Yeah, it's in there. I guess Blizzard thought moving nuke silos around the map would've been interesting (it was) but realized it was kinda cheesy (it was). Still neat in campaigns or deliberately imba maps though.
- Registered User
Member for 7 years, 1 month, and 24 days
Last active Sun, Mar, 20 2016 03:07:43
- 0 Followers
- 45 Total Posts
- 0 Thanks
Sep 29, 2015Posted in: General Chat
In most cases, no there's not. There are situations where it would be necessary, or at least convenient to have 32 (two versions of each) available in a base mod.
So basically, what specifically would I need to do to make a mod with 48 colours by default instead of 16?
I get not wanting to go to this effort for one thing, but it'd be useful in niche situations, and I figure it'd be used more often if a dedicated dependency based on the campaign ones was made with this added.
Sep 29, 2015Posted in: General Chat
I don't know if this is the best subforum for this, but I know a lot of people will see it here, and I'd like to see if someone can make a proof of concept for this. And if it's already been done, apologies for wasting your time. I know some of us have been wracking our minds on how to add extra team colours without having to constantly swap the colour values of the hard-coded 16 from mission to mission.
Well, in theory I've solved it. I say in theory because nothing says it can't be done (in fact similar mechanics are already in the editor), but I haven't actually made a proof of concept to prove it.
So we know you can replace any of the current 16 colours if you dig around hard enough, right? Good. That is important. Now, the dark protoss in WoL/HotS aren't actually dedicated clones of the existing units, but with a different texture. They are the exact same units as the regular protoss units, with an invisble, unlisted global upgrade called 'DarkProtoss' or something like it. When that upgrade is researched, all protoss units of that player become the corrupted Tal'darim colour scheme (black, green and team colour).
So basically, invisible upgrades can be used to swap textures. In theory, it should be possible to do the following:
Say you have normal SC2 red. Dark, but bright. You want Brood War red. Muted, but considerably brighter than the current one. Created an invisible upgrade that retextures all units that get that upgrade, but only retexture the team colour to make it that colour.
This wouldn't change the minimap colours, but map editor tricks can change the way an object appears on the minimap (enemy hero icons, for instance, replacing the normal unit). Again, theoretically, it should be possible to have this invisible upgrade also modify the minimap colour of the units.
Just to make this even more clear, this effectively raises the team colour limit from the hard-coded 16 to an abusrdly large number if one was patient enough. Other uses, should this be possible, would exist. Patterned overlays for terran units, effecting team colour as well as the rest of the unit as a transparent layer could be done as well.
Again, nothing suggests manipulating the game engine this way is impossible, as the precedent already exists to retexture units with upgrades.
May 17, 2013Posted in: Artist Tavern
Mind if I make a simple request, given you seem to be planning on doing them for some units anyway?
I was wondering if I could request specific aberration evolutions since I'm including them in my slowly-progressing campaign.
I requested it from Thrikodias awhile ago, but he seems to have vanished.
If it helps, I've got functions for each of the evolutions down already.
The first one, the abomination, has an energy bar. When it attacks foes, it gains 4 energy (+4 for bonus damage). When it reaches 200 energy, the eggsacs on its back burst open and spawn six infested terrans. In addition, the +20 to armoured becomes +20 to units with energy.
The second one, the ravager, is basically a mix of the aberration and the baneling. It gains a corrosive damage over-time ability called 'corrosive talons', which deal 20 damage (+25 to armoured, an additional five on top of the regular aberration's +20), as well as an additional 8 over a two seconds. When it dies, it explodes violently, dealing 40 damage to foes around it at range 2.
Sorry if that's a big request, but given it's just two tweaks to an existing model, and it's in the realm of something you seemed to be planning anyway, I hope it's not to unreasonable (I know not all modelers like having people make requests). Thanks for reading!
Apr 15, 2013Muspelli posted a message on How much does a complete model cost in the community?Posted in: Artist Tavern
I ask because I'm going to be able to work next month, thank all that is great, and I figure since I have nothing else to spend money on besides music, I'd start making paid requests.
I don't know how much is reasonable, however? 10$ for an average unit model, animated? Fifteen? Twenty-five?
I figure the best thing I can do is just get a whole faction for my project done at once.
Apr 5, 2013Posted in: Requests
Of course, they'll be free-use for anyone who likes and needs them.
I figure, since my project is picking up steam (we now have two bands and three musicians composing when the time comes, two artists, and a couple mappers, actors, and editors, alongside me for plot and dialogue), I figured it'd be a good time to start requesting art.
So basically, I'm going to do this in batches. This time, it's all regular zerg structures. Of course, I've got concept art and reference art, so it won't be too hard. Of course, I've got one more concept sketch coming in, so I'll update this thread once it is.
Without further rambles from a weird young writer, here's the art:
This is just a morph animation concept art for the spawning pool to the baneling nest. The structure is a morph in my project, as the zerg building card is a bit cluttered. Should be simple.
This is the aberration grounds. I have buffed the aberration (in theory) significantly, and having it come from the evo chamber or the infestation pit feels weird, given it's, in my story, the first assimilated terran strain.
This structure is much like the spire. Instead of unlocking mutalisks and corruptors, it unlocks overseers, vipers and brood keepers (the SC1 queen). In essence, a spire for spellcasters, sort of like the science facility is to the starport. It has a morph to Greater Overlook animation that is currently being concepted. Will update this thread when it's ready.
This is the greater overlook, which specifically unlocks vipers.
This is the shrieker. At the moment, we're attempting a less detectorific system for base detection. You will be required to build a dedicated detector building for a somewhat high cost, making cloaking more useful, but not OP if you smartly lay out your base. The shrieker is the zerg detector.
- To post a comment, please login or register a new account.