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Maybe I'll just let it as it is, the golem could just throw that column part as a spellI'd delete that spell\attack 2 animation coz his arm is not realy moving all that much in it. I mean, he has his other arm working very well, and not that trash golem operating with a single arm while having both is a bad thing![]()
ikr ;-;Heh, that's some desperate attempt![]()

| Description: | Exactly what it says in the title + tc'ed his trousers too. |
| Resource Type: | Model |
| Filesize: | small enough |
| Credits: | Blizzard, Ujimasa Hojo |
| Path: | - |


| Description: | Exactly what it says in the title. |
| Resource Type: | Model |
| Filesize: | small enough |
| Credits: | Blizzard, Ujimasa Hojo |
| Path: | - |

Definition of simple edit.Paladin with teamcolor weapon shaft
Mountain King with teamcolor weapon shaft
Orc Fortress fixed Teamcolor
Paladin with teamcolor weapon shaft
Description: Exactly what it says in the title + tc'ed his trousers too.
Resource Type: Model
Filesize: small enough
Credits: Blizzard, Ujimasa Hojo
Path: -
| Description: | Long-range melee ground attacker, close-range melee air attacker unit. The pack contains Normal, Dried and Regular versions, and the icon for the Dried version. For Mummified Crypt Lord, go here. |
| Resource Type: | Models, Skins, Icon |
| Filesize: | 172/118/54/17 KB |
| Credits: | Made by Blizzard Entertainment, edited by Alok |

You know, I really like & don't like this all at the same time.I have one model, but I think it is too simple even for this thread.
I wanted to create a high-range melee unit, and I saw that Crypt Lord had a possibly unused animation Spell Throw, where he attacks with his horn and elongates it. So, I basically renamed his attack animations to something random, renamed his Spell Throw animation to Attack, increased the length of his model's horn and removed the hero glow. And, voilà, I created a Nerubian Impaler.
I recommend using "Art - Scaling Value" of the unit using this model to 0.7 and "Combat - Attack # - Range" to 250, or leave the scaling at 1 and change the attack range to 375, if you want it to attack from farther away. This unit will be able to attack from behind the regular melee units (and will not take a melee attacking spot) and fill the gap between ranged and melee units, when they are attacking. As far as I know, the only other high-range melee unit present in the game is the Mountain Giant equipped with a War Club, with its moderate 250 range.
I wanted to change that too, perhaps with keeping the horn the same size as in the scaling 1.0, but reduce the size of the rest of the model to 0.7. I wanted to do that, but when I do the "Scaling" in the model editor, no matter what I write, it ruins the model completely.
| Description: | An alternative skin for my Nerubian Impaler model. |
| Resource Type: | Skin |
| Filesize: | 118 KB |
| Credits: | Made by Blizzard Entertainment, edited by Alok |
| Path: | HeroCryptLord.blp |

| Description: | Uruk-hai Pikeman with extended pike and Stand Defend animation. |
| Resource Type: | Model |
| Filesize: | 58 KB |
| Credits: | Made by Fingolfin, edited by Alok |

| Description: | Auto-cast, passive, attack type and caster upgrade versions of the hidden icon Flaming Arrows. Here's info about this and the path of the normal icon: List of Hidden Material Within the World Editor. |
| Resource Type: | Icon |
| Filesize: | 6/5/4/4/5/5 KB |
| Credits: | Blizzard Entertainment, Alok |
| Paths: | ReplaceableTextures\PassiveButtons\PASFlamingArrows.blp ReplaceableTextures\CommandButtonsDisabled\DISPASFlamingArrows.blp ReplaceableTextures\CommandButtons\ATCFlamingArrows.blp ReplaceableTextures\CommandButtonsDisabled\DISATCFlamingArrows.blp ReplaceableTextures\CommandButtons\UPGFlamingArrows.blp ReplaceableTextures\ATTFlamingArrows.blp |

I couldn't recolour that purple-glowing rim no matter what I tried. It glows from blue to purple and back. If someone knows how to do that, tell me.no offense but that portal still looks purple too me.
That glowing rim has a geoset animation with animated color; the color of that geoset gradually changes between different shades of purple in a global sequence that has a duration of 1.5 seconds. I guess you just got confused when you saw the color is animated, and didn't know how to make it change between shades of blue.Yes, it was, the colour was coded into it. However, now I have another problem. When I change the Geoset Animation colour, the model doesn't appear in-game any more. I tried changing it to different colours and also changing its interpolation type, but nothing works. Any change that is made to the geoset animation stops the model from appearing in-game.
