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    posted a message on Skyrim Dragon

    Ugh I didn't think of that. I suppose I'm stuck with lame WoW models...

    Posted in: Artist Tavern
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    posted a message on Skyrim Dragon

    That's amazing man. Would you please allow me to use that in my map I'm currently working? I will give you credit in the map. Cudo's man!

    Posted in: Artist Tavern
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    posted a message on Accidently remaking Phase Killer

    Hello (mapsters?), recently I got into a new book series called "The Dresden Files". The book series, for those of you who do not know, is a crime investigation series with a kick of magic.

    In the series there is 2 worlds (basically), Reality and the Nevernever. I was inspired by this book series to create a new Who's the killer map, where the killer is a demon from the Nevernever but has a human form on reality. Now I never actually played Phase Killer from wc3, but I know enough about it that this should probably ring some bells.

    Basically, what I really want to know (since I don't have wc3 anymore) is how much alike is my game to Phase Killer.

    In my game there are 16 players, some players are randomized as magical beings that can switch from Reality to the Nevernever. One of these players is the Demon killer. The rest of the players are normal people (like the SI team from The Dresden Files).

    Now in the book series only some people know about the Nevernever, not all wizards can go there. So with that said some normal players can be randomized as wizards of different variations. The normal players will either play melee based roles or one of the 4 magic roles: Exorcist, Necromancer, Thermataulogist, or Evocator (I think?).

    In the Dresden files Thermatualogy is the magical ability to use peoples DNA to track their location via magic. Wizards who use Evocation use quick dangerous abilities like Fireball and stuff like that.

    So here's the breakdown: 1 random Killer that can switch worlds. 5ish randomized Wizards with the ability to enter both worlds. 10ish randomized players that will have simple abilities like "Perform Exorcism", "sacrifice/raise dead", "Track", and "Fireball".

    The killer will be able to disguise himself and his messages to confuse and trick the players. each role will play an important part to tracking down the killer and taking him down before he gets too powerful.

    That's the basic breakdown of the game. How alike is it compared to Phase Killer? Should I give Dark.Revenant credit for the idea so I don't look like a map thief? Or am I completely off and Phase Killer is nothing like what I mentioned?

    Posted in: Map Feedback
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    posted a message on Lighting/Fade Changes for a Single Player

    Hmm, good idea. I'll have to try that.

    Posted in: Galaxy Scripting
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    posted a message on Lighting/Fade Changes for a Single Player

    It's obvious that lighting and Fading(In/Out) are global via triggers. But, is there a way to set the lighting for a single player via script?

    If there's not, is there a way to fade in/out for a sing player via script?

    Please comment with the code for either or both of these! It will be greatly appreciated.

    Posted in: Galaxy Scripting
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    posted a message on Invulnerable Buff

    Try untargettable too. Im not at a computer right now so I can't actually test it for you, but it's worth a shot.

    Posted in: Data
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    posted a message on Review/Rating Index

    Both magecraft and minerals have unfair disadvantages. Terrain. Neither of those maps can possibly have eye candy terrain. But the randomly generated arenas add alot of replayability. I think terrain should be replaced by appearance. Which would involve all eye candy material. Such as interface, effect and terrain. This would give games like magecraft and minerals a better balance in the rating.

    Posted in: Map Review
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    posted a message on Weekly Terraining Exercise #48: I'm blue, da ba dee da ba dai

    @Scbroodsc2: Go

    Awesome overview, thanks! I did use lighting in this, the rocks used to form the cave are actually very foresty. Using the lighting I made them look more Monalyth-ish.

    Waves. I didn't know you could add waves to water! Thanks :D

    Crystals, I agree with pumaman. I kind of felt they were out of place a little too. . But i needed something to contrast the color of the rocks (or it just looked like a blurry rock slate).

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #48: I'm blue, da ba dee da ba dai

    The blue screen of death is only dark blue because all of your hopes in life are briefly shattered when you hear it's unbearable "ERRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR!" sound and see that your physical memory is being dumped by the hundreds :(. Then you restart and your hopes are back, unless of course you forgot to save your map.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #48: I'm blue, da ba dee da ba dai

    @thepumaman1: Go

    Hmm.. it's missing my favorite part:

    "Dumping Physical Memory: xx"

    Haha :D

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #48: I'm blue, da ba dee da ba dai

    I was going to do a temple type thing, but it was already done. Hope you like it!

    Posted in: Terrain
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    posted a message on [RPG] Void: Eternal Dusk

    have to agree with Yukaboy.. I like dark but.. That's just far too dark to enjoy.

    Posted in: Project Workplace
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    posted a message on [Video] Master Commander - Tactical TBS

    I will be showing it to them, and I'm pretty sure that my friend MegaBlast will play this with me often :D. ( probably inbetween episodes of ridiculous amounts of magecraft testing..) lol.

    Posted in: Project Workplace
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    posted a message on [Video] Master Commander - Tactical TBS

    Very good work I see so far.

    The gameplay definetly looks like something my whole clan could get into (clan TTG), and I really can't wait to get some people playing it.

    My only real complaint is the polish... It's just a little strange. The timers seem like they could be less, in the way, with a simple dialog board that could show other things like stats and stuff. The End Turn button is ugly, imo, you could use a much nicer button frame and attach it to the dialog I was talking about.

    The missing UI fits alot of maps, but, it seems to make things look even more cluttered. You could possibly take a look at using .xml files to move the UI frames around and make something very nice out of it.

    But really, that's my only complaints of what I've seen so far. But, from what I gather, this map is still under heavy development, and gameplay should always come first, of course.

    Once I can actually play it, I'll give a much better review over the game. All I can give now is what I can see. Good luck with it!

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

    I'd like to sumbit my map MageCraft. I have the game ready for Map of the Week.

    Posted in: General Chat
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