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    posted a message on [Showcase] Taylor Mouse's Models

    @TaylorMouse: Go = Skylanders + StarCraft.

    Posted in: Artist Tavern
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    posted a message on Models for SC1

    Zarx is the MAN! Great idea, for sure. Plus, it shouldn't be too difficult to remove part of the nerve cords, maybe add some clamps at their ends.

    Posted in: Requests
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    posted a message on [Cancelled]

    Title basically says it all. I'm requesting a retexturing of the Left 2 Die Zerg units so that they would be more like the standard Zerg Swarm units. And before you say that there already ARE a retexturing, they aren't. The L2D units have brand new models that make them completely different from their original counterparts, and the textures are unique as well.
    So again, could somebody please retexture the L2D Zerg units (Choker, Stank, Kaboomer, Hunterling, etc.) so that they look more inline with standard Zerg units? Would be much appreciated!

    And before anyone asks, no this isn't for the SC1 Remake project of which I am a team member. It's for something else entirely...

    Posted in: Requests
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    posted a message on Models for SC1

    Better idea: we should have texture variations for the Protoss units. One set of golden (Khalai) units, one set of silver (Nerazim) units. That's especially better for Episode 4, since the players start building on Shakuras, and their buildings are golden too? Don't forget, while we ARE trying to build this project as faithful to the original as we can, we also have the full capabilities of the SC2 engine and Galaxy Map Editor at our disposal, so we CAN do things like have separate textures for Khalai Zealots and Nerazim Zealots, as occasion permits.
    Maybe in the BW missions, the units produced at the Gateway (after a certain mission or something) can randomly produce a gold or a silver Zealot, in the same way that SC2 now randomly selects between two model variations for the Dark Templar (one with single blade, one with scythe).

    And if you're arguing that it's too much to fit into the project, then here's another point: we are using about 3 or 4 different variations for the Marine unit depending on the mission and the faction. It's not too much to add in a differentiation for the Protoss, as well. We can even add a variation for the Tal'darim units of the Enslavers 2 mission, as well.

    Posted in: Requests
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    posted a message on Models for SC1

    In terms of this project, we're trying to be as faithful to the original as possible. Meaning the original is the final authority in terms of "canon", not SC2.

    Posted in: Requests
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    posted a message on SC1 Remake ita (nuovo)
    Quote from Zarxiel93: Go

    The Installation Jacobs and the Amerigo you can choose if you play in Third person or in the classic version, but in the other installation I think is not necessary, only in this 2 (because we have a fix hero in this 2, the other not, maybe the mission in the installation of ep 3, but I don't think...) for Precursor I don't modify nothing, but I don't remember if other member do it, but I think not...

    There could just be something lost in translation... but... I understand that you want to keep the new play modes, correct?
    Hmm, in that case then I've got to dump my changes and start that map from scratch... *walks away*

    Posted in: Project Workplace
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    posted a message on SC1 Remake ita (nuovo)

    Ugh, my Dropbox connection has been so slow, I'm so far behind the updates...
    And I've been busy with other things. Looks like somebody's updated the maps that I had been working on, so now I gotta work on them all over again.

    Now here's a legitimate question: Ep 1 Sc 4: The Jacobs Installation. Do we want to keep the Third-Person Shooter option for that level, or should it just be scrapped? I need to know before I can work on it further and do a bit of bug-fixing.

    Posted in: Project Workplace
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    posted a message on Models for SC1

    @Zarxiel93: Go

    Has anybody thought about using elements from the HotS Primal Original Zerg? I saw that while playing HotS and it reminded me of a cerebrate in a way.

    Posted in: Requests
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    posted a message on Terran Machine Shop

    Gut gemacht! This will be a great addition to the project!

    Posted in: Artist Tavern
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    posted a message on Have a look, there is my N-th model

    Dat albino Roach! Reminds me of Tremors 3...

    Posted in: Artist Tavern
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    posted a message on SC1 Remake ita (nuovo)

    Let me know if anyone's currently working on any maps; I'm going to try a playthrough of each of the campaigns to search for bugs / quirks, as well as to add Help messages to each loading screen that make sense to that mission. I have the text (in English) for each of the SC1 / BW Tips, so that shouldn't be too bad.
    Also, I've noticed that the SC1 Terran missions have the SCBW Terran BGM on the soundtrack. Not good. We need two soundtrack specifications for each race: one for SC1, one for BW.

    Posted in: Project Workplace
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    posted a message on SC Expanded: melee mod

    Considering the Stasis Bunker idea, I thought that Immortals and Photon Cannons were good enough for things like that.
    However, maybe one Protoss Tribe could have Immortals that, instead of being an anti-ground siege unit, would have an ability to root in place and become a fixed anti-air unit? It would be like a Siege Tank that switches modes in order to attack air, only for the Protoss Immortal.

    Posted in: Map Feedback
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    posted a message on [BETA TEST] Remake of Precursor, Enslavers and Stukov Saga

    Reduce the amount of code, and also use the method most likely to run quickly in-game. Soul has the right idea.

    Posted in: Project Workplace
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    posted a message on Have a look, there is my N-th model

    @Zolden: Go

    A good name could be the War Beacon: it looks like it could be a land-based transport or APC but with attack capabilities.

    Posted in: Artist Tavern
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    posted a message on [BETA TEST] Remake of Precursor, Enslavers and Stukov Saga

    Here's a big question - which version of the mod do I test with? I can either use the old 2-mod system or use the newer mods. Which one is the best one to use?

    Posted in: Project Workplace
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