Is it me or is the reaver firing a 2nd shot before the first one is finished detonating in the video? I'm not 100% positive but I do believe reavers in brood war were unable to fire a 2nd shot before the first one was done exploding. Maybe thats why reavers feel a bit op? Also want to say that the arbiter looks absolutely breathtaking in that video.
Is it me or is the reaver firing a 2nd shot before the first one is finished detonating in the video? I'm not 100% positive but I do believe reavers in brood war were unable to fire a 2nd shot before the first one was done exploding. Maybe thats why reavers feel a bit op? Also want to say that the arbiter looks absolutely breathtaking in that video.
On December 06 2010 12:34 rift wrote: Reavers looking cool. Are you working on engine lights for arbiter, corsair, valkyrie?
i dont know how to do animated textures yet. i tried messing with HDR values on emissive textures. simplest way will be to wait for the exporter to support particles.
one idea for adding flames to valk could be to find flames from a ship we like (eg viking or hels angel), chop those out like I did the immortal gun by collapsing all vertices, and then using the model viewer to paste together two models (the only sort of 3d editing that the map editor seems to be able to do)
the only nastiness is that the model needs to be positioned exactly where the flames were on the other model. Also it might be more expensive to draw the model since the 3d engine would essentially have to render both models, even though 1 only had 0 area triangles.
so if someone can give me a .m3 of the 3 models that have their engine outlet put in the same place as existing bliz content (eg scout/hels angel/ void), I can try that solution...but it might have unexpected side effects
there is a bug with the queen, I tried to spawn broodling on a sieged siege tank and nothing happened. Sorry if you fixed this already.
also marine medic is too strong, the medics have a ranged heal where in BW they had melee range for healing. This just makes marines and medics ridiculously strong late game, it's almost unfair. Also I don't get how a terran can select 100 marines and medics in one group but zerg can't select more than 12 mutas and attack, thats just rediculous. Can you leave that little change for the hardcore mode and remove the rediculous clumping you gave them? The muta spread in SC2 is fine, there was no need to change it and the 12 muta group is a huge nerf when playing up against unlimited group selection.
im slightly nerfing marines. similar to siege tanks. their damage wont be as efficient. i ran a test with mutas against marines. after nerfing the efficiency of their damage an extra 3 mutas survived. this should help.
if you have more than 12 mutas you can still attack. i'm still looking at this and tweaking it constantly. i might try and find a way to do it without the inability to attack.
On December 06 2010 17:30 emc wrote: there is a bug with the queen, I tried to spawn broodling on a sieged siege tank and nothing happened. Sorry if you fixed this already.
in testing this it seems as tho the projectile can be shot midflight and destroyed. will fix it.
Maverck, you should pull the buildings/units that you were forced to find a substitutes for from project revolution.
Organized this.
Protoss Buildings: Observatory Shield Battery Citadel of Adun Arbiter tribunal Terran Buildings: Academy All Terran Add-ons Zerg Buildings: Creep Colony and Morphs Nydus Canal Defiler Mound Protoss Units: Shuttle Dark Archon Terran Units: Dropship (notice its edge are straight) Zerg Units: Queen Defiler (the critter looks weird ) Guardian (It looks more sc1 than the brood lord, and the brood lord has a short tail ) Devourer
On December 07 2010 14:42 Thoreezhea wrote: Maverck, you should pull the buildings/units that you were forced to find a substitutes for from project revolution.
Organized this.
Protoss Buildings: Observatory Shield Battery Citadel of Adun Arbiter tribunal Terran Buildings: Academy All Terran Add-ons Zerg Buildings: Creep Colony and Morphs Nydus Canal Defiler Mound Protoss Units: Shuttle Dark Archon Terran Units: Dropship (notice its edge are straight) Zerg Units: Queen Defiler (the critter looks weird ) Guardian (It looks more sc1 than the brood lord, and the brood lord has a short tail ) Devourer
problem with that is most of those are extreeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeemely low poly and have very bland textures. i dont think i could produce magic like what would be required for alot of those heh.