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    posted a message on WoW Model-Pack Requests

    @JacktheArcher: Go

    Actually, no. There is nothing like the grim reaper in WoW, short of the Graven Ones, who never appear in-game and lack any sort of model....

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

    I've randomly decided to go ahead and actually tackle the data portion of this idea.

    My only problem is that I have no idea how I would make a behavior that causes the unit to be cloaked when standing still, and uncloaked the rest of the time.... >.>

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

    @SoulFilcher: Go

    Admittedly, I didn't actually check the ariel ace in-game.... >.>

    I knew I was probably gonna miss something doing all those at, like, midnight....

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

    0.o Weird.

    Maybe something messed up with changing it from the pylon and lings to the buildings? Maybe some other part of it got messed up?

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

    Just an idea for the zerg gate:

    In a mission involving the machines needing to take a now zerg-infected Terran settlement, they encounter the gate protecting the zerg-zone. So they need to go around and take down nearby hives or something that are somehow connected to the gate.

    Perhaps they are providing it with creep, and once all the creep is gone from the gate, it dies?

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

    I didn't see the zerg gate, so I don't think it was ever added in.

    The power cable system also still needs to be added in, I blieve, as well as any conbination system for the fusion units. (Right now they're built from where I figured you would research the ability to make them.)

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

    Double post, but I figured I would upload the latest version for everyone.

    I wasn't really sure what to do for the Petard or Demo Droid, so they are the only units absent right now (Besides an air upgrade building of some sort.)

    Requierments, Abillities, Upgrades, and all proper weapons still need to be added still, but I think we at least are making some notable progress.

    Posted in: Data
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    posted a message on Community Project #2- Data Thread
    Quote from DrSuperEvil: Go

    Whats wrong with petard? That has a long history even if it is french in origin. Also mayeb check some of the other name suggestions for the units?

    I actually have some hilarious unit names right now....

    "Powerhouse Air Unit" and "Powerhouse Ground Unit" both come to mind rather quickly.... lol

    I also have some fairly poorly implimented duplicate weapons that may need to be fixed up... >.> I originally thought to make them duplicates of normal weapons, so the upgrades could be programmed to work fine. But I didn't realize how much clutter it would make in several data fields... >.<

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

    Alright then.

    I'm working on more placeholders and getting everything ready for some sort of Alpha testing.

    Currently, I need to add the Liner, Bomber Bot, Ariel Ace, and Petard.

    I'll snag the map to work on some more and keep you guys updated. Although, Soul or someone will probably need to help me in moving everything over to another map for Alpha testing.

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

    Alright peeps, I'm just now returning to SC2..... sorry for ghosting, I got addicted to SW:TOR for a while, and still kinda am.

    As for Alpha testing. I was thinking of going in and creating a ton of placeholder units and buildings so we can add them to a normal map, like Metropolis or something, and let people mess around with out ideas, it will also give us some ideas of balance against other races and such.

    I'll get to work in the test map, and then upload it so the combine mechanic can get added to all the fusion units and such, unless you all think we should just leave them as normal units for the very first version of Alpha.

    EDIT: Just added a placeholder for the 'mech building', Junker, the Repair flyer, and the Powehouse units.

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

    @DrSuperEvil: Go

    I didn't know we could combine Validators or Actor events.

    I already set it up assuming we would just have one per tileset type.

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

    Alright, I have the validators for each tileset finished. I also added testure diffuse fields for each type of tileset (Urban, Jungle, ect.) and threw a few temporary textures on most of them. (Just because it looked cool, I used the dark protoss nexus for out current tileset.)

    I haven't taken the time to set up the actor events for each validator yet.

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

    @SoulFilcher: Go

    Admittedly? I've been pretty swamped with work, so havn't gotten the chance to work on the map.

    I'll try to get the validators for other tile sets soon-ish, and then hand it back over to you guys before I break something.... >.>

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

    I was thinking that perhaps one of those "unit specific upgrades" caused the Hauler that you upgraded to fly. I would say it should be a cheap upgrade though, and the other option would probably be some sort of impressive speed increase.

    The unit cannon idea is an interesting one, and could still be just as useful for it as an air unit...

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

    Yeah, but I was trying to get that and the normal metal underneath. I didn't realize it wasn't possible. *shrug*

    Posted in: Data
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