thanks guys. There is a little validator work for this path blocking spiked cage. As you see on gif if the circle is closed with my hero outside (fails) it doesn't prevent Alarak from pathing through, and got automaticaly destroyed. (on gif it is second time this abil used)
For placing the spikes in data i used a little workaround. Made 2 invisible "Placer" units guided by orbiting kinetic :X
For those spike bombs i used workaround because there is no data means for perfect Random Point in Circle distribution :(. I used invisible units with maximum speed and "Wander" type of behavior. Worked out exactly as needed :D.
The immolation ability activates when Alarak is below 50% of health. It is damaging nearby enemies and draining 100% of damage dealt, so player should try to keep distance while it is active.
The blink strike meant to deal guaranted damage periodicaly despite the possibility of being disabled/stuned by player.
I'm trying to work out at least 6 interesting bosses but the progress is pretty slow XD. Don't want to make some dumb and boring avoidable skillshots also trying to keep spells appealing thus spending lot of time browsing models and textures (using texture select by id intensively even on particle effects)
ok i don't know if 100mb gif is legit but was too lasy to record a video :D. Also kinda afraid to put this monster in my Show-Off thread XD. Anyway, finished a melee boss unit encounter.
All mini-boss abilities are auto-cast. 0 triggering involved. If someone cares check out this shit i made:
how's that? i tested it with tychus grenade toss and it worked flawlessly. Try to set impact point site operation (in action actor) to SOpShadow too. It must work......... -_-
edit:
hm, it is weird i did it again and now it doesn't work, wtf.....
edit 2: Ok man i realy don't know what is this trash :D but it's working only with LotV campaign dependencies. If you using WoL campaign dependencies it does not work. Seems that it is some conflict connected with an abscense of this property (Validate Benign flag) of Launch Missile effect in WoL build.... i dunno.
This one looks realy simple but actualy took a lot of time and 20+ effects somehow (*_*) (Decceleration on approach, to make it move while morphing i used apply Force to pull dropship, etc.)
The fact that summoned pet controlled as external ammo unit of "Arm Magazine" ability also adds a little bit to overal complexity
i'm not realy a big fan of dramatic plot twists. I kinda enjoy even pretty straight-forward predictable script. I think this is not the type of movie wich depends on it too much. The point is to watch epic graphic novel on a big screen.
The way Garona 'turns good' is absolutely unbelievable in the movie, even if it's obvious they really tried to make it a gradual explainable thing. We're seeing her go from being an Orc/siding mostly with Orcs to becoming a staunch protector of King Llane in a timespan of seemingly a week or so.
I agree with this 100%. This was the major issue with scenario. They cut too much from Garona character, the premiss of siding with humans was absolutely necessary in my opinion.
Also the medivh corruption theme felt realy lacking and left a lot of questions for those who aren't familiar with wc lore.
This is my 2nd favorite movie of this year thus far. The first one (it was just released first) was Batman vs Superman (soundtrack and how well it's directed left marvel far behind in my opinion).
Well i want to argue about 100m$+ cost. I think it is not that much for this franchise, it's kind of surprising actualy, because i saw some films (even Avatar, which is utter TRASH in my opinion) with 200-300m$+ production cost.
I think it may be because such films have explosion scenes, massive car crashes and US navy forces :D, while warcraft expences was mostly at cgi and decorations that they even didn't blow up multiple times :D
so if anyone who already watched it wanna hang out here share your thoughts please :D
I personaly enjoyed movie alot, but the diversity of magic shown in cgi feels somewhat lacking, especialy after i saw so many interviews with director who claimed this movie to be the most advanced in special effects department. I expected more diverse color palette for spells and something interesting, like almost trying to implement gameplay logic of spells into movie scene. This is what Lord of the Rings was lacking in my opinion (gandalf with flashlight from his staff = lame) and what i realy expected from Warcraft. (i mean, 4 years of filming, c'mon)
Also i kind of felt the smell of plastic through the screen from footman's costumes. I think they cut the production cost and decided to not use post processing for them?
Other than that i enjoyed the movie, I'm glad they decided to take the original game story instead of WOW. The storyline feels acceptable, not some random rudimentary element that scenarists tried to attach in excuse for battle scenes.
They certainly spent a lot of money and time on Durotan, i just like that character design and the amount of details in his face expressions.
I don't claim my rating to be meaningful for anyone but let me give it 8.5/10 score :D
feel free to post your opinions if anyone still alive on this site XD
so was toying with this ability and what character model it will fit the most. I choosed Alarak because of his spell animation and color scheme. Decided to create melee boss unit (data only, without triggering, just autocast abilities).
Here is what i came up with:
1) Ability kind of "Immolation" of wc3's demon hunter, but it also drains life
2) Reverse tornado.... XD. Actualy working realy cool, especialy for melee enemy unit, because shrinks the distance between you and the boss.
3) some path blocker which i called "Pit of Trials" XD... Locks you in a cage with fierce melee warrior, the spikes can be destroyed with 4 hits of your weapon.
This is what you can see on following gif:
I also want to add 4th ability. I'm thinking of something like Blink Strike
I'm not. The point of this thread besides showing off my stuff (:D) is to give some inspiration for other mappers, also sharing the results of my deviations in data editor.
Basicaly something like Weekly Terraining Exercises just for data ppl. Too bad there are very few of them left till now.
The problem with sharing is even complete abilities are difficult to tweak if you don't know where to look, because i'm not assemble them within Data Wizard which would be ideal solution.
I did a little tutorial but i don't see people interested in making something complex so.. whatever. I'm not entirely sure i won't be using my data assets somewhere. My projects are pretty much very long-term oriented.
Utilized new Tornado model from recently introduced Coop Mutators. Used combination of 3 kinetics instead of Apply Force for target units. On GIF it may be difficult to see but the units have two axes of rotation and get soaked in the center of Tornado over time (looks pretty natural).
ps: abvdzh .. that does not seem like a post you would want a perspective employer to read :kappa:
Well,I just meant that you should not miss any given opportunities to build relationships with a great people with admirable life achievements, wherever you go
0
thanks guys. There is a little validator work for this path blocking spiked cage. As you see on gif if the circle is closed with my hero outside (fails) it doesn't prevent Alarak from pathing through, and got automaticaly destroyed. (on gif it is second time this abil used)
For placing the spikes in data i used a little workaround. Made 2 invisible "Placer" units guided by orbiting kinetic :X
For those spike bombs i used workaround because there is no data means for perfect Random Point in Circle distribution :(. I used invisible units with maximum speed and "Wander" type of behavior. Worked out exactly as needed :D.
The immolation ability activates when Alarak is below 50% of health. It is damaging nearby enemies and draining 100% of damage dealt, so player should try to keep distance while it is active.
The blink strike meant to deal guaranted damage periodicaly despite the possibility of being disabled/stuned by player.
I'm trying to work out at least 6 interesting bosses but the progress is pretty slow XD. Don't want to make some dumb and boring avoidable skillshots also trying to keep spells appealing thus spending lot of time browsing models and textures (using texture select by id intensively even on particle effects)
0
ok i don't know if 100mb gif is legit but was too lasy to record a video :D. Also kinda afraid to put this monster in my Show-Off thread XD. Anyway, finished a melee boss unit encounter.
All mini-boss abilities are auto-cast. 0 triggering involved. If someone cares check out this shit i made:
http://i.giphy.com/l41Yr3VG0WS68kdSo.gif
0
you mean this and 10000000+ other counterfeits?
anyway, at least chinese people are ready to work hard, while in our country there are lot of lazy scum that just eager to steal something XD
Doing something, even copying is always better than doing nothing :D
0
well after a few minutes of tinkering again i don't even know what exactly causing a bug. Maybe old terrain mesh itself? we'll never know :X.
0
Check what i added above. It is issue with old WOL dependencies. Buy LotV or gtfo :DDD
added proof of evidence:
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how's that? i tested it with tychus grenade toss and it worked flawlessly. Try to set impact point site operation (in action actor) to SOpShadow too. It must work......... -_-
edit:
hm, it is weird i did it again and now it doesn't work, wtf.....
edit 2: Ok man i realy don't know what is this trash :D but it's working only with LotV campaign dependencies. If you using WoL campaign dependencies it does not work. Seems that it is some conflict connected with an abscense of this property (Validate Benign flag) of Launch Missile effect in WoL build.... i dunno.
With LotV dependencies on that shit works!
0
New flag from patch 3.0.0 "Validate Benign" causing this warning to pop up. Go to your launch missile effect and uncheck it.
0
This one looks realy simple but actualy took a lot of time and 20+ effects somehow (*_*) (Decceleration on approach, to make it move while morphing i used apply Force to pull dropship, etc.)
The fact that summoned pet controlled as external ammo unit of "Arm Magazine" ability also adds a little bit to overal complexity
0
i'm not realy a big fan of dramatic plot twists. I kinda enjoy even pretty straight-forward predictable script. I think this is not the type of movie wich depends on it too much. The point is to watch epic graphic novel on a big screen.
I agree with this 100%. This was the major issue with scenario. They cut too much from Garona character, the premiss of siding with humans was absolutely necessary in my opinion.
Also the medivh corruption theme felt realy lacking and left a lot of questions for those who aren't familiar with wc lore.
0
This is my 2nd favorite movie of this year thus far. The first one (it was just released first) was Batman vs Superman (soundtrack and how well it's directed left marvel far behind in my opinion).
Well i want to argue about 100m$+ cost. I think it is not that much for this franchise, it's kind of surprising actualy, because i saw some films (even Avatar, which is utter TRASH in my opinion) with 200-300m$+ production cost.
I think it may be because such films have explosion scenes, massive car crashes and US navy forces :D, while warcraft expences was mostly at cgi and decorations that they even didn't blow up multiple times :D
0
so if anyone who already watched it wanna hang out here share your thoughts please :D
I personaly enjoyed movie alot, but the diversity of magic shown in cgi feels somewhat lacking, especialy after i saw so many interviews with director who claimed this movie to be the most advanced in special effects department. I expected more diverse color palette for spells and something interesting, like almost trying to implement gameplay logic of spells into movie scene. This is what Lord of the Rings was lacking in my opinion (gandalf with flashlight from his staff = lame) and what i realy expected from Warcraft. (i mean, 4 years of filming, c'mon)
Also i kind of felt the smell of plastic through the screen from footman's costumes. I think they cut the production cost and decided to not use post processing for them?
Other than that i enjoyed the movie, I'm glad they decided to take the original game story instead of WOW. The storyline feels acceptable, not some random rudimentary element that scenarists tried to attach in excuse for battle scenes.
They certainly spent a lot of money and time on Durotan, i just like that character design and the amount of details in his face expressions.
I don't claim my rating to be meaningful for anyone but let me give it 8.5/10 score :D
feel free to post your opinions if anyone still alive on this site XD
0
REVERSE TORNADO NEW META! LUL. :D
._.
so was toying with this ability and what character model it will fit the most. I choosed Alarak because of his spell animation and color scheme. Decided to create melee boss unit (data only, without triggering, just autocast abilities).
Here is what i came up with:
1) Ability kind of "Immolation" of wc3's demon hunter, but it also drains life
2) Reverse tornado.... XD. Actualy working realy cool, especialy for melee enemy unit, because shrinks the distance between you and the boss.
3) some path blocker which i called "Pit of Trials" XD... Locks you in a cage with fierce melee warrior, the spikes can be destroyed with 4 hits of your weapon.
This is what you can see on following gif:
I also want to add 4th ability. I'm thinking of something like Blink Strike
0
@LucidIguana: Go
I'm not. The point of this thread besides showing off my stuff (:D) is to give some inspiration for other mappers, also sharing the results of my deviations in data editor.
Basicaly something like Weekly Terraining Exercises just for data ppl. Too bad there are very few of them left till now.
The problem with sharing is even complete abilities are difficult to tweak if you don't know where to look, because i'm not assemble them within Data Wizard which would be ideal solution.
I did a little tutorial but i don't see people interested in making something complex so.. whatever. I'm not entirely sure i won't be using my data assets somewhere. My projects are pretty much very long-term oriented.
Besides you can already use a plenty of my abilities from the maps i posted in some topics on this site, like this one for example: http://www.sc2mapster.com/forums/development/map-development/88650-bosses-with-0-triggering-fun-or-shit/#p1
The Psi Shells ability of Protoss Hero Unit is the same as Kael'Thas weapon from this thread, just with a bit different texture swaps
0
Utilized new Tornado model from recently introduced Coop Mutators. Used combination of 3 kinetics instead of Apply Force for target units. On GIF it may be difficult to see but the units have two axes of rotation and get soaked in the center of Tornado over time (looks pretty natural).
Pretty simple but fun to use XD
0
Well,I just meant that you should not miss any given opportunities to build relationships with a great people with admirable life achievements, wherever you go