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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

GLYPHs

Submitted by Squiggy
This bundle is marked as approved. It works and satisfies the submission rules.
This is a glyph-spellpack.
All spells are mui/mpi and designed to bring up some unique effects to your map.

Inside are six different spells being fully mui and easily coded, just ready for exporting them into your map.
Glyph of Nature
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Summons a glyph blessed by nature, healing all friendly units on it for 400 HP over 10 seconds

Glyph of Doom
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Summons a demonic glyph filled with unholy powers. It unleashes powerful shards damaging every enemy unit around the glyph.

Glyph of Fire
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Summons a glyph imbued with fire. As the glyph is created, it hurls out a heavy fireblast, dealing massive damage to every enemy unit.

Glyph of Time
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Summons a glyph which beholds the control of the timeflow, making it able to stop the circle of life of enemies in the targeted area

Glyph of Terror
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Summons a glyph on the ground which holds a powerful spell. As soon as it is summoned, it will blast the enemies upon the glyph with energy

Glyph of Water
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Summons a liquid glyph of water which brusts out waves into six directions dealing damage to every enemy who gets hit


Keywords:
glyphs, mui, mpi, spellpack, squiggy, epic, lulz, spells, fire, doom, water, terror, time, nature
Contents

GLYPHS (Map)

Reviews
Moderator
12:05, 5th Feb 2009 Hanky: Advice: 5 points are the highest rating and 1 point is the lowest rating. Documentation: 5 Visual Effects: 4 Triggering: 4 Idea: 5 The triggering could be in some ways abit better and also the use of visual...
  1. 12:05, 5th Feb 2009
    Hanky:
    Evaluation

    Rating Points
    Advice: 5 points are the highest rating and 1 point is the lowest rating.

    Documentation: 5
    Visual Effects: 4
    Triggering: 4
    Idea: 5


    Rating Comment

    The triggering could be in some ways abit better and also the use of visual effects isn't perfect but apart from that the spells are really nice.

    Also the idea to make such a spellpack with a theme like this is very original, good job.


    Advice: If you didn't understood my rating or if you maybe have questions because you don't know how to fix bugs or leaks etc. You can always send a private message to me. I will answer as soon I got time.
     
  2. MasterHaosis

    MasterHaosis

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    First download! Awesome spells! i like that doom! It can be useful for my fel rocs
     
  3. madd_999

    madd_999

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    downloaded it.. tested it.. and concluded:
    AWESOME..:grin:

    just one tiny thing that is disliked.. and that is the vision that the glyphs give..
     
  4. Aspard

    Aspard

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    I haven't seen anything interesting, new or unique here. Just a collection of "Spawn Unit - Order Unit" actions. And I also can't understand, why you are so excited by this... However, it's MUI, but all of these spells don't support multi-level. Really, I dislike to give bas marks, but this spells are just useless ;(
     
  5. Squiggy

    Squiggy

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    I doubt you've seen this ;)
     
  6. Aspard

    Aspard

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    Why? oO

    This thread is for these particular spells.

    Talking about your Demonic Rampage: I saw. However, I wasn't commenting resources that time, just looking =) And in any way, these two spellmaps are different, I'm judjing only on it.
     
  7. madd_999

    madd_999

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    why I realy like it:
    -for me it looks new and refreshing..
    -its finaly something that (in my opinion) looks realy great for "Just a collection of "Spawn Unit - Order Unit" actions."
    -its inspiring
    -it has it looks


    second(all in my oppinion):
    i'm learning to program java @ school and i have done a lot of rubish in the word editor using trigers.. so i know ow hard it is sometimes to create easy things (yeh sometimes easy things are hard).. I only judge on MUI and LOOKS, possibility for more levels is third to come.. and that's gives a challenge when you want to have it with multiple levels..

    no i hadn't.. buts it a bit to shiny (feels overdone to me)

    and Aspard you probably have your one things with you use to judge maps
     
  8. Squiggy

    Squiggy

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    Oh well I could possibly add more levels but that would only make the glyphs bigger, the aoe higher and the damage more D:.. as soon as I've released my maul, I'll mod on..
     
  9. Kingz

    Kingz

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    As much as i would like to say this is a thing i never saw in my life it wouldn't be true....
    The glyph idea is good, the glyphs themselves aren't....
    Example:
    Glyph of nature should have at the least some more effect like upon casting all trees in the area come to life to serve the caster as treants upon dying/expiring they return to their tree form.
    Glyph of doom should have example an aura granting that units that die while under it release a chaos spawn or such.
    And not to say anything more this is basic triggering + cleaning of leaks you cannot expect to get 5/5 on these spells.
    Where the idea is nice the real part ain't, their usability is questioned as is their existence cause some lose their effectivness compared to others...
    Cause i dislike giving bad ratings i will sustain myself from rating though i think these spells as they are deserve a 3/5 only cuz they are MUI and the idea is nice.
     
  10. nerovesper

    nerovesper

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    Simple but nice effects. 3/5
     
  11. Aspard

    Aspard

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    Thanks, Kingz, you managed to explain, what I hadn't to )
     
  12. D1000

    D1000

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    I like the spells, but I found a bug: If you use "Glyph of Time" on a unit, that is already colored, it isn´t any more after then.
     
  13. Squiggy

    Squiggy

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    Explain more?
     
  14. Vincent

    Vincent

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    Great ideas! 5/5 from me
     
  15. D1000

    D1000

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    Unit Vertex coloring: 0/200/100
    Use "Glyph of Time"
    -> Unit Vertex coloring: 255/255/255
     
  16. Squiggy

    Squiggy

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    • Animation - Change (Picked unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency

    That's wht happend after the glyph dies.. I can't see anything related to a possible bug D:
     
  17. D1000

    D1000

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    that is the bug^^ because when the vertex-coloring is 100%/50%/100%, it´s 100%/100%/100% after then.
     
  18. Kingz

    Kingz

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    I see his point, example you have a collored enemy(collored in the object or trigger editor) when the spell finishes it will always set the collor values to 255/255/255 even if it never had 255/255/255 color.
     
  19. SrebrniLav

    SrebrniLav

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    Easy, Siple, Creative, Good, Mui, Leakles... This deserves +rep ;D

    [​IMG][​IMG][​IMG][​IMG][​IMG]