- Joined
- Mar 29, 2011
- Messages
- 3,763
Eubz, that last one wasn't a WIP. REED EET. D:
Main page updated. Gonna have links later.
Eubz, that last one wasn't a WIP. REED EET. D:
Excellent idea, it should definitely level the playing field between single and multi player maps.
Time to fix my code for MP!
EDIT: Attached is playable up to 8 waves. Have a bash and let me know how it goes. Besides the missile system, it's more or less a regular defense map.
The map is nice, however, I have some suggestions:
- Don't use the egg. I can make the model of the rock for you (if that isn't considered teamwork, of course), but please, just don't use the egg.
- Add a melee attack ability (such as a ground slam or similar).
- When the missile hits the ground and the dust sfx appears, add aoe damage.
- Add other missile types? Hurl trees, or grab and toss orcs?
Anyway, this entry is really original. Best of luck![]()
That would be fun, but is it possible to play during day (or evening, which ever Eubz prefer) for GMT + 8? (Philippines and Indonesian [Middle] Timezone)
That's what is I'm concerned about, since I'm on that Timezone (and yeah, no midnight gaming allowed here, so yeah.)
We usually play in the evening GMT+2, and play as long as there are players. So probably it would be an early Sunday morning for you
But these is only the boundries of the inwc Funmap Evening. We could create a special, own evening for the contest with a time that is good for most of the contestants and judges. I suggested Funmap Evenings, because they have a consistent player base, and with the hostbots everything is running nice and smooth there![]()
You will have 3 stats -- Holy Water - Sanity - Divinity
If you get low enough divinity or sanity you go rogue. (Low Divinity is given an option)
Would you be using demonic/unholy powers if your Divinity is low or empty (since, judging by the stat names, I assume you'll be playing as holy heroes), or just go rogue against your allies?
Original Map: ParanoiaParanoia said:[...]
This map is protected! Please don't edit or export files of it. Thank you very much.
[...]
Added the first boss. It should be a bit easier to die now, or at the very least lose plenty of trees. Next WIP when I've added the Peon Height and Health Management System.
Somehow I feel this is going to make Top 3.
Make a handbook named 'Judge's post-review notes' where you will describe everything you made. I'm gonna go with that, anyway
Second hero is done, one more and I am posting the WIP.
Finally got started on the peon throwing ability, but wow it looks horrible.
Anyone know how I can replace the stand animation with e.g. the walk animation? The peon is a special effect attached to a dummy unit, so I cannot animate it normally.
That seems to have broken the model, it no longer appears in game.
EDIT: Renamed the file to an .mdx and that works!
As for my next issue, I want the peon to appear in the treant's hand, but rotating the model 90 degrees in magos has warped everything considerably.
EDIT2: Looks like the warping is part of the ancient's eat tree animation, or something like that.
EDIT3: Meh, this looks to be about as good as I can get it. Now just to force red on the peon's skin.
EDIT4: Added rotation for projectiles, and now I've discovered why my peon is spaghetti: one does not simply translate the verts with magos.
![]()
Are you adding noodles to your map? =P
Try using dummy units instead with angles of -90 and such.
I'm using the dummy model that allows changing pitch using the set anim by index function.
The problem is that the unit rotates about its feet, not around the middle.
The problem is that the unit rotates about its feet, not around the middle.
You can solve it with math, but it's a pain in the ass. I don't recommend it. See attached (blademaster unit)
I believe you can fix it by modifying model's (peon) pivot point onto the chest and bingo, it will be rotated on his chest. I have experienced it while working on flappy bird (I was not using dummy.mdx though, I directly modified the pitch angle via object editor).
if you want to use peon as attachment model, I think you can do something with peon model's node.. as I have checked some weapon models using magos model editor and always seen a node called "attachment" or something, if I dont misremembered..That sounds promising.
If it's something done in the object editor I doubt it'll work, unless if there's also a way to change a unit's pitch using triggers.
@rulerofiron99: Learn MDLVIS. It helps. A lot.
Lolz
Well, here you go. All three heroes working. This is going to be PvE, so I would appreciate all opinions.
"Join the Dark Knight, the Witch Doctor and the "Firefly" in their quest."
Sirriously now, try them out. I think I made them pretty well![]()
Woah, I'm kinda behind updating the WIPs. Updating...
Here we are. This very close to the version that I will submit for my final (I start work on monday)
There are still a few minor tweaks that need to be done, but I hope some people who haven't seen it yet give it a try.
* I may improve ability command cards to ensure players understand they cast automatically
* I will add more rounds
* I may make runners recycled so you can use a hotkey to manage them
* I will make a custom loading screen with some map info
* I will fix the effect that doesn't appear with the quillspray ability
* I will de-homogenize the boss units and give some of them more of an identity
Please be critical, especially of the terrain. There are some easter eggs, and many things that seem like mistakes are intended (humor). Click around and enjoy.
I suggest playing with 2 players as that just doubles the fun and makes the game a little harder![]()
WIP![]()
Here we are. This very close to the version that I will submit for my final (I start work on monday)