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Deep Blue - Starcraft II Modding Series on Youtube

Would you watch "Deep Blue"?

  • Yes! This is interesting to watch!

    Votes: 3 50.0%
  • It depends. (Comment below)

    Votes: 0 0.0%
  • No, this does not interest me.

    Votes: 3 50.0%

  • Total voters
    6
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Deep Blue - SC2 Modding Series on Youtube (Latest: Ep#05)

This is the project I'm working on. It's called "Deep Blue", and this is an on-going series about the creation of my Starcraft II map. I start from scratch, discussing and implementing the game mechanics, triggers, unit and ability creation, terrain, and I'll eventually be publishing the map and support its community. I also discuss gameplay theory; what makes games fun, and gameplay concepts.

The map I'm working on is going to be an AOS-style top-down shooter. The gameplay will rely less on a hero's level and stats, and more on the player's own skill at the game. I focus on making the gameplay simple enough to learn that newer players don't need to know much about the map to be able to contribute to their team's success and have fun, but in-depth enough that there's many opportunities for skillful play.

I'm thinking of getting the Hive Workshop community involved in future episodes and help promote the website in Deep Blue.

All episodes are in 1080p.

(Latest Episode) Episode #05 - "Level Design"
I discuss the concept of "Level Design", and I do some basic terraining to form the map layout. In the Terrain Editor, we create the lanes, the high ground, and smaller paths between each lane as well as designate the creep spawn points.




Previous Episodes

Episode #01 - "Diving In"
http://www.youtube.com/watch?v=7rx58BMreQQ
I discuss the details of the gameplay and implement basic player movements. I show a little bit of the Trigger Editor, and create the movements of the player.

Episode #02 - "Having Fun"
http://www.youtube.com/watch?v=3xXOBunL_hU
I discuss the concept of "fun" from my perspective and implement basic player attacks. I play around with the Data Editor and create the actors and effects that make up the player's attack.

Episode #03 - "Learn & Master"
http://www.youtube.com/watch?v=fXYmA7WrC5s
I discuss the Learning Curve and Skill Cap, and implement the Accuracy/Recoil System. I go in-depth into the Trigger Editor and show how I make triggers.

Episode #04 - "Lock & Load"
http://www.youtube.com/watch?v=f6FI65M725w
I discuss the Warcraft III maps referred to as the "S3 Marine Corps", and implement the Ammo/Reload System. Going back into the Trigger Editor, we create new functions and a custom script to allow our hero to reload weapons.

I'll be updating and cleaning up this post as new episodes are released.
 
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Level 26
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Apr 13, 2008
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Deep blue eh?
WE-NEED-TO-GO-DEEPER.jpg

.... good luck with your game
 

Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
Messages
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The gameplay will rely less on a hero's level and stats, and more on the player's own skill at the game.
So is hero leveling and stats in the game or not? Also do not underestimate how skill dependant maps like DotA Allstars in WC3 are. Techniques like creep denying or correct item/ability selection are difficult to master.
 
Level 2
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Jun 23, 2011
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While I'm all for learning more on modding, you're map will be very different from what kind of things I want to do. However, your expositions and theories on game design are what I really like.
 
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