Trying to please everyone is a sure way to play. Kids these days... a bunch of whiny little entitled brats. Blizzard has done more for its gaming community the most other companies. If you don't like what they are doing, don't buy the expansion and design your own RTS.
It's silly to complain about HOTS from a beta.. obviously they are saving all of the cool stuff for the games release. If you think you can design a better balanced game... blizzard has given everyone the tools to create their own version of starcraft... get to work... show that you can design a better game or stfu.
The way it works now is that you can only be Terran/zerg/protoss, but you can create your own unique army compositions by choosing units/unit bonuses (like reapers for Dominion having anti light and anti building mode) from the supply depot/pylon/spawning pool.
Sounds Familiar: I liked it better when you treated different factions as new races with fight mechanics as opposed to upgrade options for each race.
texturing is definitly my favorite part of modeling, its a shame most people play on low settings and don't get to apreciate all the work that goes into it :(
I like to render out a high-poly and low-poly AO pass and multiply them together, you get all the small details and some nice crisp edges on the harder angles. Color tweaking can always be a little tricky, I find I usally go overkill on adjustment layers x_x
I recently started playing around with different styles of colored specular maps and got some pretty decent results:
Diffuse with Sat and vibrance enchancement vs white
Green Tinted:
:3 awesome starship troopers models... it's too bad they are copyrighted and can't be used on battle net :(
I totally get where you are coming from. I released a ton of stuff I would have rather kept for my own project, now when people see them in it they'll be like "oh yeah it's cool but it's not new". Not to mention when you put so much work into something knowing that later on (If Blizz stops dragging their feet) you could get some of that time paid back to you.
However there is also the fan factor. This is where I caved and released almost everything I made. I say you just gotta be strong with the stuff you plan on using for projects and such, otherwise it drastically loses value. Plus you seem to have some really high quality stuff that is definitely worth something you deserve a little compensation for it.
Don't worry Ghost I'm giving you credit in my mod and if blizzard makes the marketplace and I profit from the mod then I will give you a cut... I'm using 5 or 6 of your models :3
Well as far as the Kaboomer (Baneling model) I used it as an baneling evolution in which burrowed banelings can morph into it after a set duration. You can easily give this unit a burrow move ability and enable the kaboomer to attack from underground spewing an acid stream. The marine marauder balls will never know what hit them :3
In my mod file I played around with this unit being a hero that has baneling escorts that it can spawn like a ground brood lord with banelings that can inturn evolve while burrowed and multiply :3 So many banelings.... however I deicded that would be OP for my mod
If Blizzard adds clan support it will greatly improve the community. However they shouldn't let anyone and their mother create a clan. There should be standards and requirements. For example you have to have a certain ranking to form a clan, an authenticated account on bnet, as well as a minimum amount of team members on battle net. Instead of having players of various leagues in one clan the clans league should be determined by collective gameplay statistics as well as individual rankings.
By supporting clans directly on the client Blizzard can keep better track of stats that can be used for other new features such as:
- Blizzard can host several weekend tournament events directly on the battle.net servers in which clans and individuals of certain rankings can join pending on their statistics on batte net. The prizes do not have to be cash but special in game items for the Dota or credits for the blizzard store.
It would be cool to see a clan play league as well to definitively determine who is the greatest starcraft master of them all.
I am looking forward to seeing if blizzard can do it right.
@SGTMeowmers9: Go Well, we were discussing possible changes to Phase Shift, but now with the possibility of adding Phase Shield there's need to make them apart from each other. And now that you mentioned their combo could be very strong.
Phase Shift:
-Single target, but that needs to be tested, might not be useful enough, though I'm not sure.
-Allows target to move through other units and Force Fields.
-Make target immune to damage, but not to other negative effects, such as slow or stasis.
-Target can't attack, but still can use abilities. (It may need to change so as to disable damage spells as well).
I did something different with phase shift.
I made Phase Shift an A.O.E ability that can target both enemies and allies, and silences their abilities and makes them invulnerable for up to 8 seconds.
I modified the opacity of the effected models as well as removed their collision. And target enemy units are silenced (Disabled abilities other then move) for an addition 4 seconds. That way units can be phase shifted to avoid damage effects etc. Or they could use it offensively to stop a death ball in its tracks and reduce the dps of any death ball. So basically it can save the same function as your two suggested spells combined. Also it can target only a point meaning that enemy units have a chance to dodge the spell
-AoE.
-Removes negative effects and make targets immune to them for a short duration, but won't protect against damaging spells.
So, they don't overlap, and it is possible to predict those 2 would be awesome to use together on casters, as they would make them immune to everything as far as I know, while still allowing the casters to use their abilties. I have to choose carefully which casters get these 2, or this combo will be op.
@SGTMeowmers9: Go Well, we were discussing possible changes to Phase Shift, but now with the possibility of adding Phase Shield there's need to make them apart from each other. And now that you mentioned their combo could be very strong.
Phase Shift:
-Single target, but that needs to be tested, might not be useful enough, though I'm not sure.
-Allows target to move through other units and Force Fields.
-Make target immune to damage, but not to other negative effects, such as slow or stasis.
-Target can't attack, but still can use abilities. (It may need to change so as to disable damage spells as well).
I did something different with phase shift.
I made Phase Shift an A.O.E ability that can target both enemies and allies, and silences their abilities and makes them invulnerable for up to 8 seconds.
I modified the opacity of the effected models as well as removed their collision. And target enemy units are silenced (Disabled abilities other then move) for an addition 4 seconds. That way units can be phase shifted to avoid damage effects etc. Or they could use it offensively to stop a death ball in its tracks and reduce the dps of any death ball. So basically it can save the same function as your two suggested spells combined. Also it can target only a point meaning that enemy units have a chance to dodge the spell
-AoE.
-Removes negative effects and make targets immune to them for a short duration, but won't protect against damaging spells.
So, they don't overlap, and it is possible to predict those 2 would be awesome to use together on casters, as they would make them immune to everything as far as I know, while still allowing the casters to use their abilties. I have to choose carefully which casters get these 2, or this combo will be op.
Thanks for the advice. Since each support unit will have at lease 2 active and 2 passive abilities (except for some casters) and most heroes will have 4 active, 4 passive and 1 ultimate I have considered raising the supply cost for most units and lowering the unit cap. This is so you basically have to build a unit or squadron based around the hero you selected. Also as opposed to simply having round unit heroes I am going to incorperate air heroes as well... so in 2v2 match ups on team can focus on supporting a ground hero while the other supports air.
I am all most done with the Protoss race. The heroes will include the following
Selendis (Female Zealot Hero) > (With the ability to warp in a Special Support Hero: Khalenri Zealot at the warp gate)
Artanis (Mothership/Purifier Hero) > (With the ability to warp in a Special Support Hero: Urun Pheonix/with Pheonix Squadron)
Zeratul (Dark Templar Hero)
I have plans for adding a tassadar hero with the new Blizz DOTA model as well. These Protoss heroes with have special abilities that complement certain army compositions. For example Selendis will have abilities that enhance Khalani ground units like zealots, high templar, and Immortals, while zeratul will have ablities to support nezarim units like the stalker and dark templar.... so on and so forth.
Looking forward to more input when I get around to posting my official mod thread with all of the unit stats. I want that thread to focus on the balance of the Protoss Protectorate in a PvP match up to conceptually balance things out before I release the alpha. I am still waiting for a HOTS beta invite and DOta so I can get my hands on those new unit and special effect models!!!!
I feel what your saying however the Immortal is more of a standard support unit. The big click boom abilities will be for the heroes and spell casters like the high templar and archon.
Also the problem with targeted abilities is the turret model. I can''t seem to figure out how to get the immortal to face the direction of the target.
Also I do not need to add a energy leeching ability since Obelisks have a transfer energy ability as well as the mothership core having energize.
To boost his offensive play I am turning him into a warp gate unit as well. The singularity charge ability will enable the immortals attack to deal splash damage in a A.O.E as well.
Singularity Charge (Ability will also be an instant)
I am browsing the forums for ideas but if you can direct me to a thread that would be awesome.
Thanks I'll try that later however I decided to scrap the anti-air ability for the Immortal :(
The immortals role in my mod with simply be an anti-armor tank.
I just need to figure out what alternative ability I can give him that will work with:
- Singularity Charge: gradually increases damage output by 20% every 4 seconds while the unit is in constant combat. Cost 1.5 energy per second the behavior is active. Max's out @ 100% (Double the initial damage out put after 20 seconds in constant combat.)
- Nano-Regen Protocol: regenerates health while not in combat at s cost of 1 energy per point of health.
- Hardened Shielding: Remains active as long as this unit has shields. Max spell and ranged physical damage dealt to this unit per attack equals 10.
I need to come up with one more active akill/ability
I was thinking about the unit itself because in anti-air mode I set the turet to spin and in battle strider mode I set it to follow movement. The problem with usng behaviors is that the turrets are weird and act wonky or wont switch over.
This post is regarding smoothing over a transition for a custom ability I made.
Basically I created a Morph ability for the immortal in which it can transition between a stationary turret mode and mobile battle strider mode.
As you may know. When you create a morphing ability you transition between 2 seperate units.
Two primary events for the unit actor are:
AbilityMorph.*.Start
-> MorphFrom (Current Unit)
-> Morphto (New Unit)
Destroy (The current unit)
AbiliitMorph.*.Start
-> MorphFrom (New Unit)
-> Morphto (Current Unit)
Create (The current Unit)
Basically these events destroys and creates the unit when this ability is activated.
The problem I am having is regarding the position the newly created unit is facing.
For example. If the immortal is facing a 45 degree angle when the transition ability is activated the newly create model (immortal is facing a 0 degree angle making the transition look choppy.
Does anyone know how to force a unit to face a specific direction when the Ability Morph ability is activated?
I am stumped at the moment. I like the idea of having the immortal having an anti-air turret mode.. however if I can't figure out how to fix the animations I may need to come up with a new active ability for it's role in my mod.
Good to hear. I am probably upgrade my mod thread in a week or two about my Tal'darm and Protoss Protectorate races, as well as the new hero units.
My map is going to be geared towards a Wow 3 play style and when I get my hands on the Blizzard dota assets and editor I will be able to implement a pretty sweet item UI system... as well as having some pretty dope Boss creeps fpr leveling up hero units.
0
Trying to please everyone is a sure way to play. Kids these days... a bunch of whiny little entitled brats. Blizzard has done more for its gaming community the most other companies. If you don't like what they are doing, don't buy the expansion and design your own RTS.
It's silly to complain about HOTS from a beta.. obviously they are saving all of the cool stuff for the games release. If you think you can design a better balanced game... blizzard has given everyone the tools to create their own version of starcraft... get to work... show that you can design a better game or stfu.
0
Sounds Familiar: I liked it better when you treated different factions as new races with fight mechanics as opposed to upgrade options for each race.
0
:3 awesome starship troopers models... it's too bad they are copyrighted and can't be used on battle net :(
0
Don't worry Ghost I'm giving you credit in my mod and if blizzard makes the marketplace and I profit from the mod then I will give you a cut... I'm using 5 or 6 of your models :3
0
Well as far as the Kaboomer (Baneling model) I used it as an baneling evolution in which burrowed banelings can morph into it after a set duration. You can easily give this unit a burrow move ability and enable the kaboomer to attack from underground spewing an acid stream. The marine marauder balls will never know what hit them :3
In my mod file I played around with this unit being a hero that has baneling escorts that it can spawn like a ground brood lord with banelings that can inturn evolve while burrowed and multiply :3 So many banelings.... however I deicded that would be OP for my mod
0
It could end that way... if you don't balance things... but thats what alphas and betas are for.
0
If Blizzard adds clan support it will greatly improve the community. However they shouldn't let anyone and their mother create a clan. There should be standards and requirements. For example you have to have a certain ranking to form a clan, an authenticated account on bnet, as well as a minimum amount of team members on battle net. Instead of having players of various leagues in one clan the clans league should be determined by collective gameplay statistics as well as individual rankings.
By supporting clans directly on the client Blizzard can keep better track of stats that can be used for other new features such as:
- Blizzard can host several weekend tournament events directly on the battle.net servers in which clans and individuals of certain rankings can join pending on their statistics on batte net. The prizes do not have to be cash but special in game items for the Dota or credits for the blizzard store.
It would be cool to see a clan play league as well to definitively determine who is the greatest starcraft master of them all.
I am looking forward to seeing if blizzard can do it right.
0
0
0
Thanks for the advice. Since each support unit will have at lease 2 active and 2 passive abilities (except for some casters) and most heroes will have 4 active, 4 passive and 1 ultimate I have considered raising the supply cost for most units and lowering the unit cap. This is so you basically have to build a unit or squadron based around the hero you selected. Also as opposed to simply having round unit heroes I am going to incorperate air heroes as well... so in 2v2 match ups on team can focus on supporting a ground hero while the other supports air.
I am all most done with the Protoss race. The heroes will include the following
Selendis (Female Zealot Hero)
> (With the ability to warp in a Special Support Hero: Khalenri Zealot at the warp gate) Artanis (Mothership/Purifier Hero)> (With the ability to warp in a Special Support Hero: Urun Pheonix/with Pheonix Squadron) Zeratul (Dark Templar Hero)I have plans for adding a tassadar hero with the new Blizz DOTA model as well. These Protoss heroes with have special abilities that complement certain army compositions. For example Selendis will have abilities that enhance Khalani ground units like zealots, high templar, and Immortals, while zeratul will have ablities to support nezarim units like the stalker and dark templar.... so on and so forth.
Looking forward to more input when I get around to posting my official mod thread with all of the unit stats. I want that thread to focus on the balance of the Protoss Protectorate in a PvP match up to conceptually balance things out before I release the alpha. I am still waiting for a HOTS beta invite and DOta so I can get my hands on those new unit and special effect models!!!!
0
I feel what your saying however the Immortal is more of a standard support unit. The big click boom abilities will be for the heroes and spell casters like the high templar and archon.
Also the problem with targeted abilities is the turret model. I can''t seem to figure out how to get the immortal to face the direction of the target.
Also I do not need to add a energy leeching ability since Obelisks have a transfer energy ability as well as the mothership core having energize.
To boost his offensive play I am turning him into a warp gate unit as well. The singularity charge ability will enable the immortals attack to deal splash damage in a A.O.E as well.
Singularity Charge (Ability will also be an instant)
I am browsing the forums for ideas but if you can direct me to a thread that would be awesome.
0
Thanks I'll try that later however I decided to scrap the anti-air ability for the Immortal :( The immortals role in my mod with simply be an anti-armor tank.
I just need to figure out what alternative ability I can give him that will work with:
- Singularity Charge: gradually increases damage output by 20% every 4 seconds while the unit is in constant combat. Cost 1.5 energy per second the behavior is active. Max's out @ 100% (Double the initial damage out put after 20 seconds in constant combat.)
- Nano-Regen Protocol: regenerates health while not in combat at s cost of 1 energy per point of health.
- Hardened Shielding: Remains active as long as this unit has shields. Max spell and ranged physical damage dealt to this unit per attack equals 10.
I need to come up with one more active akill/ability
0
I was thinking about the unit itself because in anti-air mode I set the turet to spin and in battle strider mode I set it to follow movement. The problem with usng behaviors is that the turrets are weird and act wonky or wont switch over.
0
Hello everyone,
This post is regarding smoothing over a transition for a custom ability I made.
Basically I created a Morph ability for the immortal in which it can transition between a stationary turret mode and mobile battle strider mode.
As you may know. When you create a morphing ability you transition between 2 seperate units.
Two primary events for the unit actor are:
AbilityMorph.*.Start
-> MorphFrom (Current Unit)
-> Morphto (New Unit)
Destroy (The current unit)
AbiliitMorph.*.Start
-> MorphFrom (New Unit)
-> Morphto (Current Unit)
Create (The current Unit)
Basically these events destroys and creates the unit when this ability is activated.
The problem I am having is regarding the position the newly created unit is facing.
For example. If the immortal is facing a 45 degree angle when the transition ability is activated the newly create model (immortal is facing a 0 degree angle making the transition look choppy.
Does anyone know how to force a unit to face a specific direction when the Ability Morph ability is activated?
I am stumped at the moment. I like the idea of having the immortal having an anti-air turret mode.. however if I can't figure out how to fix the animations I may need to come up with a new active ability for it's role in my mod.
0
Good to hear. I am probably upgrade my mod thread in a week or two about my Tal'darm and Protoss Protectorate races, as well as the new hero units. My map is going to be geared towards a Wow 3 play style and when I get my hands on the Blizzard dota assets and editor I will be able to implement a pretty sweet item UI system... as well as having some pretty dope Boss creeps fpr leveling up hero units.