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Phantom Phase v1.0.1

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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Phantom Phase
"The eye flashes, the step races."

ABILITY INFORMATION:
Teleports to the targeted unit after 2 seconds, dealing damage. After 3 seconds delay, return to original position.
Level 1 - 50 damage
Level 2 - 100 damage
Level 3 - 150 damage

INSTALLATION GUIDE:
1. Install Spell System on your map
2. Copy the Phantom Phase ability in Object Editor
3. Paste the ability to your map's Object Editor
4. Copy the Phantom Phase folder in Trigger Editor
5. Paste the folder in your map's Trigger Editor
6. DONE! If you want to configure things, just modify Phantom Phase Config trigger

MEDIA SHOWCASE:


CHANGE LOG:
1.0.1: Aesthetic Update
1.0: First Release

CREDIT:
Spell System: Bribe
Contents

TestMap (Map)

Reviews
MyPad
Delayed, and bland. The spell itself feels like it doesn't tack in a lot of meat in terms of visuals, and for the most part, appears to be a temporary blink. Might be useful to some who would like to design puzzles based on temporary displacement. I...
Level 38
Joined
Feb 27, 2007
Messages
4,951
This is... really bland looking. Honestly I would be hard-pressed to consider it a 'spell' beyond the fact that you used your spell system to code it. Nothing about how the spell functions is communicated visually, which is compounded by the fact that there are long pauses of 'nothingness' happening. Imagine if you didn't read the spell tooltip or description and just watched the video—what would you think is happening? A few of the following additions would give the spell significantly more clarity and make it actually look like it does something:
  • A debuff on the targeted unit that expires when the caster teleports, indicating which unit the caster will be teleporting to and damaging.
  • A buff on the caster that expires when it returns to the cast point.
  • SFX indicating where on the ground the caster will return to (either shown locally for the caster or globally for all players).
  • SFX from the caster to the target indicating that it has been targeted at all.
  • SFX on-arrival when the caster teleports 1st and/or 2nd time. (Blink, for example, has both leave and arrival SFX.)
  • SFX on damage being dealt to the target.
  • Caster performing an animation while teleporting, while waiting to teleport (either time), or when damaging the target.
 
Level 3
Joined
Nov 24, 2011
Messages
31
Plainness is a trait that describes most of your spells. Of course, one could argue that the user could simply configure the spells to their liking.
Still, more effort could be made for the visuals in the starter kit to provide more appeal to the general public.
 
This is... really bland looking. Honestly I would be hard-pressed to consider it a 'spell' beyond the fact that you used your spell system to code it. Nothing about how the spell functions is communicated visually, which is compounded by the fact that there are long pauses of 'nothingness' happening. Imagine if you didn't read the spell tooltip or description and just watched the video—what would you think is happening? A few of the following additions would give the spell significantly more clarity and make it actually look like it does something:
  • A debuff on the targeted unit that expires when the caster teleports, indicating which unit the caster will be teleporting to and damaging.
  • A buff on the caster that expires when it returns to the cast point.
  • SFX indicating where on the ground the caster will return to (either shown locally for the caster or globally for all players).
  • SFX from the caster to the target indicating that it has been targeted at all.
  • SFX on-arrival when the caster teleports 1st and/or 2nd time. (Blink, for example, has both leave and arrival SFX.)
  • SFX on damage being dealt to the target.
  • Caster performing an animation while teleporting, while waiting to teleport (either time), or when damaging the target.

Will consider them.

Plainness is a trait that describes most of your spells. Of course, one could argue that the user could simply configure the spells to their liking.
Still, more effort could be made for the visuals in the starter kit to provide more appeal to the general public.

To be honest, I'm into functionality than aesthetic overload, and thus the plainness of most spells I made. I can make effect bloat, but it will feel crowded.
 
Level 38
Joined
Feb 27, 2007
Messages
4,951
I'm not suggesting you go overboard here, and certainly not suggesting you actually do everything on that list. Just a little bit of visual clarity would go a long way. I think this simple question should always be asked during development:
Imagine if you didn't read the spell tooltip or description and just watched the video—what would you think is happening?
 
Level 11
Joined
Jul 25, 2014
Messages
490
@Daffa the Mage
I get the functionality part being more important than visuals (adding visuals from the default warcraft resources will definitely require less effort), but there doesn't seem to be either...
Imagine it would be an entry to the spell contest - you'd certainly want more emphasis on both factors, no?
Please in no way take it as me trying to be offensive or anything from that opera - I just want to tell you what it looks like from my (and it looks like, others) perspective. :crazz:
 
This is... really bland looking. Honestly I would be hard-pressed to consider it a 'spell' beyond the fact that you used your spell system to code it. Nothing about how the spell functions is communicated visually, which is compounded by the fact that there are long pauses of 'nothingness' happening. Imagine if you didn't read the spell tooltip or description and just watched the video—what would you think is happening? A few of the following additions would give the spell significantly more clarity and make it actually look like it does something:
  • A debuff on the targeted unit that expires when the caster teleports, indicating which unit the caster will be teleporting to and damaging.
  • A buff on the caster that expires when it returns to the cast point.
  • SFX indicating where on the ground the caster will return to (either shown locally for the caster or globally for all players).
  • SFX from the caster to the target indicating that it has been targeted at all.
  • SFX on-arrival when the caster teleports 1st and/or 2nd time. (Blink, for example, has both leave and arrival SFX.)
  • SFX on damage being dealt to the target.
  • Caster performing an animation while teleporting, while waiting to teleport (either time), or when damaging the target.

I get the functionality part being more important than visuals (adding visuals from the default warcraft resources will definitely require less effort), but there doesn't seem to be either...
Imagine it would be an entry to the spell contest - you'd certainly want more emphasis on both factors, no?

For these reasons, and going by the video presented, this will be moved to Awaiting Update.
 
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