I can feel what OP's saying.
I get that feeling too, Starcraft is a fast paced game that punish any mistakes or lacks of reaction, and now it is even punishing in the lowest ranks. You don't build units because you like them, and want them in your army. Sometimes I wish the games were longer, and with a easier start so you can build whatever you want : as of now you build special compositions because you need to, and it's the way to win.
In that sense, you should probably play another game. I used to play Dawn of War2, where you got to choose the leader of your army, your troops etc. It's less competitive and funnier.
Everything you need is in the editor.
Check marauders attack actors, they are quite numerous I believe.
Be sure to check everything is replaced in the actor model event, in the attack actors, and everything related to it.
As for the old attack animation, you need to use the "play sequence" action in the events. It was removed from marauders sadly, and only works with killteam marauders.
We don't need ten thousands infested characters to lead the swarm. Infested Kerrigan can lead the swarm because she was a ghost of tremendous psychic capacity. What we need is talking brains and worms, just like old times.
Plus, infested protoss is not possible. I think melting protoss and zergs in any form (infested, hybrid) should be kept exceptional, but that's just me.
Something I don't think a lot of people knows, and I just recently found out :
Go to events+ of Raynor's actor.
The last line is "Texture by id" thing.
Replace his skull decal by what you want, the decal (only the face one, not the shoulders) will be replaced ingame (not visible in editor).
This only works for Raynor, and the marine's decals are placed on their shoulders. I'm afraid you can't change it otherwise for the decals positions are model-related.
Nice ! The footman is more faithful to the original thought. I think an helmet is lacking, but that's just me.
The other thing would be the steel textures of the shoulderpad and weapons are not really apparent.
Even thought I'm absolutely in love with your footman in any way !
I didn't wait for your answers and retinted the archon glow right away. It looks a bit strange, too color uniform atm, but by adding different glows I might get to something.
I was using the "terranbuilding firemedium"
Thanks for your answer. If you have any suggestions to improve the effects, feel free to post !
I believe the dependancies does not include the datas that are specific to the left2die map. So you gonna have to copy all by yourself. Check the threads about importing data, it might be quite long.
Yes, I couldn't find the word : particles.
I'm sure there's a way to trick the model into thinking it isn't moving...
Anyone ?
edit : Or, if you have any "archon-like fire glow" effect you would advise me to use, I'd be really glad !
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