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Messages - RedRookLord

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1
Custom Maps / Re: [Campaign] Starwatch
« on: March 17, 2015, 09:17:26 PM »
Why don't you use that kickass logo for the steamworkshop?! :D

It's kind of a weird size/shape for it.

2
Custom Maps / Re: Starwatch (WIP)
« on: March 14, 2015, 05:02:51 PM »
Released on the hammerwatch workshop.

3
Custom Maps / Re: Starwatch (WIP)
« on: February 17, 2015, 07:25:41 PM »
Added the news to the main thread. (A lot earlier than I said, I know)

4
Custom Maps / Re: Starwatch (WIP)
« on: February 16, 2015, 04:43:42 PM »
Mmm...it really depends...

I've taken a totally different approach to designing the campaign in general. I've kind of been teaching myself level design and have been practicing a lot for other mods for other games. I don't really want to spoil anything as I want people to play. :)

I'll announce the release date in ~1 week and we'll see how much progress I've made when that happens.

5
Custom Maps / Re: Starwatch (WIP)
« on: February 13, 2015, 11:40:46 PM »

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Custom Maps / Re: Starwatch (WIP)
« on: October 07, 2014, 12:57:46 AM »
Hey all, just here to say that the project isn't dead. I've been working little bits at a time on the project and I've managed to complete all of the character reskins for ranger, wizard, warlock, priest, and thief. Since I last sent beta copies to some peoples, I've been doing hearthstone and recently, shadow of mordor and some other things, but I have been working and I'll continue to do so until open beta, don't know when! Maybe next year? Maybe by the holidays, who knows!

See you all then.

7
Custom Maps / Re: Starwatch (WIP)
« on: August 12, 2014, 08:55:57 PM »
The main post has just been updated with some news regarding the closed beta.

It's getting there guys! Since it took about 2 weeks to finish level 1, I expect levels 2 and 3 will each take about that long as well, so it will probably take about a month to finish.

8
Custom Maps / Re: Starwatch (WIP)
« on: August 03, 2014, 05:19:38 PM »
I don't necessarily need to generate sounds since the mod will be based on star wars. I've been scavenging the internet for free sound files and youtube sound compilations and I've been using audacity to modify the files to be the exact length I want them to be.

9
Custom Maps / Re: Starwatch (WIP)
« on: August 02, 2014, 08:14:58 PM »
The last week has been filled with all kinds of real life obstacles and I've had to redo some of the areas in level 1 to get them to look right, so closed beta is slightly behind, but I'm half way done now and I have all the doodads that I need all drawn up. Hope to bring you good news soon.

10
Resources / Re: [Taking Requests] Rook's Sprites
« on: July 27, 2014, 06:25:53 PM »
This is where I got so far... most of the frames are mostly ready, but 6 of the attack directions aren't finished.

11
Custom Maps / Re: Starwatch (WIP)
« on: July 27, 2014, 03:59:45 AM »
I've made some...minor...modifications to hipshot's little logo...


12
Resources / Re: [Taking Requests] Rook's Sprites
« on: July 27, 2014, 03:04:14 AM »
I've drawn most of the sprite, but I've been busy with a project, so unfortunately, I haven't been able to finish it. You can either wait a little longer or I can send it to you as it is.

13
Custom Maps / Re: Starwatch (WIP)
« on: July 27, 2014, 02:19:20 AM »
Loved it! I rarely like videos on youtube, you've got it bro!

Thanks!

- Scenario is a bit bland, do some doodads like bridges and hangar. Even if the scenario doesnt get lots of turns, it will feel better.

This little "scenario" in the video is just a demonstration map, I haven't even started building the levels yet, I've been so busy building all the assets first. However, I'll make sure I make the levels exciting, just for you.  ;)

- The save could be starwars themed... maybe a r2d2?

 8) ...That sounds awesome, thanks for the idea!

- The stomp on at-st can use some bigger range detection and maybe an particle effect (I used meteor decal in my Havel stomp). It's easy to make.

I'll look into that.

- Boss idea: you can make a 2x1 Vader+Emperor: use spew with lightning sprites + teleport with a fading effect for the Emperor and you can also make Vader use the Force to throw objects as projectiles.

I don't want to have any "characters" from the star wars universe, just the content and such, like stormtroopers. However, I did decide on 2 bosses that I'd like to do, but I'm not sure which one. The first is a half vader half sith lord kind of final boss that, like you said, uses force powers to try and defeat the player. The other idea I have is an AT-AT walker that drops troops out of it's body and uses tie bomber attacks and other environmental things. So the 2 themes are either jedi battle or large scale imperial battle. If anyone has an opinion on which they like best, I'll go for that one.

14
Custom Maps / [Campaign] Starwatch
« on: July 26, 2014, 09:04:16 PM »
Here is a little demonstration video to wrap up most of everything you need to know about the mod/campaign.

https://www.youtube.com/watch?v=laY4xZvTgRA

"Greetings, I am Redrooklord, from the Hammerwatch Forums, today I bring you an announcement/demonstration/preview of a new mod I am developing called Starwatch, the star wars mod for hammerwatch. I've only been working on this for about a week and I've made far more progress than I could ever hope for. Originally, I planned on making this a 1 level mission, but I've now extended it to a 3 level mini campaign due to the progress I've made. In about a week or so I'll be starting up some kind of closed beta and soon after, the full release. After that, I'll be working on adding new assets and releasing all of them in 1 giant asset package for anyone to make their own starwatch levels. I hope you enjoy the video."

NEWS!

Starwatch has been released, head over to the Hammerwatch Workshop and search for Starwatch!

Workshop Page: http://steamcommunity.com/sharedfiles/filedetails/?id=407693877

Let me know what you guys think.

15
Technical Support / Re: Having trouble getting latest resources
« on: July 24, 2014, 08:03:09 PM »
That's really embarassing, solved.

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