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    posted a message on Editor Q&A

    First round of mini-tutorials will be coming out shortly :) Just busy typing them up and such.

    Posted in: Map Feedback
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    posted a message on Patch 1.4.0 Is out ...

    Input delay has been getting better with each successive patch. It's likely that they will continue to improve it until Blizzard DOTA comes out.

    Posted in: General Chat
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    posted a message on Diablo 3 Beta

    Soon ;)

    Posted in: Off-Topic
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    posted a message on Diablo 3 Beta

    I hacked the matrix yo!

    Posted in: Off-Topic
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    posted a message on Windows 8

    It looks like they're turning my computer into an iPhone. . . eww. . .

    Posted in: Off-Topic
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    posted a message on WC3 Buttons

    http://www.sc2mapster.com/forums/resources/art-assets/13813-warcraft-3-icons/

    Took me 5s to find. I recommend trying alternative spellings and words like Icons/Art/Graphics etc when searching. Buttons isn't as common a way to describe the kind of artwork you were looking for.

    Posted in: Art Assets
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    posted a message on Map of the Week [Waiting new system before complaining]

    That video does the exact opposite of what you want it to do. It's also feels more like a music video than an actual advertisement. You're not trying to "move" people to play this map through some kinda of spiritual uprising.

    It needs to be short, concise and show why people should go out of their way to play it. Right now I'm not seeing any of that in the video. You should cut out the majority of that and keep only the boldest points. Don't tell a story. . . create a call to action.

    Posted in: General Chat
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    posted a message on Diablo like (ARPG)

    Spirit Lake

    The crystals are way to bright. Definitely agree that you need a darker tone overall. Bright objects doesn't always mean spirit. Pale colors is more likely to feel spirit-like. I'd switch out the textures for bluer tones. As a rule of thumb, if the colors are starting to blow out in your images, it's too bright.

    Kinda Wasteland

    I like the feel of it, but two things really stick out to me: the trees need to feel less healthy. They are way too green. Palm trees in a wasteland doesn't make a lot of sense. Also, the jagged rocks below the terrain looks good, but you need to match the edges of the cliff to this. Right now the terrain has flat rounded edges which doesn't feel realistic. I'd mess with the height tool to sharp the edges out and even toss a few rocks along the edge to match the jagged rocks below.

    Abandoned Shrine

    I honestly can't tell what's going on here. Needs more light on whatever the structure is in the water. Also, the grid lines on the texture looks awkward.

    Shiny Lake

    This feels rather empty. Needs more foilage. Also, the water looks more like a river than a lake.

    Forest Point

    I like the color tones here, but this needs more trees to be considered a decent forest.

    Rocky River

    This is probably one of the better terrain segments. I like the rocky bridge, but overall it feels rather underwhelming. Maybe deepen the river and add a lil' more light to length to the bridge.

    Turtle Forest

    As with the previous forest, it needs more trees.

    Overall I think you've got a nice set of texture colors, but they feel more vibrant than foreboding. Deepen the tones and flesh out the terrain with more doodads. You don't have to spam tiny doodads by any means, but ignoring the terrain textures there is a lot of empty space.

    Posted in: Map Feedback
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    posted a message on Before you flame Blizzard. . . again. . .

    Boy are you late to the party. . .

    Posted in: General Chat
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    posted a message on [Data] Working with Beams (Beginner Difficulty)

    If you're open to it, toss your map up. It would be easier for me to change the IAQ to something that works and then let you know what that value was than to run through the list of them :)

    Posted in: Tutorials
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    posted a message on [Data] Working with Beams (Beginner Difficulty)

    You need to change Impact Attachment Query (IAQ) for the attack actors. There is a long list of alternatives, so start with center and then try others if that one isn't quite right.

    Right now they're picking random locations because of the IAQ's default settings.

    Posted in: Tutorials
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    posted a message on Modding/ Portfolio vs Education?

    The easiest way to think about Modding vs Education is to translate it into your typical tournament format.

    Developers with Education would be the "seeded" players that start higher up in the bracket and have an easier time entering the tournament.

    Developers with Modding experience would be the unseeded players that work their way through open tournaments to end up in the brackets. They must work harder, but they often receive a lot of support if they make it to the brackets.

    Thus if you do well in the tournament as an Educated Dev it's expected of you, but if you do well in the tournament as a Modding Dev it's a surprise and you turn heads more easily.

    At the end of the day it really boils down to experience. If you have 6 years of experience doing amateur modding in school, it is easily trumped by 2 years of experience doing professional standard 3rd party modding.

    Posted in: Off-Topic
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    posted a message on Prozaic's Tutorials

    It's not that easy to explain briefly, so I would recommend reading how to add shields first and then how to troubleshoot shields should you encounter and problems.

    These are threads where people had similar questions to your own but were able to solve them.

    Posted in: Tutorials
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    posted a message on [Data] Force Effects (Intermediate Difficulty)

    I do what I can ;P

    Posted in: Tutorials
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    posted a message on [Data] Working with Turrets (Beginner Difficulty)

    If you're using a custom model I'll need a copy of the map to make sure you have a model that can actually support what your trying to do. I'll take a look when you toss me a PM :)

    Posted in: Tutorials
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