Hi people, I´d like you to help me on making the old mathership with its old skills and attacks.
Here is the video which shows what i want:
If you could do it I´ll be really gracefull to you.
@dasdasdasdas: Go Hi, welcome to Mapster. The Mothership's abilities have been recreated many times by different map makers, you can probably find them somewhere in this site, try the search field.
@SGTMeowmers9: Go I know at least one map makers aorund here is working on an SC2 alpha remake so the abilities can be found.
Planet Cracker isn't hard to remake, starting with the campaign's Purifier version, make it so the MS can move and it's done. You can download my SC Expanded mod to copy the data changes for this one. I don't remember if the mapster versions allows movement though, but that ain't hard to change.
The Black Hole ability is easy you just need to change Vortex so it only works on air targets, and add the suicide effect so the units are killed when they enter the vortex.
I'm not sure anyone has made the Time Bomb as you can see in that video but an effect to stop and kill missiles isn't hard to make. Maybe the data forums or the tutorial forums?
@DrSuperEvil: Go I believe the model for that effect can still be found in the editor. And I don't think it had such a complex mechanic. I'd say it's just a periodic search centered on the Mothership targeting ground units, with a radius close to the unit's own radius.
@Overspeedo: Go Find a proper mover and you're done. I'm not good with movers so I can't help you. Try movers that look like that for other missiles. One that I can think of is the ARES' missile attack, or the Leviathan's anti-air attack.
@Overspeedo: Go About the missile: if you don't find a good one among protoss options, check the ones from the Lost Viking minigame (they all have the Arcade prefix) maybe one looks like what you want.
Could it be that the texture is in the editor, but with a hideous name? If not, he's good with textures and recreated those himself.
Planet Cracker: There are 2 different models for the center beams column from different iterations, one has a central beam with 4 vertical ones spinning around it and leaves blue "scorch marks", the other has 3 outer beams in arcs which converge on the ground (like the Void Ray); I don't know what the actual damage profile was (did it just burn everything in a circle or did each of the beams have its own hitbox?), but it's easy to remake with Persistent offsets and Site actors for the outer beams
Black Hole: The effects are simple enough. The original model was never released, so you'll have to improvise. As an example, you can get a black sphere by looping part of the Protoss construction animation and removing the other effects via texture selects. I don't know of any good "converging energy wave" effects and reversing animations is a pain, so that will be the main limitation. The orbiting energy line can be done using the Phoenix missile model.
Time Bomb: I don't know the full extent of its effects on units, but it's still easy to make once you settle on something. The core visual still exists too, but the "drop captured missiles" part needs some serious planning beforehand. The single drop model shown in the video still exists, but there are none for any other missiles. Especially Zerg and Protoss missiles are problematic since they really shouldn't spawn cartridges. The Missile Turret missile also got a visual update and the drop model didn't.
Missile attack: The model still exists under the name MothershipMissile(Impact), from what I can tell the Mothership Core actually uses the same visuals (it's a different file in the game data though, it just looks identical); if that isn't to your liking the new Purify missile should also look good. Movers are created through trial-and-error, in this case you'll need a Throw phase with a wide angle and angle variance which blends into the standard Guided phase, then launch the thing through a standard multimissile Persistent effect like the Hellstorm attack does.
About the missile: if you don't find a good one among protoss options, check the ones from the Lost Viking minigame (they all have the Arcade prefix) maybe one looks like what you want.
Could it be that the texture is in the editor, but with a hideous name? If not, he's good with textures and recreated those himself.
The missile closest to the old mothership missile is the Phoenix missile...
I already searched within the assets, but if you saw something that I didnt, please share here :)
Missile attack: The model still exists under the name MothershipMissile(Impact), from what I can tell the Mothership Core actually uses the same visuals (it's a different file in the game data though, it just looks identical); if that isn't to your liking the new Purify missile should also look good. Movers are created through trial-and-error, in this case you'll need a Throw phase with a wide angle and angle variance which blends into the standard Guided phase, then launch the thing through a standard multimissile Persistent effect like the Hellstorm attack does.
Time Bomb: I don't know the full extent of its effects on units, but it's still easy to make once you settle on something. The core visual still exists too, but the "drop captured missiles" part needs some serious planning beforehand. The single drop model shown in the video still exists, but there are none for any other missiles. Especially Zerg and Protoss missiles are problematic since they really shouldn't spawn cartridges. The Missile Turret missile also got a visual update and the drop model didn't.
Funny, there's a model of the missile "fallen" without "gravity" in the assets. Did you figured that too?
I also wonder with the other missiles projectiles..
Black Hole: The effects are simple enough. The original model was never released, so you'll have to improvise. As an example, you can get a black sphere by looping part of the Protoss construction animation and removing the other effects via texture selects. I don't know of any good "converging energy wave" effects and reversing animations is a pain, so that will be the main limitation. The orbiting energy line can be done using the Phoenix missile model.
The sound file of the old Black Hole is losted in my folders, but I'm sured I had it.
Strange that model was never released, It was cooler that the actual vortex.
Funny, there's a model of the missile "fallen" without "gravity" in the assets. Did you figured that too?
I also wonder with the other missiles projectiles..
You can either spawn a missile unit for the falling "dud" or make it a purely actor-based setup and hardcode the motion using Site/SiteOp actors.
Blizzard never made any visuals beyond the one shown for the Missile Turret. First you should come up with what you want it to look like, then we can discuss how to make it work. There's also the lore problem in stopping beams of ions and whatever "particle disruptors" are but not affecting bullets from a standard-issue gauss rifle.
Edit: My solution for an old remake attempt was to simply kill the missiles on the spot and spawn an impact effect (I used the Guardian Shield impact effect), this also went well with a lore explanation in that the collapsing field would simply rip apart smaller objects and disintegrate them. One could of course add unique death effects for specific missiles, such as massive objects falling while pure energy missiles explode.
The Cutscene Module is woefully inadequate for data previewing, as is the Terrain Module following the latest patch (it doesn't even show tint colors any more, and never could handle texture selects); It's still the only way of finding attachment points and animation names though.
The only proper way for testing anything is to start up the game itself, and to keep nagging Blizzard for better tools. Has anyone managed to auto-execute "reset animation duration" on adding a new object yet?
Hi people, I´d like you to help me on making the old mathership with its old skills and attacks. Here is the video which shows what i want: If you could do it I´ll be really gracefull to you.
@dasdasdasdas: Go Hi, welcome to Mapster. The Mothership's abilities have been recreated many times by different map makers, you can probably find them somewhere in this site, try the search field.
@SoulFilcher: Go
I've tried it several times but failing.
@SoulFilcher:
Can you show us? I'm having problems finding this stuff.
@SGTMeowmers9: Go
Think he means the mothership from the alpha. With the old planetcracker, black hole and stasis field that made missiles drop like pins.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@SGTMeowmers9: Go I know at least one map makers aorund here is working on an SC2 alpha remake so the abilities can be found.
Planet Cracker isn't hard to remake, starting with the campaign's Purifier version, make it so the MS can move and it's done. You can download my SC Expanded mod to copy the data changes for this one. I don't remember if the mapster versions allows movement though, but that ain't hard to change.
The Black Hole ability is easy you just need to change Vortex so it only works on air targets, and add the suicide effect so the units are killed when they enter the vortex.
I'm not sure anyone has made the Time Bomb as you can see in that video but an effect to stop and kill missiles isn't hard to make. Maybe the data forums or the tutorial forums?
@SoulFilcher: Go
Original planetcracker was nothing like purifier version. It made beams come down from rings of mothership that cut through everything as they turned.
Not sure how to create the missiles dropping like bullet cartriges.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Oh yeah the time bomb was made by Kueken as a passive field for a Science Vessel.
@DrSuperEvil: Go I believe the model for that effect can still be found in the editor. And I don't think it had such a complex mechanic. I'd say it's just a periodic search centered on the Mothership targeting ground units, with a radius close to the unit's own radius.
@SoulFilcher: Go
And the old mothership's missile attack? Someone redone this? I'm looking for this..
Like here http://www.sc2mapster.com/forums/development/data/39437-mover-request-mothership-missile/
@Overspeedo: Go Find a proper mover and you're done. I'm not good with movers so I can't help you. Try movers that look like that for other missiles. One that I can think of is the ARES' missile attack, or the Leviathan's anti-air attack.
@SoulFilcher: Go
I already tried with Leviathan's one, but I got some visuals issues..
and the Model of the missile? There's not in the assets, or only when LotV comes?
I also saw a member (SimplyCool988) of this forum that sucessfully redone the Mothership's model textures
From the current ugly
to the alpha cut
I already tried contacting him, but without sucess and he didnt released as well
How did he achieve that? I would like to use too on my mod.
Thanks
@Overspeedo: Go About the missile: if you don't find a good one among protoss options, check the ones from the Lost Viking minigame (they all have the Arcade prefix) maybe one looks like what you want.
Could it be that the texture is in the editor, but with a hideous name? If not, he's good with textures and recreated those himself.
The missile closest to the old mothership missile is the Phoenix missile...
I already searched within the assets, but if you saw something that I didnt, please share here :)
There's a "tail" on the old mothership missile...
Funny, there's a model of the missile "fallen" without "gravity" in the assets. Did you figured that too?
I also wonder with the other missiles projectiles..
The sound file of the old Black Hole is losted in my folders, but I'm sured I had it.
Strange that model was never released, It was cooler that the actual vortex.
The missile does leave a trail, press M in the Cutscene Module or actually use it ingame before complaining.
You can either spawn a missile unit for the falling "dud" or make it a purely actor-based setup and hardcode the motion using Site/SiteOp actors.
Blizzard never made any visuals beyond the one shown for the Missile Turret. First you should come up with what you want it to look like, then we can discuss how to make it work. There's also the lore problem in stopping beams of ions and whatever "particle disruptors" are but not affecting bullets from a standard-issue gauss rifle.
Edit: My solution for an old remake attempt was to simply kill the missiles on the spot and spawn an impact effect (I used the Guardian Shield impact effect), this also went well with a lore explanation in that the collapsing field would simply rip apart smaller objects and disintegrate them. One could of course add unique death effects for specific missiles, such as massive objects falling while pure energy missiles explode.
No! I was not complaining, excuse me if you understood wrong, it was an observation!
@Overspeedo: Go
The Cutscene Module is woefully inadequate for data previewing, as is the Terrain Module following the latest patch (it doesn't even show tint colors any more, and never could handle texture selects); It's still the only way of finding attachment points and animation names though.
The only proper way for testing anything is to start up the game itself, and to keep nagging Blizzard for better tools. Has anyone managed to auto-execute "reset animation duration" on adding a new object yet?
I know it the Leviathan's anti-air attack but i don't sure about that