Is like watching the original,and yeah i wasa talking about your last image posted,what do you think about a little modified sc2 robotic facility for an sc1 robotic facility?Because our actual sc1 robotic facility looks totally out of place
Is like watching the original,and yeah i wasa talking about your last image posted,what do you think about a little modified sc2 robotic facility for an sc1 robotic facility?Because our actual sc1 robotic facility looks totally out of place
I'M IN LOVE WITH THAT CEREBRATE!! About the Robotic Facility I'm with the SC1 one (I'm a SC1 die hard/fundamentalist, never noticed uh? :D) About other models, IMO SC1 nuclear silo and physics lab should be the next if someone wants to create other models, what do you guys think of this?
Personally is not necessary to waste time on add-on,i am with the SoulFilcher way,doing all units/structures on sc1 would take too much time,and the effect should be weird,we are on sc2,you got to move on,all the remake stuffs should respect this new style,is not important if they have the same textures and models equal at 100%.The only thing se could need is that sc1 robotic facility,also if personally se can also use the sc2 one
Our Nuclear silo is orrible... is not connected with the CC and some structures are very different, the CC for exemple in SC1 have a tower, in SC2 not and in SC2 exist a DOODAD OF A DESTOYED SC1 CC WITH TOWER, so is impossible not add a SC1 CC for exemple, the Spawning Pool too is very different, but yes, first we must think of units/structures without a model for exemple the Queen's Broodling
Penso che in sc3 l'idralisca delle cutscenes avrà lo scudo della testa molto più ampio,in modo da coprire tutta la parte superiore del corpo,compresi i muscoli delle spalle e dei lanciatori di spine,come sappiamo bene già lo scudo della testa in sc2 e' immune ai comuni proiettili,un colpo di un normale proiettile a bruciapelo e' del tutto inutile contro la testa corazzata di un idralisca,a seguire questo bel colossino.
Ok dear Cacho,is growing well,and i don't know if is it better to use that grid scheme from sc1 or use that cool lighting stuff of the sc2 for the evocation effect
Mission 1 of the fall is bugged,even if i kill all zerg structures i am not able to win
Ok dear Cacho,is growing well,and i don't know if is it better to use that grid scheme from sc1 or use that cool lighting stuff of the sc2 for the evocation effect
Mission 1 of the fall is bugged,even if i kill all zerg structures i am not able to win
Using a mix of both SC1 grid scheme and SC2 lightning would be great if done well.
That Cerebrate is amazing :D thank you, I will add the stargate when the mod will syncronize.
Is like watching the original,and yeah i wasa talking about your last image posted,what do you think about a little modified sc2 robotic facility for an sc1 robotic facility?Because our actual sc1 robotic facility looks totally out of place
yhea, I think is a good idea
Cacho could you rotate the scrab model??Because now the model is launched with the back that look in front and the front that look in back
In short we need a 180' rotation of the scrab model
I owe you the death animation... I have no desire to model today.
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:DDDDDDDDDDDDDDDDDDDDDDDDDD
I'M IN LOVE WITH THAT CEREBRATE!! About the Robotic Facility I'm with the SC1 one (I'm a SC1 die hard/fundamentalist, never noticed uh? :D) About other models, IMO SC1 nuclear silo and physics lab should be the next if someone wants to create other models, what do you guys think of this?
I'm agree, the Physic lab I think is very simple, maybe the Tech Lab only need a new texture
Personally is not necessary to waste time on add-on,i am with the SoulFilcher way,doing all units/structures on sc1 would take too much time,and the effect should be weird,we are on sc2,you got to move on,all the remake stuffs should respect this new style,is not important if they have the same textures and models equal at 100%.The only thing se could need is that sc1 robotic facility,also if personally se can also use the sc2 one
Our Nuclear silo is orrible... is not connected with the CC and some structures are very different, the CC for exemple in SC1 have a tower, in SC2 not and in SC2 exist a DOODAD OF A DESTOYED SC1 CC WITH TOWER, so is impossible not add a SC1 CC for exemple, the Spawning Pool too is very different, but yes, first we must think of units/structures without a model for exemple the Queen's Broodling
Nobody talked about replacing ALL units/models but the most important ones: and that nuclear silo is horrible like Zarxiel said.
Penso che in sc3 l'idralisca delle cutscenes avrà lo scudo della testa molto più ampio,in modo da coprire tutta la parte superiore del corpo,compresi i muscoli delle spalle e dei lanciatori di spine,come sappiamo bene già lo scudo della testa in sc2 e' immune ai comuni proiettili,un colpo di un normale proiettile a bruciapelo e' del tutto inutile contro la testa corazzata di un idralisca,a seguire questo bel colossino.
Will look into it someday...
Sorry my last post was on italian i was only talking about the design evolutuion of Hydralisk,i was talking about the increased head shell size
Should I keep going with this, or Am I doing it wrong?
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Oh, don't let us stop you, by any means, it looks great. :)
Ok dear Cacho,is growing well,and i don't know if is it better to use that grid scheme from sc1 or use that cool lighting stuff of the sc2 for the evocation effect
Using a mix of both SC1 grid scheme and SC2 lightning would be great if done well.
Cacho could you rotate of 180° the scarab projectile,because it is launched on the contrary and is really ugly to watch D: