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News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

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1  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Starfield2, an sc2 mod for battlefield2 on: July 20, 2009, 12:24:31 am

my favorite idea (option 1) is actually NOT as difficult as i first thought thanks to some help from the bf2 editor forums, so now it looks like the traditional sc melee map can be created with absolutely no issues and all the modeling required is like a sphere and a few different asteroids allowing me to focus on the ships and races!!!


so, i think i'll do my best to create humans vs androsynth map first (the return of the androsynth) then perhaps the arilou can join in and set the scene for a 1st person sc1 remake where the objective is to capture key planets and they'll then spawn ships of a certain race so you can pwn folks in all our favorite ships, BUT the control points will be on space stations with black box grav generator tech so we will still have a substantial amount more of infantry combat than the original

great suggestions for the androsyn shofixti, thanks, i definitely want to include a gauss rifle and i find the idea of a projectile medkit quite appealing too
i'm toying with the idea of having the different soldier classes played by different races of the alliance/heirarchy eg medic: pkunk(new alliance)/umgah or some such thing, any ideas on specialists and weapons welcome
anyone even vaguely interested in modeling or texturing ships or units (in maya preferably) please send in your "arts and crafts" and lets show these guys we mean business!

may intragalactic war soon reign down upon us all
2  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Please help a dumb noob get started on: July 12, 2009, 04:18:34 pm
i always found vux hunting to be a very fruitful way to accumulate rus (if you can't be bothered scouring the galaxy for treasure planets)

i don't know how to put in those nifty spoiler buttons so i'm not even going to attempt to give you hints on how to find them or where

suffice to say that they're VERY aggressive towards humans and, with the right ship, easy pickins so fighting them is both profitable and somewhat satisfying
3  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Starfield2, an sc2 mod for battlefield2 on: July 04, 2009, 07:48:02 am

according to the ultronomicon, the clones were developed in an age of peace and the revolt's only 61 years away, so the weapons won't be too much more advanced than todays
it looks like it'll be mainly terrestrial maps with a few rickety rocketships here and there
i can see this being a fairly straightforward mod, some maps and a little physics tweaking but most of the vehicles wont need too much change, apart from the weaponry of course, which will have to include laser and maser as well as traditional ballistic weapons
those masers should prove interesting, they'll need mighty good effects

4  The Ur-Quan Masters Re-Release / General UQM Discussion / Starfield2, an sc2 mod for battlefield2 on: July 04, 2009, 03:48:40 am
okay, firstly

hi, i'm me,
i've been playing sc since there was an sc.exe, i've always held out in the hopes that there may be an sc4 or even that sc3 didn't re-use so much dialog that i had to stop playing it

but after a decade of waiting i've decided it's time to take matters into my own hands!

i'm going to create a mod based (initially) around the war between the humans and the androsyn, building up to the androsyn exile and the ur-quan/androsyn alliance
i want to use battlefield2 because it already has good vehicle mechanics and a powerful editor, most of the ground work is done for me

obviously the reason i've picked human vs androsyn is because it requires little to no effort at all in the unit modeling department,
plus it's a good intro into the story of the starcon universe.
later, when the mechanics are all ironed out, i can introduce the alliance of free stars and the hierarchy, but i want something that works before i go modeling all those different units and stuff, there's a lot of em and they'll all need to be quite different

but before i even do anything... i need some advice

would it be best if i;

minimized and/or completely removed the infantry and focused on the ship2ship combat (including working planets in a 3d envoronment (i'll need a hand with this one))?

bastardize the ships and make them small enough for ground combat (easiest option but i'm not a fan of this one)?

or (and i'm teetering towards this one)..
have massive maps in which the ships behave as motherships deploying squads into combat zones from above and make a whole range of original vehicles and unit types based on the art from sc1 and 2?

any feedback would be greatly appreciated
if there's anyone who feels they could contribute in any way at all, please contact me and let me know how you can help

i need ideas/sketches for infantry weapons, vehicles etc., pictures of futuristic cities and moon bases and stuff, and ideas for historic battles that wouldn't cause massive plot holes would help heaps too

ps. ur-quan masters rules! heaps!

thanks guys

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