I feel you could really work a bit on the white lowground part. I'm not sure if they'd fit in your vision, since I've never seen any screenshot of the source, but adding some depth feeling by making some unplayable height levels would greatly add to the immersion I think. Or if you wanna keep the white fog, atleast remove the black pillars.
Just one small thing, I'd make the rebirth animation ( the part where the new cerebrate pops up ) a bit more drawn out, if you get what i mean. At the moment it just currently "pops up" in about 0.5 seconds, since it seems it is some sort of channeling animation that once the new cerebrate shell comes up, it pulses some seconds then the new full cerebrate comes out of the shell. Make it a bit more natural.
But yea, this is amazing quality. Something that would come out of an abathur dlc or something like that ;)
Wait is this some kind of standalone mod you will release after you're done or like, some private stuff that will never be released? Because from a first look this is mass recall on steroid quality :D
School started, this means I have less time to work on the maps, but I'm slowly going on anyway.
What the problem is, is the mod. I have some planned changed to the tech tree and the units, which include some stuff from the co-op commanders and more.
Ideally, I'd have 1:1 copies of the standard units and then modify them directly. This would allow for easier implementation and keep the taldarim only abilities unavailable for the other protoss forces in the campaign. As of right now, I have the dark protoss upgrade that handles some of the modifications, but some others are hardcoded and that makes for some pretty shitty result.
So yea, I'm looking for someone to help me complete and optimize the mod. Most of the changes needed are fairly easy, so it would not be a hard job, just a tedious one. As an added bonus, the mod could also be released as a standalone mod to play in a multiplayer game with the taldarim units.
Sup. Trying something new. Though i may need to make the platforms larger to make more room for the units moving around. This is from mission 11, for anybody wondering.
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Me and another melee mapmaker are participating.
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uncheck height maps in the data editor for the tileset you're using
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making the best micro trainer ever. lets see how it goes.
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Really impressive terrain :)
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I feel you could really work a bit on the white lowground part. I'm not sure if they'd fit in your vision, since I've never seen any screenshot of the source, but adding some depth feeling by making some unplayable height levels would greatly add to the immersion I think. Or if you wanna keep the white fog, atleast remove the black pillars.
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Just one small thing, I'd make the rebirth animation ( the part where the new cerebrate pops up ) a bit more drawn out, if you get what i mean. At the moment it just currently "pops up" in about 0.5 seconds, since it seems it is some sort of channeling animation that once the new cerebrate shell comes up, it pulses some seconds then the new full cerebrate comes out of the shell. Make it a bit more natural.
But yea, this is amazing quality. Something that would come out of an abathur dlc or something like that ;)
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Trailer is here!
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This might very well be the best mission of the campaign yet.
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Maybe!
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Wait is this some kind of standalone mod you will release after you're done or like, some private stuff that will never be released? Because from a first look this is mass recall on steroid quality :D
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Sup
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Update;
School started, this means I have less time to work on the maps, but I'm slowly going on anyway. What the problem is, is the mod. I have some planned changed to the tech tree and the units, which include some stuff from the co-op commanders and more. Ideally, I'd have 1:1 copies of the standard units and then modify them directly. This would allow for easier implementation and keep the taldarim only abilities unavailable for the other protoss forces in the campaign. As of right now, I have the dark protoss upgrade that handles some of the modifications, but some others are hardcoded and that makes for some pretty shitty result. So yea, I'm looking for someone to help me complete and optimize the mod. Most of the changes needed are fairly easy, so it would not be a hard job, just a tedious one. As an added bonus, the mod could also be released as a standalone mod to play in a multiplayer game with the taldarim units.
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I hope it is not going to be always "destroy X generators/temples/whatever" missions :)
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Sup. Trying something new. Though i may need to make the platforms larger to make more room for the units moving around. This is from mission 11, for anybody wondering.
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Great stuff on the protoss briefing room, I especially like the lighting. Also, that Aldaris portrait is sick.