I think I like your idea for the cyclone better than blizzard's. If it had limited missles it'd be allowed to be much stronger as it wouldn't last nearly as long, as at the moment it's super op.
The model looks much improved. Very nice work Delph as always :D
As for the balance, it is standard (or at least for Blizzard it is) and has been stated that balance is of little concern at this time, design is of utmost import. Numbers are easy to tweak, design is not. Once the design is finalized, then we will see number tweaks. Currently I would say the design is good, maybe with some refinement, then with number tweaking it will be balanced (range adjustments, attack speed, damage, etc.)
Here's a question, Delphinium. If I made meshes, would you be able to UV/texture them? I could handle the animations and particles after that. Hell, even just UV'ing them would be nice (I could try to cobble together textures out of vanilla assets).
I'd actually keep this model just the way as it is. It's not the exact Cyclone, but it doesn't have to, it's close enough. At least that I could use for a few standalone missions, though not in the official LotV manner. Automated AA, maybe, perhaps homing MRLS...
Hi IskatuMesk, It depends, usually I can do the UV works, but if the model has very huge numbers of chamfers and extrusions, the UV works will be very hard.
Today there are some new stuff, the Batman's hook is made by nanakey and me, with both editor skills and model animations. The footman is a request from a Russian team.
I started to use DeviantArt, it's cool, now I can use the picture links instead of uploading attachments.
I'll see about modeling a new Terran Battlecruiser sometime and we can go from there. I would eventually like to redo most terran air units, make some tanks and such, and make a bunch of protoss stuff.
There are 2 things: art style of models and technical style of modelling, I meant the second. Even though I approve your humorous typical features elicitation attempt.
If you have some constructive critics and improvement ideas, you could expound them in a separate thread to discuss. Even if you mean art style of the models. But better both, art style and technical approach to modelling.
I don't really care to discuss much further than that. It is pointless in this community. My results, if I choose to make them public, should speak for themselves when the time comes. Needless to say, what I have shown of my Retribution work can't really apply to sc2. I will aim more for Delphinium's style of modeling.
Hi DrsuperEvil, in our tests, it works very nice at most situations, when the distance is too long away, at the end of the ability, there will be small defects (the Zeratul model already recovered to Stand animation.), also if there are artificially obstacles on the way, the character will cross the model with no collisions. In my opinion, it's a very smooth and robust ability, but can't afford the situation that we didn't design for it.
Hi guys, I have recovered. These days I have worked on some models that I can't share publicly though.
So let's enjoy the mudfish as always.
There are a very cool test model here, I will invite zolden to write a thread for this together. It's very powerful and can help us to do very cool works.
I have made one of my biggest error on this btw. Sorry for that I have told many new guys that it's bugged.
@Delphinium1987: Go
I think I like your idea for the cyclone better than blizzard's. If it had limited missles it'd be allowed to be much stronger as it wouldn't last nearly as long, as at the moment it's super op.
The model looks much improved. Very nice work Delph as always :D
As for the balance, it is standard (or at least for Blizzard it is) and has been stated that balance is of little concern at this time, design is of utmost import. Numbers are easy to tweak, design is not. Once the design is finalized, then we will see number tweaks. Currently I would say the design is good, maybe with some refinement, then with number tweaking it will be balanced (range adjustments, attack speed, damage, etc.)
Here's a question, Delphinium. If I made meshes, would you be able to UV/texture them? I could handle the animations and particles after that. Hell, even just UV'ing them would be nice (I could try to cobble together textures out of vanilla assets).
@Delphinium1987: Go
I'd actually keep this model just the way as it is. It's not the exact Cyclone, but it doesn't have to, it's close enough. At least that I could use for a few standalone missions, though not in the official LotV manner. Automated AA, maybe, perhaps homing MRLS...
@IskatuMesk: Go
Hi IskatuMesk, It depends, usually I can do the UV works, but if the model has very huge numbers of chamfers and extrusions, the UV works will be very hard.
Today there are some new stuff, the Batman's hook is made by nanakey and me, with both editor skills and model animations. The footman is a request from a Russian team.
I started to use DeviantArt, it's cool, now I can use the picture links instead of uploading attachments.
@Delphinium1987: Go
The Batman's hook is likely the second coolest thing I've ever seen anyone make in the editor. Fantastic job.
@Delphinium1987: Go
I'll see about modeling a new Terran Battlecruiser sometime and we can go from there. I would eventually like to redo most terran air units, make some tanks and such, and make a bunch of protoss stuff.
@IskatuMesk: Go
I wish you develop sc2 modelling style first.
It's not that difficult, actually:
Terran: Bulky and gritty.
Protoss: Sleek, shelly and with blue orbs everywhere.
Zerg: Dark skin with scaled carapace, but also with tusks, horns, spikes and pustules.
@DeltaCadimus: Go
There are 2 things: art style of models and technical style of modelling, I meant the second. Even though I approve your humorous typical features elicitation attempt.
All right we have a batman, now we need a batman enemy boss.
@Zolden: Go
Easy, I'll just do what I did for brood war. Though my end goal is to steer heavily away from Blizzard's so-called "style".
If you have some constructive critics and improvement ideas, you could expound them in a separate thread to discuss. Even if you mean art style of the models. But better both, art style and technical approach to modelling.
I don't really care to discuss much further than that. It is pointless in this community. My results, if I choose to make them public, should speak for themselves when the time comes. Needless to say, what I have shown of my Retribution work can't really apply to sc2. I will aim more for Delphinium's style of modeling.
@Delphinium1987: Go
Awesome hook, also love the UI. Great job!
Hey Delphinium, Did you get my PM?
@HenriFromNull: Go
Hi Henri, Sorry I just got ill these days, I will reply you later.
Best wishes.
@Delphinium1987: Go
Nice mover on the grapple, how robust is the ability?
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
@DrSuperEvil: Go
Hi DrsuperEvil, in our tests, it works very nice at most situations, when the distance is too long away, at the end of the ability, there will be small defects (the Zeratul model already recovered to Stand animation.), also if there are artificially obstacles on the way, the character will cross the model with no collisions. In my opinion, it's a very smooth and robust ability, but can't afford the situation that we didn't design for it.
Hi guys, I have recovered. These days I have worked on some models that I can't share publicly though. So let's enjoy the mudfish as always.
There are a very cool test model here, I will invite zolden to write a thread for this together. It's very powerful and can help us to do very cool works. I have made one of my biggest error on this btw. Sorry for that I have told many new guys that it's bugged.
the last things are some simple stuffs.