• 0

    posted a message on Blizzard's policy regarding custom models.

    @TheLostAzn: Go

    Once you get a definitive reply, this topic should then be Pinned.

    Posted in: Artist Tavern
  • 0

    posted a message on [Showcase] NanaKey&Delphinium's Models

    That menu screen looks so beautiful. Why didn't Blizzard think of doing something like that for SC2?

    Posted in: Artist Tavern
  • 0

    posted a message on [Showcase] Kailniris's Models

    @Muspelli: Go

    Twilight Council is supposed to reflect the Twilight aspect of Protoss: Khalai + Nerazim (cf. Twilight Archon), but subtly.

    Posted in: Artist Tavern
  • 0

    posted a message on Terran Control Tower

    Looks great! High nostalgia factor, for sure.

    Posted in: Artist Tavern
  • 0

    posted a message on SC Expanded: melee mod
    Quote from nolanstar: Go

    for the zeus lander you could make a morph ability that requires an upgrade

    But they shouldn't morph while in the air. Maybe have them land and unable to load until the refit is complete. Perhaps you could also require an SCV to assist in the building?

    Posted in: Map Feedback
  • 0

    posted a message on Starcraft 1 remake remake

    Yes, there are several missions left "unused" on the MPQ files, but there is actual data left for them: "Biting the Bullet (Sc7)" and "Operation Silent Scream (Sc10)", bringing the total number of scenarios in Episode 1 "Rebel Yell" to 12 + Tutorial.
    Maybe the Precursor campaign would also be applicable, especially since it's an official campaign.

    EDIT: I saw here the list of retcons / plot inconsistencies / holes / issues / errors, and it points out that "The UED did not have their own tech tree and they came to the Koprulu Sector in a standard Terran battlecruiser (The Aleksander)." Unlikely, since the BW manual says that Earth was watching the Koprulu sector, so they might have made their own tech based off of / mimicking that of the Terrans. This is likely to change for the NEW "Iron Fist" campaign, with additions that could basically explain the tech-tree changes between SC1 and SC2 (Banshees, anyone?).

    Posted in: Map Suggestions/Requests
  • 0

    posted a message on SC1 Remake ita (nuovo)

    @DEFILERRULEZ: Go

    They're so beautiful! This is gonna be a great mod!

    Posted in: Project Workplace
  • 0

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

    @TaylorMouse: Go

    Dat 'stache!

    Posted in: Artist Tavern
  • 0

    posted a message on Starcraft 1 remake remake

    @allan63: Go

    Do you mean the Mass Recall project? We would definitely need permission from a LOT of people, given the list of names behind the many parts of that project. Then there's the whole ordeal with models, animations, data, abilities, continuity, etc. I'm still working on getting a good catalog of units for each of the three races: Terrans have a lot of units divided into two main factions (Episode 1 and UED), Protoss have two main factions (Khalai-Ep3 and Nerazim-Ep4) but there aren't that much in terms of 'legacy' Zerg units, so artistic license will be needed in order to balance that out.
    I also haven't done much in the Editor besides look at assets hidden inside mods and dependencies. Still, I'm certified in C++, so any problems found in the project I could take a run at using programmer skillz :P . Of course, time is a major factor in a project as intricate and expansive as this, so for what it's worth, count me in for as long as I can give my attention to this.

    Posted in: Map Suggestions/Requests
  • 0

    posted a message on Models for SC1

    Because they are truly quite different. Nostalgia FTW.

    Posted in: Requests
  • 0

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

    Or you could do Raynor's, Kerrigan's, and Zeratul's. But that would be the easy way out.

    Posted in: Artist Tavern
  • 0

    posted a message on Moving MengskHologramBillboard

    Ach, a valking hologramm!
    Well, I like the design, but what good does it do in terms of functionality?

    Posted in: Artist Tavern
  • 0

    posted a message on [Showcase] Phanalax's Models

    Hehe, that's an awesome Scarab! I guess the only problem with that is that you don't get to see its detail because it's usually launched at the enemy before you can get a good look at it.
    Unless these are used like Spider Mines, too. Still, I like the detail. Better than those magically-flying cubes. :/

    Posted in: Artist Tavern
  • 0

    posted a message on Zurvan

    Here's Phil Gonzo's render of the full body.
    LINK

    Posted in: Requests
  • 0

    posted a message on (Request) Merc Wrath model

    @JacktheArcher: Go

    That was quick.

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