Excellent use of emissive/composite materials :D
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Member for 4 years, 5 months, and 21 days
Last active Tue, Aug, 21 2018 02:57:15
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Apr 17, 2018Supernova134 posted a message on [ Solved ] How to create water ripple for heroic unitsPosted in: Data
Water ripples are "terrain squibs" which are set in actor data. Look at unit actors that already have them for reference.
Jan 9, 2018Supernova134 posted a message on Looking for help with zergy/terran voices (Some voice acting from you guys as well)Posted in: Audio Development
Oh my, I was just going though my old threads, and totally did not realize you had followed up on this, StringStorm. (Albeit quite some time later)
I am very impressed with the result of what you did with my line. And that was almost a few years ago. Maybe I'll try this voice-over thing again, now that I'm older, perhaps I'll have a better voice for what I was trying to do.
Oct 31, 2017Posted in: General Chat
In reply to lihouchen:Do you speak of the multiplayer extension mod? As far as I know it should be up. It may be worth noting it will only be visible if your gameplay expansion is set to LotV. (You don't need to even own LotV to do so)
Jul 22, 2017Posted in: Map Feedback
As usual, I've completely forgotten to be posting any updates here, but there has been a TON of new content put out since I released the extension mod version. I've done over a number of unit models, and many structure models, and plenty of gameplay changes, including the casters receiving entirely new ability kits, an ability or 2 for basic units, changed up some of the upgrades (Removing some, adding others)
Overall, lots of stuff. Even if you've already played the race before like a year or 2 ago, I think this is worth checking out again.
And, since there's no reason not to, I'll add some pictures of the structures, and the new unit models as well! :D
May 7, 2017Posted in: General Chat
Hi guys! Supernova134 here. I've been working a fair amount on my Xeyed custom race extension mod for the past few months now. I am now starting up some video content to help gain some awareness. I'm beginning with some Xeyed unit overview videos, but in the future, I will hopefully be branching out to show matches, build guides, you name it.
Xeyedling Overview (Playlist)
You can play the mod yourself on the NA and EU servers with the extension mod "Xeyed Custom Race (Mod)"
Mar 7, 2017Posted in: Map Feedback
It's been a long time since I've posted any updates here, but for those who are unaware, Xeyed is now available to play as an extension mod on the NA server! Search "Xeyed Custom Race", and it should come up if you're on LotV expansion. Also of note is my in-game group called Xeyed Agents, if you're ever looking for people to play with, and a fair amount of tweaks, and a few minor unit redesigns have been made since my last post here lining out the patch notes.
Sep 24, 2016Posted in: Data
I have not tried that yet, I will get back to this once I try it.
EDIT: I just completely redid the weapon. Removed all create persistant effects and made it so that each shot costs 1 energy, and then added a behavior which would after a delay, refill the units energy when it emptied, thus allowing it to shoot until it's energy was gone, and then waits for more.
Sep 23, 2016Posted in: Data
I am making a unit that has a weapon that fires 15 projectiles over the duration 2.8 seconds through a create persistant effect. I want it to be able to retarget while channeling, how do I do this? I have tried checking "Can Retarget while Channeling", and "Lock Turret While Firing" is NOT checked, and have made sure it will channel properly if firing at the same unit over the duration of the channel. I have given up trying to figure it out by myself, does anyone know how I can achieve what I'm trying to do?
Sep 20, 2016Posted in: Map Feedback
Since the last post here, I have made another 6 maps! I will show them here now :P
The oldest of the newest is Unkempt Grounds. It features a fairly short path to the enemy, and to anywhere on the map in general. The 3rd is a little more distant than the standard, and your options for the 4th base are either a fairly above normal distance, and you take it fairly close to your enemy.
The next is Highlords peak. I have no idea why, but I love myself for making this one. This map features a fairly close 3rd that is on the same height level as your natural, and you have 2 options for a 4th, one towards the top side of the map, the other towards the bottom side of the map. The center area has a number of advantageous aspects, but you don't want to stay there long.
One of my better rectangular symmetric maps, 3rd and 4th bases are fairly close, you can take the upper most base, an aggressive position, or the bottom most base, which is overall a much safer option. The center is largely blocked by rocks, locking a very direct path to the enemy. Destroying them could be to yours or the enemies advantage. On the top and and bottom in the center are gold bases, both of which are vulnerable to attacks on the high grounds behind them, and therefore you want to hold the high ground as well as the bases in order benefit from them.
"Icebound" is a symmetric 4 player map with asymmetric games due to forced cross spawns. 4th bases are fairly close, and open to surprise flank attacks, the center is the focal point of this map, with the only paths to the enemy otherwise, is to flank on the left and right side of the maps.
Osiris Compound I consider to be a successor to my previous map, Operation Crossover. It is very similar, but in my opinion, improves on a lot of aspects of it's predecessor. There is much opportunity for flanking and surprise attacks for both the defender and the aggressor on this map. Positioning and map awareness on this map is paramount.
Aegis Sector, my newest map is fairly standard, but has a distant 3rd. However, 4th, 5th and 6th bases are of equal distance, making 3 possible 4th locations. Though the path to the main from the opposite main by normal means for land forces is fairly large, the Reaper, and air units, will have more accessible entry to the main due to an open side of the main being towards the opposite side of the map.
That's all for now, laters.
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