Our ability to design far exceeds our technical skills, and I've come to realize this. So I'm here looking for ONE other person to help complete this project which I think has some very innovative and neat ideas I have seen in other maps before. I won't give too much away though, as I'd like to keep it pretty much on the down low before it's near completion.
I'm looking for someone who is either experienced with vJass and can help convert my triggers and attempts at triggers into efficient and leakless code, or someone who is very advanced with the use of triggers. You will NOT be doing all the work. I repeat: You will NOT be doing all the work. I'll assist in any way I can on the technical side of things (although my skills are limited to triggers as I do not know vJass). I'm not an expert in the GUI, but I can navigate my way around pretty easily. I'll be covering most of the balancing aspects of the game when it's ready for some beta testing (testers are already lined up). Although I have no intention of shutting you out completely from the design side of things if you want in on it to.
It is important to note that this map is MY IDEA. And I have to be clear so that it doesn't come out in the wrong way. All of the ideas and systems in the map are not original, nor are they flashy and overly-complicated, but they have been carefully thought out to provide players with a variety of game experiences and a high replayability factor. I have a vision, a distant sight of what I want this map to be like and how I want to take it there. I do not want to end up in huge arguments over design philosophy. But, again, this doesn't mean I'm going to entirely block out your criticisms, it just means that I may completely shut some of your ideas down because they go against what I want the map to be like.
I'll also be handling all the terraining (although it is mostly done now, maybe a few touch-ups here and there. You can see my terraining skills in the pictures and judge for yourself).
Units and spells are still pretty open ended although I've been limited by my technical skills in this area so have stuck to modified versions of already existing spells. If you feel dedicated enough to through some custom ones in, I'm up for a chat with you.
The boss fights are mostly planned out, the AI (and it will be VERY simple) just needs to be created and ironed out.
And with that being said I'll leave it up to you to reply. Please reply in this topic, and please do be genuinely interested. If there are no replies within a week or so, don't bother making any more, as by that time I'll just do it entirely myself. The point of a second man isn't so he does all the hard stuff, it's just to speed up the production time of the map.
I'm looking for someone who is either experienced with vJass and can help convert my triggers and attempts at triggers into efficient and leakless code, or someone who is very advanced with the use of triggers. You will NOT be doing all the work. I repeat: You will NOT be doing all the work. I'll assist in any way I can on the technical side of things (although my skills are limited to triggers as I do not know vJass). I'm not an expert in the GUI, but I can navigate my way around pretty easily. I'll be covering most of the balancing aspects of the game when it's ready for some beta testing (testers are already lined up). Although I have no intention of shutting you out completely from the design side of things if you want in on it to.
It is important to note that this map is MY IDEA. And I have to be clear so that it doesn't come out in the wrong way. All of the ideas and systems in the map are not original, nor are they flashy and overly-complicated, but they have been carefully thought out to provide players with a variety of game experiences and a high replayability factor. I have a vision, a distant sight of what I want this map to be like and how I want to take it there. I do not want to end up in huge arguments over design philosophy. But, again, this doesn't mean I'm going to entirely block out your criticisms, it just means that I may completely shut some of your ideas down because they go against what I want the map to be like.
I'll also be handling all the terraining (although it is mostly done now, maybe a few touch-ups here and there. You can see my terraining skills in the pictures and judge for yourself).
Units and spells are still pretty open ended although I've been limited by my technical skills in this area so have stuck to modified versions of already existing spells. If you feel dedicated enough to through some custom ones in, I'm up for a chat with you.
The boss fights are mostly planned out, the AI (and it will be VERY simple) just needs to be created and ironed out.
And with that being said I'll leave it up to you to reply. Please reply in this topic, and please do be genuinely interested. If there are no replies within a week or so, don't bother making any more, as by that time I'll just do it entirely myself. The point of a second man isn't so he does all the hard stuff, it's just to speed up the production time of the map.
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