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 Post subject: Castle Fight 2.0 first screens.
PostPosted: Mon Apr 26, 2010 2:26 pm 
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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:
Image

New experimental triple-lane layout:
Image
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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 Post subject: Re: Castle Fight 2.0 first screens.
PostPosted: Mon Apr 26, 2010 2:34 pm 
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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^^

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 Post subject: Re: Castle Fight 2.0 first screens.
PostPosted: Mon Apr 26, 2010 2:37 pm 
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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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 Post subject: Re: Castle Fight 2.0 first screens.
PostPosted: Mon Apr 26, 2010 3:13 pm 
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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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 Post subject: Re: Castle Fight 2.0 first screens.
PostPosted: Mon Apr 26, 2010 3:23 pm 
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I think he means the wc3 version


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 Post subject: Re: Castle Fight 2.0 first screens.
PostPosted: Mon Apr 26, 2010 3:35 pm 
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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 :D

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 Post subject: Re: Castle Fight 2.0 first screens.
PostPosted: Mon Apr 26, 2010 4:06 pm 
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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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 Post subject: Re: Castle Fight 2.0 first screens.
PostPosted: Mon Apr 26, 2010 4:13 pm 
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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 :P


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 Post subject: Re: Castle Fight 2.0 first screens.
PostPosted: Mon Apr 26, 2010 6:59 pm 
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You know. What happens to Castle Fight is no update recently. Why bother YouTD had delay? :P

And I don't get that triple lines idea.

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 Post subject: Re: Castle Fight 2.0 first screens.
PostPosted: Mon Apr 26, 2010 7:05 pm 
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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

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 Post subject: Re: Castle Fight 2.0 first screens.
PostPosted: Mon Apr 26, 2010 9:07 pm 
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Ok. I got it. :roll:

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.

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 Post subject: Re: Castle Fight 2.0 first screens.
PostPosted: Mon Apr 26, 2010 9:43 pm 
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Sorry, but i didnt get it. Is it be map for Warcraft or for Starcraft?


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 Post subject: Re: Castle Fight 2.0 first screens.
PostPosted: Mon Apr 26, 2010 10:39 pm 
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Short Question:

If you port CF to SC2.. what will happen to the CF on wc3?


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 Post subject: Re: Castle Fight 2.0 first screens.
PostPosted: Mon Apr 26, 2010 11:07 pm 
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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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 Post subject: Re: Castle Fight 2.0 first screens.
PostPosted: Tue Apr 27, 2010 6:37 am 
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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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