Leaping is fine, I'm 100% a-ok with leaping... had she leapt up to the Leviathan I would have thought "wow... she can jump reeeeeally high" it's the gentle wafting off that I thought a bit weird. Had she demonstrated the power of flight before had I would have been fine with it. As it was I just had the scene from Simpsons in my head "But Xena can't fly" "I told you i'm not Xena... I'm Lucy Lawless"
- Registered User
Member for 8 years, 8 months, and 5 days
Last active Wed, Aug, 13 2014 01:37:31
- 0 Followers
- 75 Total Posts
- 0 Thanks
Mar 13, 2013Posted in: General Chat
Personally, I thought the campaign was great.
Is HOTS a masterpiece of story writing that will revolutionise humanity? Probably not... but it’s an entertaining yarn that kept me hooked. The campaign was certainly the best RTS campaign I’ve ever played and it had some real emotion in the storyline. Maybe I’m just not the smartest person on the planet and I’m blind to the, apparently, god awful writing, cheesy dialog and pointless boss fights... but if so then I guess ignorance is bliss because I loved it.
The only minor grimace I had was Kerrigan floating off at the end, bit weird that.
Feb 16, 2013Debe2233 posted a message on Weekly Terraining Exercise #115: Infested SettlementPosted in: Terrain
Feb 10, 2013Posted in: Terrain
For anyone wondering that giant Zerg worm isnt a doodad but a unit called a "Nydus Destroyer" there is also a "Creep Tower" that is also marked as something to do with a Nydus worm. The Nydus Destroyer attacks buildings only and the Creep Tower will sprey creep in a line (about two screens long) every minute or so.
Feb 5, 2013Posted in: Terrain
Thanks EivindL, I’ve been enjoying your Crimson Moon campaign the last couple of days as a matter of fact! In all honesty I wasn’t overly pleased with my campaign... It was alright but it needed a lot more work.
Feb 5, 2013Debe2233 posted a message on Weekly Terraining Exercise #114: Terran SettlementPosted in: Terrain
Feb 4, 2013Posted in: Terrain
There was/is a custom campaign initiative, but how active that is now I’m not sure. I certainly like the Idea of a support group, there have been a number of times where I’ve considered asking for someone to give me a hand... but In my head this is the reaction I’ll get when they see my attempt
That said I am very much looking forward to HOTS and the increase in activity to the map making community that will come along with it. Plus I’ll finally have some understanding of the Zerg... it’s hard to make up a story when 99% of the cast can only growl and vomit creep everywhere... *sigh* Shakespeare never had this problem.
Oh... and some playing around with the Protoss stuff, which looks amazing by the way. Finally some Protoss scenery!
Feb 4, 2013Posted in: Terrain
I would imagine that most, if not all, of the doodads that have models are ones used in the melee maps, can't show em if the model doesn't exist in the game files after all. The others are kept out to limit campaign information getting out.
I think the main problem with campaigns is the sheer amount of work that is required, most melee maps have 0 triggers/data editor modifications and most arcade style maps (footman wars as an example) are light on terrain. In a campaign you need to master all of the map editor AND have a good concept and ability to tell a story. I fear my story telling is not what it should be and I still don't understand the data editor! It probably takes me a month or so to turn out a campaign map and I'm never overly happy with the result.
Feb 3, 2013Posted in: Terrain
Hey Moz :) I’ve been waiting for HOTS. I’m dead set on making a Zerg campaign and trying to do that when a whole load of new Zerg centric content was on the horizon seemed somewhat futile so I’ve been holding off but I got the Beta earlier today so i’ve been playing.
@GhostNova91: Go It took me about 10-15 minutes, it’s not a very large area so it was fairly easy to slap down a bunch of stuff in what I thought looked like a reasonable looking fashion. It’s just a shame that 80% of the doodads are currently blank placeholders.
Jul 10, 2011Posted in: Terrain
I’ve been working on something similar for creeped version of tree death. I imagine it will work the same for fire and rather than trigger based this is Data Editor based but could be an alternative method for someone who needs this.
Open the Data Editor.
Go to the Actors Tab
Find the Actor of the Tree/Foliage you want to change.
Duplicate the Actor and untick the Footprints and the Models boxes then select ok.
You will then have what is effectively a direct copy of that tree/foliage, it will use the same model and same footprint as the original.
Select your version of the tree/foliage and in the Actor Event tab locate the ActorCreation with the event “AnimPlay Stand Stand PlayForever”
Change the Msg Type to “Model Swap” and then in the “Model” drop down list select your tree/foliage Dead version.
Finally, select the Signal.*.TreeCreep Actor Event and copy and paste it. In your newly pasted copy of that event change the Signal.*.TreeCreep from a “Msg Type Signal” to a “Msg Type ActorCreation”
(Alternatively copy/paste the Signal.*.TreeFire Actor Event and change that Msg Type if you want a fire death tree)
The events dictate what the tree does. So we are telling the tree to rather than wait to be hit by fire/creep to play that event as soon as the tree is created (i.e immediately) The only downside is that the trees will die at game start. So for the first 3 seconds of maptime any tree like this you place will die off. I suppose this is easily workroundable by making sure you only fade into the map three seconds after the map starts...
This will show up in the map editor as well (the tree will start out as normal and then wither and die after being placed. So you can get a feel of how it will look in your map.
I hope that’s a help.
Jul 10, 2011Posted in: Data
Thank you DrSuperEvil,
Im a newb to actors and the Data editor so im still not 100% sure what you meant by it not having an action that creates the actor (thats still giving me a headache as i cant work out where it does such a thing on a normal tree, but maybe because the doodad is a base within the editor it doesnt require it?... im sure i'll wrap my head around it eventually!) BUT the switching over models on creation works a treat!
Your help is much appriciated :)
Jul 9, 2011Posted in: Data
The actor im using is a duplicate of the tree i wanted to change (Tarsonis) so everything is exactly the same as the exsisting actor with the alterations of the events. I could chance the texture however the dead creep trees are smaller (they shrivel up) altho this has frustrated me to the point where that could be an option. I'd just like to know what i managed to screw up to cause the problem.
I'll upload the map im working on and maybe someone can spot where im going wrong.
Model = Tarsonis Tree Copy
Actor = Tree - Tarsonis Copy
Many thanks in advance. -Debe
- To post a comment, please login or register a new account.