wraithseeker
Tired.
- Reaction score
- 122
You keep polys low to keep the filesize low I think. Warcraft doesn't use over 1000 polys and unless you are making a high quality model, you shouldn't really need much polys.
So, how about a "Stumble" ability for zealots? While an enemy has its back turned, the Zealot trips the enemy, immobilizing them for 2 seconds while the enemy regains its posture(.5 seconds for heroes?).Foot soldiers also use trip attacks to reduce the odds that their prey will escape.
Looks pretty good, good luck with modelling, it looks pretty difficult, though I've never tried...I should though...just for fun.wowwiki just suits ideas and lore guide lines.
And yeah, the trip animation thing.
Anyways, the guy I was working on above was more of a canvas for me to learn. The model wasn't turning out so good.
Plus, I might have a modeler. He said he'd make the Plague Eruptor and be part of my project, but I haven't gotten any mail since then.
So, I've been working on the Blightwing and gotten a lot of progress (it's supposed to be a pretty small model).
All that's left is to add some arm/wing things. However that's the hardest part. Let me show you my inspiration.
Finished. Well, it's still WIP.
This is 1972 Polies. I know its way over the norm, but seeing as how this is a single player game, it will work fine. Am I right?
Anyways, seeing as how I'm new to modeling, would a pro care to look at it? I used Milkshape. Just ask for the PM.
Oh dang, orcs always get left out...I'd have to see your story, but I might be able to give some suggestions, I'm sure a lot of orc players would be dissapointed if they weren't in there. Fortunately, I play as the undead and its almost mandatory that they be in a WC campaign.It will probably be harder to animate this way, but I've already began construction of the bones of the model for animation so I'll keep it the way it is.
I'm not seeing any place for an Orc campaign, so I'm thinking they will have a special "Rexxar" type map. That might be online or offline.
Oh dang, orcs always get left out...I'd have to see your story, but I might be able to give some suggestions, I'm sure a lot of orc players would be dissapointed if they weren't in there. Fortunately, I play as the undead and its almost mandatory that they be in a WC campaign.
I concur. lol.Wc3shadys Orc units are better though
Partially. It also has revised melee and a new race. And also see this:Is this simply a Blizzard-like campaign? Where you must build an army and destroy your enemies? Except it has complex triggering and other features?
[New Game-Play Modes]
A number of missions in Warcraft IV: the New Age will feature new Game-Play Modes (Game-Play Modes as in TDs, AoS', etc).
Here are some examples -
Buildings, Towers Defenders
BTD
Spoiler!
In BTD, you have a fortress and your enemy has a fortress, You have a fortress wall where you can upgrade towers (which may be just stationary ranged units and spell-casters). On this wall is a gate to your fortress you have to defend. Your hero is on the battlefield, to defend from incoming enemy units. So there is no maze. With the money you get from killing enemy units, you can train units. Buildings cost, but units are free (with fairly quick build times). There are however upgrades that you need to get for certain units that do cost. When you train a unit, it automatically gets teleported to a spawn area connected to your wall that leads into the battlefield area. You have to use synergy between your towers, units and heroes to fight the enemies off. Then, you push your army (BTDefenders) to the enemy gate to destroy it and win. However, your towers aren't that long ranged, and you have to deal with enemy towers.
Aeon of Strife: Defense
AoSD
Spoiler!
In "AoS Defense", it basically an AoS, with differences. First of all, your in a base surrounded by a path with 4 entrances, which you must defend. There is a path to the path/circle surrounding your base, which also leads to the enemy base (there is one entrance to the enemy base). While your team has 4 heroes, the enemies have 8. However, your heroes are more powerful (not by too much though) and you have defending units and towers that you can upgrade. In the beginning, you get to pick between the four heroes on your side, and the other 3 will become AI controlled.
Siege
Siege
Spoiler!
Siege has a rather simple layout. You control hero(es) and units, and are supposed to raid a fortress. At your starting point, there is a spawn point that heals you fully etc. This has a number of runes around it, which is equal to the numbers of lives you have. You can find new lives in hidden parts of the fortress/dungeon you're going to raid. Now the fortress has different "levels", or parts with check points at the end of them. These levels each hold different items you can only gain there, and lives, and unique puzzles and encounters. Once you enter a level, the only way to leave is to die or reach the check point. Check point areas are separate rooms in between levels, and you can enter the next level through them but once you have reached a check point you can't access previous levels. At the spawn point, there is a portal the teleports you to your latest check point. Check points fully heal you; also, once you reach your first check point, the gate in the front of the fortress to the first level becomes locked.
I have noticed this up for some while, and it hasn't shown any form of map or screenshot.
It's OK - I am slightly offended at the fact you didn't even fully look at the front page before saying that the progress I have made is incompetent.I don't want that to sound mean but... it's just what I think.
The Blightwing.Also, what is that model up above this post?
OK, your a BETA Tester.
With tech-trees, if you have any ideas at all, just post them.
Anything: heroes, units, whatever.
With plots, I don't show the whole script to just anyone. The only one who knows than what the first page shows is kingbdogz. I mean, I feel sort of edgy about releasing that sort of thing. I'd only give it to dedicated members and people who have given tons of feedback (like captainrads).
True that, even my map was a pain in the ass, and footies isn't that complicated. There was just a lot of bugs and I even had to leave traps out for the next version because for the life of me I cannot figure them out...yet, I have my ways and ideas, I think I've got a solution for that, it just takes awhile to think these things out.What is with these questions lately? Do you people seriously think that making 5 or so campaigns is easy or takes a few months? Well you better pack your stuff up if you think that because things like this can take YEARS and mainly because no one is willing to join a project of this size. Lucky me and Wc3shady back each other up and the fans of our projects or our campaigns would be dead (it's the truth for me anyway).
Also, just because there are no screenshots that doesn't mean there is no progress, and I don't mean in planning but melee.