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[Altered Melee] W40k Vanguard Strike

Discussion in 'Map Development' started by biridius, Mar 17, 2020.

  1. biridius

    biridius

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    Tyranid Ravener, to replace the current Hydralisk model for Raveners.
    I couldn't opened the old model with MdlVis to add a melee animation, and it didn't really fit raveners anyway.

    ravener.jpg [​IMG]
     
    Last edited: Jun 7, 2020
  2. Jaccouille

    Jaccouille

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    I wanted to make a map like this month ago out of passion for Warhammer 40k, however I concluded that it wouldn't be better than the current Dawn of War games, which has one of the best unit animation I've ever seen.
    Well it's gonna be hard if you're limited to a map size of 8MB, I mean you're going to need a lot of assets. Are you asking for help on models? If yes, why not make a post here Requests
     
  3. biridius

    biridius

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    Like with my other maps, I've abandoned it years ago in a very unfinished state (just the squad system) and now working on it because there's nothing better to do. It's not supposed to be better than the original games, just different and available from wc3 with other custom games. I'll probably request some models later, maybe just repost the list from before and hope someone makes something from it.

    rn I want to finish the raveners, and improve the warrior/ravener texture somewhat to use the ravener model at bigger scale as Trygon.

    Been adding proper icons, upgrades, buildings and all that.
    Nid base.jpg
     
    Last edited: Apr 12, 2020
  4. biridius

    biridius

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    Updated.

    Tyranids
    - added some abilities for Hive Tyrant (paroxysm, onslaught, catalyst)
    - added Venom brood - 3 warriors with venom cannons
    - added proper model, melee attack and burrow rush ability for Raveners
    - added Trygon - towering monster creature capable of burrowing and firing electric discharges
    - added Hive guard (turret) - deals power weapon splash damage
    - added work animation and teamcolor to Synaptic spire
    - added Living artillery node - spawns Carnifexes and Trygons
    - added proper icons from DoW2
    - Synapse restores 3% morale per second and makes monsters immune to "crew shaken"
    - added some upgrades

    Other
    - added camera rotation system using arrow keys
    - changed damage reduction of buildings: now works against all attack types, most buildings have -20, turrets -8, generators -3 (after armor/type)
    - removed the "structure" ability taking up icon space
    - reduced damage from "explodes" vehicle damage result
     
  5. biridius

    biridius

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    Trying to make the Eldar support platform.
    platform.jpg platform2.jpg
    In other news I finally managed to compress the warp spiders texture and added them to the map.
    spiders and platforms.jpg
     
    Last edited: Apr 17, 2020
  6. biridius

    biridius

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  7. biridius

    biridius

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    Updated.
    Eldar
    - added support platforms to guardian squads (require tier 2)
    - added warp spiders
    - added celestial shield - buildable cover
    - added shrine of Khaine - summons warp spiders and farseer
    - added tier 2 upgrade

    Chaos
    - added flamers of Tzeentch
    - added fire emitters on bloodletters swords

    Other
    - added some more survival waves
    - added some icons to the multiboard
     
  8. biridius

    biridius

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    Updated.
    General
    - added Fleeing [L]
    - added Suppression from setup teams (reduces AS and MS of squads shot by heavy weapons by 50%)
    - added HQ regeneration aura

    Eldar
    - added Incubi, Talos, and a few upgrades
    - right-clicking Celestial shields now moves squads inside properly instead of standing around

    Chaos
    - added Renegade squad, similar to guardsmen Infantry squads
    - melta pistols to Raptors instead of mark of Nurgle

    Imperium
    - Scouts got melee animations and set-up + suppressing fire
    - made lasguns fire in 3-shot bursts
     
    Last edited: Apr 26, 2020
  9. biridius

    biridius

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    Updated.

    General
    - added Strategic points; each grants +50 escalation when taken, and +10% escalation while held

    Tyranids
    - added "Digest" ability to Biomass pools, allowing to sacrifice your own units for escalation
    - added "Acid maw" option for genestealers, effective against vehicles and buildings

    Chaos
    - some abilities for Daemon prince
    - added "Havoc launcher" upgrade for Rhinos and Predators

    Imperium
    - added lasgun arrays to Chimeras, which fire if a squad is on board
    - added "Take Aim" ability for Infantry & Veteran squads

    +other stuff
     
  10. biridius

    biridius

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    Biovores - long range artillery for Tyranids.
    Another model based on zergling. Share the same texture as Warriors & Raveners.
    Biovores.jpg
     

    Attached Files:

  11. biridius

    biridius

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    Updated. Should be somewhat playable now.

    Mods
    - added Control area mod ("-control" or "-capture") - hold over half the strategic points on the map for 5 minutes to win
    - now in Survival, if you don't kill the mobs in 3 minutes, the countdown to next wave starts anyway

    General
    - fixed win/loss conditions; made leaving players share control with allies
    - some adjustment of strategic points (now require 10 seconds to capture, +bug fixes)
    - enabled Fog of War by default, use mod "-no fow" to turn it off
    - changed the way redirected damage is spread through squads to make it kill units
    - reduced Piercing damage against Hero armor to 50%
    - removed icon for hq healing aura

    Tyranids
    - added Gargoyle brood - faster, flying version of termagants
    - added Biovore brood - artillery, limit 2 broods of 3 (same as venom brood)
    - changed Hive tyrant's armor type to Superheavy
    - added "Smash" ability to Hive tyrant

    Chaos
    - removed Chaos Stronghold tier 2 upgrade, Sacrificial Circle is the tier 2 equivalent now
    - Sacrificial Circle is now required for upgrading units with marks of Chaos
     
  12. biridius

    biridius

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    Updated again (0.90b)

    General
    - weapons that Ignore cover now also bypass building damage resistance
    - added Deep strike ability, making certain units (see below) appear directly at the building's rally point (but they get stunned for 5s on landing)

    Bug fixes
    - fixed hiring Tyranids/Daemons for wrong resource when clicking the "Add member" item instead of autoreinforcing
    - fixed charge not working for units switching between melee/ranged
    - heavy weapon units are now ensnared when they set up until the squad is ordered to move, to stop them from fidgeting and losing setup
    - added special buff effect indicating that a heavy weapon was set up
    - reduced flames on bloodletter swords to improve perfomance

    Tyranids
    - added Pyrovores: more mobile than biovores and better against buildings, but don't have that much range
    - Raveners, Trygons and Gargoyles gained Deep strike
    - added innate charge to Raveners
    - added Trygon prime: 0-1 upgrade for Trygons, adding armor, more ranged weapons and synapse aura
    - added Screamer killer upgrade for Carnifexes, adding armor, bio-plasma and morale damage bonus

    Chaos
    - added Noise marines - long range heavy weapon squad, suppresses targets, also effective against buildings
    - Raptors, Bloodletters, Flamers and Beasts gained Deep strike
    - added innate charge to Raptors in melee stance and Bloodletters

    Imperium
    - added Conscripts: fodder unit
    - all Orbital relay units and Dreadnoughts gained Deep strike
    - added innate charge to Assault marines in melee stance

    Eldar
    - Warp spiders now Deep strike
     
  13. biridius

    biridius

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    General
    - fixed the way prices are shown on unit/option icons in the inventory for squads (proper icon+number now instead of just text)
    - improved the way options in the inventory are updated (no longer deleting-recreating items while units are selected, which used to make reading tooltips harder as they kept disappearing)
    - fixed strategic points being hidden by fog of war
    - reduced time between waves in -survival to maximum two minutes between spawns
    - removed the standard "not enough gold/lumber/farms" sound (didn't fit for new resource names)

    Chaos
    - added ultimate ability for Daemon prince (Infernal gateway) - channeling nuke that also heals daemons
    - Noise marines now attack slower but louder

    Tyranids
    - added Tyrant guard - tough bodyguard unit for Hive Tyrant giving him bonus armor
    - Gaunt hives now provide +10 popcap each
    Tyrant guard.jpg
    pic - tyrant guard, and fixed price with proper icon instead of text "80 escalation"
     
    Last edited: May 21, 2020
  14. biridius

    biridius

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    Update 0.92b.
    creep camp.jpg

    General
    - Added creeps, use mod '-no creeps' to disable
    - Suppression effect on attack speed reduced from 50% to 20%
    - Day/Night cycle enabled, use '-cycle x.y' to set speed

    Bug fixes
    - Squad selection library rewritten, fixed multiplayer selection glitch (tested with kloader)
    - Escalation is no longer generated by attacking allies
    - Damage to heroes and buildings now generates escalation correctly

    Tyranids
    - added Adrenal glands & Toxin sacs upgrades for Tyrant guard, Biovores, Pyrovores
     
  15. biridius

    biridius

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    Dropping some unnecessary imported models, I think there should be enough space now to add the Orks.
    Also trying to make the texture on my Tyranid models look less awful.
    there was an attempt.png
     
    Last edited: Jun 15, 2020
  16. biridius

    biridius

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    Update, 0.93b

    Main
    - squads now cost fixed food, reinforcing does not require food
    - small arms fire may now chip buildings by at least 0.5 damage per hit
    - new secondary mod "-panic" - broken squads will always retreat

    Bug fixes
    - fixed survival mode finishing by time out on last wave
    - strategic points no longer become impossible to cap if creeps spawn on them
    - fixed setup heavy weapons being unable to flee
    - improved response of setup heavy weapon teams to point orders
    - removed innate 5 armor of buildings

    Imperium
    - Commissar's Summary Execution ability now stops fleeing units

    Chaos
    - Defiler's melee attack may now target buildings

    Tyranids
    - improved texture for Warriors, Raveners and Bio/Pyrovores
    - some tech tree changes
     
    Last edited: Jun 15, 2020
  17. biridius

    biridius

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    Started to make the Ork race today.
    Will have melee, ranged, jump packers.
    For vehicles, goblin shredder as killa kans and steam tanks as gun wagons.
    Unsure what model to use for generators.
    Burnas.jpg
     
  18. cleavinghammer

    cleavinghammer

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    Pocket Factory with extra glowing bits? It has that slapped-together look.
     
  19. biridius

    biridius

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    Ork generator.jpg
    Thinking about using the shoota boy model for tank busters (no model for them).
    I'll try attaching steam tank's rockets to the gun through the 'sphere' ability.
     
  20. cleavinghammer

    cleavinghammer

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    Maybe give them a different helmet too so they're easier to tell apart.