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Siege Tower

Siege Tower for siege maps. Tower bridge is in height of cliff level 2 and level 3 when you scale it to 1.5. Now with simplified stairs. Now has morph alternate animation.

Keywords:
Siege, Tower, walls, ladders.
Contents

Siege Tower (Model)

Reviews
18:31, 23rd Jan 2009 Pyritie: You could make those stairs planes instead of full cubes. 14:25, 21st Feb 2009 Lioness: Works in game and it's useful.

Moderator

M

Moderator

18:31, 23rd Jan 2009
Pyritie: You could make those stairs planes instead of full cubes.

14:25, 21st Feb 2009
Lioness: Works in game and it's useful.
 
Level 12
Joined
Apr 16, 2007
Messages
262
Very good model!

two things though, one with the stand alternate animation, the tower itself doesn't move at all, but the lowering platform kind of "stretches" back and forth :/ you should at least make both move, or both not move at all.

I would also suggest making a morph alternate animation, so the tower can raise it's platform again and be moved again.
Excellent wrap and model all in all, I'd give it a 4 / 5, 5 if you fixed the stand alternate animation.
 
Level 1
Joined
Jan 4, 2009
Messages
6
I think this model stands out. It's different from all the other models that i've seen here on hive, when it comes to mechanical models :)

I might use this in one of my maps, 5/5 :thumbs_up:
 
Level 11
Joined
Jun 28, 2008
Messages
2,362
Hm, seem that there were not any such model made yet. But tell me, are the stairs inside really that needed?

Sige towers had stairs. Well they were a little bi more complicated but that cant be fir in a model. I dont thnk even G. Frank could do that. Sige tower was used to get troops across the wall. So he needs stairs.

Model is great. Especialy usefull for defense scrnarios like Minas Tirit.
 
Sige towers had stairs. Well they were a little bi more complicated but that cant be fir in a model. I dont thnk even G. Frank could do that. Sige tower was used to get troops across the wall. So he needs stairs.

All tanks have engines. Do people model the engines? No. Because the engine is not visible =D
 
Level 11
Joined
Jun 28, 2008
Messages
2,362
All tanks have engines. Do people model the engines? No. Because the engine is not visible =D

Sares were visible on most towers cuz they didnt had a back wall. Tehy didnt needed 1. Some towers had all 4 walls and stairs werent visible. But Thisone doesnt have a back wall. So stairs ae sopose to be visible. Nothing wrong with the tower. Its a great model and it has real world characteristics.
 
Level 6
Joined
Mar 7, 2007
Messages
233
I'm assuming theres an animation to make the gate go down, but I can't seem to discover it. Can anyone help? :X

The morph animation makes the gate go down...

It does need a morph-alternate animation though, so we can have the gate going up. =)

Also, why does only one stair have a thickness and the rest look like planes?

They should all be one or the other. And it seems Pyritie wants them as planes.
 
Level 1
Joined
Jan 13, 2009
Messages
8
I really like this model. I've been looking for something like this for my new STRONGHOD ALLIANCE map. I think, it may be usefull.I rate it 5/5
 
Level 3
Joined
Jun 17, 2008
Messages
78
i can see this being extremely useful for a siege-based map (ex. Minas Tirith). nice concept....i cant believe you were the first to make a model like this. nice job
 
Level 1
Joined
Apr 21, 2008
Messages
9
I have a question.. I'm pretty new to all this WE stuff, so i wondered if anyone could help me. To make this unit work proper, should i then make it as a unit, and then let it morph into a doodad, like stairs or something? Or should it just have a spell witch morphs it with the animation, and is it then automaticly walkable? How should i do it..? Please help, i'm still in the noob-state. :(
 
Level 6
Joined
Apr 8, 2009
Messages
131
Okey, I got 2 more questions ;)
1. Its written in description that if you use Scale 1.5 the Siege tower will work good for wall 3 but, what unit should I make the siege tower as? I tried Demolisher but then units can walk true it in some spaces in scale 1.5
2. Could you please explain how to make the ''Door'' come down? I have no idea how to.. =P
 
Level 1
Joined
Jan 4, 2010
Messages
2
I noticed a strange anomaly with the stand alternate animation. After morphing, the ramp continuously twitches at the bottom of its movement range. This glitch doesn't show up in Magos, but it's very noticeable in game. Anyone have an idea what might be causing this?
 
Level 4
Joined
Jun 23, 2011
Messages
70
Do want!

Great model! Really wish I could use it! Can't fit in my map tho :/

Little tip for anyone in my situation - Night Elf Fishing Village (ruined), scaled to about 2 or 3, with color 40/60/40, will serve as a siege tower in a pinch.

  • Tower Set
    • Events
      • Unit - A unit enters Siege Ladder Trigger Zone Left <gen>
    • Conditions
      • And - All (Conditions) are true
        • Conditions
          • (Unit-type of (Triggering unit)) Equal to Siege Ladder
    • Actions
      • Unit - Pause (Triggering unit)
      • Unit - Make (Triggering unit) face 139.00 over 0.00 seconds
      • Trigger - Turn on Enable Tower Left <gen>
      • Trigger - Turn on Enable Tower Left 2 <gen>
  • Enable Tower Left
    • Events
      • Unit - A unit enters Bottom of Wall Left <gen>
    • Conditions
    • Actions
      • Unit - Move (Triggering unit) instantly to ((Center of Top of Wall Left <gen>) offset by 300.00 towards 90.00 degrees)
  • Enable Tower Left 2
    • Events
      • Unit - A unit enters Top of Wall Left <gen>
    • Conditions
    • Actions
      • Unit - Move (Triggering unit) instantly to ((Center of Bottom of Wall Left <gen>) offset by 300.00 towards 270.00 degrees)
  • Disable Wall Left
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Bottom of Wall Left <gen> contains (Triggering unit)) Equal to True) and ((Unit-type of (Triggering unit)) Equal to Siege Ladder)
    • Actions
      • Trigger - Turn off Enable Tower Left <gen>
      • Trigger - Turn off Enable Tower Left 2 <gen>
 
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