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    posted a message on HaloCraft

    If I could make a suggestion:

    I wouldn't include the Flood.

    I know they're cool and deadly and all, and EVERYONE wanted to play as them in Halo Wars... but playing as the flood takes something away from them.

    The entire reason we couldn't play as the flood in HW was because they were designed to be the FLOOD. They would have been horribly imbalanced and simply steamrolled everyone. That's what the flood do. It also seems like they would be too complicated and/or powerful compared to the UNSC or Covenant.

    Along with that, the 3v3v3 seems... static. A 4v4 or 3v3 map based around UNSC vs Covenant (Maybe even after the aligning of the Elites and Humans) would be much easier to get games going on, and allow for you to do 1v1 or 2v2 easier without enough people present....

    Just my thoughts though...

    Posted in: Map Feedback
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    posted a message on 1v1 Melee: Enter the Drag

    @Sidistyk: Go

    I believe if you raise the ground under the bridge to the same level, so that the bridge itself is only an illusion, it should work fine mechanics-wise (although probably not visually) And, to keep people from building on the bridge, you could use a 'no building here' paintbrush-thingy.

    That says, the map actually looks really cool.

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    Hey Soul, been playing this a bunch recently against AIs when I get bored. Just a few things.

    1. Under the protoss, you've got some problems with the warpgate. The Dragoon is on a seperate cooldown from the rest of the units that can be spawned. I'm not sure how fix this, as I encountered the same problem with my protoss sniper. (It's probably in the validators or something.... >.>)

    2. The colonist faction was hella fun, with a couple problems. My first thing is that I would like to see the Taurens buffed up a bit more in terms of their damage-taking ability. Make them a sort of 'tanking' unit like the Roach and Marauder. As it is, the colonists are lacking anything like them, and just sort of end up watching their armies melt when you try to push out.

    3. The miners coming out of the bar seems sort of.... off, to me. The fact they require you to upgrade the bar is even stranger. Maybe have them come out of the CC instead after you build a bar, and just cost a lot more than the SCVs? A limit on how many you can have at once would also be interesting, and get less crazy.

    4. At first, I thought you had removed the Dominion faction. When I realized you had just changed the name, I was honestly glad at first. But something about the majority of the Dominion style getting thrown under Nova's name.... I don't know.... it doesn't sit right with me....

    Also, just a faction suggestion.

    The artificial Overmind brood from Broodwars, that was controlled by the UED. Upon upgrading, your main hatchery would get fully upgraded to an Overmind (which you are only allowed one of at a time.) Which has an ability almost like a Nydus network, where it can sprout up giant tentacles that explode out of the ground somewhere on the map and smash the enemy. (I can get some tentacle models from WoW if there aren't any good ones in SC2)

    The traditional zerg units would be weaker, but the Brood could call down help from the UED in the form of limited choices of Terran units, like Marines and BCs and such. (The major thing with these units would be to help out in early-mid game, until the zerg upgrades start kicking in.)

    Posted in: Map Feedback
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    posted a message on [Released] BoneGuard (Lord Marrowgar)

    @DarlD: Go

    It's Lord Marrowgar, the first boss of ICC.

    His model was also used as a boss in one of the Cata 5-mans. I want to say it was Halls of Origination, when you are on the camels.

    Posted in: Art Assets
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    posted a message on [Challenge] Make a Protis Sniper and Academy

    I managed to get the upgrade button working properly.

    Still gotta do some more fine-tuning on some other parts, although I'm seriously waiting for someone to offer a model or something, unfortunately.

    Current thoughts:

    • 1. The normal nuke system doesn't seem to work that well, expecially considering the unit de-cloaks to cast it.
    • 2. Perhaps a better idea is to have the unit warp in a timed unit in the form of a giant mothership, which you then fly over and have either an instant omg-lazer-of-death, or something more like the original planet cracker, where the beams come down out of the MS while it flies around.
    • 3. I've been thinking the other abilities we could add. One that I recently thought of was a sort of "Warp Step" where the unit teleports into any player-owned powerfield on the map, similiar to how a warpgate makes units.
    Posted in: Project Workplace
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    posted a message on Community Project #2- Data Thread

    The way it worked, was when several zerglings all got powered up at once, a couple of them didn't get any cables, despite being in the power field.

    Moving them out and back in usually got them cales back, unless it was another larg group all getting powered together again.

    Posted in: Data
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    posted a message on Community Project #2- Data Thread

    The zerglings can't move without power.....

    That means it's working, right?

    EDIT:

    There are still various times where zerglings in a powerfield won't have any cables.

    Posted in: Data
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    posted a message on Community Project #2- Data Thread

    @DrSuperEvil: Go Actually, when I say they don't power down, I mean that production buildings still work, even without power.

    As far as I can recognize, they are removed, or at least set to be removed. (I.E. It looks like they should be getting removed, but aren't in-game.)

    Also, fixed up the bomber bot having no model. I'll probably do some work on the Liner buildings next, any suggestions for what ones to focus on for now?

    Posted in: Data
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    posted a message on [Challenge] Make a Protis Sniper and Academy

    I added an upgrade to range, although the button doesn't vanish for some reason, the upgrade itself only applies once.... (Mostly because I wanted to use the Tychus Decal as a bit of a 'sniperchick' joke....)

    I also got rip of the error that kept coming up when the unit shot, but now the weapon makes no noise.....

    As for the fidget decloak, it only happened when the unit would turn, so I just set the turn chance to zero.

    I'm gonna take a bit of a break from this one (For some reason I can't figure out, it is impossible to chrono boost the Purification Zone.) so here is the current version if anyone wants to mess around.

    Posted in: Project Workplace
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    posted a message on [Challenge] Make a Protis Sniper and Academy

    Thanks.

    Currently working on changing the nuke into a Planet Cracker blast like in the campaign mission.

    Any opinions on changing the weapon from the current one into more of a sentry-like beam?

    Posted in: Project Workplace
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    posted a message on WoW Model-Pack Requests

    Maybe, but as far as I know, they never weild weapons in game. (There are a few in Northerend, and I can't think of anywhere else with them.)

    Posted in: Art Assets
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    posted a message on Community Project #2- Data Thread

    Yeah, slowing the animation speed would definately help I think.

    A few things:

    1. Unpowered buildings don't actually 'power down', although I'm sure that is just a setting that needs to be applied or something.

    2. When the main base is destroyed, all the cables vanish. However, if you restore power, they remain gone and do not reappear for the buildings that got unpowered.

    3. We are going to have to keep attachtment points in mind for our custom models. As several of the ones being used as is either cause the cables to go underground, or 'float' several inches from the edge of the building.....

    Posted in: Data
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    posted a message on [Challenge] Make a Protis Sniper and Academy

    Cool.

    I can't figure out why, but the Requierment field for the 'nuke' prep is acting like the Ghost Acadamy's, despite the fact I've set it up to be differently.

    Along with that, I keep getting an error when the Sniper shoots in-game, about something being wrong with my actors. (I've admittedly never made a custom weapon before and had no idea what I was doing.... >.>)

    However, I did finish up adding in the upgrades. So now we mostly just need a custom model.....

    Posted in: Project Workplace
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    posted a message on [Challenge] Make a Protis Sniper and Academy

    I was actually thinking it might be interesting for some of these to show up in the Robot's campaign....

    But yeah, right now I have the DT model and Dark Shrine model used as placeholders. I've got to change up the nuke into a proper planet-cracker blast from space somehow, and come up with some sort of replacement for Snipe, possibly that 'switch places with another unit' thing that was mentioned before.

    I was also considering swapping the current weapon I've got set up into a more sentry-styled beam, like the focus rifle from Halo: Reach....

    Posted in: Project Workplace
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    posted a message on Community Project #2- Data Thread

    Just checked it out....

    I'm not sure if it is the model for out town hall or what, but they never stop swinging wildly.....

    It's honestly very distracting.....

    Posted in: Data
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