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  • Salve, dude. I'm me, obviously. RL name Patrick.

    Uh, what to say... I guess I'll just do what I always do, and write chaotically and in an unplanned fashion, possibly with some arbitrary role-playing mixed in.

    *clears throat*

    I started out my mapping/modding career either about five years ago or two years ago, depending on if you're only counting StarCraft or not. If you don't, then I started modding FreeSpace 2 at around age 11, very unsuccessfully - POFs confused me, and the various dudes in the community weren't that helpful 'cause I'm kinda deranged. Lul, more than kinda. ;o MY MADNESS KNOWS NO BOUNDS WOULD BE A BETTER WAY TO PUT IT! >.> Yah, I'm rather psychotic - before I started taking medz I frequently had hallucinations of dying in gazillions of painful ways, such as a dude ripping my stomach open, pulling out my internal organs, and devouring them in front of my eyes, with me somehow surviving until he was done. That doesn't happen anymoar, but I'm still one messed up dude. Doesn't help that my brother tries to kill me on a weekly basis - or did, until he got his rear end hospitalized. :wut:

    Uh, yah. Back to my modding career. I was messing around in FreeSpace 2 for a while, but gave that up. Then, I discovered the machinima series "Red vs. Blue" and wanted to make something like that. Looking around for an engine led me to StarCraft, which I thought was free for some reason. >.> I got it anyway after a while, but had forgotten about the machinima I wanted to make by then. >.> I started making UMS maps for it, most of which were never released because, after getting all the technical stuff done, I realized that they just weren't fun. I eventually moved onto StarCraft modding, where my knowledge of C++ made me one of the better-known modders - though my stuff STILL wasn't fun and was therefore scrapped. (It's worth noting that this lack-of-fun was almost always due to an interface issue. FoTCDDaAoAtEtUaE:tBfK:vTPO:AIE would have been pretty cool if there was a way to designate units for automatic destruction, for example. Shipwrights: The Defiler War would have been sauce , imo, if there was a way to fix the mineral glitch, but there wasn't, except for a stupidiot way that would have annoyed players to heck. Shipwrights: The Cheese War (totally different from S:tDW - I sort-of reused the name but nothing else) would have been fun if there was a way to tell what dudes had what upgrades. Custom Dropship Wars (a map (also, nested parenthesis ftw)) suffered from the same problem as S:tCW, but also a different problem.)

    Anyway, here I am now. The teachings of IskatuMesk and Hercanic and the power of GalaxyEdit will be brought together by me, the one true rabid crocodile, and used to create usually absurdist but hopefully 1337 maps (or map/mod hybrid things - most of my stuff will play like an SC1 mod but actually be a map, because I'll need control over resource placement, and because most of it's in space, which has some rather hard-to-explain issues). Thank you for reading my mini-essay/rant/pie. May the doacks bless you, and may the light of a thousand kittens shine perpetually upon your liver!

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