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    posted a message on Need ideas for ability augment

    Hey i kinda ran out of ideas with augments for abilities so want some help with it.

    The system of ability development looks as folowing: Player learn one of 4 base abilities and can choose one from 2 available augments for further development or spend points only for base ability improvement. (1st screen)

    So it sounds stupid but i kinda want some unique effect for abil from 2nd screenshot. It is simple launch-missile-deal-damage kind of ability. As you can see i made one augment which gives a chance for -100% cooldown time on cast, but now i struggle with what to implement in second augment. Note that only one augment can be choosed.

    The effects i already have across other abils and thus want to avoid duplication:

    AOE damage, +%Attackspeed, + Weapon DMG, + Energy Regen, Slow, Knockback, Vulnerability %, + Life Leech %.

    I scale everything to minimalistic style, so i'm using buffs like +3 or +10 damage and they matters a lot, so i want to avoid DOT effect augment on top of Direct Damage abil, so it will be too good. Any ideas guys :X?

    Posted in: Miscellaneous Development
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    posted a message on My Thoughts on Nova Pack 2

    @OutsiderXE: Go

    well, if you ever applied to a Blizzard's vacancies you won't be talking bad of anything they release right? But i just express my honest opinion. Pack 1 contained a lot more new assets for nova abilities and weapons, had great chasing sequence on a vulture bikes (fun and fresh gameplay in sc), Stealth infiltration missions, etc.

    I just compared overal effort and quality of 1 and 2. 2nd is much worse in my opinion. The 1st mission just plays out for itself most of time, while i can be afk.

    Yes there are plenty of new doodad assets but thats it.

    Posted in: General Chat
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    posted a message on My Thoughts on Nova Pack 2

    i think that pack suck ass http://i64.tinypic.com/2j43mtv.png

    No new units, mobs-grinding missions, poor story development, no new units/effects/assets, too short.

    Posted in: General Chat
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    posted a message on StarCraft Universe Cinematic Trailer, Gameplay Trailer, and Open Beta Release

    wow! trailer is pretty sick!

    Posted in: General Chat
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    posted a message on Nova Mission Pack 2 is coming!

    So blizz is getting into *.gif presentation trend. Well done XD

    Posted in: Project Workplace
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    posted a message on [BLIZZCON] Nova DLC Announced.

    http://i66.tinypic.com/fcvhqv.png

    Posted in: General Chat
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    posted a message on How to: Arcane Sentry (Diablo Style Spell)

    i believe you can watch in Nova assets there are Flame Turrets that work just as you need (just make a weapon with turret that constantly search in a straight line and rotates when idle). Also if everything else fails you can use a rotating kinetic.

    At least those 2 options crossed my mind....

    Posted in: Data
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    posted a message on How to make viking flee from ground attacks?

    http://i64.tinypic.com/j0k1ud.png

    Posted in: Data
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    posted a message on After a full year of grueling obsessive work it's done

    website looks awesome, great presentation :)

    Posted in: General Chat
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    posted a message on boss encounter little showcase (100mb gif XD)

    @msong7229: Go

    yes, this problem appears since patch 3.0. I don't know what causing it. The mover i'm using is pretty much copy - paste of Spine Crawler Tentacle retract mover, and it was working perfectly until LotV release.

    You can change mover to something more simple and straight like marauder missile mover and this problem will be gone. There are things that are just not working as they suppose to.... Still lot of bugs.

    Posted in: Miscellaneous Development
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    posted a message on boss encounter little showcase (100mb gif XD)

    btw the most depressing shit in this data editor is sometimes you don't even know in what order actor receive some internal messages, or when (exact moment) his reference got recognized. As you may see in my second map i used timer 0.0 second in "Psi Shells Holding Site" actor just because otherwise nothing happens (previous actions are not done yet, so need to delay the execution)... so there's that.

    I mean, it is totaly possible that i'm missing something or just not doing it in a 100% proper way but c'mon, is it even possible to know everything that going on in this mess without having a blizzard software engineer sitting in the next room.

    The design of sc2 editor is what Blizz totaly fucked up with. It was a disaster already on a planning stage which lead to it being unusable by the masses, but just for a few passionate enthusiast from this community... IMHO

    Posted in: Miscellaneous Development
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    posted a message on boss encounter little showcase (100mb gif XD)

    @msong7229: Go

    well i just open cinematic editor press shift+D and open "Materials" folder to search for texture names. Usualy it doesn't matter what slot you're using, i just cycle through already known such as "main", "generic01", "generic02", "genericXX" , etc. In texture declarations i usualy put full texture name in "Prefix" field. For effect models it usualy works fine.

    just watch this old tutorial (still good) http://www.sc2mapster.com/forums/resources/tutorials/20772-data-actor-events-message-texture-select-by-id/

    and look in my maps. If it is the "Slot" field that gets you confused it doesn't realy matter for most effect models (actualy i hadn't encountered any that require specific slot name). It works like variable or something like that. You can use any known acceptable slot names as i mentioned above.

    To hide unwanted parts of effects you can use "black.dds" texture for particles as i did with tornado model for my taldarim boss. Just look in there.

    It is actualy very simple and very powerfull. It virtualy expands the total amount of available assets a lot, because now you can change the colors and overal look in a proper way, not just setting the tint which cause model to look shit. I highly recommend using texture swaps on effect models to improve visual fidelity.

    Posted in: Miscellaneous Development
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    posted a message on boss encounter little showcase (100mb gif XD)

    @msong7229: Go

    Its not similiar it's technicaly the same, you got it right. It's just a bit different texture swaps and models used.

    In this one i tried to make actor objects as unified as possible, because i aimed to use only one effect chain instead of 3 for each orb (how it's normaly done)

    I realy don't want to make 30+ effects just because of duplication.

    That orbs spell have 2 major parts. First one is orb creation sequence. To make 3 spinning orbs normaly you will have to use 3 different orb objects (because you will have to set different site operation for each starting angle of rotation (0,120,240)) so to workaround it i created a construction with few dummy "builder helpers". Basicaly what they do is setting a place where orb should be created, then create orb and then just attach it from that possition to unit. After that, this construction rotates by +120 degrees and create another one, and so on. After all orbs being created this dummy actors are removed.

    You may think this is over complicated setup but actualy if you will try to use 3 different actor objects for each orb it will be an utter BUTT HURT. because you will have to create not only separate Launch Missile effects but also +1 action actor for each, and basicaly duplicates for everything else. This setup is more complicated in term of actor events, but the amount of overal data objects needed is DRASTICALY lower.

    Moreso my setup allows to expand the number of orbs with less pain than classic approach. Basicaly with 5 -6 orbs the number of required data objects goes skyhigh if you will do a separate effect chain and actor for each. With my setup it's a few changes to the events of already existing actors and thats it.

    A few messages that adding or removing aliases are meant to make so when launch effect happens (and it is the same for every orb) the system tries to find the orb that haven't been launched before, because if all orbs will have the same alias then the one that created first will be the only orb flying, all others will be ignored.

    As i said, the actor system got a ton of hidden caveats, i just did a lot of testing to find out whats going on.

    Posted in: Miscellaneous Development
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    posted a message on boss encounter little showcase (100mb gif XD)

    ehh, i didn't see your question i thought i already read everything in this thread. Setting host to ::Creator will attach the actor to the one which creates it (lol). I mean it will inherit bearings, properties like scale, etc.

    I set this field for the actors that are created from within events of another actor. Otherwise there is a chance that newly created actor will be on the floor XD. (by default actors inherit bearings of the scope, if the host not found)

    reading data is realy hard because all the system is basicaly in my head and sc2 data manager doesn't represent it anyhow........ This is a real issue with data.

    Man it's hard to describe whats going on in a few words i realy suggest you to read my tutorial here to get better with actor system. (a bit , hopefully? :D)

    http://www.sc2mapster.com/forums/resources/tutorials/88247-data-actors-making-ring-of-frost-ability/#p1

    BTW Spike Bomb ability is not that epic, i copy-paste from the old map. It is done with outdated actor tools. Now it can be done wit MUCH LESS data objects, i just don't have time or motivation to remade it. Basicaly in given map this ability is done by "stupid" approach (you can actualy create unified spike objects instead of using 6 for different directions). The explanation requires a wall of text so just get started with my tutorial if you wish to lose some life :D ._.

    the spike missiles does not have collisions, and are not the actual missiles (units) , they're just models driven by mover type actor. Gameplay wise this spell is very simple (in effects tab), but in actor tab is where the magic happens :F

    you can also check this thread this is also boss encounter just without fancy gif : http://www.sc2mapster.com/forums/development/map-development/88650-bosses-with-0-triggering-fun-or-shit/#p10

    Posted in: Miscellaneous Development
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    posted a message on boss encounter little showcase (100mb gif XD)

    okay fine -_-.. Since few people requested this already here is a wip map. Try it, tinker with it, copy-paste it, do whatever you want since i'm playing Hearthstone lately and have no extra time or motivation to finish any map which could include it :X.

    Try to add some abilities to Raynor for fair battle :D or tweak the cooldowns/hp of Alarak.

    One thing to mention: there are few effects that called "Rain of Fire -...." and there is no such ability in map. They actualy belong to "Spike Bomb" ability. Their purpose is to place spike bombs in random points, i just copied them from spell i did in another map.

    Posted in: Miscellaneous Development
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