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...
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.
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.
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...
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?
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.
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.
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?)
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@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...
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@phanalax128: Go
lol, just kidding.
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@phanalax128: Go
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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?
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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?
0
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.
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Same is happening to me too here. Tried doing it through triggers, but it's making me nuts.
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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...
0
@DrSuperEvil: Go
Having a little problem finding this list. And I've searched through every Zerg building actors.
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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?
0
How the hell Janus isn't affected by the nuke blast radius?
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@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.
0
@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.
0
@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.
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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?)