Rinpun's Solo Project --- War of the Universe

AgentPaper

From the depths, I come.
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107
Picz!!! <3
 

darth-yoda

New Member
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15
Those pics look awsome. I think that you(or RDZ(love his stuff btw :p )) should make a custom game interface, with a futureistic style. Cuz the one in your screeny(the Human one) Looks out of place cuz its all birck and castle looking. But I'v never made one so I dont know how hard they are to make.
 

Sooda

Diversity enchants
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318
What a work ! Nice. These islands should be "planets" ? I just didn' t figure that out, but I guess they are. One cool futuristic interface could add just that little missing effect ( I suggest from starcraft just to rip off Terrain interface for humans and for aliens Protoss or Zergs :D And for extra spice add custom music from Unreal Tournament ( One d'n'b music what is really futuristic, from Two towers in space map, I don' t know its name :eek: ) overall 9/ 10 with these suggestions in game it would be 10/ 10 :D
EDIT: Map name is: CTF-FACE, Facing worlds, Cedric "Inoxx" Fiorentio
EDIT2: Now I uploaded this music to rapidshare so you all can dl it and listen and tell your opinion :D , right name was 28 - Foregone Destruction [Michiel van den Bos]
http://rapidshare.de/files/25900705/28_-_Foregone_Destruction__Michiel_van_den_Bos_.it.html
 

Rinpun

Ex TH Member
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105
darth-yoda said:
Those pics look awsome. I think that you(or RDZ(love his stuff btw :p )) should make a custom game interface, with a futureistic style. Cuz the one in your screeny(the Human one) Looks out of place cuz its all birck and castle looking. But I'v never made one so I dont know how hard they are to make.


1) I am planning on making one. I just haven't gotten around to it yet. I guess I should add that to the features as that IS on my list :p

2) They are very hard to make. I tried to make one and did alright...but there was black and stuff all over the screen. I'm going to give it another shot though.

I don't believe in ripping custom interfaces. They would look fuzzy and amateur due to the fact that it's an old game...and it would not be worth the bother, considering my artwork, if I put time into it, comes out pretty decent.

Thanks for the music. I don't know if I'd use it or not though, considering it takes a huge block out of the map space. Still, if I have room, I do wish to add a soundtrack as a finishing touch.
 

Effane

Save/Load Code Tutorial
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Small MP3s that are loopable shouldnt be an issue. You can make those as small as most models with a smaller bitrate than 192. Its game music, quality is nice, but its not the end of the world since you should be hearing all kinds of other explosions and such.

BTW, I have been watching your progress alot with this map. Its more than just piqued my interest. Hope things go mostly smoothly till the end.
 

hobo218

Meh
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75
This map looks like it will be awesome! Definatly something to look forward to.
You know where to find me for testing when it finally gets to that stage. ;)
 

Rinpun

Ex TH Member
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105
Alright, bumping to mention I've finally finished the carrier abilities. Took a ridiculous amount of time, but now I can start to work on other models of flagship and such...I haven't even made a shop that sells the different models yet! :p

Anyway, expect me to put a few screenshots of some of these abilities in action...they look very cool.

And thanks to phyrex1an! I had several problems when trying to make these abilities and he was able to figure out the problems (or allude to a solution that I could figure out) when I posted them in the JASS zone.
 

emjlr3

Change can be a good thing
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395
he is pretty good at that
 

emjlr3

Change can be a good thing
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395
hay Rin, where you been??

rofl

I'm a poet and I didn't even know it :shades:
 
H

hey its X

Guest
looks kewl so far, though i do think RDZ models look... a bit like walking or flying boxes sometimes. and you should get to the futuristic industrial UI soon.
:D
 

Rinpun

Ex TH Member
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105
hey its X said:
looks kewl so far, though i do think RDZ models look... a bit like walking or flying boxes sometimes. and you should get to the futuristic industrial UI soon.
:D

That would be the old ones he made a really long time ago. Most of them are replaced now with new ones...meaning I need new screenshots :p

And no, I will not get to the industrial UI "soon". UIs take so much work, thanks to how Blizzard made them -_-

Anyway, I will be updating soon with the screenshots for the Carrier's abilities, like I promised a long time ago. Took me a long time, since I'm preparing for some retreats and stuff.

Update

I now have the splash pic up for the Carrier. I'm currently now working on an Assault Flagship model as well. I made the mesh in Lightwave, but then I gave it to RDZ who took it in Milkshape and is now prepping it up with UV Wrapping, Animation, and Mesh clean-up, once again reinforcing the idea of the artwork being 30% me and 70% him.
 

Rinpun

Ex TH Member
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105
Alright, this is also a bump-up of this map, but I am interested in what your opinions are on this:

At the moment, there are four humans and a computer on each side facing each other. I originally made it this way because it would avoid the least amount of lag (with all the flagships and extra custom buildings around), and I can then use these two extra player slots for more in depth rogue movements (such as rogues that would fight and ally each other besides bothering you and your planet conquering motives).

If I make it 5 human players and a computer on each side, then there won't be any free player slots left and the rogues won't matter as much. It could be more fun though.

So, should I make it so that there are 5 human players competing against each other?

Please give me your opinion and feedback :)

On another note, there is room for a fifth player. Thinking ahead, I have an extra planet squeezed on both sides that are currently neutral. So I can add a player by just booting off the neutrals and making it match with an empire :p
 

Effane

Save/Load Code Tutorial
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51
You could make it 5 Human Players and Comp on each side. then use the Neutral Extra and Neutral Victim to make more things for players to deal with. Always have the stationary creeps as well.

**Edit: Also, ever thought about neutral random events that can be bane/boom for the players? Make it an additional mode if possible for purist.
 

emjlr3

Change can be a good thing
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395
im excited, cant wait for a beta test
 

Rinpun

Ex TH Member
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105
Effane said:
You could make it 5 Human Players and Comp on each side. then use the Neutral Extra and Neutral Victim to make more things for players to deal with. Always have the stationary creeps as well.

**Edit: Also, ever thought about neutral random events that can be bane/boom for the players? Make it an additional mode if possible for purist.

I already have stationary creeps. You have to fight em to capture the planets.

Yes, I've already considered that and I want to do it if I can sooner or later. The idea is to create a rogue system where rogues will single out and assault planets you have captured. That way, while you face the human players and a computer in order to win, you will be struggling against those rogues that keep popping up and stealing back their planets.

But, that is the question I'm posing to all of the fans here. At the moment it's four human players and a computer on each side. I'm wondering if it would be better to have five human players and a computer on each side instead.
 

emjlr3

Change can be a good thing
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395
4 sounds fine, why again, unless i missed it, would u want to move up to 5, except for the reasion that you have just enough space for it
 

Rinpun

Ex TH Member
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105
Just to allow more people to play and have an awesome time :p

Anyways, I thought it would be worth mentioning to you guys that I have a draft of a site now FTPed up to a server. Basically, click on the link to War of the Universe site in my link and check it out. I'll probably start updating my progress (listing the features) on the site only, but I will update my little percentage counter and keep the game summary up, just so people who haven't heard of this project can get interested without having to go to the site.

Do be warned though, it is a draft only, and only the simple version works (the fancy version might use flash or something in the future to make a smooth site). Also, in the simple version, the Download page, while keeping a very up-to-date page of features thus far, will have "Some link" one through three just sitting there under the Download section. Once I have something to download, expect the download page to not look under construction.
 

Effane

Save/Load Code Tutorial
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51
The website is a good start, its almost functional for a good map site. Dont worry too much about updating that site though. Keep up the good work on your project.

If adding a 5th player only allows you just to have another player and doesnt add anything to the value for strategy then dont do it. No sense in the extra work for little gain, when it could be used plenty of other places. DONT BE A VICTIM OF FEATURE CREEP :p
 

AgentPaper

From the depths, I come.
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107
You could have it so the host can decide either way, also. Just have the 2 extra slots on each side as if they were 5-player teams, and then, if the 2 extra slots have computers in them instead, then the advanced rouge system would come into effect. You could even have it so, if the comp is set to hard, the attacks and such come more often and with greater force, and less often and withh less force if set to easy.
 

Rinpun

Ex TH Member
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105
Shouldn't/couldn't (either :p) be done. Good suggestion, but I have a planet capturing system and deleting all of the doodads that represent the planet having a civilization with wilderness doodads and a central tower to capture to own the planet is complicated and doesn't fit with my current trigger system. Thus, it's either going to be 6v6 (1 comp and 5 to each side) or 5v5 (1 comp and 4 to each side).

Either way, I like the idea of setting the computer's easy/normal/hard setting to determine how smart the rogues are. I'll probably not do the same thing with the computer civilization of course, though I wonder if it would be a unique idea to make the difficulty of the central computer civilizations determine how many units they spawn every so often.
 
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