[A] Starcraft 2 Brood War - Page 129
Forum Index > SC2 Maps & Custom Games |
IseeFish
United States45 Posts
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r33k
Italy3402 Posts
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GnaReffotsirk
78 Posts
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wi1lywonka
Germany57 Posts
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GnaReffotsirk
78 Posts
Yeah, this affect is called something I can't recall. Anyway, it'll fade as soon as one gets acquainted with the object being viewed. In that regard it is best to make tweaks and redo's after some time has passed and one gets to interact/use/see for one's self or whatnot the object. There's already some things we find that could use some tweaking. | ||
MarryMeSeanPlott
United States42 Posts
1. As r33k said, it's "hella twitchy". 2. The creep waterfall color seems wrong to me. I would prefer overlord-creep color (like normal purple-grey creep, but more vivid). However, if you keep it green, I think you should use the lime green color that is already in the Zerg palette. It can be seen in the Spawning Pool liquid, the spots on the Queen, the Baneling Nest, etc. The teal color you have now doesn't appear elsewhere in the Zerg palette, AFAIK. | ||
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Whiplash
United States2928 Posts
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Jetaap
France4814 Posts
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GnaReffotsirk
78 Posts
On April 05 2011 15:29 Whiplash wrote: I agree with the above, slow down the creep colony's animation on the twitchy parts and change the creep waterfall to be more in line with the rest of zerg's green pallet and do that layering thing you were talking about,.. You Spartans! I like it like this: On April 05 2011 16:22 Jetaap wrote: gna, you're a god ... I agree with the problem with the animation , but the model is amazing , and personally I find the creep waterfall beautiful ![]() I like that. Yes. You will know, that I am kind. | ||
RowdierBob
Australia13004 Posts
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MavercK
Australia2181 Posts
![]() given up on protoss warp in effect. doesn't seem to work at all with the exporter currently. SEA is really really out of date. play on NA ![]() | ||
GnaReffotsirk
78 Posts
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TedJustice
Canada1324 Posts
Also, in BW, there was a map that had vespene geysers blocking a path, and you could only pass it by building an assimilator/extractor/refinery on both of them, so there'd be enough room for 1 small unit (zergling, SCV, etc.) Just wondering if that works on this map. I couldn't exactly check, since none of the maps have the double geyser wall, but I think all it requires is that the geyser's radius is slightly larger than the assimilator/extractor/refinery's radius. Not something that would really affect a game mind you, since none of your maps have that. But it can't hurt to have more accurate building radii, if possible. | ||
Meltage
Germany613 Posts
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da_head
Canada3350 Posts
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Varpulis
United States2517 Posts
On April 06 2011 00:33 TedJustice wrote: I love that creep colony. Once you slow it down I think it'll look perfect. Also, in BW, there was a map that had vespene geysers blocking a path, and you could only pass it by building an assimilator/extractor/refinery on both of them, so there'd be enough room for 1 small unit (zergling, SCV, etc.) Just wondering if that works on this map. I couldn't exactly check, since none of the maps have the double geyser wall, but I think all it requires is that the geyser's radius is slightly larger than the assimilator/extractor/refinery's radius. Not something that would really affect a game mind you, since none of your maps have that. But it can't hurt to have more accurate building radii, if possible. It was called Troy, and the opposite effect would be true in SC2. I'm not sure if the refinery/assimilator/extractor size has been modified though, you'd have to ask MavercK. | ||
GnaReffotsirk
78 Posts
On April 06 2011 04:28 da_head wrote: man your spore colony looks way better than a fuckin spore crawler. I saw what you did there. Man, there won't be any particles for this one. Even the devourer missile is just impossible without particles. | ||
Retgery
Canada1229 Posts
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MavercK
Australia2181 Posts
![]() just uses my assets/data | ||
Retgery
Canada1229 Posts
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