• 0.965898617511521

    posted a message on Mass Recall v6.0 Silver

    Beautiful work! :)

    Posted in: Project Workplace
  • 0.966023875114784

    posted a message on Mass Recall v6.0 Silver

    A fun picture I took using a mod for SC1 - Kind of would make for a nice Xel'Naga base, wouldn't it?

    Posted in: Project Workplace
  • 0.962025316455696

    posted a message on SC2 Survivors 2016: The Gathering (Draft) Gameplay
    Quote from GnaReffotsirk >>

    Created a cutscene.

    In before CERN mandela's it all:

     

     Love it, looks amazing!
    Posted in: Map Feedback
  • 1

    posted a message on VMod: BW/WoL Hybrid Melee Mod - Searching for Feedback
    Quote from VerdantSC2 >>

    I've discovered the cause of the hellbat/liberator bug, and I'm rolling out a fix now. As it turns out, extension mods are actually useless. Whatever changes you make, blizzard overwrites with the multiplayer data of the map your mod is created on. So if you for example delete a LotV unit, and then load the mod onto a LotV map, the unit returns, thus defeating the purpose of an extension mod altogether. 

     Which essentially ruins modding, as you told me. But, I'm confused...If it's pointless, how'd you fix it?
    Posted in: Map Feedback
  • 1

    posted a message on VMod: BW/WoL Hybrid Melee Mod - Searching for Feedback

    We can try in a few hours, after I come back from work, maybe.

    Posted in: Map Feedback
  • 1

    posted a message on VMod: BW/WoL Hybrid Melee Mod - Searching for Feedback
    Quote from VerdantSC2 >>

    1. The liberator and hellbat bug isn't of my doing, those models don't exist within the scope of the mod. There's something weird that happens with cached models when moving between game types that I haven't figured out yet. My best guess is that the engine is cacheing those models from ladder or another map and randomly adding them in on mine somehow.

     

    2. I removed adepts and tempests, and dark archons are made from fusing two dark Templar. 

     

    3. I'm glad you like the new protoss too. Thanks for the feedback! 

     

    4. What is it about reavers that makes them remind you of disruptors? 

     

    1. It's not just the models (IE a Valkyrie with a Liberator model), it's the actual unit that's spawning. Enemy AI can also build them, as well as Adepts and Tempests. I've seen the AI build Goliaths, Hellbats and Liberators, but not Vultures or Valkyries. I'm not sure I've seen Adepts built, but Tempests, I can confirm I've seen under the AI's control.
    2. Makes sense, then. I can't merge Dark Archons though, as the button on the command card is not there - It's two blink buttons, instead: the former Shadow Stride blink and the one you added. Trying to click the C hotkey to make two DTs merge also fails to work. I can see the button in the unit guide, though. BTW, I would change up the Adept somehow and make it into a unit, but not in the same OP manner as in LotV.
    3. You're welcome :)
    4. They only fire one AoE shot and automatically reload that shot. (Only one scarab at a time, you can't hold 5-8 scarabs at once) Having both, especially with the Reaver working like that, seems redundant. I would change up either of them some more. Perhaps the Disruptor should work like it did back during LotV beta? That could make it far more unique to the Reaver.
    Posted in: Map Feedback
  • 1

    posted a message on VMod: BW/WoL Hybrid Melee Mod - Searching for Feedback

    Love it. Has a few bugs, though. Like, building Valkyries, I think, and Vultures, will cause the AI to spawn Liberators and Hellbats respectively, whereas for the player, it only happens half of the time.

     

    Can't build everything I'm supposed to, though, like Adepts, Dark Archons, Tempests...as well as a few others I can't remember. Love some of the new units and abilities, however. Plague is cool now. Roaches, Immortals, Symbiotes, Valkyries, Ghosts, Medivacs, Sentries - I love those, especially the way you changed them. Reavers feel too much like Disruptors, now, though.

     

    Protoss feels like Protoss again! No more silly Mothership Core, Yay! Thank you SO MUCH for that. It feels so weird, but so right, to play Toss now. I no longer feel dirty playing Protoss :)

    Posted in: Map Feedback
  • 1

    posted a message on New battlechest models images discovered
    Quote from R0binicus >>

    File paths for some:

     

    Assets\Textures\btn-unit-collection-webby-infestor.dds

     

    Assets\Textures\btn-unit-collection-webby-drone.dds

     

    Assets\Textures\btn-unit-collection-webby-ultralisk.dds

     

    I tried to upload the images:

     

     Oh, crap, that looks amazing! Thanks! :D
    P.S. - I suppose some of these skins might also get used for Dehaka in Co-Op Commanders.
    Posted in: General Chat
  • 1

    posted a message on New battlechest models images discovered

    Ooohh...I'm intrigued, what's their filenames or file paths? Do you mind giving an example? Like, is it a prefix? assets/units/zerg/battlechest_overlord?

     

    (P.S. - I would check, but I'm not at home right now x) )

    Posted in: General Chat
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