It's a skybox ripped from Heroes of the Storm. It's being implemented as a model.
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Last active Wed, Apr, 26 2017 19:35:24
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Feb 25, 2017Posted in: Data
I tried disabling it but still no luck. I'm starting to think it's something wrong with the model itself. I've tried substituting in Braxis/Port Zion and can see those skyboxes plainly but no luck with this one from HotS.
Feb 24, 2017Posted in: Data
I'm trying to get a skybox functional but it seems a bit... down. Here's a screenshot to help illustrate my point. I can't seem to figure out how to make the skybox cover the entire background of the map.
Any help would be awesome!
Jan 31, 2017Posted in: Project Workplace
I appreciate the feedback and will continue working on it! A lot of the locked controls come from trying to replicate the control scheme found in Heroes of the Storm. Honestly when I was putting in the 'locks' I was worried that some players would prefer the RTS control scheme versus the MOBA control scheme. What I may do is leave it to player choice, allowing players to turn on SC2 controls versus Heroes controls.
From the get-go this has been my attempt at replicating Heroes of the Storm truthfully, which I agree is rather weighty restrictions to place on myself. Moving forward I'll probably start experimenting with ways to make it differ or start branching off in my own direction.
Thanks again for the feedback - I don't want you to think I'm shrugging it off either because I still want to keep improving this game. I'll post here once I release the new update.
Jan 12, 2017Posted in: Project Workplace
Just a quick update: Sorry for the silence, the talent system took longer than I had planned on it taking but it's now complete. I've managed to figure out the cause of the lag issues. They stem from having too many units with too many effects on the screen that it clogs Battle.net's allocated bandwidth. So, instead of more units I've added a buff that increases per extra player added to the game. This buff increases the health of monsters and should hopefully feel more like a scaling raid in WoW than a complete zerg-fest.
I appreciate your patience, just know I'm still working diligently towards 1.0. I should have a public update between this week and next week. Thank you!
Jan 5, 2017Posted in: Project Workplace
Oh my god, thank you! This is perfect Ducky.
I'm currently putting in the talents and I'm about 50% or so through them (Raynor/Uther finished with some work into Nazeebo) so hoping to have the sounds, talents and other fixes in early next week. Again, can't overstate how much I appreciate the feedback and time - I'll remain diligent and get you an EU version soon!
Dec 27, 2016Posted in: Project Workplace
Thank you so much for testing! Especially with in a multiplayer setting as my own group of friends haven't found the time to test the game. I've managed to fix the catapults as you suggested! With that much damage, is should be avoidable especially to the attentive player.
I was curious though: where were you experiencing the FPS drops the most? After the Winter Soldier affix with the Frozen stuff? Or specifically on the boss? Or prior to all of the aforementioned stuff? I'll keep investigating though to see if I can pinpoint the culprit.
The talent system would mirror the one in HotS with the more PvP-centric choices removed. I've thought about doing strictly specialist heroes from HotS, but that would require removing entire heroes, abilities and assets then replacing them all with the next kits.
Dec 27, 2016Posted in: Data
I was curious if it were possible to get a unit's weapon to attack the target's position rather than have the missile act as a 'heat-seeking rocket' and follow the target. It's okay if the unit turns to face the target, fires while locked onto the target etc. But the target should be able to dodge the incoming missile. Any ideas?
EDIT: Nevermind! I managed to figure it out by looking through some of the campaign abilities. For anyone else attempting this, just look at the weapon: Civilian - Throw Molotov. You can even test it out and see that it delays / attacks the location the target was at rather than following the target.
Dec 25, 2016Posted in: Project Workplace
Hey everyone! With it being Christmas I thought I'd give an update on where things are to avoid looking abandoned.
I am nearly finished with the sounds as all heroes now have voice/sfx. All that remains is troubleshooting some of the more interesting sound issues (making sure the Moon Well has the right sounds playing at the right time for example). Hoping to have a patch released by this Wed/Thurs. then wanting to jump on talents.
Thanks so much for the interest!
Dec 20, 2016Posted in: Project Workplace
Wow awesome! I've been trying to get some feedback on the multiplayer to make sure my numbers were correct regarding the scaling difficulty. I'll be sure to get it to EU too when I release the version with sound added in.
With holidays and family I may be a bit slow but I'm definitely working on it. Feel free to PM me anything you weren't able to post in the review!
Thanks Wargirl too for having interest - any veteran mod makers looking at this would be more than welcomed.
Dec 19, 2016Posted in: Project Workplace
Map Link: battlenet::starcraft/map/1/280895
Hey everyone! Following a suggestion from a review, I'm making this thread in hopes of garnering feedback regarding my mod: Defense of the Storm. What is it? Basically a proof-of-concept for a PvE game mode in Heroes of the Storm.
I'm looking for testers for both single player and co-op games to give feedback so I can polish this to a mirror shine. To get a bit personal, my goal is to work for Blizzard (pretty sure a lot of people here have the same ambition) and I'd love to get this polished before presenting it to Blizzard Careers.
The Nexus is being assaulted! Gather your friends and come together in a brand new gamemode which brings the PVE to Heroes of the Storm. Play as Raynor, Nazeebo, Jaina, Uther, or Xul to defend your base against an increasingly difficult army. Survive 25 waves of the onslaught to win!
Current Bug List
- Missing sounds
- Catapault AI needs to be slowed
- Missing UI indicators
- Death models
Thank you in advance for any and all help you can provide! I am super open to critique and welcome any productive suggestions/criticisms. I look forward to hearing back from you all!
Dec 14, 2016Posted in: Data
Basically I've added a site op (rotator) to an actor but it seems to only rotate the actor, not the unit as well. Is there any way to keep the two paired (unit facing & actor rotation)?
Thanks for any help!
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