• 0

    posted a message on Weekly Terraining Exercise #276: Slip 'n Slide

    Here is my try. Lack of investement, I just did more or less some kind of a "proof of concept". It could look really nice with some environment added to it. It is inspired by an aquatic park somewhat near where I live.

    Posted in: Terrain
  • 0

    posted a message on Weekly Terraining Exercise #272: Terror from the Deep

    Is that in sc2 or wc3 or imported wc3 models in sc2? But it looks cool. Feel like the kind of in-game cutscene you would get from wc3. 

    Posted in: Terrain
  • 0

    posted a message on Weekly Terraining Exercise #275: It's a Scorcher

    In reply to LucidIguana:

     It feels like the World of warcraft cataclysm expansion haha. I would have added a bit more falling stuff in the crack such as street lights tilted, falling trees, benches half in the lava or things like that. If it's sudden, then stuff gets seperated in half, splitted, the ground shakes, etc.
    Still though, it looks cool, well done :D
    Posted in: Terrain
  • 0

    posted a message on Weekly Terraining Exercise #275: It's a Scorcher

    In reply to Daara87:

     I tried to do that a while ago, to tilt lava plane or water plane just to get some sort of river going downhill, but it never actually looked as good as what you have here. Well done.
    Posted in: Terrain
  • 0

    posted a message on Weekly Terraining Exercise #275: It's a Scorcher

    In reply to Daara87:

     Whoa, that's so realistic I had to look closely to actually understand how you did it. What skybox is this? and are the lava fall along the montain just lava falls?
     
    I'd be cool to have behind the scene image so you see the "wrong" point of view for better understanding.
    Posted in: Terrain
  • 0

    posted a message on Weekly Terraining Exercise #275: It's a Scorcher

    When you do something very basic for fun in few minutes. Here is what I got. When you open the window and feel like your burning... and outside there are tornadoes of flame. I think it's time for an air conditionning.

    Posted in: Terrain
  • 0

    posted a message on damage unit (from unit)

    It's just a guess, but if the caster dies during the loop (for eatch int from 1 to 12 with wait 1 sec, so it lasts 12 seconds), the variable you set as caster becomes "No unit" or "Empty" because its dead, therefore the action that deal damage to unit from unit, there is no "from unit".

     

    I would probably try using behaviors in such a way that when the unit attacks, it applies a periodic behavior that deal damage. Then if the target dies from the behavior, i think you might be able to get the caster of the behavior, dead or alive.

     

    But the best would be to explain a little bit further what you wish to accomplish  with this trigger so anyone can provide the best solution in your situation.

     

    Posted in: Triggers
  • 0

    posted a message on SC2 Mapster Upgrade Discussion Thread

    In reply to Veratai:

     I can't browse it too without using the style for Stylish addon. I'm kind of sad about all this just feeling standby... I have no doubts about this beeing a huge workload with all the forums and stuff... but the side-effects...you know all that already.
    Posted in: General Chat
  • 0

    posted a message on Korhal - Slum Prototype

    It great! The screenshot you show here does not showoff the full potential of the terrain. It's much better by downloading the map and moving around. Few suggestions could be like adding rocks, fallen panels, street lights, tires, decals on the ground, cars, maybe a little bit of heigh deformation, more ground texture variation like dirt, bit of grass, etc. You can also try to look at your terrain with a step back, thinking "Is this realistic, color-wise, scale-wise, logic-wise...? Is the blue-ish grey fog really what it would look like with fires burning around or there would be some fire particles and dark column of fog going up in the sky, should you modify the global light or add some omni lights... Does the scaling of the fallen structures really reflect how big they should be compared to the signs, to the other objects around them... Does the terrain make sense? The paths, the placement of everything, is it logic that there are dead corpses randomly lying on the ground, what happend to them? A rock fell on them? They got burnt to death? They died because an invasion of zombies?

     

    Once you do that step back and find a couple new ideas you just keep going and cycle between step back and creativity. When you have a burst of ideas, just throw them all on the map and place it as best as you can effectively and then afterward just come back and polish up eatch corners and focus on small parts of the map.

     

    For your current terrain, you're on the good way. A terrain can always be improved in some ways.

     

    Note if you did not know I made a list of all the doodads you can access here: http://www.screference.op74.net/

    Posted in: Terrain
  • 0

    posted a message on Weekly Terraining Exercise #274: Is Anyone Out There?

    Moarr images.

    Posted in: Terrain
  • 0

    posted a message on Weekly Terraining Exercise #274: Is Anyone Out There?

    Here is my take... Not sure what this is, but the first idea was to create a gore room with blood and all... then derived with some dark atmosphere heat waves that can look like a dream, added fire, and the translucide shape of a something dangerous...

     

    Why those bones, why the mirror and why is it broken... I doubt Selendis should be there.

     

    Note: images not in best graphics quality. I made that on a portable without a graph card. haha.

    Posted in: Terrain
  • 0

    posted a message on Weekly Terraining Exercise #274: Is Anyone Out There?

    Cool! Keep on the good work.

    Posted in: Terrain
  • 0

    posted a message on Weekly Terraining Exercise #274: Is Anyone Out There?

    Or a large room with debris everywhere... someone entering, no signs of life.

    Posted in: Terrain
  • 0

    posted a message on Wiki trigger section reformatting

    Redoing the links will be a monumental task, but fully feasable.

     

    I have just a minor concern, are there still that many mapmaker that uses the wiki and make maps? It feels like just few people actually do triggering, and barely few new maps seems to come up in the arcade. Is it worth to rename all links for simple uniformity?

    Posted in: Wiki Discussion
  • 0

    posted a message on Wiki trigger section reformatting

    Records are as simple as this, a group of variable. It just needs a basic description of what it is and heavily suggest to use them to organise your variable and that's it.

     

    Functions are the same as conditions, kind of. All conditions are functions. Not all fonctions are conditions. But overall, they differ by just a little.

     

    Definition like Action Definition are pretty much the same thing as triggers with some variation to it. Again, doesn't need a whole page dedicated to it, just a good explication of what it is and again, to suggest to heavily use them if you don't need an Event.

     

    All these can be added to the main trigger page sort of like this, but not limited to and definitly better polished and explained. From the ground up so anyone could get into the information found there and understand how a trigger works, what contains a trigger, etc.

     

     

    What do you mean by "reformatting most links"? Exacly what I said above about the differences in the links so they will be more uniform, thus better organised and prevent duplication?

    Posted in: Wiki Discussion
  • To post a comment, please or register a new account.