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Naga Marauder

This bundle is marked as pending. It has not been reviewed by a staff member yet.
The Naga Marauder model that I made for my altered melee map Forgotten Kingdoms of Azeroth.
I haven't given it any swim animations except for "Morph Swim" and "Stand Swim" (which are special features of the FKOA mechanics) since melee maps don't allow units to swim, but I will probably implement the "Death Swim", "Attack Swim" and "Walk Swim" animations later on.

Made with MdlVis / Warcraft 3 Viewer / Retera Model Studio / War 3 Model Editor / Notepad
Based on Blizzard preexisting work.

Feel free to use but don't forget to give credits and ask for permission to edit.

Recommended WE values:
  • Walk/Run Speed: 250
  • Death Time: 3.00 seconds
  • Projectile Impact Z: 60
  • Scaling Value: 0.9
  • Animation BackSwing: 0.300
  • Animation Damage Point: 0.300
Enjoy :)
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Contents

Naga Marauder (Model)

Level 10
Joined
Sep 27, 2006
Messages
28
Thank you for your feedback @435D @TiLi1323 @hexhound @Galendor an'Kreil !

Oh, what a nice fellow. Attack from gnoll model, I suppose?
Yes, upper body animations are from gnoll, and lower body from naga siren/myrmidon (walk animation)

Also I see that his chest and belly have the same scales as the rest of the body that is not typical for naga. Is that intentional?
I realize it now too :gg: it was not intentional. I can try to fix it for the Naga purists :grin:
 
Level 10
Joined
Sep 27, 2006
Messages
28
Great in theory, animations are gnoll, out of character for a slithering creature.

Thanks for your feedback @deepstrasz :thumbs_up:.

I must say I'm quite intrigued because I think the exact opposite :eekani:! Gnolls are creatures with small heads and large hunched backs, using brute strength to fight, which to me perfectly matches the Naga race. That’s actually why I based the animations on the Gnoll.

Furthermore, the fact that two units from different races share the same combat style doesn’t necessarily mean one is out of character. For instance the Naga Myrmidon has exactly the same animations as the FelGuard — yet that doesn’t make it out of character.

But I understand that everyone has their own way of thinking, and I respect your point of view :grin: .

Cheers !
 

deepstrasz

Map Reviewer
Level 75
Joined
Jun 4, 2009
Messages
20,281
I must say I'm quite intrigued because I think the exact opposite :eekani:! Gnolls are creatures with small heads and large hunched backs, using brute strength to fight, which to me perfectly matches the Naga race. That’s actually why I based the animations on the Gnoll.
Ugh, I meant, the serpent humanoid acts like a canine one rather. Scratches its head, opens its mouth similar to a dog etc. Perhaps some better/fitting stand animations instead.
 
Level 6
Joined
Dec 7, 2021
Messages
31
By the way, are you also planning on releasing the scrapped Murloc models too? I've seen your map in the World Editor and would love to see it given a second chance!
 
Level 8
Joined
Oct 2, 2021
Messages
36
Furthermore, the fact that two units from different races share the same combat style doesn’t necessarily mean one is out of character. For instance the Naga Myrmidon has exactly the same animations as the FelGuard — yet that doesn’t make it out of character.
You, sir, just gave me plenty of ideas for customizing the naga myrmidon model. Also, naga with centaur animations when? :xxd:
 
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