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    posted a message on Xeyed Nascency Campaign

    @SamsaraNoMas: Go

    No negative feelings. :D

    I figured placing them neatly, rather than how you suggested chaotic and unpredictable, would convey more that it is a very man-made environment. (Which it is) If however, I were doing this in a natural environment, I would place them more randomly rather than with even spacing and what not.

    And yes, you can do some testing, I will PM you shortly.

    Posted in: Map Feedback
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    posted a message on Xeyed Nascency Campaign

    I've wound up some eye candy for everyone. Here's some pictures

    http://i.imgur.com/FkCyPmr.jpg
    http://i.imgur.com/flKGLTP.jpg
    http://i.imgur.com/NT8FCru.jpg
    http://i.imgur.com/KaJFoZv.jpg
    http://i.imgur.com/lqAlkfD.jpg
    http://i.imgur.com/sRupWG6.jpg

    Now tell me if you honestly think this candy tastes better than cotton candy.

    Posted in: Map Feedback
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    posted a message on Xeyed Nascency Campaign

    Hey guys, this is Supernova134, now also known as XeyedAgent. I know some people know, though I have not been very public with this, I have begun work on a Xeyed campaign!

    Not sure if anyone remembers the original campaign called Emergence I started a few years ago, (and then cancelled...) but this one starts in the umojan labs, rather than starting in a jungle telling you that you escaped from the umojan labs. While that same campaign may come, I decided to start with their initial creation, rather than after. I figured that by the time I did finally get around to when the Xeyed do "emerge", that the story would be much more fleshed out, and there would be more time for characters to develop the way I would like them.

    I have the 1st mission ready for testing, so if you want a piece of the action, just give me a PM and I will get it to you.

    I want to add voice overs, for 2 men, and a voice for a adjutant (A lady). My microphone quality is mediocre at best, and I am to young to give voice overs for full grown men (Unless there are a fair amount of effects, such as zerg or protoss voices), so if you want to take one of these roles as a voice actor/actress, just give me a PM for that as well.

    Posted in: Map Feedback
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    posted a message on New ladder maps 2016 need tester

    @yukaboy: Go

    Well, if you were to look in the TL custom map threads close enough, you would discover that he already has posted to TL

    Posted in: Map Feedback
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    posted a message on A Silent Scream - Custom Campaign

    @Bilxor: Go

    They are quite obvious, I saw them both within ten seconds, maybe if you took those shades off it would help :D

    Posted in: Map Feedback
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    posted a message on Xeyed Custom Race

    Hey guys, I know I am pretty much talking to the air at this point, but I have released another patch a few days ago that is live on all of the Xeyed 1v1 maps in the "Custom Games" section.

    The patch includes a fix for the black textures graphics glitch, tweaking of the Roamer (Was Intimiling), increased health of Xeyed Den and Biomass Hatchery, increasing larvae spawn time for the Biomass Hatchery and Aerial Nest, Xeyed Dens take a little longer to make.

    Other things such as reducing cost of Aerialisk, increasing Xeyethoans Toxic Cloud duration and Xeyedling's supply cost being increased to 1.5

    Posted in: Map Feedback
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    posted a message on Looking for help with zergy/terran voices (Some voice acting from you guys as well)

    Kinda forgot about this thread, kinda tend to do that latey. Anyways, I have a protoss voice file I would like to share. I don't think I will really e able to do voices for terrans, because the effects on zerg and protoss voices hide my youth, but I can't exactly make my voice sound like a thirty year old (Since I am just 14) because of fewer effects

    I think the mic bugged for a moment somewhere in there but otherwise it's fine.

    Posted in: Audio Development
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    posted a message on Xeyed Custom Race

    Think it's time to bump now, considering I added a new unit called the "Initimiling" over a month ago, the name is kinda dumb, cause I just wanted to get the unit out the door, and I am looking for a new one.

    Intimiling

    It costs 75 minerals and 50 gas, takes 40 seconds to hatch from a egg and does not require any tech. It is immediately available after finishing the Xeyed Den. It has the ability "Tunnel Burrow", where with a cast time of 2 seconds, it appears at the target point. Has a range of 6 and can go up/down cliffs using that ability. It does 15 damage with it's basic attack (3 shots all workers) and moves slightly slower than a reaper.

    Posted in: Map Feedback
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    posted a message on [Request] Centaur / Sagittarius Kerrigan

    @Narudek: Go

    OMG, I am totally gonna copy you on that! Gonna make something similar for the Mendling model in my Xeyed race. (One of the few units not using a custom/obscure model now)

    Posted in: Requests
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    posted a message on Starship Troopers OP

    You guys realize you just revived a 2 year old thread, right?

    Posted in: Map Feedback
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    posted a message on Model Request Will Pay

    Do you mean a Boeing CH-47 Chinook? If it's that, although he is not rather active, I would suggest contacting sgtnoobkilla, he did alot of modern based sc2 models.

    Posted in: Art Assets
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    posted a message on Looking for help with zergy/terran voices (Some voice acting from you guys as well)

    I would record more, but there are enough little ones in the house that there is non-stop noise. Seldom I am able to catch a moment of silence, but I am usually busy anyways. I will try to get some more tests out soon tho.

    Posted in: Audio Development
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    posted a message on Turret Height bug

    @greythepirate: Go

    So what you're saying is, I need to place the TurretZ attachment point back to the normal place like on the siege tank, and then just raise the visible turret up above the attachment point?

    Another question I have, is it possible to have multiple working turrets on the model? I want to add turrets to the 4 track sets so that it can look more like it's pivoting when it turns.

    Posted in: Data
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    posted a message on [Solved] Actor/Item Tint Color

    There is an event where you can do this.

    I would do it like :

    ActorCreation.xActor
    SetTintColor.xColor

    Posted in: Data
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    posted a message on Turret Height bug

    Hey guys, I am having an interesting problem. This unit I made with a custom model has a turret. In the editor, the turret looks entirely normal, but when in game, it is lowered into the head of the unit instead of above it. Any ideas on what my problem is?

    Posted in: Data
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