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    posted a message on Weekly Terraining Exercise #134: Daelaam Ark

    @Thunderzak: Go

    Yeah, and I must say this was a great addition to HotS, contrary to that Xel'Naga ship in WoL that used Terran cliff sets. It allowed me to help out with the Xel'Naga ship on my campaign, and considerably diminish the amount of Doodads I put just for the cliffs.

    Speaking of which, this could be one good idea for the next WTE, if you ask me...

    Posted in: Terrain
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    posted a message on [Showcase] Phanalax's Models

    @phanalax128: Go

    lol, just kidding.

    Posted in: Artist Tavern
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    posted a message on [Showcase] Phanalax's Models

    @phanalax128: Go

    BANANAS!!!

    Posted in: Artist Tavern
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    posted a message on Amber Sun (Single-player campaign)

    Well, not wanting to rush things up, but it's been weeks since the last beta test? When's the next mission will be available for testers?

    Or is the campaign on hold and no one knows about it?

    Posted in: Map Feedback
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    posted a message on Building Creep Tumors through bullies

    Recently, I've came up with an attempt to simply put up the creep tumors I make into as bullies, to simplify construction process instead of flooding the map with points and more points.

    However, it doesn't do anything at all, even when I activate the bullies time and again. The Creep Tumors stand still and the Queens simply go wandering around.

    How can I do something about it?

    Posted in: Triggers
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    posted a message on Campaign Project

    IMO, I think you got kinda a decent headstart, unlike myself, when I made my first maps. But then, I wasn't that much skilled at terraining at the time, so let's leave it at then.

    I liked pretty much that this was some actual terrain work. The Umojan Terrain is virtually sterile and clean, but it's reasonable, as penthouses are generally clean, and greatly screams sci-fi penthouse by it's look alone. I particularly praise how you did the exteriors for the window corridor on the first screenshot, combining the structures with the vertical wind/light, as well as the scaffolding with the two towers for Drakken Cannons on the last shot, they fit the scene very well, and reminds me of sci-fi animes like Akira and Ghost in the Shell.

    The only thing that actually feels out of place though is that you used the Protoss Decals to make the light stripes for the border walls and bridge. But the particular decal variation is the closest there is to not being alien, so I'll let that one go.

    Other than that, as I said, it's a decent thing you got going. Will keep tuned for more.

    Posted in: Terrain
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    posted a message on Can't make Overlords with Swarm campaign dependency

    Same is happening to me too here. Tried doing it through triggers, but it's making me nuts.

    Posted in: Miscellaneous Development
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    posted a message on Team Colored Virophage/Bile Launcher/Spore Cannon.

    The title pretty much says it. My project will have buildable Virophages, Bile Launchers, Spore Cannons.

    This is pretty much simple, just a model with player colors on it. Tried to modify the diffuse map (With Alpha Channel) to get the result, but it didn't seem to work for some reason, it just doesn't put on the colors...

    Posted in: Requests
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    posted a message on Impaler Colony attack.

    @DrSuperEvil: Go

    Having a little problem finding this list. And I've searched through every Zerg building actors.

    Posted in: Data
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    posted a message on Impaler Colony attack.

    I managed to find a work-around for the attack, reducing damage output in half. This should keep the defense from being overpowered. The footprint has been corrected and it's building normally.

    Now, there's this one final problem, which is the building animation itself. When it should be displaying the building blob, it shows the model of the finished structure. How do I do so that, when the Drone starts building, the building blob starts working and, when it's finished, the building pops up, like it usually occurs with every Zerg building?

    Posted in: Data
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    posted a message on Amber Sun (Single-player campaign)

    How the hell Janus isn't affected by the nuke blast radius?

    Posted in: Map Feedback
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    posted a message on Amber Sun (Single-player campaign)

    @EivindL: Go

    When I usually think boss fights, I like to recall the Archangel (Big Viking) boss fight in the HotS campaign, except it'd be more variated, with timing set right (It was a mess, that one) and without those red markers, except in specific circumstances.

    Posted in: Map Feedback
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    posted a message on Impaler Colony attack.

    @DrSuperEvil: Go

    Managed to get something. Now the problem is with the attack count. Instead of a single attack it's piling two in one.

    I also have a problem with building new ones. The placement is right, the Command is given, but the Drone won't built, saying it's an invalid build location.

    Posted in: Data
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    posted a message on Amber Sun (Single-player campaign)

    @EivindL: Go

    So it's a Commandos style mission? Interesting...

    Also, when I review your bosses, I'll be incredibly frank and honest, may you like the opinion or not. Just warning.

    Posted in: Map Feedback
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    posted a message on Impaler Colony attack.

    I'm trying to modify the Impaler Colony to be a buildable Tier 2 defense. My greatest problem is exactly the attack animation, as, after some seconds the whole animation passes, the tentacle appears and deals damage. How do I configure the animation so the Impaler colony first sunks the tentacle, it appears to deal damage, then retracts back to the Colony? (i.e. How will it deal damage *during* the attack animation?)

    Posted in: Data
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