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    posted a message on SCII legacy of the void
    Quote from OutsiderXE: Go

    I wanted to summarize but this text is short enough and contains every information.

    http://starcraft.wikia.com/wiki/Aeon_of_Strife

    So that explains it. I wonder if we'll get to explore the Aiur underground, in a possible attempt to locate the khaydarin crystal.

    Posted in: General Chat
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    posted a message on SCII legacy of the void

    Whoa whoa whoa, let's everybody hold up. What was this thread about? Legacy. It's basically transformed into a 'let's point out every conceivable flaw to do with Sc2' discussion. Now, please try to reel it back, and discuss ideas for the release of Legacy of the Void (the campaign, ideally). If you want to keep hating on Sc2 with criticism (constructive or not), please make a separate thread.

    Now, what kinds of unit upgrades do you guys expect for the campaign Protoss?

    I've already discussed this in a similar thread I created on the Battle.net forum, but I'll re-state some ideas here:

    PROBE

    Advanced harvesting Mineral and vespeign harvest rate increased by 20%

    Priority warp in Pylon build time reduced to 0

    STALKER

    Void missiles Attacks deal splash damage, and +2 damage to primary target

    Salvo flash When the Stalker blinks, small Aoe damage is dealt in a short radius around it upon reaching its destination

    CARRIER

    Compact hangars Carrier may hold 4 additional interceptors

    Annulo cannon The Carrier fires a powerful energy beam to a single target, dealing 350 damage and splash damage, costing 100 of what would be a 150 energy cap for the Carrier

    TEMPEST

    Void energy Attacks deal splash damage (do they already?), and deal +30 damage to primary target

    Static cells Ground attacks leave a psi storm-like field that deals DoT to units (lasts 4 seconds)

    GENERAL STRUCTURE ALTERATIONS:

    All structures Build times reduced by 10-25%, depending on the particular structure (nexus reduced by 25%, photon cannon by 10%, etc)

    Shield Battery Useless as a common building, but could be a unique structure seen in some select missions

    Nexus Can be upgraded to have a permanent super-turret upgrade, which may be purchased (after being unlocked) in-game on each individual Nexus Can also be upgraded to construct 2 probes at a time instead of one (original, I know)

    Feel free to be as critical as possible about these ideas. Some may seem overpowered, so perhaps suggest tweaks?

    Posted in: General Chat
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    posted a message on Weekly Terraining Exercise #174: The Scope of Things

    @Exaken: Go

    Not bad!

    Perhaps you could play with the colour of the ice cliff doodads, to make them match more to the white snow.

    Posted in: Terrain
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    posted a message on Collaboration project anyone?

    Ok, so I whipped up a quick schematic. It is very basic, but it gets to the point.

    Black - Cliff (impassible terrain)

    Teal - Ground

    Red - Enemy spawn locations

    Orange - Attack path of spawns

    Blue - Hero base

    green - Spawn / possible revive area

    Is this what you had in mind, essentially?

    Posted in: General Chat
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    posted a message on Collaboration project anyone?

    So to make some things clear:

    Is this one map or multiple?

    How large is the map (tiny, small, medium, large, huge, epic)?

    And could you make a simple top-down schematic of the map using like paint or something similar, to give an idea of where things are.

    If we could get a basic schematic, I could start phase one of the terrain (just basic cliff shapes). From there, the basic cliffs could be used in combination with triggering and whatnot. Once all that is done (not 100% finished, but mostly put together besides polish) I can start detailing some areas, and make more interesting cliff shapes.

    Posted in: General Chat
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    posted a message on Collaboration project anyone?

    @abvdzh: Go

    If you want (and if this project gets any takers), I'd be happy to do the terrain work for you. I'm pretty well-versed when it comes to terraign colour, contrast, and doodad positioning.

    While it's NOWHERE NEAR any sort of completion (NONE of the areas on this map have fully-finished details, especially the 'cave' area), here is a map I've been terraigning for the past 3 days. In my head I designed it around being a theoretical campaign-style map.

    I'll upload images and the map file if you want a closer look.

    (you'll notice some parts have more detail than others =])

    Posted in: General Chat
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    posted a message on Super simple details

    (Very simple)

    Blend Kaldir tileset cliffs!

    Steps:

    1: Place snow drift-large doodad at base of wall, between the two cliff types.

    2: Place an iceworld rock-large doodad at the base of the wall, between the two cliff types.

    3: Raise the height of the rock until the wall clip is concealed!

    This obviously isn't the only way to blend two cliff types, but it is certainly one way.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #170: It's About Time

    @tatatatate: Go

    You know, if you could create game cameras where you'd like screenshots, and post the map file, I would gladly take the screens at max settings for you and upload them.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #167: Mozared

    A little late to the party I guess, but I'll throw one in anyway!

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #163: Ashlands

    @SirDeeDs: Go

    Nice job on the perspective, but I might try to add some miscellaneous details in the foreground, like rocks, dead bushes, etc. Just try to experiment with dead plants and the like to see if it can make it even better.

    As for fog; ugh. While I'm sure others could give full descriptions, I would personally suggest that you just play with the settings yourself. When your working with a perspective as seen in your image (not top-down), the fog controls get a lot more tricky to operate.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #163: Ashlands

    Howdy, haven't posted much in a while, and thought I'd throw in an entry for this WTE. I tried to be creative and made the 'ash' nuclear fallout, which is gathered into piles around a barren city some time after a substantial war.

    EDIT: By the way, is there any way to rotate the background skybox? only after seeing the 'finished' product did I see that I happened to choose the least dynamic part of the sky - it's basically a big dark grey-blue blob.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #157: A Sense of Depth

    NOTE: These are just mash up images; they aren't fully detailed yet, but because I'm going to be very busy till next week I thought I'd put these up at least.

    Posted in: Terrain
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    posted a message on Terraining Exercises: Global Information/Idea Thread

    Maybe we could try a "real life" theme, if it's not been attempted before. You'd pick a real life thing... say, a monument or building, and try to re-create it in the editor.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #153: The Holidays

    @Scbroodsc2: Go

    Completely agree with the whole 'Ctrl+S' thing; I usually instinctively save like that repeatedly, without having actually made any changes.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #152: Doo dad again

    @Scbroodsc2: Go

    "A pain to get all the pitch and roll you put"

    Oh god, tell me about it. But I guess it paid off in the end. Thanks for the appreciation you guys!

    Posted in: Terrain
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