- Joined
- May 26, 2009
- Messages
- 1,829
You'll have to wait for our first modelling/art WIP!
All that razzle-dazzle to do a single-target damage? Fireworks contest isn't here xD
Ah dannae, I've just never been in the habit of doing that. Mostly because I have no way of recording stuff like that (I know people use weird acronyms like FRAPS and GRAPS and grapes and bananas and whatever else stuff they use...).Why does no one ever post images of the spell in action?! I don't care about your code / object editor data! Let me see the good stuff!
Hmhmhm... If I didn't know any better, I'd say that this is indeed... *checks date of A.R.'s Duelist upload*... Ahm. Yep. It's him everyone. : DWell as long as we're doing Code WIP's here's my first one (with teaser names for the other abilities) The first ability is fully coded (sans documentation)
Vunderbar! We were running low on artists. I'll go ahead & put you into the table, but you should probably post there as well. : )Looks interesting, subscribing, and might suddenly hop in (if i can find a partner fast) and if i done what im suppose to do before too close to deadline
Looks great, although I think you could change that chest texture, looks too..plain. And hands could use some wrap fixing, they look messy right now.Small model WIP from our side too![]()
You could use bandit's texture for the chest. Just make your texture wrap fit in one box vertices (or less if possible) and use the silver armor of bandits arm texture.Jeah might do that, but I'm keeping it for now. Who would have thought finding a normal metal chest piece texture would be that difficult.
The "main" body is yet to be changed a bit to make it look more air/wind like (maybe making it transparent, with animated textures, particles and so on).
I don't see anything wrong with it.Can we agree to allow either Team member to do either part? And if so, should we limit the amount which they can contribute (to make sure not to infringe on the above)?
Awwwwww YEAH. Love octopodes. I'm especially pleased to see this beastie showing up finally. : )And here is our model WIP:
View attachment 244876
Awexome to see you posting it, man. I will go ahead & do my fancy little write up to post here in the near future. We are gonna rock some socks.Small model WIP from our side too![]()
Excellent question. Currently we're a little short on Judges (anyone have suggestions?): We have a dude lined up as potential Design Judge (though if accepted it will require some slight/severe modifications to the existing Design Criteria, which could potentially change how ya'll are doing things)... Past that I wasn't sure. I'd love to get a multi-focus Artist in, and then perhaps someone like Anitarf to do the Coding.Just curious, who will judge this contest? Less than a month left but it still has no judge in any of the category.
Can both Members of the Team perform either 'role' for their Team for any reason?
![]()
Let's rumble
Living in Australia, I didn't have to look far for inspiration. Caught one of these critters trying to scurry up my leg the other night. We have a name for them here which, loosely translated, means "cute and harmless, relatively speaking."
PLEASE GIVE US YOUR THOUGHTS.
LIAAAAAR!! : PBtw, going to post something around tomorrow, for now no spoiler yet xd
Well, sure. With that rationalization, though, why not forget about defining any rules, like "not using previous stuff" ("I'll just copy/paste from an old map I made; no one can tell!") or "only part of one team" ("I'll fake it with a dummy account!")?I think it's useless to define such rule because it's not possible to control it. I mean, if one member of the team helps the other with his tasks, nobody will ever know about it.
I agree, except where you have one super-talented dude who does it all, and a slacker team-mate along for the ride. That's not the point of the Contest.Freddyk said:Separation of tasks is not really important I believe, what is important is that it is teamwork, and that both members of the team contribute equally to the final product.
Noice. Although he looks a tad bit detailed for Warcraft 3... Even for a Portrait? I guess we'll see.My teammate Quilnez has been doing some progress with our hero model, and I'll be posting it here:
View attachment 245639
He's a bandit. And he's quite a nasty character.
some textures are placeholder..
Ahhh!!!![]()
Let's rumble
Living in Australia, I didn't have to look far for inspiration. Caught one of these critters trying to scurry up my leg the other night. We have a name for them here which, loosely translated, means "cute and harmless, relatively speaking."
This... This is brilliant. I really rather like this (& it sounds cool too). If you don't mind, I think I might use this in my Make Contests Great Again campaign as the general guideline for "how to make Contest decisions mid-Contest"... Makes a lot of sense & solves problems.Regarding rule changes: I suggest doing the reverse of byzantine consensus.
For those who don't know obscure distributed system protocols: Byzantine Consensus is a fancy way of saying 2/3 of people agree.
When I say reverse byzantine consensus: I suggest making rule changes okay, so long as *not more* than 1/3 of people *disagree*.
That way if people AFK you can still make things happen.
(You would say that... : P)Cokemonkey11 said:Speaking of rule changes, I think it's much more important that you address (and be transparent about) the changes suggested by @Softmints, since he is so far the only qualified individual interested in judging.
Design WIP incoming you guys; just gotta come up with some good Proper Names.
LIAAAAAR!! : P
Naw, man, I was being serious. Your name-fu last Contest was on pointe; I'm one of the few who cares about such things & I really appreciated it. : )Did you think a hero made by me would have names like "Wursty Mcwurstface", "Scallywag", "First place again lel", or "Notice me Ralle <3"? Of... Of course not.
But in all seriousness, I have added 6 names for our hero. It's up to Freddyk to decide which ones are worth keeping.
Ooh... Direfury won't be glad to see that. : Popps XD I lied
but anyway, was going to show concept but i though might as well just skip it
so heres the mesh, pretty much done i think, just need to have some tinkering, a fishing hook and A armour that I haven't add
Btw, the thing on his hand is not a shield, it is a straw hat
Iz a Murloc Fisherman, not sure of that makes any sense at all but whatever :V
View attachment 245673
@Dat-C3
Actually, I'm gonna have to agree with Direfury here, @Hayate ; it does strike me as very WoW-ish. Watch out, bub. ; PNah, its fine. I'm aiming for a style that'd better fit WC3.
Sick! Looks even better. I rather like it. : )Direfury said:Also, we've decided to change direction with our entry. We'll be going with a Deepsea Murloc spellcaster.
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scope EnsnareTrap
globals
private constant integer MAIN_SPELL_ID = 'A000'
private constant integer MISS_SPELL_ID = 'A001'
private constant integer SLOW_SPELL_ID = 'A002'
private constant integer MISS_BUFF_ID = 'B000'
private constant integer SLOW_BUFF_ID = 'B001'
private constant integer DUMMY_CASTER_ID = 'h000'
private constant integer NET_DUMMY_ID = 'h001'
private constant integer TRAP_DUMMY_ID = 'h002'
private constant integer MISS_ORDER_ID = 852190
private constant integer SLOW_ORDER_ID = 852075
private constant string NET_MISSILE_MODEL = "Abilities\\Spells\\Orc\\Ensnare\\EnsnareMissile.mdl"
private constant string SPRUNG_EFFECT_MODEL = "Objects\\Spawnmodels\\Undead\\ImpaleTargetDust\\ImpaleTargetDust.mdl"
private constant real MISSILE_LAUNCH_VOFFSET = 100.0
private constant real MISSILE_LAUNCH_HOFFSET = 100.0
private constant real MISSILE_SPEED = 15.0
private constant real MISSILE_ARC = 15.0*bj_DEGTORAD
private constant real INTERVAL = 0.03125000
endglobals
private constant function NetAoE takes integer level returns real
return 200.0
endfunction
private constant function NetLifespan takes integer level returns real
return 2.0+2.0*level
endfunction
private constant function TrapLifespan takes integer level returns real
return 60.0
endfunction
private constant function TrapSprungDelay takes integer level returns real
return 1.5
endfunction
private constant function NetTargets takes unit target, player caster returns boolean
return IsUnitType(target, UNIT_TYPE_GROUND) and not IsUnitType(target, UNIT_TYPE_STRUCTURE)
endfunction
private constant function TrapTargets takes unit target, player caster returns boolean
return IsUnitEnemy(target, caster) and NetTargets(target, caster)
endfunction
native UnitAlive takes unit id returns boolean
private struct EnsnareTrap
Missile missile
unit net
unit caster
player owner
boolean sprung
integer level
real targetX
real targetY
real lifespan
real delay
real aoe
static group TargetGroup = CreateGroup()
static group AffectedGroup = CreateGroup()
static group TempGroup = CreateGroup()
static timer CheckerTimer = CreateTimer()
static unit DummyCaster
static unit DummyCaster2
static method check takes nothing returns nothing
local unit fog
local group container = CreateGroup()
loop
set fog = FirstOfGroup(TargetGroup)
exitwhen fog == null
call GroupRemoveUnit(TargetGroup, fog)
if (not IsUnitInGroup(fog, AffectedGroup)) then
call UnitRemoveAbility(fog, SLOW_BUFF_ID)
call UnitRemoveAbility(fog, SLOW_BUFF_ID)
else
call GroupAddUnit(container, fog)
endif
endloop
call GroupClear(AffectedGroup)
call DestroyGroup(TargetGroup)
set TargetGroup = container
if (FirstOfGroup(TargetGroup) == null) then
call TimerStart(CheckerTimer, 0, false, null)
endif
set container = null
endmethod
static method onPeriodic takes nothing returns nothing
local timer t = GetExpiredTimer()
local thistype this = GetTimerData(t)
local unit fog
if (.lifespan > INTERVAL) then
if (.sprung) then
if (.delay == 0) then
set .lifespan = .lifespan - INTERVAL
call GroupEnumUnitsInRange(TempGroup, .targetX, .targetY, .aoe, null)
loop
set fog = FirstOfGroup(TempGroup)
exitwhen fog == null
call GroupRemoveUnit(TempGroup, fog)
if (UnitAlive(fog) and NetTargets(fog, .owner)) then
if (not IsUnitInGroup(fog, TargetGroup)) then
call IssueTargetOrderById(DummyCaster2, MISS_ORDER_ID, fog)
call IssueTargetOrderById(DummyCaster, SLOW_ORDER_ID, fog)
call GroupAddUnit(TargetGroup, fog)
if (TimerGetTimeout(CheckerTimer) == 0) then
call TimerStart(CheckerTimer, INTERVAL, true, function thistype.check)
endif
endif
call GroupAddUnit(AffectedGroup, fog)
endif
endloop
else
set .delay = .delay - INTERVAL
if (.delay <= 0) then
call RemoveUnit(.net)
set .net = CreateUnit(.owner, NET_DUMMY_ID, .targetX, .targetY, 0)
call DestroyEffect(AddSpecialEffect(SPRUNG_EFFECT_MODEL, .targetX, .targetY))
set .lifespan = NetLifespan(.level)
set .delay = 0
endif
endif
else
set .lifespan = .lifespan - INTERVAL
call GroupEnumUnitsInRange(TempGroup, .targetX, .targetY, .aoe, null)
loop
set fog = FirstOfGroup(TempGroup)
exitwhen fog == null
call GroupRemoveUnit(TempGroup, fog)
if (UnitAlive(fog) and TrapTargets(fog, .owner)) then
set .sprung = true
exitwhen true
endif
endloop
if (fog != null) then
call GroupClear(TempGroup)
set fog = null
endif
endif
else
call KillUnit(.net)
set .caster = null
set .net = null
endif
endmethod
static method onFinish takes Missile missile returns boolean
local thistype this = missile.data
if (.sprung) then
set .net = CreateUnit(.owner, NET_DUMMY_ID, .targetX, .targetY, 0)
else
set .net = CreateUnit(.owner, TRAP_DUMMY_ID, .targetX, .targetY, 0)
endif
call TimerStart(NewTimerEx(this), INTERVAL, true, function thistype.onPeriodic)
return true
endmethod
implement MissileStruct
static method onCast takes nothing returns boolean
local thistype this
local unit fog
local real angle
local real x
local real y
if (GetSpellAbilityId() == MAIN_SPELL_ID) then
set this = allocate()
set .caster = GetTriggerUnit()
set .owner = GetTriggerPlayer()
set .targetX = GetSpellTargetX()
set .targetY = GetSpellTargetY()
set x = GetUnitX(.caster)
set y = GetUnitY(.caster)
set angle = Atan2(.targetY-y, .targetX-x)
set .missile = Missile.createXYZ(x+MISSILE_LAUNCH_HOFFSET*Cos(angle), y+MISSILE_LAUNCH_HOFFSET*Sin(angle), MISSILE_LAUNCH_VOFFSET, .targetX, .targetY, 0)
set .missile.model = NET_MISSILE_MODEL
set .missile.speed = MISSILE_SPEED
set .missile.arc = MISSILE_ARC
set .missile.data = this
call launch(.missile)
set .level = GetUnitAbilityLevel(.caster, MAIN_SPELL_ID)
set .aoe = NetAoE(.level)
call GroupEnumUnitsInRange(TempGroup, .targetX, .targetY, .aoe, null)
loop
set fog = FirstOfGroup(TempGroup)
exitwhen fog == null
call GroupRemoveUnit(TempGroup, fog)
if (UnitAlive(fog) and TrapTargets(fog, .owner)) then
set .sprung = true
exitwhen true
endif
endloop
if (fog != null) then
call GroupClear(TempGroup)
set fog = null
endif
if (.sprung) then
set .lifespan = NetLifespan(.level)
set .delay = 0
else
set .lifespan = TrapLifespan(.level)
set .delay = TrapSprungDelay(.level)
endif
endif
return false
endmethod
static method onInit takes nothing returns nothing
local trigger t = CreateTrigger()
call TriggerRegisterAnyUnitEventBJ(t, EVENT_PLAYER_UNIT_SPELL_EFFECT)
call TriggerAddCondition(t, Condition(function thistype.onCast))
set DummyCaster = CreateUnit(Player(PLAYER_NEUTRAL_AGGRESSIVE), DUMMY_CASTER_ID, 0, 0, 0)
set DummyCaster2 = CreateUnit(Player(PLAYER_NEUTRAL_AGGRESSIVE), DUMMY_CASTER_ID, 0, 0, 0)
call UnitAddAbility(DummyCaster, SLOW_SPELL_ID)
call UnitAddAbility(DummyCaster2, MISS_SPELL_ID)
endmethod
endstruct
endscope
Well then, how about this: I present to you the Design WIP of Team Proxby's Hero: The "Windlord"! Lots of stuff is pending, but tremble mortals!Oh how exciting! Code WIP!
![]() | 1. Fell Gale: - Calls a violent gust of wind which damages and plays havoc with enemy positioning. |
![]() | 2. Doldrums: - Summons a vortex of unpredictable air currents, which disrupts and debuffs nearby enemies. |
![]() | 3. Stormform: - The Windlord becomes one with the tempest, enveloping himself in swirling clouds that affect ranged attackers. Also buffs the Windlord at a cost. |
![]() | U. Maelstrom: - Conjures a fierce storm which acts as an extension of the Windlord's will, striking with lightning and disrupting with winds. The Maelstrom also has the ability to convey units across the battlefield. |
![]() | Sea Druid: Mystical Hero, adept at disrupting units and simultaneously buffing allied units while debuffing enemy ones. Can learn Geyser, Ink, Scald, and Mass Brainwash. Attacks land and air units. |
![]() | Geyser: 125 Mana. 8 Second Cooldown. Causes a powerful geyser to erupt in the target area. |
![]() | Ink: 75 Mana. 8 Second Cooldown. Target enemy unit and up to 2 nearby enemy units are blasted with an ink spray. |
![]() | Scald: 40/30/20 Mana. 3 Second Cooldown. Empowers the Sea Druid, causing its next action to have a bonus effect. |
![]() | Mass Brainwash: 140 Mana. 90 Second Cooldown. Sea Druid channels for up to 6 seconds, sapping the brains of enemy units within 900 range. |
Ah, cool! It's interesting; nowhere does it say that we need to do this, but it makes my/the Judges' job a lot easier, so thanks!And here is the list of our imported art files, we will compete in 3 categories:
- Unit model
- Icons
- Special effects
View attachment 245875
Lol, "modern art". Lookin' cool so far, though I'm gonna have to continue to say it looks like it comes from WoW. Not the texture, just the mesh. Too articulated, methinks, and too many/details on the back-spines.Still have not decide what color my murloc should be (Actually is decided by old message on steam missing so i forgotten the decision that we discussed) But I remember red is one of it, I can easily change the color in photoshop anyway
View attachment 245881
this is just WIP of the texture... Most probably will change drastically later
I really need to rework on the limbs, the mesh are extremely hard to texture hehehe hopefully not too WOW-ish, (The Warcraft "Modern Art" murloc is too hard for me, I don't understand what are what on the warcraft murloc texture, even though it works perfectly, I can't break it down XD)
Oo-hoo! I'm gratified I'm not the only one providing Design WIPs (at first I was worried about "revealing all my secrets too early", but... I've done this before & I like providing the table, so meh)
![]()
Sea Druid: Mystical Hero, adept at disrupting units and simultaneously buffing allied
units while debuffing enemy ones. Can learn Geyser, Ink, Scald, and Mass Brainwash.
Attacks land and air units.![]()
Geyser: 125 Mana. 8 Second Cooldown.
Causes a powerful geyser to erupt in the target area.![]()
Ink: 75 Mana. 8 Second Cooldown.
Target enemy unit and up to 2 nearby enemy units are blasted with an ink spray.![]()
Scald: 40/30/20 Mana. 3 Second Cooldown.
Empowers the Sea Druid, causing its next action to have a bonus effect.![]()
Mass Brainwash: 140 Mana. 90 Second Cooldown.
Sea Druid channels for up to 6 seconds, sapping the brains of enemy units within 900
range.
[td] [/td][td] [/td]
On thing of note: I'm not sure if this was intentional or not, but your spell descriptions are missing something? What do the things actually do? "Sapping the brains"; what does that entail? What are the bonus effects of Scald (and do they work on the next attack? Is that an "action"?)? What does the Ink or the Geyser do to the target?
Lol, "modern art". Lookin' cool so far, though I'm gonna have to continue to say it looks like it comes from WoW. Not the texture, just the mesh. Too articulated, methinks, and too many/details on the back-spines.
Team Name | Artist | Coder | WIP? |
Proxby-Oh | PROXY | Kyrbi0 | O |
The Flaming Skull of Waddles | Direfury | KILLCIDE | O |
This is not a Team | Freddyk | Cokemonkey11 | O |
CockroachesInYourPants | HappyCockroach | Quilnez | O |
The Silver Knights | Stefan.K | Rheiko | X |
Special Ops | A.R. | Tank-Commander | O |
Dat-S? | Hayate | Dat-C3 | O |
Good luck, man. It's tricksome stuff, modeling to a certain style.I will try to tinker it to look more warcraft-ish hopefully...
Most reference are from Wow, thats why... I can't digest warcraft murloc well haha
Im rather not sure If I should draw out the muscles like the most warcraft models or just have it less muscle to look more like warcraft murloc
Edit:
This for today... More details comes later
I might redo the limb's mesh, and the spike's texture and maybe the mesh as well
Hopefully I can Warcraft-ish-fy later...
I like it (especially the pose & the snail-shell shield), but I miss the (Watcher) eyes & the big lure you had (since that's such a big part of the character). Also, watch out he doesn't get swamped (ahhfdhahaha) on the battlefield (in terms of relative size & profile); even the tiny Goblins have something BIG about them (tinker's backpack, alchemist's ogre, etc).Figured I'd show off the current version of our lil guy. I had to make a few changes, but I'm pretty happy with how he turned out.
![]()
I love/hate you.
If no one is talking about extension, and no one is asking it, why do we need to bring it up? It has become a 'classical' component of contests?~~~CONTEST STUFF~~~ And... "Can it be? Can it beChristine" that we have no had a single request for an Extension?? What madness is this?
Seriously, though, do we even need one? By my count, we have had several good WIPs from most of our teams... Heck, I'll just table it
You can do up to 3 art things according to rules, but you're not forced to. You can use in-game files if you find some that suit your hero. For example our own submission will include a mix of custom and in-game icons and SFX.AND IF I UNDERSTOOD RIGHT, WE(ARTISTS) NEED TO MAKE ICONS FOR THE HERO AND SPELLS, RIGHT?
WELL, Y'ALL KNOW THAT I AM ALLIANCE FAN, SO I MAKE HUMAN MODELS. AND THE BANDIT IDEA IS THE MOST ACCURATE FOR THE TAVERN. DON'T YOU WORRY IT DIFFERS VERY FROM YOUR MODEL.If no one is talking about extension, and no one is asking it, why do we need to bring it up? It has become a 'classical' component of contests?
I have a bunch of RL work stuff to deliver at the exact same day of the deadline, and I'm not counting with any possible extension. I don't even want to keep on with this talk, to avoid saying ext****** once again. It should be out of our contest culture.
And @Stefan.K, a bandit? Wow, who would have thought of that? Great idea(kidding xD) - and yes, we're supposed to do icons or use in-game ones. (Same for SFX)