Staredit Network > Forums > Media, Art, and Literature > Topic: TS Artwork, Sound, and etc Help Thread
TS Artwork, Sound, and etc Help Thread
Aug 17 2012, 10:57 pm
By: UnholyUrine  

Aug 17 2012, 10:57 pm UnholyUrine Post #1



Hi Folks!!

As you may or may not know, Ahli, Luzz, and I have been working (slowly) on [urlhttp://www.staredit.net/topic/14637/=]Temple Siege 2[/url]

I believe we have reached the point where a lot of the aesthetics, such as the Icon art work, hero models, and sound effects, need to start being implemented in order to make the game feel better and more unique.

One of the biggest problem is making spells feel powerful and unique, and certain spells need spell effects.
For example, the Assassin can really use some Cleaver, Knife stabbing sounds.

Another thing is that we're mostly borrowing SC ability icons, which can only serve us to a certain extent. If anybody can help us create better looking icons, that would be great.

Finally, an issue we have is with heroes not being visibly different from the spawn minions. Mutant looks like zerglings, Warrior looks like Zealots, and Archer looks like Hydras.
We're also looking to put some indications both on the minimap and on the screen to visibly show which unit is the hero. It would also be good if hero summons, like the summoner's zerglings and the archer companions to have a different model than the minion spawns.


Right now I'm throwing this out here with not much info because it might take too long for me to try to explain everything.
Please just post here if you're interested in helping :D
Thanks in advance!



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[03:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[08:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
[2026-6-20. : 3:43 pm]
NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new :lol:
[2026-6-19. : 9:57 am]
Oh_Man -- makes me wonder if SEN knows anything about the topic
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