Chronosphere Red Alert 2 v1.0.1

This bundle is marked as approved. It works and satisfies the submission rules.
CHRONOSPHERE (CHRONOSHIFT)
With this, we can move through time and space ya.


IMPORT GUIDE :
1. Import dummy model from the import manager.
2. Import both main spell and cancel spell in the object editor.
3. Import GUI Unit Indexer 1.4.0.0 to your map (if you don't have any Unit Indexer yet).
4. Import ChronosphereS folder to your map.
5. Configure the ChronosphereS Config trigger to pinpoint the right abilities.

SPELL DESCRIPTION :
Mark an area with powerful chrono energy, making any non-structure inside eligible for teleportation. Each level increases area of effect by 500 and reduces mana cost by 100 and cooldown by 10 seconds. Starts with 500 radius, 700 mana cost and 60 seconds cooldown on full activation.

SPELL INFORMATION :
Based on the Red Alert 2 variant, though should not be far off with the Red Alert 3 variant as well. It is different than Red Alert 1 variant. For those who don't know, Chronosphere is a Red Alert 1/2/3 Allied superweapon that allows tanks to travel bypassing time, instantly reaching the target destination without delay. Any unit transported via the Chronosphere retains all of their positioning relative to the center of the Chronosphere, including distance and angular facing of the unit.

MEDIA SHOWCASE :

CHANGE LOG :
Version 1.0.1: Forgotten to write the credits, and changed the import guide slightly.
Version 1.0: First Release

CREDITS:
Bribe: Unit Indexer
Electronic Arts & Westwood Studios: Original Idea


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Contents

Chronosphere Red Alert 2 v1.0 (Map)

Level 17
Joined
Aug 13, 2013
Messages
1,680
Lol, I do remember working on something like this before...
And a bit of surprised as we derived from the same concept; :xxd:
Although, I halted its development as I've decided to implement it into a spellpack in the future.

Nonetheless, it's a very useful spell/ability despite of visuals,
As I believe functionality is much of your preference anyways. :peasant-ok-hand:
 
Level 32
Joined
Jan 30, 2013
Messages
11,413
Lol, I do remember working on something like this before...
And a bit of surprised as we derived from the same concept; :xxd:
Although, I halted its development as I've decided to implement it into a spellpack in the future.

Nonetheless, it's a very useful spell/ability despite of visuals,
As I believe functionality is much of your preference anyways. :peasant-ok-hand:

I tried to keep as close as the original concept of Chronosphere. I do find yours pretty fancy so I hope to see it soon in Spell Section. About visual, I'm just lazy on getting proper models for the sphere effect of the original. Great to see you see my preference :D
 
Level 17
Joined
Aug 13, 2013
Messages
1,680
I tried to keep as close as the original concept of Chronosphere.
I see... the only differences I could point out from mine are;
* 3 activation abilities (entrance,destination,teleportation)
* channeling to open the entrance and destination portals
* both portals can be stationary or moving (unit or point target)
I hope to see it soon in Spell Section
Yeah I hope so :] actually it's designed as the ultimate ability for Antonidas Spellpack. (only time will tell)
For now, I'm working on something this spare time. I would also prioritize my outdated spellpacks sooner
 

MyPad

Spell Reviewer
Level 18
Joined
May 9, 2014
Messages
1,575

Trigger Analysis:


The Cancel and Death Cancel Triggers can be merged into one, since they perform the same function.
There isn't a lot to change here; it works, and does not leak too much, aside from unit creation, which
can't be avoided.

Suggestions:


The aesthetics of the Chronosphere spell could be improved a bit by adding a teleportation effect to
each unit in the Chronosphere upon their teleportation, and to improve on the area teleportation effect
when the caster cancels the spell or dies (currently, it just disappears).

Status:

  • Approved
 
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