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Natac
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Post subject: Re: Introduction and Tower ideas Posted: Mon Jul 13, 2009 11:57 am |
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Joined: Sat Feb 17, 2007 12:54 am Posts: 2423 Location: Germany YouTD Score: 287
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The Transmogrifier is okay. But its to boring for unique tower. (Add some cool iron effects)
Ive also some points about the Ancient Curse: - The Lightnings arent a good idea: a) Its more a strom doodad, then a darkness one. b) There end in a special hight, which is really ugly ingame (especially cause of they are permanent) - The ground-texture is much to big. Its the old problem from CF, that there is no small undead one.
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MasterCassim
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Post subject: Re: Introduction and Tower ideas Posted: Mon Jul 13, 2009 12:00 pm |
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Joined: Sat Jun 13, 2009 1:15 am Posts: 2246 YouTD Score: 53
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I added this ground : ) The ground he uses was much bigger ^^
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MasterCassim
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Post subject: Re: Introduction and Tower ideas Posted: Mon Jul 13, 2009 12:07 pm |
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Joined: Sat Jun 13, 2009 1:15 am Posts: 2246 YouTD Score: 53
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One thing. Your first tower is too big. You could display the tower region and there you can see where you have to place your stuff. I changed the model to the right size, displayed the region and took a screenshot. Then it looks so:  You have to scale your things a bit.
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Osaka
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Post subject: Re: Introduction and Tower ideas Posted: Mon Jul 13, 2009 12:32 pm |
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Joined: Sun Jul 12, 2009 11:05 pm Posts: 26
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Thx for taking the screenshots. So what is your impression of the models? I have to admit I`m not in the least satisfied, but at least its a start.
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MasterCassim
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Post subject: Re: Introduction and Tower ideas Posted: Mon Jul 13, 2009 12:35 pm |
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Joined: Sat Jun 13, 2009 1:15 am Posts: 2246 YouTD Score: 53
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Read Natac's suggest. He is always very good in designing towers : ) Natac wrote: The Transmogrifier is okay. But its to boring for unique tower. (Add some cool iron effects)
Ive also some points about the Ancient Curse: - The Lightnings arent a good idea: a) Its more a strom doodad, then a darkness one. b) There end in a special hight, which is really ugly ingame (especially cause of they are permanent) - The ground-texture is much to big. Its the old problem from CF, that there is no small undead one.
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Osaka
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Post subject: Re: Introduction and Tower ideas Posted: Mon Jul 13, 2009 12:40 pm |
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Joined: Sun Jul 12, 2009 11:05 pm Posts: 26
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Oh, didn't see there was a second page -.-', sorry.... . About the ideas for changing, I`m gonna implement them sometime today or tomorrow. Btw. does anybody have an idea how the fog effect that comes out of the crypt in wc3 is called? i wanted to use that one instead of the lightning, but couldn't find it... Thx
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Natac
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Post subject: Re: Introduction and Tower ideas Posted: Mon Jul 13, 2009 1:12 pm |
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Joined: Sat Feb 17, 2007 12:54 am Posts: 2423 Location: Germany YouTD Score: 287
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Did u mean the working animation? I dont know any other effect on the crypt. Perhaps upload a screenshot to show us this fog
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Osaka
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Post subject: Re: Introduction and Tower ideas Posted: Tue Jul 14, 2009 6:21 pm |
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Joined: Sun Jul 12, 2009 11:05 pm Posts: 26
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Ok, here are the changed versions of the two towers. Hope it is better.... . And how to resize the ground in the Ancient Curse, i have no idea.... it was either bigger or way bigger.
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MasterCassim
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Post subject: Re: Introduction and Tower ideas Posted: Tue Jul 14, 2009 6:58 pm |
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Joined: Sat Jun 13, 2009 1:15 am Posts: 2246 YouTD Score: 53
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First, both towers have some effects. I tryed to get them but you should look in the map for a better overview.   But there is a problem with the Transmogrifier. Where to get the model for the different metals? I didn't find any units / creeps that look like metals. :/
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Osaka
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Post subject: Re: Introduction and Tower ideas Posted: Tue Jul 14, 2009 11:24 pm |
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Joined: Sun Jul 12, 2009 11:05 pm Posts: 26
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How about changing the creep-colour? or use maybe use the flying boxes or the mechanical gnomes and change the color of them? or is it possible to exchange the creep with a destroyable doodad? thenwe could use thedifferent rock...
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MasterCassim
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Post subject: Re: Introduction and Tower ideas Posted: Tue Jul 14, 2009 11:47 pm |
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Joined: Sat Jun 13, 2009 1:15 am Posts: 2246 YouTD Score: 53
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Osaka
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Post subject: Re: Introduction and Tower ideas Posted: Tue Jul 14, 2009 11:54 pm |
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Joined: Sun Jul 12, 2009 11:05 pm Posts: 26
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oh, and in regards of colours, don`t wonder if some colours in things I do are a bit of or so. I am nearly colourblind....
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MasterCassim
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Post subject: Re: Introduction and Tower ideas Posted: Wed Jul 15, 2009 12:13 am |
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Joined: Sat Jun 13, 2009 1:15 am Posts: 2246 YouTD Score: 53
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So new infos. It would be possible but there is no solution to export units in the testmap so there is the problem to create units that look like these rocks. Only if I create these units manually in the test map it works. But perhaps geX will add a feature to export customized units.
I'll try and find an other solution but I think there is none atm.
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Osaka
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Post subject: Re: Introduction and Tower ideas Posted: Wed Jul 15, 2009 12:11 pm |
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Joined: Sun Jul 12, 2009 11:05 pm Posts: 26
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I got another idea for the ice tower... is it possible to create a zone between two towers that has a certain effect, like the burning oil just with a different shape? if yes, then "all" that has to be done is impplement the zone, and the tower will cast a frostbreath without effect into the desired direction. And how do i stack doodads? i can only but them into each other....
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MasterCassim
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Post subject: Re: Introduction and Tower ideas Posted: Wed Jul 15, 2009 12:16 pm |
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Joined: Sat Jun 13, 2009 1:15 am Posts: 2246 YouTD Score: 53
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Stack? You want the doodad to fly? Select the doodad and press "STRG" + "Picture Up" or "Picture Down". The doodad will change its high.
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