| 06-27-2004, 02:40 AM | #1 |
I've began work on a Dragon Ball Z Multiplayer RPG map, and I should also admit its my first crack at a real map, but thats where the newbness ends. I've already learned to make a custom save/load feature that works PERFECT, without a single flaw. My leaderboard is based on Power Level, which as many of you know is used in the DBZ shows and a few games. Custom models will also appear in the new RPG, that is if I can get the converter to quit disfigure them when converting from .3ds to .mdx. Custom spells will all be used, as well as many custom features, and no these won't be a problem for me, or buggy, as I am an extremely fast learner. Here is what I hope to include in the map: Custom Hero Selection: -Goku -Gohan -Vegeta -Trunks -Picollo Custom Save/Load system (Completed) Models for the following characters: -Goku (completed) -Gohan -Vegeta (completed) -Trunks -Picollo Custom Ability Models: -Final Flash (Completed) -Kamehameha -Big Bang Attack Large 256x256 map with beautiful terrain (completed) Max Level 1000 (completed) Max Power Level 1 Billion (Completed) Custom Icons (near completion) Custom Sounds (Completed) Super Saiyan Transformations for all users.(completed) This is just a small list of overall features, other features will come and PLEASE post any ideas that you may have. Any skill requests that you've seen from the shows or other games, or any feature requests that you would like to see. Feel free to leave any comments you have, or any questions, I'll be glad to answer anything you want to know. And to the rest of the forums members, thanks for all your help. Screenshots: http://www.wc3campaigns.com/attachme...chmentid=44271 http://www.wc3campaigns.com/attachme...chmentid=44270 http://www.wc3campaigns.com/attachme...chmentid=44093 http://www.wc3campaigns.com/attachme...chmentid=44092 http://www.wc3campaigns.com/attachme...chmentid=44091 http://www.wc3campaigns.com/attachme...chmentid=43883 http://www.wc3campaigns.com/attachme...chmentid=43882 http://www.wc3campaigns.com/attachme...chmentid=43837 http://www.wc3campaigns.com/attachme...chmentid=43836 http://www.wc3campaigns.com/attachme...chmentid=43727 http://www.wc3campaigns.com/attachme...chmentid=41964 http://www.wc3campaigns.com/attachme...chmentid=41757 |
| 06-27-2004, 03:10 AM | #2 |
Screenshots? |
| 06-27-2004, 03:21 AM | #3 |
Well, my official map is being worked on my someone else, but I do have a test map that I use to test Goku's abilities. I'll try and grab some screenshots on my test map, as soon as I'm finished figuring out how to do Galick Gun and Big Bang Attack for Vegeta. I'll update this post soon as I get some. Edit: Okay there's a few screenshots of Goku's skills. The one with multiple missiles is Renzoku Energy Dan, which you will recognize from the show and the screenshot of the skill info. The one with the big explosion is Kamehameha, as many of you should know it creates a large dome like blast upon impact. The blue ball happens to be the spirit bomb, when cast on an enemy, it appears in the air, and begins to grow until enough power is reached that it can be slammed into the ground causing MASSIVE damage, but at a long cooldown and huge expense of Ki (Energy/Mana). |
| 06-29-2004, 02:20 AM | #4 |
I would just like to add that I'm taking requests from any DBZ fans out there that wish to see a liked DBZ feature in my map. The playable units/abilities are near completion, and my terrainer has nearly completed my map. A released version of the DBZ open RPG should be released in the next few weeks. If anyone would like to see something DBZ related in this map, please feel free to request ANY DBZ feature they would like to see. If I think its a good idea, I would gladly add it into the map. |
| 07-02-2004, 05:52 AM | #5 |
I don't think anyone ever looks at this topic, but I'll give it a shot. Here's my problem: I'm stuck on an ability. I know how to make it, I'm just not sure what type of ability I want it to be. This would be the well known ability to become Super Saiyan. Here's where I'm stuck. My entire system runs off of experience, not level. Experience is also what determines the Power Level of your character. You dont have skills that you have a certain level to be able to use, but instead they are granted to you when your power level reaches a certain height. I have it set to grant the user the ability to become Super Saiyan when their power level reaches 500,000. I'm trying to decide whether to make the Super Saiyan ability passive, meaning that when the user hits 500k that they will always be super saiyan, or if I should make it so the user can click the spell and become super saiyan, and have it set to a duration. Maybe you guys can decide whats best. Always Super Saiyan at 500k+ or only when needed? |
| 07-03-2004, 05:01 AM | #6 |
I just wanted to add an update that says I am completely 100% done with the model files for Goku. This includes: Goku SSJ Goku SSJ2 Goku SSJ3 Goku SSJ4 Goku Young Goku DBGT Goku Golden Oozaru Goku Oozaru Goku I'll start posting pictures of all of my models on the first post in this thread. Edit: I also have sounds for each character for all of their special attacks. So when you use a special ability, expect to hear them say it! Ive also completed models for vegeta, and I'm nearly complete with trunks and gohan. I'm trying to make this the best I possibly can, though I fear the shear load time of the map may cause a problem. |
| 07-03-2004, 06:24 AM | #7 |
You know of the Battle.net map size limit right? |
| 07-03-2004, 06:37 AM | #8 |
Not completely sure.. what is the limit? I'm sure I can keep it under the limit for b.net, and make a single player rpg map that includes ALL 150 of my custom models and sounds. |
| 07-03-2004, 11:12 AM | #9 |
the limit is 4 mb and preferably less and by the looks of things these models will be at least 500 kb eaach with textures...nice models btw |
| 07-03-2004, 11:36 AM | #10 |
Yea, there's definently no way you're gonna fit all this custom stuff in. Drop the sounds for multi-player. I've found that sounds in a game are really not nescessary, and even sometimes they annoy other players. Maybe if you drop the sounds and keep custom graphics on the light side you can fit all your models in there. |
| 07-03-2004, 02:40 PM | #11 |
I've already considered dropping sounds for multiplayer. I'll prolly consider dropping custom ability models too, and most of the enemy models to keep the file size down significantly. If I do create a singleplayer version, I'll probably include roughly 200 models, that being explosions, players, enemies, transformations, charges, power-ups, beams, even doodads. I have the full list of sounds used by all characters and abilities, so you might expect to see those too. Whether I will create a single player version or not, though, is undecided. |
| 07-09-2004, 09:44 AM | #12 |
sounds badass sont drop those models though those r sweet |
| 07-10-2004, 08:36 AM | #13 |
Man I am a very big DB, DBZ and DBGT Fan, I really hope, that you will release your masterpiece. Plz do also a big multi-player one, I mean there is the way to play it with friends on LAN-partys. ;) I can't wait. ![]() |
| 07-10-2004, 10:31 PM | #14 |
why do you have seperate oozaru forms for people? oozaru all look the same and add Dragonballs and wish? on and you could probably cut the filesize alot lower if you kept animations same and cut off head model not animation and make seperate models for his head and attatch them via triggers for transformations as a helm and you could lower size yet again if you make a lock of hair for ssj2 form to attach same as a helm cause thats only diff really good map idea though i am planning on making something kinda similar but differant |
| 07-11-2004, 02:08 AM | #15 |
Several reasons for different Oozaru forms: 1. Plain brown Oozaru (regular Oozaru). 2. Saiyan Armor wearing Oozaru (this happens to be the only way vegeta appears in Oozaru). 3. Golden Oozaru (yellow, bigger, and with regular Saiyan hair.... but yellow.) |
