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    posted a message on Samir Duran unit

    Perhaps when he is infested you could change his eyes to glow a bit. Pointless on the model but works for the portrait. (Probably just make his irises red and glowy. Makes him look zergish without making him zerg) Other than that you just add the sounds from the game ad BOOM! Samir Duran the traitorous punk is back in action! And is probably teamed up with hybrids.

    Posted in: Artist Tavern
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    posted a message on Naz^Zombies

    @N1T3SLAY3R: Go

    Is this based off of the Call of Duty World at War Zombies? Cause if it is that's awesome. Ill have to try it out though to be sure of it's supposed "awesomeness".

    Posted in: Map Feedback
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    posted a message on Battle Risk

    @Tiron017: Go

    It's a good simple map with some solid concepts but do you have screenshots to highlight some of the features and strategies? Perhaps some helping tips might be useful as well. I know how to rock destroyers and marines but tanks still elude me.

    Other than that good job so far!

    Posted in: Map Feedback
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    posted a message on ZHRPG: Escape Beta v0.8.0 live!

    Being able to transfer gear from the future to the past... Time travel hurts my head. BUT IT SOUNDS EPIC! Anything else you need players to look out for?

    Posted in: Project Workplace
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    posted a message on ZHRPG: Escape Beta v0.8.0 live!

    I recently played and have some comments, I know it's in beta but here is what I have: firstly, complaints: 1. The Executor (the one the Doctor is in league with) Really ought to have a darker portrait, such as Karass or Nyon to match his dark color. 2. The High Templar holding tenebrae in his cell would probably run when they knew the beast was free. 3. It's hard with one person. I couldn't beat tenabrae on beginner with a lvl 30 gunslinger ( I only tried once, perhaps I was using the wrong skills?)

    Now for the good stuff: 1. You definitely feel you're on a ship in a prison cell. Which is what you aimed for and are striving to do. 2. Gear and level carry-over worked just fine for me! 3. This is no longer a mindless assault game, The zealot and stalker guard healing him point this out, along with tenebrae's offspring and essence. You really have to call your shots and pick your targets carefully.

    looking forward to more stuff!

    Posted in: Project Workplace
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    posted a message on Help!

    I have both my map and the download no problem but I was wondering how it happened... And how I would fix such a terrain error if it occurred. I'll see about re-opening it as well and see if results are different.

    Posted in: Terrain
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    posted a message on Help!

    I was working on a map when I went over to another map I had downloaded for reference. I was suprised later when the terrain I had made for a map ended up in the downloaded map! I thought that since the previous map had been just open space (Outer space) and enemies that my terrain would appear. I hit test play and BOOM! All the doodads I had placed where there but I couldn't see any terrain but the water and when the height adjusted the flying unit I was using. Does any one know what happened and how to fix it?

    I hope this is the right spot!

    Posted in: Terrain
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    posted a message on TPS Game Ideas

    @guibest: Go

    You could make your unit a Thor who has to prevent the Zerg from destroying civilian transports ( I know it's not infantry but I though of it because it'd be fun to just be a Thor on top of a building raining death on his enemies) As for Infantry of the Terran... I'd go with a Spectre. They don't get used much. Then you could have this Spectre go through the city sniping off Zerg to protect convoys of refugees or sneak in and destroy the psi emitter that brought the Zerg there. Just some ideas.

    Posted in: Map Suggestions/Requests
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    posted a message on Assault Fighter: a new TPS fighter pilot WIP terrain contest!

    Here we shall hold a contest, To see who can build the best terrain for the new Assault Fighter project!

    Rules:

    Contest will last 2 weeks.

    You must have a red and a blue base and use the largest size possible

    Entries must have a name and follow the basic layout of the below map

    Other than that be creative and do what you like!

    Let me know if you have questions!

    Posted in: Artist Tavern
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    posted a message on Assault Fighter: a new TPS fighter pilot WIP

    Welcome to the project thread of the next TPS game that will bring excitement and enjoyment via Starcraft II

    ASSAULT FIGHTER!

    Take the fight to your enemy as you annialate enemy forces, Neutralize defenses, and dogfight enemy pilots. Accomplish those 3 things and you'll be in the clear to assault the enemy base... But watch out for warped in reinforcements, Such as the battlecruiser and the carrier!

    This is a big WIP. I'm open to suggestions but it would help if you submit in a format such as:

    SECTION where the sugestion would go (all caps) -what the suggestion is -how it would be balanced.

    Objective:

    -Destroy the other base.

    Things to watch out for as you carry out your orders:

    -The other team. (they'll have fighters too!) -Ground forces: not a big threat but we don't want them getting to the base now do we? -Warped in reinforcements: These are basically boss fights in the other teams favor. An AI controlled behemoth of destruction that will wreak havoc if left alone. -Other suprises on the map

    FIGHTERS:

    Your fighter is the most valuable vehicle on the battlefield. With it you can take down enemy forces or make guerilla attacks against the defenses to accomplish your objective.

    The first 3 fighters to be implemented are:

    Starcraft orignal classics:

    Protoss Scout Terran Wraith Zerg Mutalisk

    Fighters to implement after the classics:

    Set 1: Set 2: Set 3: Set 4:

    Protoss Phoenix Protoss Voidray Protoss Corsair Protoss Interceptor Terran Viking Terran Banshee Terran Valkyrie Terran Raven Zerg Corruptor Zerg Broodlord Zerg Gaurdian Zerg Swarm Guardian

    Other fighters to implement: Merc Vikings, Merc Banshees, Hero Phoenix Hero Voidray Protoss Nullifier And more!

    (If you have other suggestions for fighters let me know! )

    Fighters will have some basic attributes in common:

    Speed: Fighters will be made for dogfights and strafing runs.

    Projectiles: Obvious but still important

    Boosters: Sprint forward or pull off the legendary barrel roll to get an edge and get out of the way.

    UPGRADING YOUR FIGHTER The fighter model you choose will determine default speed, armor, health, damage, shields, and attack speed. Modifying with upgrades will further customize your fighter.

    Weapons: Upgrade your existing weaponry or arm yourself with new gear, This ranges from missles,chainguns, and lasers to broodlings, bile, and spores.

    Defensive: Ranges from shield and armor upgrades to force fields, auto repair, and more.

    Maneuvering: Boost your speed, improve the barrel roll, get warp tech, etc.

    Unique: Snag abilites such as orbital strikes, nuclear launches, etc.

    THE BASE So why is your base so important? 1. Defend it or you lose. 2. You buy upgrades here. 3. Your base has the warp-in capability, Which enables the summoning of elite attack waves and heavy support units (Or bosses such as Thors, Battle Cruisers, Carriers, Leviathans, etc.) Defend your base and use it's powers to win!

    GROUND FORCES:

    They spawn from the bases and automatically head for the other. Forces will auto attack each other on when possible. Forces will improve overtime so both teams will have units with similar stats unless one team loses a powerplant. This will slow down the rate of improvement and will lead to an advantage for one side or the other.

    KILLING OTHER PLAYERS:

    We've all probably played Dota games where you start off and as soon as you die the other team gets a big advantage. Well here in Assault Fighter the reward you get for killing an enemy fighter is proportionate to the threat level of the fighter destroyed.

    Threat level is increased by destroying other fighters, crippling base defenses, taking down bosses, and ripping ground forces to shreds. Thus, You won't get a scrap from destroying a noob player over and over again while taking out a veteran could be worth quite a bit.

    Remember, Killing other players can help your team push forward but going after them in their own base could be tantamount to suicide. Because some units will be built to specifically attack fighters and bring them down.

    Let me know what ya'll think and I'll wait for feed back.

    Posted in: Artist Tavern
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    posted a message on A data asset request

    @BorgDragon: Go

    Thank you!

    Posted in: Data
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    posted a message on A data asset request

    It won't let me save the map :(

    Posted in: Data
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    posted a message on A data asset request

    So i can just change the blink super easy? Other than that it looks great!

    Posted in: Data
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    posted a message on A data asset request

    @Kueken531: Go

    Stay on one target, Look good. Forgot about those details... Thanks for responding so quickly!

    Posted in: Data
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    posted a message on A data asset request

    Basically if any one has played SOTIS or ... seen blade storm in the video here (3rd video at 3:30) Voilar's revenge

    I am wanting an omnislash like boro gemini of SOTIS or just a multi-slash ability (Like bladestorm) where the unit blinks or warps around the unit and attacks when they warp-in. Mostly for use with the protoss blade wielding guys (Dark Templar, Zealots, Zeratul) If there is already something like this done then just point me to it.

    Thanks!

    Posted in: Data
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