• 0

    posted a message on Community Project #2- Artwork Thread

    Oh man, that looks cool. I can just imagine marching through a thick jungle, chopping away ferns and vines. Suddenly; one guy screams and drops dead from a laser. I draw my weapon, but can't see anything. Another laser and someone else is down; others begin firing at where it seemed to come from. I thought I heard something like a motorcycle, but the gunfire is too loud. Another guy drops, the laser passed inches from my face. Looking around, a stop a log just large enough to take cover in. I dive in, more shots and scream.

    And then there is silence. My squad is dead. But I need to know; I must find out what killed us. Slowly, I crawl from the log, glancing around at the bodies. A fern next to me shakes and I raise my gun to it. A light shines through, pushing through the plantlife and towards me. For a moment, I think someone found us. I expect to see a man with a flashlight.

    The is a whirring sound, the light pushes through, attachted to a sort of mechanical arm. It comes closer, inspecting me. I let lose a storm of bullets in panic.

    Sparking and whirring, the light pulls back in shock. There is a thump. And then silence.

    Sorry, just had to write that down...

    And I like variation 4 of the worker.

    Posted in: Artist Tavern
  • 0

    posted a message on Community Project #2- Artwork Thread

    Green seems good, possibly with black thrown in alongside?

    Posted in: Artist Tavern
  • 0

    posted a message on Community Project #2- Artwork Thread

    Not a bad idea. But for a scout, I'm not a fan of the bright yellow color. Something more like dark greys and browns seems more appropriate...

    Posted in: Artist Tavern
  • 0

    posted a message on Community Project #2- Data Thread

    But isn't the pylon supposed to be our main power source? And the lings are out 'extensions'?

    The way it is now, you could clump a bunch of extensions near the base. When the base is destroyed, they should lose bower but don't. That is the problem.

    Posted in: Data
  • 0

    posted a message on Community Project #2- Data Thread

    Yeah, if you try it, that does happen. I tried it with destroying it with the zerglings, and destroying it with the collossus. The lings keep power as long as they are clumped up together.

    The third option posted on the last page works the best as far as I can tell. But I honestly say we should worry about getting the mechanic working properly before worrying about the visual effect.

    Posted in: Data
  • 0

    posted a message on Community Project #2- Data Thread

    Yeah, sorry. Just did that and I didn't realize Soul's had actually been what I was thinking of.

    I'm checking them out to see if I can do anything, but I'm horrible with the actual editor...

    EDIT: Also, yours seems to have the same problem as Souls. If you clump the zerglings up and destroy the pylon, their power will remain even through the main source is dead.

    All I can think is that the power source needs to literally have its power expanded by the other pieces, like creep almost. Then, when the main source is destroyed, nothing is left to be expanded upon and everything shuts down.

    Posted in: Data
  • 0

    posted a message on Community Project #2- Artwork Thread

    I actually took a look at the comic that is based on, as I had the series lying around.

    My problem is that the robots are too alive. They have eyes and things hooked into them and such to see. Their general shape is also overly humanoid and, in terms of how they are build, they feel more like someone made a sculpture out of metal and wires and not an actual, working robot.

    Posted in: Artist Tavern
  • 0

    posted a message on Community Project #2- Data Thread

    Just an idea for the power system:

    What if you made, say, a nexus give off a power field like a pylon. Then pyllons would act the same, but they would also requier power like other structures. If the nexus goes down, pylons all power down, no?

    Or is this the problem with clumping?

    Posted in: Data
  • 0

    posted a message on SC Expanded: melee mod

    I tried this out a while back. I enjoyed some of the options, mostly infected terran and dark toss. Didn't try zerg yet.

    Posted in: Map Feedback
  • 0

    posted a message on Community Project #2- Artwork Thread

    Sounds like it could look cool, I'll check out the model.

    For the scout, what would you think of something like a probe on a single wheel with the gun sticking out above or under the 'eye'?

    Posted in: Artist Tavern
  • 0

    posted a message on Community Project #2- Artwork Thread

    The reason why I went wheels was because I wanted to give them a gritty and realalistic feel. And I was thinking of the Scarab from Halo and the AT-AT while coming up with the walker.

    I mean, it is just how I feel it should be: The small, lower tier units, should have wheels and treads. They are much more cost effective than legs and the unit would be better balanced at all times.

    Walkers would have the advantage like seen in the collosi; big and able to climb over terrain and blockades. But theyh would be pricier to make and reserved as tier 3 units, in my mind.

    And yeah, I know my hand writting sucks... I'll try to redesign the scout.

    Posted in: Artist Tavern
  • 0

    posted a message on Community Project #2- Artwork Thread

    Yeah, the walker was kind of wierd. I was thinking "walking aircraft carrier" when I drew it; huge and intimidating.

    Reading about the SCU made me immediately think of the turrets from portal, which is why it ressembles them, I guess.

    Posted in: Artist Tavern
  • 0

    posted a message on Community Project #2- Information Thread

    Sounds good. I've posted some concept arts in the artwork thread.

    Posted in: Project Workplace
  • 0

    posted a message on Project Factions (now with Promo)

    Well, what I'm thinking of for "Atik the Spellweaver"

    One of the flying drake models, the armored blue one. He is sort of a range/support hero. He can get around the field fast and maybe even drop some sort of portal from one location to another. He attacks by shooting magical-looking attacks with what would be the "spellcast" animations in model viewer. (I can get the model if need be. Just so the animations are how I want.) He also has low damage-taking capabilities, causing him to sort of rely on other characters for some help. But, in return, he can give them temporary buffs like shields, extra armor, ect.

    Posted in: Project Workplace
  • To post a comment, please or register a new account.