Just data and triggers, though admittedly a lot of triggers. I could've converted some of it into custom functions (and a couple I did: a realistic gravity/lift function and a realistic push/knockback function), to make it less heavy, though. Anyone/everyone should feel free to steal the lift & knockback functions I wrote.
The final beam are normal textures: General Arlo's is a high-scale Void-ray Beam (the beam graphic doesn't scale but the textures around it will) while Voldemon's is a high-scale, red-tinted beam using the hellion flamethrower model and pointed at an invisible dummy unit above Voldemon & falling at the same rate.
Actually that's really easy (a behavior that alters the units time variant). The hardest part was making the death animations play in slow motion and then getting them to resume normal speed once the time slow stops. It looks really cool when there's a bunch of Marine torsos flying up in the air in slow motion then suddenly falling when time resumes, but the video didn't show that too clearly :P
I decided then to merge the two concepts, the story & characters of DNA Wars with the engine & gameplay of SCT. That's where my map-making energies are currently devoted. So there'll probably no more maps like this one, but I still thought some people might be interested with some of the things I did here.
The map itself can be found here: http://www.sc2mapster.com/maps/dna-wars/files/8-voldemon-demo/ but it's really more of a tech demo than an actual map. I wasn't really out to make it FUN, per se, but if you do want to play it yourself and wish for a challenge, set Voldemon's HP to 10000 :>
Cheers!,
Xen.
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@MetalheadMikecosio:
Just data and triggers, though admittedly a lot of triggers. I could've converted some of it into custom functions (and a couple I did: a realistic gravity/lift function and a realistic push/knockback function), to make it less heavy, though. Anyone/everyone should feel free to steal the lift & knockback functions I wrote.
The final beam are normal textures: General Arlo's is a high-scale Void-ray Beam (the beam graphic doesn't scale but the textures around it will) while Voldemon's is a high-scale, red-tinted beam using the hellion flamethrower model and pointed at an invisible dummy unit above Voldemon & falling at the same rate.
@PoisonHunter:
Actually that's really easy (a behavior that alters the units time variant). The hardest part was making the death animations play in slow motion and then getting them to resume normal speed once the time slow stops. It looks really cool when there's a bunch of Marine torsos flying up in the air in slow motion then suddenly falling when time resumes, but the video didn't show that too clearly :P
I was working on this map a bit before I switched over to my current project (which is: http://www.sc2mapster.com/maps/starcraft-tactics/)
I decided then to merge the two concepts, the story & characters of DNA Wars with the engine & gameplay of SCT. That's where my map-making energies are currently devoted. So there'll probably no more maps like this one, but I still thought some people might be interested with some of the things I did here.
Part 1:
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Part 2:
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The map itself can be found here: http://www.sc2mapster.com/maps/dna-wars/files/8-voldemon-demo/ but it's really more of a tech demo than an actual map. I wasn't really out to make it FUN, per se, but if you do want to play it yourself and wish for a challenge, set Voldemon's HP to 10000 :>
Cheers!,
Xen.