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- Jul 29, 2008
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I want to love this but... Oh wait, I can. 
Excellent!

Excellent!
(1 ratings)
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Commissioned for Spellbringers by Bawbz. Check out the project's YT channel.
Serves as an upgrade to the Scout Tower. 06.12.23 - Uploaded
Magos' Model Editor
If a.) the model/s present an error regarding a ribbon emitter upon opening, or b.) the models go blank in-game after editing them in Magos', use MdlxConv to convert the uncorrupted file to MDL, edit the model as you wish, and then convert back to MDX before importing. If c.) the model/s refuse to open in MDL due to particle priority planes; remove those lines using a text editor (search for those keywords) and restore them after making your changes. In-Game If models with omnilights light up the whole map after conversion, make sure you're using version 1.04 of MdlxConv. |
You've obviously put a lot of thought into this analysis and your post, which I respect (as a fellow wall-o-text guy, if nothing elseOkay. I do like the model design of both the upgrade and the upgrade's missle. However, I have a really big issue with this new upgrade.
While I could reasonably see the Falcon Tower likely taking the place of one of the upgrades that the HumanAlliance Towers get for a more holy light based HumanAlliance faction, I have to ask what the purpose of this additional tower upgrade would be for actually adding it in with the HumanTower's generic alternative upgrades for comparison? Each upgrade has a specific function via the traits given to it. The generic birth model that is the Scout Tower is for keeping an eye on the surrounding territories and doesn't exactly do anything else such as produce troops or even food for that matter. That is why it costs so little in resources to actually produce. The Guard Tower, which is the first upgrade seen in the campaigns, is the finest and most generic defense you can have being capable of striking any and everything from land units to even aerial units. The Canon Tower has powerful artillery strikes, but can't exactly attack things up close to it nor is it capable of attacking aerial units making its function more suited to taking out artillery/siege units like the Orc's Catapult/Demolisher, the Undead's Abomination, the Night Elves' Ballista/Glaive Thrower, or even the HumanAlliance's very own SteamTank/SiegeEngine as well as other units upon approach. The Arcane Tower is kind of a basic bitch generic tower that has a more limited damage pool in comparison to the artillery powerhouse that is the Canon Tower the Guard Tower which shares the versatile damage traits with the Arcane Tower. However, the Arcane Tower is in no way superior to the Guard Tower so much so that it could be the most generic defense that the faction can pick. It's damage type is magical meaning that it is great against units that are ghosts, ethereal, or of another particular defense-type, a trait that the Guard-Tower lacks. It alse has a Goblin Observatory Reveal Location feature that is weaker than the Goblin Observatory, but is still pretty useful even though when combined with the offensive capabilities of the Arcane Tower still pales in comparitive power to the Canon and Guard Towers. Thus, we come to the last trait that was given to the Arcane Tower to make it comparable and unique giving it the role of anti-hero/anti-caster Tower due to it getting a similar Feedback ability (which is a bit stronger than the troop version if I am not mistaken) that the HumanAlliance Spellbreakers (Anti-hero/Anti-caster troops) get.
Now, if handled properly, then maybe I probably wouldn't mind seeing a HumanAlliance faction with the addition of this tower upgrade added in. However, I am simply having trouble seeing the reason to have this tower sitting toe to toe with the previous upgrades outside of having the upgrade replace another upgrade overall. In conclusion of this post which had a lot of thought and revision in what was put down for it's first time posting and likely not having any edits following, I am displeased to say that I have two ratings for this tower. Under the premise that anyone using it for their own maps and reasons which involve replacing a previous tower upgrade (like the GuardTower or ArcaneTower), I rate this a 4/5 model. It looks good and works well. Under the premise of it being an additional upgrade to stand side by side with the previous 3 upgrades that the HumanAlliance get, I feel like it would more likely be unbalanced in the sense that it will step on the toes of other towers if the map creator didn't know what they were doing, thus I rate this a 2/5 model.
I definitely respect your well of personal thought and opinion to which I respond that my analysis just might be flawed. However, I don't think it is as flawed as my analysis of the specs of each and every faction and their base's defensive capabilities. So in fairness, I will defend myself on why my analysis is more spot on. Let me start by saying that most of the time models are made with an idea in mind already. The HumanTower was meant to be able to be upgraded and be versatile I will not make a model that I, myself, didn't have an idea already in mind for. Therefore, the Spellbringers visual above is what I have to rely on for what specs someone may have in mind. Now to move into your arguments one at a time.You've obviously put a lot of thought into this analysis and your post, which I respect (as a fellow wall-o-text guy, if nothing else). However I think your analysis is a bit flawed, & more importantly, you use it to suggest a fairly low rating with specious reasoning.
#1) It's true that the existing Alliance tower upgrades cover a lot of "mechanical ground" (in gameplay terms, they cover many of the important Functions you want Towers for). Here's a (much more succinct) list:
- multi-purpose/jack-of-all-trades (Guard)
- anti-ground/-artillery (Cannon)
- anti-caster/anti-Hero-harass (Arcane)
But it doesn't take long to come up with additional design space that this Tower could fill, some slightly different then the above, others totally different:
- anti-air only
- anti-hero
- anti-groups (i.e. masses of smaller units, esp. air)
- anti-Giants (i.e. best for dealing with singular, powerful targets)
- anti-magic (specifically able to target & destroy buffs/debuffs, or casters when casting)
So I'm confused by your assertion that there's "not much room unless you're using this as a replacement".
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#2) & more importantly, I don't think it's appropriate to base the ranking you give to a model on the potential design space you (don't) see. That's entirely up to the individual modders who will use it; their ingenuity, creativity, and other skills will determine all that. A rating is more about "how good is this model" than "how useful" (especially in the downwards direction).
I mean obviously you're free to use whatever metrics you want to place your ranking, but it seems absurd to me to go to an asset & say "well it's really high-quality, well-made, would be 4/5... But I can't think of a good way to use it so 2/5".See what I mean?
Sorry for interjecting, but -4000 polygons are way too much for a new upgrade of the human tower. I suggest reducing it by removing the default human towers from the model.
Friend, you should give the bpl files other names because I can't use this model at the same time as the "Electrik Spark" model.
Oh, it's true, it's already working for me, many thanks friend. My greatest respects to your wonderful models.Yes you can. I use hundreds of my models in my testmaps. These are identical textures. You don't need to re-import or replace them if your map already has them.