• 0

    posted a message on Siege Breaker Jump Jet Animation Not Ending Right

    @Latias4Ever: Go No, just change the actor type to missile.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Siege Breaker Jump Jet Animation Not Ending Right

    Is your Siege Breaker actor a missile actor? That's the only thing that came to mind. I remember Covert Ops changed a few actors to missile actors in order to use the jump jet upgrade.

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Showcase] SoulFilcher's models

    I have been uploading a few things to the assets section, since I found a good way to avoid glitches. It will help me with some of the models I've shown here before but never released. From now on I will try to release unit models as complete as possible, including death models.

    Nerazim carrier.

    Nerazim Tempest.

    Posted in: Artist Tavern
  • 0

    posted a message on SC Expanded: melee mod

    I have been cleaning the old unit and upgrade choices. Eventually players will only select a faction, but each will come with more changes.

    Posted in: Map Feedback
  • 0

    posted a message on Why are most projects campaigns?

    Blizzard's campaigns are what made me a Starcraft fan. My whole SC1/BW experience was playing the campaigns and wasting my time playing free for all maps vs the AI, the exception being one or two lan parties to play free for all with friends. Again, with the release of SC2 I wanted the campaigns, but my online experience started. So when I want to play Starcraft I want things that bring an immersion in SC universe, the characters and so on. We have a few more options now, like the coop mode, but campaigns are the main source of SC lore.

    I haven't released a campaign or even a single mission by myself (I do have a few ideas that I doubt I will manage to finish by myself) but I try to help some campaign projects. That being said I should probably join more campaign projects helping with things I know I can do, instead of trying to do things I'm terrible at, like terraining.

    Posted in: General Chat
  • 0

    posted a message on 3D Platformers?

    @DrSuperEvil: Go Yeah, I know. I's be ok with missile movers controlling jumps and things like that, but I don't know if movers can interact with terrain in a way to at least look like a platformer, like forcing the player to actually reach a higher cliff and things like that. Anyway, it is just an idea I had in mind and in case I don't gather enough info I'll just let it go.

    @Zolden: Go That's the problem, it is just an idea of a short platformer map for SC2, I have no intention to create a platformer game. If I can at least make it look and play like a very simple platformer I may try to work on it, if not I'll just forget about it.

    Posted in: Miscellaneous Development
  • 0

    posted a message on 3D Platformers?

    I have seen discussion and progress for 2D platformers, but I didn't find a thing about 3D platformers, such as Super Mario 64. I'd think the limitations in 3D movement in galaxy would be hard to work around, but then again I don't have experience with movers or triggers or anything that could possibly help. So, can anyone give me directions on the possibility of making a 3D platformer for the arcade?

    Posted in: Miscellaneous Development
  • 0

    posted a message on CO OP question

    Get Ladik's CASC Viewer, open SC2. Inside the mods folder you have access to two different folders: alliedcommanders for general data and mutators for the mutators. I didn't try to find the maps.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Animated Dialog Items

    Blizzard uses flat models with .ogv textures or actual animations in the model. Any of these 2 would definitely allow you to achieve better results.

    Posted in: Triggers
  • 0

    posted a message on StarCraft II Achievement Sheets

    I never found HotS or LotV sheets, but I managed to get them from SC2 site. They are smaller in resolution, and I couldn't find all of them because the achievements section is bugged for several categories, displaying the wrong icons.

    Posted in: Art Assets
  • 0

    posted a message on Mass Recall v6.0 Silver

    @GnaReffotsirk: Go 8.8.8.8 unsigned is good for UI elements, but like GhostNova I use DXT5 for model textures.

    Posted in: Project Workplace
  • 0

    posted a message on SC Expanded: melee mod

    I'm working on the next update and Yamato will no longer be an option at the supply depot. I will change things around for Terran as I try to make them up to date with what Zerg and Protoss got.

    Posted in: Map Feedback
  • 0

    posted a message on SC Expanded: melee mod

    @Ramboing: Go I understand. Keep in mind that this mod is intended to be for player vs players games, which makes it even more important to balance things. The AI is supposed to pick factions and use some of the units, but right now it does not for certain factions.

    It is funny because for basically the entire WoL and HotS time terran had the best factions, and then LotV came with the unit choices perfectly divided by factions that I could use in the mod, and it turned the table. Nothing will be much stronger than ladder units, that's the objective here, to add variations that can still fight a standard ladder composition somehow. It is very difficult to achieve that, but with feedback I keep making it better.

    Posted in: Map Feedback
  • 0

    posted a message on SC Expanded: melee mod

    Ok, I just updated the mod again and the vehicle and ship vanadium upgrade is fixed, it is probably missing LotV units though. I also increased mind control energy cost to 125 and made the LotV version of Replican'ts ability unable to target massive units. Nerazim Immortal can no longer target air units with its cannon ability.

    Posted in: Map Feedback
  • 0

    posted a message on SC Expanded: melee mod

    Beyond Replicants and Mind Control what are other imbalanced units? If I had to guess the nerazim and tal'darim Immortals but what else. Im willing to tweak their stats. I don't remember exactly but at some point I did try to nerf the Replicant, they are not supposed to clone massive units. I'll check that again. If needed I can also raise their cost/supply.

    If you play through Bnet you get the latest version. To use Yamato you still need to research it at the fusion core, but the choice at the supply depot will be removed eventually, the missiles ability may be moved to a faction.

    Posted in: Map Feedback
  • To post a comment, please or register a new account.