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    posted a message on Question about 3rd party graphics in maps

    Hi.

    If models are copyrighted (made by the editor of WCA), what I've understand by reading your thread, Blizzard won't accept your map. If they are handmade, guess you can use them.

    CIao

    Posted in: Art Assets
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    posted a message on WoW Model-Pack Requests

    @Rileyb80: I got the same issue with Mal'ganis (or Dreadlord, I can't remember exactly). I got many bugged models (Water elemental, human-creature models). I'd like to know too if somebody hasn't got that problem.

    BTW, I have a few time to convert models today, just let me know which ones and which animations you need (I'm running on WOTLK, so no Cata models).

    Posted in: Art Assets
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    posted a message on S-Y's First Project: Free Tech Choice Melee Maps

    _but i don't really agree with the first choice, roach/hunter or hydra/lurker I understood that very well, and i repeat it, they are logical techs, the only thing which annoys me is the fact you use twice the hydra, but we actually have a lack of diversity in the zerg bestiary...

    For Protoss, I would add a High/Dark templar choice. That is questionnable. Your Protoss tree has only 3 choices, and on my project, I intended to play Protoss as clans so for me it was quite normal to use it into different factions. But my SC2's lore is far of being perfect. BTW, don't forget Dark Archons. :p

    The campaign's Leviathan is so boring, i would change his spells to have it more original I've read somewhere that they could spawn Scourges and were used as transport between planets. In my project, that hero is created by an air army, so it will probably replace the Nydus Worms in that faction. I will probably replace the Broodlord spawning abilty by Scourges, keeping Mutas and acid bombs (no others ideas at the moment). All that skills would not be available at start, depending of my heros' progression system. The mothership should work like that.

    About Brutalisk I haven't got many ideas about that. His slowness could synergize with nydused Queens attack or something like that. He may have poison, fear ability, personnal heal/regeneration/shield. Maybe it should be used as anti-mecha builds, to not overlap with ultralisks' role.

    Protoss upgrades I talked too fast, it is viable. Void rays' attack can load more slowly. It just needs scaling.

    _In addition, I don't know if you saw some extra models in the editor. All are not fully wireframed/animated, but it can add more tech choices. En vrac: Dark Pylon - Obelisk - Preservers - Swarm Gardian - Armored Transport (you know, the big truck) - Faggoth - ARES ...

    _What help are you exactly looking for about that editor ? Is it triggering an interface to choose your technologies ? Data-editing ? I am noob too at GE, but I think (I hope) I can help for some stuff.

    Posted in: Project Workplace
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    posted a message on S-Y's First Project: Free Tech Choice Melee Maps

    Hullo

    I've planned more or less the same project of reusing the campaign's stuff. My main idea for the three races was to split their tech-trees to match a bit with the StarCraft's fluff. This is actually my brainstorming, I'm going to share you, free to you to pick some ideas if you find something you like. Ha, and that mod would target mainly teamplay.

    _Actually I want to subdivise the Terrans into two factions, Dominion and of course the Raynor's Rebels. The both can use one of the three differents roles: casual army (footmen and vehicles), space fleet (some soldiers and a bunch of ships) and colonial forces/scientists/civilians (call them like you want, with basic units, defensives structures and casters like Raven or Science Vessel).

    Both sides don't use exactly the sames units (Ghosts vs Spectres etc...) and heroes could unlock some additionnal upgrades (Rory Swann). About heroes gameplay, I don't know yet if it should use XP leveling system (maximum 5-6 levels, 2-5 skills), or gold/techs to unlock their abilities, maybe a mix, depending of the hero's types.

    About Zergs, I did the same sh*t, with a ground or space swarm, and a last one using mainly the infestation.

    Colonial/Infestation gameplays will, I think, use neutral spots on the maps, refineries, artifacts, civilian towns, laboratories or jails according to the maps' background, and a new "ressource", the Civilians. Terrans use it to achieve projects/missions, Zergs to spawn huge waves of zombies.

    I hope that can give you ideas, my goal was to add gameplays to teamfights (2v2, 3v3, 2v2v2, racial wars etc...), reintroducing the content of the campaign.

    _Now about your choices, what I have to say:

    Your way of splitting the terran tech-tree is nicely made, nothing to say more. Do you focus 1v1 / 2v2 ? It seems balanced, fluffy, and you can play with SC1 army <3. Same with the Zerg one, but i don't really agree with the first choice, roach/hunter or hydra/lurker, but i can't see how to do differently respecting your wishes. And you can do something with infested units. For Protoss, I would add a High/Dark templar choice.

    _About heroes, for me, youd should add/swap some skills.

    The campaign's Leviathan is so boring, i would change his spells to have it more original (yeah, Zergs got their mothership <3). Omegalisk is casual, hope Blizzard will give us a nice model in HotS. And Brutalisk... no no ! It is insane, in my very own opinion. I would reconsider that hero, his skill, and his upgrade.

    The Mohandar's upgrade sounds very strong, it's a bit abused (once again, IMVOO). Same with Selendis and the carriers, I think it needs a nerf. And, why not adding a skill to the carriers, in order to compete with your versions of BCs.

    I told you all en vrac, sorry if it is hard to read. Nothing more to add actually, ask me if you need something, I will check your thread.

    Posted in: Project Workplace
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