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MurSophEmperor

This is the MurSoph Emperor model from Heaven's Fall. It is created, as you can tell, by linking the animations of the Goblin Alchemist hero onto other unit models.

The model contains a built-in portrait.
Contents

BTNMursophEmperor (Icon)

MurSophEmperor with 2021 Fixes (Model)

Reviews
General Frank
The model drops the wrong weapon in Alternate Death. Also, you might want to shorten the path for the custom textures. Please fix that.
ILH
ILH
A pretty nice idea for a hero model. Changes made. Works-ingame. Approved! I'd however, suggest adding the custom texture path to the description. Otherwise please make it shorter :P
Level 4
Joined
Jan 16, 2018
Messages
92
Why is a weak Murloc controlling a Sea giant? Do u know the history about these kind of unit?
Haha take it as a joke.
 

Kyrbi0

Arena Moderator
Level 44
Joined
Jul 29, 2008
Messages
9,487
Nice! Always loved the Alchemist model, and this is a great rework of him.

Why is a weak Murloc controlling a Sea giant? Do u know the history about these kind of unit?
Haha take it as a joke.
It's for Heaven's Fall, which has totally different lore than standard Warcraft 3. It isn't a Murloc, it's a "Mur'soph", for starters.
 
Level 4
Joined
Jan 16, 2018
Messages
92
Nice! Always loved the Alchemist model, and this is a great rework of him.


It's for Heaven's Fall, which has totally different lore than standard Warcraft 3. It isn't a Murloc, it's a "Mur'soph", for starters.
Well, i have to play it so.
 
Level 12
Joined
Apr 28, 2012
Messages
166
I couldn't resist downloading a sea giant model :p, its very good but I think that the spell channel and alternate animations are a bit messy, spell channel the effects coming out of nowhere and the alternate no change of skin but that is optional. Also I don't know this map which sound like fun:).
 
I certainly agree with you about the dropping weapons in death and spell animations. I had not been deep inside this model for years.
Sea Giant Emperor
This newer version I made yesterday fixes those problems, and adds swim animations, but is only the mount of this pair. Hopefully soon I'll go back and tweak it so that this model shares the same improvements.

As for the custom textures, I think it's just a conflict of interest. I actually found that organization and folder structure inside my mod was a godsend, but obviously people who want high efficiency WE development don't want to waste time with imported paths. I'm actually rather surprised the Hive doesn't just strip the path from inside the model while uploading.
 
Bundle updated with some fixes. I worked on this model for a bit of fun this evening. I fixed the death animation falling weapon being the wrong one, and I changed the gold coin idle animation to use a fish instead. I also fixed some messed up details with the hero glow in the alternate animations to be more like the tweaks made in my other model, Sea Giant Emperor, which was basically a variant of this one that got too far separated and so I never got those other updates back into this model.

What this model still lacks is improved spell animations, although I deleted one or two of the extraneous glow plane effects.

Edit: I also added an opposite side geometry to the Mursoph head so that there is not a hole in his head when seen from behind.
 
Mate why i cant load this model in world edit, just shadow?!
It's ripped from my own mod and I didnt spend the time preparing the texture reference path specifically for you so it requires you to import the texture at the required path. Every model with every custom texture in existence works the same way. But model makers all know map makers are lazy, so usually model makers set the texture path to be empty lately. (Unfortunately in this case I didn't bother.) But if you're going to be importing models with custom textures into maps you should either (1) look at the computer generated README that comes with the model and tells you the texture paths (2) advocate hive autocorrect models when they are uploaded so that paths are all the same
 
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