011 6:27 am

Lavarinth wrote:Jim, check your PM's. Someone left you one.
I just checked, I don't seem to have a new one. That's odd, I don't know why it would show you but not me.

EDIT: Okay, I got it now. :D

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Re: StarCraft Gas: 2

Post by Church » Thu Feb 10, 2011 7:44 pm

STATUS REPORT

MOD FILE
Units: 85ish%
Menu: 30%
TBL editing: 90%
VOice Acting: 0%

LEVEL 1
Terrain: 100%
Unit Placement: 80%
Triggers: 5%
Briefing: 95%
Music: 35%
Voice Acting: 70%

LEVEL 2
Terrain: 100%
Unit Placement: 95%
Triggers: 95%
Briefing: 0%
Music: 0%
Voice Acting: 0%

Level 3
Terrain: 0%
Unit Placement: 0%
Triggers: 0%
Briefing: 0%
Music: 0%
Voice Acting: 0%

Level 4
Terrain: 0%
Unit Placement: 0%
Triggers: 0%
Briefing: 0%
Music: 50%
Voice Acting: 0%

Cutscene 1
Terrain: 0%
Unit Placement: 0%
Triggers: 0%
Music: 0%
Voice Acting: 0%

Level 5
Terrain: 98%
Unit Placement: 15%
Triggers: 1%
Briefing: 0%
Music: 80%
Voice Acting: 0%

Level 6
Terrain: 0%
Unit Placement: 0%
Triggers: 0%
Briefing: 0%
Music: 0%
Voice Acting: 0%

Level 7
Terrain: 0%
Unit Placement: 0%
Triggers: 0%
Briefing: 0%
Music: 0%
Voice Acting: 0%

Level 8
Terrain: 0%
Unit Placement: 0%
Triggers: 0%
Briefing: 0%
Music: 0%
Voice Acting: 0%

Level 9
Terrain: 0%
Unit Placement: 0%
Triggers: 0%
Briefing: 0%
Music: 0%
Voice Acting: 0%

Cutscene 2
Terrain: 0%
Unit Placement: 0%
Triggers: 0%
Music: 0%
Voice Acting: 0%

---

After an inspiration burst, I finished the terrain for level 1 and most of the terrain for level 5 in the process of two days. I tell you, my brain is tired. Might take a couple day break. Screenshots coming soon ;)

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Re: StarCraft Gas: 2

Post by noname » Fri Feb 11, 2011 9:33 am

If you need any kind of game testing, I can help. :)

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