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    posted a message on Community Project #2- Data Thread

    Well, we worked hard to get at least 3 different systems up to now. I guess I'll take the time to check them again, including yours, before I try to work on any of these systems again.

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

    I played it and I'm not sure I understand it. I was able to keep power in several zerglings even though I was far far away from any power source. And even when power line is broken some tentacles will stay linked to their target. Also I may be wrong but some Zerglings were targeted my more than one tentacle.

    Posted in: Data
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    posted a message on Help with some models

    Thanks for answering. Isnt there a way to go around and use standard models as portraits? I mean, I tried using the Ybarra model as a portrait model. The problem is that I can see his legs and feet instead of his head. Could we cut off his body up to his chest? And then move the upper part close to the "ground" where his feet were, so we would see his chest and head in game?

    I actually know nothing of 3d modelling, Its just an idea I had. Feel free to tell me "no we can't" and I'll stop ;-)

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

    We are all giving this new race more restrictions than any of the 3 original races have. And then we are trying to balance these restrictions with buffs that may be unbalacing themselves. Cheaper/faster workers make a huge impact in economies, its not whitout a purpose that blizzard gave the 3 races workers with the same cost, speed, attack range and so on. If we walk away from that formula, we must expect several balance issues.

    Keep this new race's functionality closer to that of original races. But that's just my opinion.

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

    Guys, first we need to get smoe basic combat units working. If we start messing with the races' economy there no way we can know how unbalancing it will be. There are some interesting ideas there, but remember that blizzard scrapped some ideas just because there were exploits, or cheese tactics to be used against, or some other problem.

    Basically what I saying is that we need to be at least in alpha testing phase to check these ideas separately.

    EDIT: temporary building over mineral fields is a good idea. Must not be avaiable from start though. That "everything made of workers" is not a good idea. Other players would hunt workers like hell, and "robot" players would have a hard time keeping their economies running and their workers production up to their need.

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

    @TheAlmaity: With those arms and legs its one more cartoonish unit to our collection. We need to make the SCU and Clanker more unique, different from each other. They need to have their own personality. Right now I can't see them in a SC2 game. I like the Scout Drone I created, but maybe only because I used the utility bot as a base. I'm still waiting to check Cookies' next version of his worker idea.

    Posted in: Artist Tavern
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    posted a message on Community Project #2- Artwork Thread

    Japanese trash can defines the first one perfectly. I think treads don't look good in units that are supposed to be fast, maybe those legs could look better for another body type?

    Posted in: Artist Tavern
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    posted a message on Community Project #2- Artwork Thread

    I worked on AtikLYar's idea of a "Portal gun" SCU, but after I finished coloring it I actually didn't like it, So I've tried a different idea, more like the blueprint idea of a round SCU. I gave both four independent wheels and side turrets that come out when its ready to attack. The round one should have bigger spider-like legs for that body size, but I tthink its good enough to show the way I see it,

    Posted in: Artist Tavern
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    posted a message on Heavy Iron (Multiplayer TPS) + Trailer

    Looks good. I second h34dl4g's opinion. The interface can be improved a lot.

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

    @Cookies12100: I like variation 4, make those arms and claws thicker (just like the SCV's). I like those pipes in the back and the idea of smoke coming out of them while it works. Maybe it shouldn't have a pronouced head, but its just my opinion, since I don't like robots that look too humanoid.

    @AtikLYar: It seems you got the same inspiration that struck me.

    Posted in: Artist Tavern
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    posted a message on Community Project #2- Artwork Thread

    I wont take the time to create all the details, but I changed it to dark green, and it looks better. This little guy really looks like he can roll around scouting the battlefield. If you find one of these in a thick jungle it will laser your face before you can even think "wtf?" ;-)

    Posted in: Artist Tavern
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    posted a message on Community Project #2- Artwork Thread

    @AtikLYar: Yes, I used the original yellow color, but we can change it to the race's standard color. Brown would "overlap" with Zerg, we have to decide which color we are going to use. What about cammo green? None of the 3 original races use green as a base color.

    Posted in: Artist Tavern
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    posted a message on Community Project #2- Artwork Thread

    Its been some years since the last time I drew anything by hand, but you guys got me motivated. I decided to work on the Scout Drone concept. I like the blueprint idea of an utility bot with a turret on its head and I also liked the idea of a single wheel. My concept uses the original utility bot and makes a few changes to it.

    Posted in: Artist Tavern
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    posted a message on Community Project #2- Artwork Thread

    @Cookies12100: Just think more of real life needs, specially for the arms/claws. Look at the SCV, it needs to gather resources, repair and build structures, using its 2 arms, and we can see that. Its also good to keep in mind that SC2 models are simple, they're not full of small details, pointy stuff or anything like that. Even units or structures you would expect to be much more complex are simple in their designs and details.

    @AtikLYar: I just thought some of those Castanar dissection arms would be great for the Detector/fixer unit. I can imagine them hanging from a flyer unit, repairing units on the battlefield. Or maybe one of those vehicle assembler arms you can see when you steal the Odin. You can find both in the doodads models list.

    Posted in: Artist Tavern
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    posted a message on Community Project #2- Artwork Thread

    @Cookies12100: I don't feel it fits SC2. Its too cartoonish. Its really what you said, Wall-e goes Frankenstein, but its not that they're made of scraps. They can salvage scraps to get resources, that's different.

    Posted in: Artist Tavern
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