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JesusHipster
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  • I'll soon be gathering some ideas/concept. Right now I can't think of any because I am a bit busy with my job training.
    Hmm not quite actually... :/
    I've been so busy with the pending map section so I have not really spent much time on the ppoject...

    I'll think about until tomorrow, and see what I can come up with! :)
    Hey there...
    Wouldn't you mind making a icon for Akama for the model you two made?
    You Jesus and Proxy?
    Of course, real life comes first!
    There is no hurry with the model. Just wondered if you were able to edit stuff like that. :)

    I imageíned a bunch of new animations, each for a different spell or ability. Perhaps even for dialouge or something, but i'll let you know when you have time!
    Hey, do you think you would be able to add a few animations to the Warden model?
    I was thinking of things like a "spell slam" animation, but reverse spin without jumping. There are surely more animations that could be useful in the future aswell. what do you think?
    Thanks! I'm glad I can cound on you.

    I definitely plan on doing that, so that's why I'm asking you to link to the map, and note that it's for a hero concept that hasn't been released, but might get so in the future. But I'm sure you would have done that anyways. :)

    I'll see about the beta tag, that's interesting to hear. It''s there because a) I know it's inbalanced as hell b) it has some hero and item design flaws c) there are bugs that I never really got fix d) some systems need tweaking.
    Hey there!

    Well yea, that version never went to live, which is sad, given that it's an entire hero. But still, his icons are missing, and so is one effect.

    I've actually recently opened the map and did a bunch of quick bug fixes and changes. I'm writing a whole range of ToDo's for myself in an Evernote notebook, with all the ideas that I have in mind to make things more interesting. Particularly rethinking a bunch of heroes/hero abilities, and doing many-many item changes.

    So hmm, I don't know what to say. I'm not really working on it, or at least not yet, and only god knows how much it'll take to start implementing the changes in question. But I'm considering it, if I can find enough people to help me out with the polishing (visuals and lore).

    As far as the SFX is concerned: it's your work. The hero never made it to the public, so it's reasonable. Feel free to do whatever you want with it - once again, it's yours.

    P.s.: while we're at it: would you be interested in helping, if I was to put in some work into the project? Given all the things that I've said above.
    Thanks!

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    I'm always glad to share my thoughts. I belive that suggestions and critisism are a good way to improve.
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    It is indeed!
    Without any feedback I wouldn't have gotten anywhere. :)
    Very interesting!
    In the map I am currently working on there is at least one new combat (and puzzle) feature: Rewind.
    Rewind is an ability that allows you to teleport back to a previous given location.
    There will be other abilities like this used in the future side maps, but probably not too many at once. However, in the main quest maps it might be different...

    About microcontrol: One of my thoughts with the game was to keep it simple, but that doesn't mean that some staghes will caontain a lot of different abilities to choose from, providing a type of micro control, but that won't stretch over all maps.
    I was planning to have more and more abilities in the main-campaign maps though. In the first chapter, you have only the current basic abilities. In the next, you recieve invisibility aswell. In the next, perhaps a type of shield, and so on. This will provide a lot of micro control at the final mission, and still make the game simple in the beginning.

    I'm not entirely sure I am going to go with this concept, but you have given me some interesting ideas, for sure. :)
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    Zelda insparation is also important in terms of gameplay. Those series featured a constantly evolving gameplay, right. However i don't think that you could possible base the variety of gameplay entirely on the implementation of new puzzles and enemies.
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    Hmm, do you have a suggestion?
    I have a few specials ready that will be used in future maps such as boat racing, herb collection, ghost hunting. I also have been working on open-world areas, meaning you can move freely within a village or an island group without having to follow a specific pasth.
    Is that the kind of variety you wanted? :)
    Well found a video on some of his animations...Go see it in private messages.
    Would help you with some ideas on what his attacks are.
    Well it's going to be a nice model and I didn't realize that the model did only use the right arm. Thought he used both.
    Still the model looks awesome to me and I can't wait to see it animated.
    Could you get inspiration from the WoW model too and see on how it attacks?
    Like it wouldn't be too hard to base some attacks from there and make Akama actually a kick-ass hero.
    Still hopefully I wish still that his model won't get overwritten if I am using both for my Campaign.
    Thanks for helping Proxy with that kickass Akama model.
    Be sure to do a hero team glow for it ok?

    Any plans you two are going to do the same animations for him in Warcraft III or WoW?
    It's your guy's decision just curious, and I think he should have team glow, just because he is a well known character.
    R
    Hi when are we gonna start this "Collab" thingy project?
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