Is it possible to get a protoss shield to animate at a certain area? I was thinking for a paratrooper thing they could be falling down with their shields burning up from being shot down from space. Just an idea I had with protoss units. Immortal could land with the hardened shield active and leave a ground indent
I have done Challenges 1,3 & 4. I have no idea how to set the air unit to prioritize units that can attack ground for Challenge 2. And 5 is just a scourge.
Continuing the Sentry/Carrier saga
Napalm
Deals 30 damage in explosions. Any ground units in the target area or enter within 6 secs will be burnt to death and run away from the centre. Notice that the explosion damage and the burning area spans across cliffs. Also notice that large units like Thor, Ultra and Colosus uses a larger fire model. (Those are the largest ground units I think)
Evacuate
Target a point, then a carrier warps in above the sentry, lands, loads in all the player's ground units within 3 range of the sentry. However, units moving into 3 range after the carrier landed will not be loaded. Once all units are loaded, the carrier rise up and unload cargo at the target point.
Paratroopers
Simply summon a carrier which fly to the target point and create 8 paratroopers (Zealots). Not paratroopers actually as they uses kind of jet pack rather than a chute. Notice that the Zealots can't move, attack and are considered air units before they land.
Would it be cheating if I make a video of a scourge suiciding in a battlecruiser for challenge 5? ;)
Yay, fast finish ftw.
Challenge 5
Planned to do this with Protoss
Seems I´m not the only one with this idea xD
But most likely I won´t have the time to make it :/
Is it possible to get a protoss shield to animate at a certain area? I was thinking for a paratrooper thing they could be falling down with their shields burning up from being shot down from space. Just an idea I had with protoss units. Immortal could land with the hardened shield active and leave a ground indent
I have done Challenges 1,3 & 4. I have no idea how to set the air unit to prioritize units that can attack ground for Challenge 2. And 5 is just a scourge.
Continuing the Sentry/Carrier saga
Napalm
Deals 30 damage in explosions. Any ground units in the target area or enter within 6 secs will be burnt to death and run away from the centre. Notice that the explosion damage and the burning area spans across cliffs. Also notice that large units like Thor, Ultra and Colosus uses a larger fire model. (Those are the largest ground units I think)
Evacuate
Target a point, then a carrier warps in above the sentry, lands, loads in all the player's ground units within 3 range of the sentry. However, units moving into 3 range after the carrier landed will not be loaded. Once all units are loaded, the carrier rise up and unload cargo at the target point.
Paratroopers
Simply summon a carrier which fly to the target point and create 8 paratroopers (Zealots). Not paratroopers actually as they uses kind of jet pack rather than a chute. Notice that the Zealots can't move, attack and are considered air units before they land.
Maps attached
Yay some more company for the challenges ;) And right on time, less that 1 hour to expiration time ;)
@Kueken531: Go
Just to buy some time for improving my maps.
We share reasons here...
@ftbhrygvn: Go
Wow. Those are really unique looking ftb, I really like what you did with all of them