i kinda want to start writing a tutorial which will show how to build an actual ability (i.e. some real value outcome). I will probably start to write this weekend. However my english is not so fluent and most of my knowledge based on empirical experience so i'll see how it goes.
I'm planning to start from one of my previous abilities first. The mage weapon ability planned as a second tutorial, its kinda tricky. The tutorials will have maps attached.
Any chance you'd be willing to share that AoE missile thing with us to use for the Antioch Chronicles? It would fit very nicely on one of our characters.
Utilized new Tornado model from recently introduced Coop Mutators. Used combination of 3 kinetics instead of Apply Force for target units. On GIF it may be difficult to see but the units have two axes of rotation and get soaked in the center of Tornado over time (looks pretty natural).
I'm not. The point of this thread besides showing off my stuff (:D) is to give some inspiration for other mappers, also sharing the results of my deviations in data editor.
Basicaly something like Weekly Terraining Exercises just for data ppl. Too bad there are very few of them left till now.
The problem with sharing is even complete abilities are difficult to tweak if you don't know where to look, because i'm not assemble them within Data Wizard which would be ideal solution.
I did a little tutorial but i don't see people interested in making something complex so.. whatever. I'm not entirely sure i won't be using my data assets somewhere. My projects are pretty much very long-term oriented.
so was toying with this ability and what character model it will fit the most. I choosed Alarak because of his spell animation and color scheme. Decided to create melee boss unit (data only, without triggering, just autocast abilities).
Here is what i came up with:
1) Ability kind of "Immolation" of wc3's demon hunter, but it also drains life
2) Reverse tornado.... XD. Actualy working realy cool, especialy for melee enemy unit, because shrinks the distance between you and the boss.
3) some path blocker which i called "Pit of Trials" XD... Locks you in a cage with fierce melee warrior, the spikes can be destroyed with 4 hits of your weapon.
This is what you can see on following gif:
I also want to add 4th ability. I'm thinking of something like Blink Strike
This one looks realy simple but actualy took a lot of time and 20+ effects somehow (*_*) (Decceleration on approach, to make it move while morphing i used apply Force to pull dropship, etc.)
The fact that summoned pet controlled as external ammo unit of "Arm Magazine" ability also adds a little bit to overal complexity
Nothing spectacular but trying some spells for bosses: Tychus and Fire Kerrigan :{. Managed to avoid use of kinetic for Kerrigan skill and used just force effect with tricky vector. Also, this site lacks of ability showcases so: XD
thanks. The option with Tychus was to use stand animation instead(in that case the legs were moving a little bit, model plays "Stand Left" and "Stand Right" anims) but then there won't be bullet shells from "Attack" animation, so i chosed second :{.
In heroes of the storm blizz separated somehow anims for different body parts, and as you can see there heroes can play attack and spell anims while on move. In sc2 models there is no such functionality. Even siege tank model can't "blend" Walk with Attack anim if you tweak the weapon so it will shoot on the move.
I think it's not a big deal though.
I also made so the rotation starting angle is random as well as rotation direction, just because it is "boss" unit and i wanted a bit randomness instead of realistic look :{
@abvdzh: Go
Stunning stuff. I especially like the Blood Mage weapon. Any chance you're going to release any more of these? Would love to learn from you.
<Click Here> To See My Epic Single Player Campaign (LifeForceCampaign.com)
@Bilxor: Go
i kinda want to start writing a tutorial which will show how to build an actual ability (i.e. some real value outcome). I will probably start to write this weekend. However my english is not so fluent and most of my knowledge based on empirical experience so i'll see how it goes.
I'm planning to start from one of my previous abilities first. The mage weapon ability planned as a second tutorial, its kinda tricky. The tutorials will have maps attached.
@Bilxor: Go
Did some kind of guide in tutorial section. Check it if you want.
I think i post here a Cold Ray abil, just so it won't be a double post for no reason XD
A video tutorial never fails. Even if it no voice.
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@abvdzh: Go
Any chance you'd be willing to share that AoE missile thing with us to use for the Antioch Chronicles? It would fit very nicely on one of our characters.
Utilized new Tornado model from recently introduced Coop Mutators. Used combination of 3 kinetics instead of Apply Force for target units. On GIF it may be difficult to see but the units have two axes of rotation and get soaked in the center of Tornado over time (looks pretty natural).
Pretty simple but fun to use XD
@abvdzh: Go
Share all of you assets. They are just all amazing OMG. Even the simplest one seems to be so hard to make and has great looking effects.
This stuff really is fantastic. Do you have any plans to share the assets?
@LucidIguana: Go
I'm not. The point of this thread besides showing off my stuff (:D) is to give some inspiration for other mappers, also sharing the results of my deviations in data editor.
Basicaly something like Weekly Terraining Exercises just for data ppl. Too bad there are very few of them left till now.
The problem with sharing is even complete abilities are difficult to tweak if you don't know where to look, because i'm not assemble them within Data Wizard which would be ideal solution.
I did a little tutorial but i don't see people interested in making something complex so.. whatever. I'm not entirely sure i won't be using my data assets somewhere. My projects are pretty much very long-term oriented.
Besides you can already use a plenty of my abilities from the maps i posted in some topics on this site, like this one for example: http://www.sc2mapster.com/forums/development/map-development/88650-bosses-with-0-triggering-fun-or-shit/#p1
The Psi Shells ability of Protoss Hero Unit is the same as Kael'Thas weapon from this thread, just with a bit different texture swaps
Ok, you're getting dangerously closer to become the new Kueken!
@abvdzh: Go
Bummer, but I understand your position.
REVERSE TORNADO NEW META! LUL. :D
._.
so was toying with this ability and what character model it will fit the most. I choosed Alarak because of his spell animation and color scheme. Decided to create melee boss unit (data only, without triggering, just autocast abilities).
Here is what i came up with:
1) Ability kind of "Immolation" of wc3's demon hunter, but it also drains life
2) Reverse tornado.... XD. Actualy working realy cool, especialy for melee enemy unit, because shrinks the distance between you and the boss.
3) some path blocker which i called "Pit of Trials" XD... Locks you in a cage with fierce melee warrior, the spikes can be destroyed with 4 hits of your weapon.
This is what you can see on following gif:
I also want to add 4th ability. I'm thinking of something like Blink Strike
This one looks realy simple but actualy took a lot of time and 20+ effects somehow (*_*) (Decceleration on approach, to make it move while morphing i used apply Force to pull dropship, etc.)
The fact that summoned pet controlled as external ammo unit of "Arm Magazine" ability also adds a little bit to overal complexity
Just post the maps under data assets and let people reverse engineer them.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Agree with DrSuperEvil just release them, they'll be 1,000 times more useful that way and you don't lose anything
<Click Here> To See My Epic Single Player Campaign (LifeForceCampaign.com)
Nothing spectacular but trying some spells for bosses: Tychus and Fire Kerrigan :{. Managed to avoid use of kinetic for Kerrigan skill and used just force effect with tricky vector. Also, this site lacks of ability showcases so: XD
I really like this, especially the second. My only comment would be that it seems odd for his legs not to move while he slides around.
@LucidIguana: Go
thanks. The option with Tychus was to use stand animation instead(in that case the legs were moving a little bit, model plays "Stand Left" and "Stand Right" anims) but then there won't be bullet shells from "Attack" animation, so i chosed second :{.
In heroes of the storm blizz separated somehow anims for different body parts, and as you can see there heroes can play attack and spell anims while on move. In sc2 models there is no such functionality. Even siege tank model can't "blend" Walk with Attack anim if you tweak the weapon so it will shoot on the move.
I think it's not a big deal though.
I also made so the rotation starting angle is random as well as rotation direction, just because it is "boss" unit and i wanted a bit randomness instead of realistic look :{
@abvdzh: Go
What actor models are used for the tychus ability?
<Click Here> To See My Epic Single Player Campaign (LifeForceCampaign.com)
@Bilxor: Go
ghost snipe beam, banshee hit sprite (or smthng like that), and phoenix overload as a caster attachment but with texture swaps.