- Joined
- Sep 6, 2013
- Messages
- 6,742

TotalModelIconsSpell
48/50
An excellent model! A very nice mesh and texture that fits very well with in-game models. Effects and ‚fluff‘ of the model are suiting. Texture is very nice, but the tone is a bit too bright. The on-model effects are suiting, but the model only reaches full potential with the added special effects.
Blizzard style Is the style similar to standard icons? 10/10 Concept How qualitative is the concept, how unexpected and creative is the idea? Originality and uniqueness of icons are judged. How fitting are icons for model/spell? 20/25 Technical note Quality of: color, composition, expressiveness, shape, definition, sharpness, clarity, shading, realism, proportions, rendering, details, materials. 60/65 Final score: 90/100 Final Comments: The blizzard style presented in these icons is very unique and designed perfectly. It does have that blizzard vibe towards them. The avatar icon itself works nicely with the model and how everything works in its favor. Each icon has nice vibrant colors and they all are high contrast in quality and detail. The concept given creates a creative idea with bright colors and the paint pallet that the goblin uses. Everything fits the model greatly as a artist who uses said brush, pallet, and multiple colored paints. The quality and sharpness of these artworks work nice with the overall model and spells, giving them all together a fitting hero and or unit. This is an absolute atrocity. GUI should be banned from contests.
I actually loathe that you made me read every line of the code. I promise never to review GUI code spells again after this contest. Slightly more concretely, my problem with this is:
Coding: 20, 16, 18, 13, 15, 15, 18 Average: 16.43 Score: 16 / 20 Concept: 17, 17 Average: 17 Score: 9 / 10 Visuals: 18 20 20 Average: 19.33 Score: 10 / 10 Overall: 35 / 40 |
Zul'Alman was judt an Inside Job - Troll Pariah
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TotalModelIconsSpell
48/50
A trusty, yet somehow interative concept with excellent execution and a very crisp feel. The overall look of the model fits perfectly and looks very nice.
Blizzard style Is the style similar to standard icons? 8/10 Concept How qualitative is the concept, how unexpected and creative is the idea? Originality and uniqueness of icons are judged. How fitting are icons for model/spell? 18/25 Technical note Quality of: color, composition, expressiveness, shape, definition, sharpness, clarity, shading, realism, proportions, rendering, details, materials. 60/65 Final score: 86/100 Final Comments: The style given here is pretty nice, a unique type of style that represents the hero or said unit. The icons match up with what the model or unit does and how it reacts when in battle. The style doesn't scream blizzard to me, it has kind of a new age of blizzard style which isn't bad by any means, they still produce a highly attractive icon. The model made matches with the 3 icons given, the icon "Grim Rupture" is nicely made but doesn't really make much sense when looking at it. On the left side of the icon is hard to make out and is kinda random, it could maybe be defined a bit more. The quality and definition of the icons presented are really well executed and they have a very nice high render. This was a pleasure to review - I read all the code in about 5 minutes, then spent about half an hour investigating various questions I had come up with. The implementation is interesting and even ingenious. I had a few wtf moments which could have been avoided with some nice comments, but overall I can't complain. Sadly, some of the implementation details make configuration and behavior a bit limited, but in any case I liked the simplicity. Visually I would liked to see less mismatch between effects and game behavior. I think it's relatively clear that the ability is causing the fear to occur, but less clear what causes the damage/spawn. Composing the spellcaster's action with the death + totem spawn visually could earn you more points here. Coding: 11, 16, 16, 9, 5, 12, 16 Average: 12.14 Score: 12 Concept: 16, 16 Average: 16 Score: 8 Visuals: 12, 12, 15 Average: 13 Score: 7 Overall: 27 / 40 |
TotalModelIconsSpell
41/50
A great idea and good execution of the concept. The mesh feels a bit cluttered, but the wrapping covers most of it. There are some minor flaws with the mechanical (event objects for instance) aspect with the model.
Blizzard style Is the style similar to standard icons? 6/10 Concept How qualitative is the concept, how unexpected and creative is the idea? Originality and uniqueness of icons are judged. How fitting are icons for model/spell? 15/25 Technical note Quality of: color, composition, expressiveness, shape, definition, sharpness, clarity, shading, realism, proportions, rendering, details, materials. 45/65 Final score: 66/100 Final Comments: The style given represents a panda type character that has a cigar or pipe in on icon and in the other has a rage type facial feature. The ability icon that has the arrow present is very confusing and needs to be more defined in some areas, the figure at the bottom right is very hard to make out. The icons made i believe doesn't really go with the whole concept of the tank model, because the icons are pandas and not tank type icons, which is what the model represents. I would of liked to see more tank type icons for ability's instead of a panda, i understand General Frank likes pandas but overall id like to see more tank type icons to fit the model. The avatar icon is well made and well executed but again, i would like too see more tank type icons instead of a panda, i honestly don't really see how the panda matches up with the tank. Or, have the panda avatar and the other 2 ability's just be tank type ones. I like what you've done here by creating a spell API and then a demo of it. It reminds me of C code, for example the linux kernel. API:
Coding: 18, 16, 18, 14, 16, 20, 15 Average: 16.71 Score: 17 / 20 Concept: 15, 17 Average: 16 Score: 8 / 10 Visuals: 11, 11, 17 Average: 13.0 Score: 6 / 10 Overall: 31 / 40 |
TotalModelIconsSpell
43/50
A very nice adaptation of a Lich and a sorceress, but with a very unique feeling. Animations and effects really convey the feel of the model, but are a litte bit wooden. As the mesh is somewhat adapted from other parts, this seems a bit ‚unisipired‘.
Blizzard style Is the style similar to standard icons? 5/10 Concept How qualitative is the concept, how unexpected and creative is the idea? Originality and uniqueness of icons are judged. How fitting are icons for model/spell? 14/25 Technical note Quality of: color, composition, expressiveness, shape, definition, sharpness, clarity, shading, realism, proportions, rendering, details, materials. 38/65 Final score: 57/100 Final Comments: The overall blizzard connection with these 3 icons is not too heavy, the avatar icon could use some touch ups such as the eye lids could be more feminine looking. The makeup around the eyes could be more of a brighter solid contrast instead of making it seem like the eyes are glowing. The hair itself looks decent and it has texture of what hair looks like. The problem I'm getting with the 2 ability icons is that both are a swooping attack with brushes, it would be nice if there was something different like a paint pallet being thrown at an enemy or maybe she uses her brush to pierce the back of an enemy dealing damage.. Lastly, I would of liked to see more usage of ability's and give more uniqueness towards the unit. Overall this is a good submission and was easy to review. Your use of libraries is expert and you've raised lower levels of abstraction well. It's relatively easy to learn how events flow through the code. Modifying this to do something more would be fairly easy for a new author. I really dislike that you used a hashtable instance directly instead of using a Table resource. There's a fair bit of magic numbers without documentation, but that hasn't cost you any points. Actually, documentation in general is surprisingly weak - there aren't really any code comments at all, and self-documenting code is fairly average. There are a few mistakes but not what I would call game-behavior bugs - for example, I consider it a problem that spawned units are always owned by neutral hostile. One way to design around this would be to make the spawned units untargetable. Using neutral-hostile and allowing them to take damage was a weird design choice. You had a huge opportunity to do something nicely with Missile behavior, but instead it's just uniform random, which cost you some configurability points. One alternative would be to have missile vectors a function of the caster's relative position - a good opportunity to impress visually. Concept could be easily used in funmaps, but not really suitable for ladder or competitive games. Good composition is where most of your points here come from. Tooltip was fine but a bit noisy and I dislike your use of the word "origin" which isn't quite right. Coding: 19, 19, 18, 9, 11, 18, 13 Average: 15.29 Score: 15 / 20 Concept: 10, 13 Average: 11.5 Score: 6 / 10 Visuals: 18, 20, 15 Average: 17.67 Score: 9 / 10 Overall: 30 / 40 |
TotalModelIconsSpell
31/50
Not an original mesh and minor adapted animations. The texture choice and unwrap is fitting though. Effects increase the spooky, creepy feeling. Other than that it is a moderately well-made model-edit, but not original work.
Blizzard style Is the style similar to standard icons? 7/10 Concept How qualitative is the concept, how unexpected and creative is the idea? Originality and uniqueness of icons are judged. How fitting are icons for model/spell? 17/25 Technical note Quality of: color, composition, expressiveness, shape, definition, sharpness, clarity, shading, realism, proportions, rendering, details, materials. 35/65 Final score: 59/100 Final Comments: To start off the avatar icon looks really nice, it takes a little bit too actually tell what it is but overall it is well executed and shows how deadly the spider is. Lets get into the ability's, so the hatchery icon looks alright, the color scheme chosen isn't as appealing too the eye. If the avatar icon is a blood red and the spider is blood red then I would assume the "Hatchery" or spider lings would also be red but in the icon it appears green. I would of liked to see the egg too be maybe a greens color but then a babe spider popping out that's a reddish color and around the egg have webs holding it in place. The ravage icon seems a bit confusing too me, it looks nice overall but I don't really understand how this particular icon goes with the spider model. Going over the color scheme again, I don't feel like it really matches up nor does it look like a spider ability, it seems like a ability for a mage or monk. My general impresion is that this spell is overengineered to the Nth degree, with loads of questionable features used, crazy data and resource management, and some strange nomenclature. How did you even get this to behave correctly - code-gen?? Yes, DATA Is pretty gross. Magic numbers. Magic numbers everywhere. Comments are pretty useless. Spaggettii on your maps sweater already. But overall it works rather nicely. You should source code review, because some of this is gross. Visually I would have been happy if the spiders didn't bunch up or could have some behavior other than wandering around in a configurable way. Conceptually I would have been more happy if the nydus subspell didn't feel tacked on/awkward. Given the short cast range and timed life, it felt a bit awkward to me. In my opinion a cooler subspell would have been for example: (1) call spiders (spiders in nearby nests protect/surround owner, not the nest), (2) feast (consumes spiders in the target area, gaining health and mana), or (3) berzerk (attack and movement speed is increased for 5 seconds, depending how far away the nearest nest is). I'll leave as an exercise to the reader to think about why the nydus component is an anti-patern. Coding: 18, 17, 20, 12, 11, 18, 18 Average: 16.28 Score: 16 Concept: 18, 18 Average: 18 Score: 9 Visuals: 13, 16, 12 Average: 13.67 Score: 7 Overall: 32 / 40 |
TotalModelIconsSpell
16/50
Well, this a very messy model, even with a rather neat concept. The mesh, the unwrap especially and animations are very poor and there are many flaws with the technical aspects of the model like event objects and the orientation of the model.
Blizzard style Is the style similar to standard icons? 3/10 Concept How qualitative is the concept, how unexpected and creative is the idea? Originality and uniqueness of icons are judged. How fitting are icons for model/spell? 15/25 Technical note Quality of: color, composition, expressiveness, shape, definition, sharpness, clarity, shading, realism, proportions, rendering, details, materials. 20/65 Final score: 38/100 Final Comments: obviously Ralle is the best! But, I'm gonna judge this professionally. So, I do enjoy the ability icon of the moose charging forward with its antlers, that is very unique and creative in my mind so good job there. It only, could use some touches in some places but other than that it looks pretty good. The icon with the red and yellow lights on the moose's ears has a weird shape towards it. The chin area has a weird shape to it looking like an extra chin or something else. The red and yellow lights are a nice touch, not sure if they are replacing the eyes of the moose or not. The antlers in the background of the head seem to be too small, instead make them a little bigger, some would be out of the frame of the border but it will make it seem like a portrait head shot of the moose. The overall head shape needs some work and adjusting. Looking at the avatar icon, It looks nice but i feel like the background could just be black and then around the moose could be a team color glow coming off him or something like that. Overall I had a hard time reviewing all of this. There's just so much code and the signal-to-noise ratio is exhausting. My main suggestion is to improve your comment quality. Get feedback and focus on this. Notes:
//issued order id not equal to "undefense" (582056) if c.contains and c.sp == SpellPhase.Channel and GetIssuedOrderId() != 852056
Coding: 16, 8, 18, 0, 19, 15, 18 Average: 13.43 Score: 12 / 20 Concept: 13, 13 Average: 13 Score: 6 / 10 Visuals: 5, 11, 11 Average: 9 Score: 5 / 10 Overall: 23 / 40 |
TotalModelIconsSpell
35/50
Great custom mesh, but with a bit too many details for in-game notice. Nicely adapted animations but are too badly adapted to the ‚heavy‘ mesh. Texture choice are fitting, but are too cluttered to be full effect. Particle effects are suiting, but there should be a bit more variation in colour tone. Mechanical aspects are taken over from the Paladin, with really nothing to new.
Blizzard style Is the style similar to standard icons? 7/10 Concept How qualitative is the concept, how unexpected and creative is the idea? Originality and uniqueness of icons are judged. How fitting are icons for model/spell? 18/25 Technical note Quality of: color, composition, expressiveness, shape, definition, sharpness, clarity, shading, realism, proportions, rendering, details, materials. 50/65 Final score: 75/100 Final Comments: Looking over these icons they are very vibrant and have a nice color pallet. Lets start off with the avatar icon, it has a nice executed shape towards everything. It also shows off how the model feels, making it overall look like he means business! The highlights and lighting is perfectly placed and is placed well. Both ability's look like they are the same in a way, both are the same hue and seem to be taking over a body and draining its soul. I would of liked to see another type of ability made for this model instead of having 2 of a "soul draining" type ability. You could of possibly made a book type spell/ability because the model is caring a book, or since the model is caring a weapon, have the weapon being swung or being powered up for a massive ultimate spell. I like this spell, and I've spent more time thinking about it than I initially thought I would. In general my opinion is that you've done some things much better than average, and other things just okay. The design is solid, and you've done nice things with configuration. Kudos. There's one small bug I found wher your 30% hp isn't actually comparing by percentage (it's comparing by 30 hp exactly) The only thing holding this back from being a Great spell is careful composition of effects. Let me explain by starting more concretely:
Coding: 15, 19, 20, 12, 16, 20, 14 Average: 16.57 Score: 16 / 20 Concept: 13, 16 Average: 14.5 Score: 7 / 10 Visuals: 2, 10, 12 Average: 8.0 Score: 4 / 10 Overall: 27 / 40 |
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