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geX
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Post subject: Castle Fight 2.0 first screens. Posted: Mon Apr 26, 2010 2:26 pm |
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Joined: Fri Jul 21, 2006 11:31 pm Posts: 4350 Location: Munich, Germany YouTD Score: 250
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I have decided to port Castle Fight to Starcraft. I really love the new editor and the stuff it offers. I miss the variety of models of WC3 right now (10 races will be hard with SC2's models), but since SC2 maps support imports much better than WC3 I think I will find a way to add enough cool models to it. I will port the core code which I was rewriting to starcraft code (Andromeda), so the new engine will hopefully be much better than the old one. I will also support different map designs which will offer new tactics. Here are some early screenshots: The old basic layout:  New experimental triple-lane layout:  The screenshot shows only one base. In this layout, bases are linked by three lanes. You can build in the green regions and the castle is standing in the middle. In this layout, you have to protect all lanes (no single lane play possible anymore) since the lanes are so far away that you cannot defend two lanes from one lane. In addition, you cannot use the castle as a shield here. More layouts are to come, look forward 
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Nicklaspm
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Post subject: Re: Castle Fight 2.0 first screens. Posted: Mon Apr 26, 2010 2:34 pm |
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Joined: Fri Jan 22, 2010 9:31 pm Posts: 26
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Nice, do you need a modeller for some of the races? Btw, so if i undestand this well, then you want to create a whole new castle fight, along with the old one, right? I really want to also play the old one in starcraft 2 as well^^
_________________ Castle fight on lan ROCKS
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boekie
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Post subject: Re: Castle Fight 2.0 first screens. Posted: Mon Apr 26, 2010 2:37 pm |
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| YouTD Admin |
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Joined: Fri Jan 09, 2009 3:02 pm Posts: 3037 Location: Belgium YouTD Score: 627
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Wow really nice gex! I'd like to see that you port youTD as well but i think that that could become a bit complicated 
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geX
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Post subject: Re: Castle Fight 2.0 first screens. Posted: Mon Apr 26, 2010 3:13 pm |
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Joined: Fri Jul 21, 2006 11:31 pm Posts: 4350 Location: Munich, Germany YouTD Score: 250
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Nicklaspm wrote: Nice, do you need a modeller for some of the races? Btw, so if i undestand this well, then you want to create a whole new castle fight, along with the old one, right? I really want to also play the old one in starcraft 2 as well^^ well what do you call "the old one"? The old terrain? Yes, this will be in. The old game concept? Of course  . The old races? Not until I have comparable models... I think (for the sake of models) I will start with SC2's races.
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boekie
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Post subject: Re: Castle Fight 2.0 first screens. Posted: Mon Apr 26, 2010 3:23 pm |
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| YouTD Admin |
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Joined: Fri Jan 09, 2009 3:02 pm Posts: 3037 Location: Belgium YouTD Score: 627
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I think he means the wc3 version
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Nicklaspm
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Post subject: Re: Castle Fight 2.0 first screens. Posted: Mon Apr 26, 2010 3:35 pm |
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Joined: Fri Jan 22, 2010 9:31 pm Posts: 26
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boekie wrote: I think he means the wc3 version Nah, Gex undestood me right, but it could be cool to get an update to the wc3 cf though  Btw, ive made a profile at your scmod.com, ive changed my name to "Peyko" as well, just so all know 
_________________ Castle fight on lan ROCKS
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FlorWarrior
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Post subject: Re: Castle Fight 2.0 first screens. Posted: Mon Apr 26, 2010 4:06 pm |
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Joined: Thu Jul 05, 2007 5:10 pm Posts: 688
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looks nice, the tripple lane layout seems bit too confusing for pubbies to addapt to.. Ps. will this use the "open castle fight" idea?
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Stothex wrote: Adamant Golem is mega imbalanced
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Curo
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Post subject: Re: Castle Fight 2.0 first screens. Posted: Mon Apr 26, 2010 4:13 pm |
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Joined: Sun Feb 14, 2010 7:08 pm Posts: 80
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The triple lane thing seems interesting, and it's good that you can't hide behind the castle anymore. I was so taken with YouTD that I just decided to play Castle Fight for the first time the other day Off topic: I can't help but notice that by your words, the next version of YouTD has been planned to be "released soon" for over a month now. You seem to be working on other projects and stuff, so does this mean YouTD will be delayed? It's not my position to say you should or shouldn't update it, but you kind of have the whole YouTD community on the edge of their seats saying that the new version will be released soon, when it actually has been over a month. If you don't plan on releasing it soon, that's fine, but at least tell us so. It's kind of like the politicians that promise change, and have everyone waiting...but we see no change 
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kiraice
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Post subject: Re: Castle Fight 2.0 first screens. Posted: Mon Apr 26, 2010 6:59 pm |
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Joined: Sat Mar 29, 2008 2:44 pm Posts: 1365
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You know. What happens to Castle Fight is no update recently. Why bother YouTD had delay?  And I don't get that triple lines idea.
_________________ One Vision, One Purpose!
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FlorWarrior
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Post subject: Re: Castle Fight 2.0 first screens. Posted: Mon Apr 26, 2010 7:05 pm |
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Joined: Thu Jul 05, 2007 5:10 pm Posts: 688
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kiraice wrote: And I don't get that triple lines idea. there are 3 different entrances for both bases, in the middle is the castle surrounded by unbuildable terrain, at the entrance of the lane u are supposed to make your buildings so you cant use the castle as a meatshield for all lanes. I guess single lane play is still possible, blaststaffs and towers solve alot
_________________

Stothex wrote: Adamant Golem is mega imbalanced
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kiraice
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Post subject: Re: Castle Fight 2.0 first screens. Posted: Mon Apr 26, 2010 9:07 pm |
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Joined: Sat Mar 29, 2008 2:44 pm Posts: 1365
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Ok. I got it. Since they are three different paths on three different directions. In the first sight the only logical thing that I can think is those three lanes will meet together in other teams castle, but it also means one or two paths may travel through much longer path than other one or two. So, if this is the case. There might be a path greatly shorter than other path. Players will have to play single lane again and be forced to play that way as usual. Also, even gex said the distance for each lanes is far enough. Far or near is decided by aggro range. Though I don't know what will it be in new version. See? I have some comments on new map. But I think whatever this map will be. Gex should do it whatever he wants. Balancing will not be the priority issue. Forget what I wrote.
_________________ One Vision, One Purpose!
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Vam-pirrr
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Post subject: Re: Castle Fight 2.0 first screens. Posted: Mon Apr 26, 2010 9:43 pm |
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Joined: Mon Mar 23, 2009 8:08 pm Posts: 41 Location: Lisbon
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Sorry, but i didnt get it. Is it be map for Warcraft or for Starcraft?
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Hatschi18
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Post subject: Re: Castle Fight 2.0 first screens. Posted: Mon Apr 26, 2010 10:39 pm |
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Joined: Sat Mar 13, 2010 4:11 pm Posts: 13
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Short Question:
If you port CF to SC2.. what will happen to the CF on wc3?
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Xii-DeuM
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Post subject: Re: Castle Fight 2.0 first screens. Posted: Mon Apr 26, 2010 11:07 pm |
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Joined: Mon Jan 05, 2009 9:37 pm Posts: 1
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Great news!
i wonder if you can export maya 3d models into the starcraft2 editor. If so i'll be glad to contribute making units & stuff for your maps.
keep up the good work!
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KillMaster(CZ)
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Post subject: Re: Castle Fight 2.0 first screens. Posted: Tue Apr 27, 2010 6:37 am |
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Joined: Tue Dec 01, 2009 6:29 am Posts: 7
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kiraice wrote: Since they are three different paths on three different directions. In the first sight the only logical thing that I can think is those three lanes will meet together in other teams castle, but it also means one or two paths may travel through much longer path than other one or two.
What bout teleports? Like one way will go straight and the other two will have teleports, so all ways can have same lenght.
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