GGmap project

User avatar
Maglok
Xel'naga World Shaper
Xel'naga World Shaper
Posts: 1312
Joined: Sun May 20, 2007 12:48 pm
Location: The Netherlands

Re: GGmap project

Post by Maglok »

So this is one b.net map? That ain't to big of a project is it? :)
- Maglok
Audio engineer and writer
SC2 campaign dev ranting: The Bunker blog
User avatar
Ricky_Honejasi
Xel'naga Solar Moderator
Xel'naga Solar Moderator
Posts: 2011
Joined: Wed Aug 16, 2006 3:50 pm

Re: GGmap project

Post by Ricky_Honejasi »

A b.net war3 or SC2 map CAN be a big project depending on the work put.

In SC1, due to the limitations of the trigger system, you can easily make the most of its features in a multiplayer map. Also if you want to use custom content, you usually need to use a mod and a mod tend to not be compatible over b.net except with friends that got the same mod.

But in War3 (and logically SC2 and onwards), a b.net map can be a full scale project with lots of special triggers and with customization of everything : icons, spells, skins, models, terrain into a map. The only annoyance might be the file size limit over b.net but despite that, you can go far.
User avatar
Maglok
Xel'naga World Shaper
Xel'naga World Shaper
Posts: 1312
Joined: Sun May 20, 2007 12:48 pm
Location: The Netherlands

Re: GGmap project

Post by Maglok »

Yeah totally true, that slipped my mind.

There are some elements you can cut away though. Custom loaders, music and sound usually (to big) and storyline (it's DotA!).
- Maglok
Audio engineer and writer
SC2 campaign dev ranting: The Bunker blog
User avatar
Ricky_Honejasi
Xel'naga Solar Moderator
Xel'naga Solar Moderator
Posts: 2011
Joined: Wed Aug 16, 2006 3:50 pm

Re: GGmap project

Post by Ricky_Honejasi »

Maglok wrote:There are some elements you can cut away though. Custom loaders, music and sound usually (to big) and storyline (it's DotA!).
Yeah and it's usually preferable to cut at least some in the end (if not most) since either you can't give good quality in a specific element, too much time involved, it is just plain unnecessary or it just increase the file size for very little bang.
Radagast
Terran Settler (Unemployed)
Terran Settler (Unemployed)
Posts: 3
Joined: Tue May 27, 2008 5:16 am

Re: GGmap project

Post by Radagast »

Hello, I'm the author and HR manager of the GG project. Thanks for your attention, I'll do my best do give reasonable replies to you.
My personal role is to create the GG team of people, who respect each other and are united with one goal of creation of the map of high quality, which will be very popular among other UMS games. Also I'm the only one (yet...) administrator of the ggmap.sc forum and I do my best to create the space comfortable to communicate and exchange ideas. Also I'm a professional C++ programmer, so when the SC2 editor comes out I'll make my part in programming (as the new scripting language is announced to be C-like, perhaps even well-known LUA. If someone has more precise info, please tell it here.)
I wouldn't take part in anything where all the "leader" does is sit back and say "do this and that cause I'm a PROFESSIONAL DESIGNER!"
I wouldn't also...)) I realize that a new branch of cybersport can be created only in atmosphere of democracy, reasoning and mutual respect. I speak my gameplay and universe-related ideas just like everyone else, and together we decide what will remain and what will go to a recycle bin. By the way, this Thursday we'll have the first Skype conference of GG team. I want to emphasize that we already have about 12 people in the team (all of them from ex-USSR countries, so we speak Russian) and the work has already started. Still I believe that to succeed we need foreign members and if enough talented people from this and other English forums join me, I'll link the discussion together.
So basically DotA in SC2
Well, if you mean that teamplay + replayability + new versions + 1 unit under control=DotA, ok, it’s DotA. But in the first post of the thread (the text was originally written by me) I distinguished DotA from GG step-by-step.
The later battle.net gets full of Dota servers the better
It’s inevitable ;) The race will start immediately after SC2 release and I’m going to win it!
Talking a bit more seriously, most of DotA players go to GGC, not Battle.net. And every player must have the right to choose a game to play, you mustn’t limit people to ladder games only, I think.
Thus if the leader we see seems all talk
Till the SC2 release all we can do is TALKING! And in the end of this talking we’ll get the integral gameplay system ready to be implemented.
There are some elements you can cut away though. Custom loaders, music and sound usually (to big) and storyline (it's DotA!).
Where did you see anything about custom loaders? oO We don’t have professional assembler programmers for that and anyway GG don’t need any custom loaders.
We won’t import custom music in the future map, it’s senseless, and very few sounds will be imported, which are really necessary for the gameplay and overall atmosphere. BUT we’re going to create the storyline in our own universe (NO connection with original SC, no terrans/protoss and zerg. New races (surely some of them will look like SC races), new planets, new weapons!). Many WC3 ladder players told that they don’t respect DotA as it has no storyline, no background at all, so I gonna make my best to create the map that will be respected by most of people (as it’s impossible to be liked by everyone:) )
If you need guarantees that this project won’t die tomorrow, speak them clearly and I’ll reply. But I think the best guarantee is that I have paid for the domain name and good hosting of the forum from my own pocket.
User avatar
Maglok
Xel'naga World Shaper
Xel'naga World Shaper
Posts: 1312
Joined: Sun May 20, 2007 12:48 pm
Location: The Netherlands

Re: GGmap project

Post by Maglok »

What I meant was that those elements, like custom loaders, are usually part of bigger projects. Thus I considered one b.net map less big, though still pretty big.
- Maglok
Audio engineer and writer
SC2 campaign dev ranting: The Bunker blog
User avatar
Lavarinth
Xel'naga Administrator
Xel'naga Administrator
Posts: 6539
Joined: Wed Aug 16, 2006 5:21 pm
Location: His Ashworld Planet

Re: GGmap project

Post by Lavarinth »

I can not emphasize how difficult it would be to get foreign members working together when they can't speak either language.. So far one of you from two can speak it easily enough to understand. The other is very broken English and I didn't bother to finish reading his posts. What about the rest of your team?
- - Lavarinth
Campaign Creations Administrator
Radagast
Terran Settler (Unemployed)
Terran Settler (Unemployed)
Posts: 3
Joined: Tue May 27, 2008 5:16 am

Re: GGmap project

Post by Radagast »

User avatar
IskatuMesk
Xel'naga World Shaper
Xel'naga World Shaper
Posts: 8332
Joined: Sat Feb 07, 2009 1:40 pm
Location: M͈̙̞͍͞ͅE̹H̨͇̰͈͕͇̫Ì̩̳CO̼̩̤͖͘ జ్ఞ‌ా
Contact:

Re: GGmap project

Post by IskatuMesk »

Blizzard said the scripting language they're using is a bastard child derive of C (like JASS was a bastard child derived of LUA, sucked free of everything that made LUA great)
Gameproc
Though we stand alone, stand we shall.
tipereth
Zerg Hydralisk Nail Stylist
Zerg Hydralisk Nail Stylist
Posts: 597
Joined: Tue Sep 19, 2006 7:37 pm

Re: GGmap project

Post by tipereth »

FYI DotA was made by one person.
Jadefang

Re: GGmap project

Post by Jadefang »

My opinion is, that Radagast et al have been received with deprecative statements. I can see somewhat where you guys are coming from, if you saw so many other projects being announced big time and then utterly fail. That may over time be sobering, but personally, I think it is not fair to project such an assumption onto them. Only time will tell what comes out of it. I for once look forward to that.  :)

@Radagast:
Can you tell us more about your concept? What is the background story? I understand that you want to have only your terran/protoss equivalent playable while whatever zerg-replacement you plan should only be a common AI controlled enemy? And, in your forum some of the posts are in different cyrilic encoding formats, that makes it hard to read (mandating switching around all the time). It would be better if you could all agree on one encoding format and that's it, or  better yet, switch to English, as this will undoubtedly attract many more people to your project.
Last edited by Jadefang on Tue May 27, 2008 8:56 pm, edited 1 time in total.
User avatar
Ricky_Honejasi
Xel'naga Solar Moderator
Xel'naga Solar Moderator
Posts: 2011
Joined: Wed Aug 16, 2006 3:50 pm

Re: GGmap project

Post by Ricky_Honejasi »

Thus if the leader we see seems all talk
Till the SC2 release all we can do is TALKING! And in the end of this talking we’ll get the integral gameplay system ready to be implemented.
The difference I implied is between talking and having any sort of a real plan to present (although I have to agree that you need to discuss stuff and ideas for any sort of project).

For example, since WC3 got a fairly advanced editor, it is logical that SC2 will be at worst with only 30% less features or at best have 50% more features. Thus, you plan the whole thing more or less based on WC3's existing features for the upcoming SC2 map.

In addition, there are some stuff that can always be MADE way before SC2 is released : unit sounds, music, custom loading screen (which would just require a conversion to whatever format it uses in SC2), icons, etc.

So far, your team just didn't shown us any content or detailed plans to reasonably convince most of us (although Godfather21 did better than the common "Hey, I will make a map" go-sayer).
Last edited by Ricky_Honejasi on Wed May 28, 2008 1:50 am, edited 1 time in total.
Radagast
Terran Settler (Unemployed)
Terran Settler (Unemployed)
Posts: 3
Joined: Tue May 27, 2008 5:16 am

Re: GGmap project

Post by Radagast »

ok I'll translate the main ideas we have already generated, but it's a lot of text and it will be ready on weekends I think.
Post Reply