Whoa whoa whoa, let's everybody hold up. What was this thread about? Legacy. It's basically transformed into a 'let's point out every conceivable flaw to do with Sc2' discussion. Now, please try to reel it back, and discuss ideas for the release of Legacy of the Void (the campaign, ideally). If you want to keep hating on Sc2 with criticism (constructive or not), please make a separate thread.
Now, what kinds of unit upgrades do you guys expect for the campaign Protoss?
I've already discussed this in a similar thread I created on the Battle.net forum, but I'll re-state some ideas here:
PROBE
Advanced harvesting
Mineral and vespeign harvest rate increased by 20%
Priority warp in
Pylon build time reduced to 0
STALKER
Void missiles
Attacks deal splash damage, and +2 damage to primary target
Salvo flash
When the Stalker blinks, small Aoe damage is dealt in a short radius around it upon reaching its destination
CARRIER
Compact hangars
Carrier may hold 4 additional interceptors
Annulo cannon
The Carrier fires a powerful energy beam to a single target, dealing 350 damage and splash damage, costing 100 of what would be a 150 energy cap for the Carrier
TEMPEST
Void energy
Attacks deal splash damage (do they already?), and deal +30 damage to primary target
Static cells
Ground attacks leave a psi storm-like field that deals DoT to units (lasts 4 seconds)
GENERAL STRUCTURE ALTERATIONS:
All structures
Build times reduced by 10-25%, depending on the particular structure (nexus reduced by 25%, photon cannon by 10%, etc)
Shield Battery
Useless as a common building, but could be a unique structure seen in some select missions
Nexus
Can be upgraded to have a permanent super-turret upgrade, which may be purchased (after being unlocked) in-game on each individual Nexus
Can also be upgraded to construct 2 probes at a time instead of one (original, I know)
Feel free to be as critical as possible about these ideas. Some may seem overpowered, so perhaps suggest tweaks?
How large is the map (tiny, small, medium, large, huge, epic)?
And could you make a simple top-down schematic of the map using like paint or something similar, to give an idea of where things are.
If we could get a basic schematic, I could start phase one of the terrain (just basic cliff shapes). From there, the basic cliffs could be used in combination with triggering and whatnot. Once all that is done (not 100% finished, but mostly put together besides polish) I can start detailing some areas, and make more interesting cliff shapes.
If you want (and if this project gets any takers), I'd be happy to do the terrain work for you. I'm pretty well-versed when it comes to terraign colour, contrast, and doodad positioning.
While it's NOWHERE NEAR any sort of completion (NONE of the areas on this map have fully-finished details, especially the 'cave' area), here is a map I've been terraigning for the past 3 days. In my head I designed it around being a theoretical campaign-style map.
I'll upload images and the map file if you want a closer look.
(you'll notice some parts have more detail than others =])
You know, if you could create game cameras where you'd like screenshots, and post the map file, I would gladly take the screens at max settings for you and upload them.
Nice job on the perspective, but I might try to add some miscellaneous details in the foreground, like rocks, dead bushes, etc. Just try to experiment with dead plants and the like to see if it can make it even better.
As for fog; ugh. While I'm sure others could give full descriptions, I would personally suggest that you just play with the settings yourself. When your working with a perspective as seen in your image (not top-down), the fog controls get a lot more tricky to operate.
Howdy, haven't posted much in a while, and thought I'd throw in an entry for this WTE. I tried to be creative and made the 'ash' nuclear fallout, which is gathered into piles around a barren city some time after a substantial war.
EDIT: By the way, is there any way to rotate the background skybox? only after seeing the 'finished' product did I see that I happened to choose the least dynamic part of the sky - it's basically a big dark grey-blue blob.
NOTE: These are just mash up images; they aren't fully detailed yet, but because I'm going to be very busy till next week I thought I'd put these up at least.
Maybe we could try a "real life" theme, if it's not been attempted before. You'd pick a real life thing... say, a monument or building, and try to re-create it in the editor.
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So that explains it. I wonder if we'll get to explore the Aiur underground, in a possible attempt to locate the khaydarin crystal.
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Whoa whoa whoa, let's everybody hold up. What was this thread about? Legacy. It's basically transformed into a 'let's point out every conceivable flaw to do with Sc2' discussion. Now, please try to reel it back, and discuss ideas for the release of Legacy of the Void (the campaign, ideally). If you want to keep hating on Sc2 with criticism (constructive or not), please make a separate thread.
Now, what kinds of unit upgrades do you guys expect for the campaign Protoss?
I've already discussed this in a similar thread I created on the Battle.net forum, but I'll re-state some ideas here:
PROBE
Advanced harvesting Mineral and vespeign harvest rate increased by 20%
Priority warp in Pylon build time reduced to 0
STALKER
Void missiles Attacks deal splash damage, and +2 damage to primary target
Salvo flash When the Stalker blinks, small Aoe damage is dealt in a short radius around it upon reaching its destination
CARRIER
Compact hangars Carrier may hold 4 additional interceptors
Annulo cannon The Carrier fires a powerful energy beam to a single target, dealing 350 damage and splash damage, costing 100 of what would be a 150 energy cap for the Carrier
TEMPEST
Void energy Attacks deal splash damage (do they already?), and deal +30 damage to primary target
Static cells Ground attacks leave a psi storm-like field that deals DoT to units (lasts 4 seconds)
GENERAL STRUCTURE ALTERATIONS:
All structures Build times reduced by 10-25%, depending on the particular structure (nexus reduced by 25%, photon cannon by 10%, etc)
Shield Battery Useless as a common building, but could be a unique structure seen in some select missions
Nexus Can be upgraded to have a permanent super-turret upgrade, which may be purchased (after being unlocked) in-game on each individual Nexus Can also be upgraded to construct 2 probes at a time instead of one (original, I know)
Feel free to be as critical as possible about these ideas. Some may seem overpowered, so perhaps suggest tweaks?
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@Exaken: Go
Not bad!
Perhaps you could play with the colour of the ice cliff doodads, to make them match more to the white snow.
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Ok, so I whipped up a quick schematic. It is very basic, but it gets to the point.
Black - Cliff (impassible terrain)
Teal - Ground
Red - Enemy spawn locations
Orange - Attack path of spawns
Blue - Hero base
green - Spawn / possible revive area
Is this what you had in mind, essentially?
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So to make some things clear:
Is this one map or multiple?
How large is the map (tiny, small, medium, large, huge, epic)?
And could you make a simple top-down schematic of the map using like paint or something similar, to give an idea of where things are.
If we could get a basic schematic, I could start phase one of the terrain (just basic cliff shapes). From there, the basic cliffs could be used in combination with triggering and whatnot. Once all that is done (not 100% finished, but mostly put together besides polish) I can start detailing some areas, and make more interesting cliff shapes.
0
@abvdzh: Go
If you want (and if this project gets any takers), I'd be happy to do the terrain work for you. I'm pretty well-versed when it comes to terraign colour, contrast, and doodad positioning.
While it's NOWHERE NEAR any sort of completion (NONE of the areas on this map have fully-finished details, especially the 'cave' area), here is a map I've been terraigning for the past 3 days. In my head I designed it around being a theoretical campaign-style map.
I'll upload images and the map file if you want a closer look.
(you'll notice some parts have more detail than others =])
0
(Very simple)
Blend Kaldir tileset cliffs!
Steps:
1: Place snow drift-large doodad at base of wall, between the two cliff types.
2: Place an iceworld rock-large doodad at the base of the wall, between the two cliff types.
3: Raise the height of the rock until the wall clip is concealed!
This obviously isn't the only way to blend two cliff types, but it is certainly one way.
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@tatatatate: Go
You know, if you could create game cameras where you'd like screenshots, and post the map file, I would gladly take the screens at max settings for you and upload them.
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A little late to the party I guess, but I'll throw one in anyway!
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@SirDeeDs: Go
Nice job on the perspective, but I might try to add some miscellaneous details in the foreground, like rocks, dead bushes, etc. Just try to experiment with dead plants and the like to see if it can make it even better.
As for fog; ugh. While I'm sure others could give full descriptions, I would personally suggest that you just play with the settings yourself. When your working with a perspective as seen in your image (not top-down), the fog controls get a lot more tricky to operate.
0
Howdy, haven't posted much in a while, and thought I'd throw in an entry for this WTE. I tried to be creative and made the 'ash' nuclear fallout, which is gathered into piles around a barren city some time after a substantial war.
EDIT: By the way, is there any way to rotate the background skybox? only after seeing the 'finished' product did I see that I happened to choose the least dynamic part of the sky - it's basically a big dark grey-blue blob.
0
NOTE: These are just mash up images; they aren't fully detailed yet, but because I'm going to be very busy till next week I thought I'd put these up at least.
0
Maybe we could try a "real life" theme, if it's not been attempted before. You'd pick a real life thing... say, a monument or building, and try to re-create it in the editor.
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@Scbroodsc2: Go
Completely agree with the whole 'Ctrl+S' thing; I usually instinctively save like that repeatedly, without having actually made any changes.
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@Scbroodsc2: Go
"A pain to get all the pitch and roll you put"
Oh god, tell me about it. But I guess it paid off in the end. Thanks for the appreciation you guys!