View Full Version : New Mod?
Dark_Soul74
02-08-2004, 11:03 AM
Last update: 4/6/04
New Features:TerranHellfire DropshipUpgradeable from the standard Dropship. 175 health, 2 armor, 8 damage(+1 bonus) cluster of Hellfire Bombs, and the ability to drop Irradiation Bombs and hold six slots of units.
Covert Operations Ballistics Recall Agent(Filling in later)
Cargo HoldAllows the use of the Battlecruiser, Science Vessel, Wraith, and Valkyrie as dropships. They each get a certain sized area to hold units, depending on their own size. Costs 350 minerals and 350 gas.
Hellfire Irradiation Cluster Bomb
(Filling in later)
ProtossMerge Templar
Buildable at the Gateway. Requires Templar Archives, Observatory, and Arbiter Tribunal. 300M, 300G, 4 supply cost, 25 damage(+2 bonus) Energy Surge, can cast Psionic Storm, and warp in Temple.
Temple
Most details to be completed later. This building is the only way to summon Ta'Anon.
Ta'Anon
(Filling in later)
Hyperdrive ShuttleUpgradeable from the standard Shuttle, this is much faster. 80 health, 10 shields, no armor, no attack, and standard space capacity.
Psionic RiftThe most destructive ability of them all, the Psionic Storm is only castable by the Dark Archon. It deals massive damage, exactly as the Psionic Storm does.
ZergPyreliskIscript masterpiece-to-be. Factors undecided. Graphics to be Hydralisk, with iscript additions of several small smoke spews. If iscript modifications undoable, graphics as whole will be modifed.
AlphalingUpgraded Zergling. 95 health, no armor, 8 damage(+2 bonus), and upgradeable to Betaling. Zergling graphics.
BetalingUpgraded Alphaling. 190 health, 1 armor, 15 damage(+2 bonus), and upgradeable to Omegalisk. Enlarged Zergling graphics.
OmegaliskUpgraded Betaling. Factors undecided.
RevertionReturns building to Drone form. Drone abilities depend on the building used. 200 minerals and 200 gas to research.
DroneSpawning Pool, Extractor, Creep Colony, Hydralisk Den, Evolution Chamber, or Nydus Canal. Gain 25 minerals.
DronlingSpore Colony, Sunken Colony, Hatchery, Queen Nest, or Spire. Gain 75 minerals. 125 health, 1 armor, and 12 damage(+1 bonus). Drone graphics.
TiratalingLair, Greater Spire, Ultralisk Cavern, or Defiler Mound. Gain 75 minerals and 25 gas. 210 health, 2 armor, 20 damage(+1 bonus), and can 'Spawn Dronling' for 75 minerals and 25 gas. Drone graphics.
DecaliskHive. Gain 150 minerals and 75 gas. 320 health, 3 armor, 35 damage(+2 bonus), and can 'Spawn Dronling' for 75 minerals and 25 gas, as well as 'Evolve' into a Monolisk. Slightly modified Drone graphics.
MonoliskEvolved from Decalisk. 480 health, 4 armor(Possibly upgradeable to 8), 25 x 2(+3 bonus) 'Claw Attack'(set-up similar to Zealot), 45(+2 bonus) Poison Spines(Radial Splash), and the ability to 'Spawn Dronlings'. Graphics undecided.
Music By DJTwon
Modified Screen Graphics By StealthyDeath
Help By BSTRhino
UED77
02-08-2004, 11:06 AM
Sure, I'm into it, especiall now that we don't have to worry about BlizzSCUMS... for a while.
UED77
Kaja-TG
02-08-2004, 11:39 AM
Archon Split would bo cool.
Bombs for the dropship, Dunno.
'Phasing-Out' I don't think would be cool, becuse then people can spy on you and you can't do anything about it.
Fire Attack for the Zerg, Cool.
'Irradiation Seeker Missiles' Cool.
Spider Mines moving coooooooooool, also being able to build them would be cool.
Shuttle Hyper Drive, NO, then you could just drop any unit in the middle of any base, NO NO NO.
Dark Archon Blast, Nay leave that to the Archons.
Dark_Soul74
02-08-2004, 11:51 AM
The hyper drive will cost money to start, and require energy, which it will drain. Also, it will be very easy to hit and be very vulnerable.
The 'Phasing-Out' ability will instead make the Templar visible and vulnerable, but heavily armored to make the ability actually useful.
The Dark Archon attack is there to make the DA able to actually defend itself. You don't like spending hundreds of minerals and gas, and take 5 minutes out of the game to make one, then have it killed by a swarm of Zerglings, do you?
The bombs for the Dropship were pre-existing. All I did was plug it into the Dropship and make the graphics work. I beleive they were left from the testing stages. I also made a little weapon icon for the bombs.
dunchy
02-08-2004, 12:25 PM
Heh, I seriosly thought that you were trying to ask to be come a mod of the forums, not a bad thing mind you, but reminds me of another forum ;) With your merge templar idea, have you considered the option to merge light and dark archon at all?
Dark_Soul74
02-08-2004, 12:29 PM
The merge templar is going to be a High/Dark templar mix, probably buildable from the Gateway, but I don't know if it is possible to detect if you have selected at least 2 seperate kinds of units. I will look into it once I get onto the computer that I have the modding programs on. Also, what do you think that it should look like? Some picture would be nice, since I would have to create custom graphics.
Anyone have any other suggestions?
Doom_Dragoon
02-08-2004, 1:28 PM
There was a HT/DT archon in the BW Alpha (or was it beta). It looked pretty cool. Red Aura with Blue person if not mistaken.
That's different. Also, a suggestion... if you have time to incorporate it, have an observer get energy, and be like a mobile shield generator. I always wanted to see units that could do that. Observer would be perfect, in my opinion... Plus, it's pretty simple if I'm thinking about it the right way.. I could be wrong, though, as I haven't ever finished a really good mod like yours before... o.O
~Larry "Geno" Meyers
Case_in_point
02-08-2004, 2:19 PM
Just adding on to what Doom Dragoon said, you can use the Flingy editor in Arsenal III and give the archon a green or orange tint, which I think looks kinda neat.
EDIT;
My bad, it's the image editor, not the flingy.
http://www.campaigncreations.org/starcraft/bible/chap4_a3images.shtml
That should show you how to do it.
Dark_Soul74
02-08-2004, 2:21 PM
How do you do that?
BSTRhino
02-08-2004, 6:38 PM
You change the palette colour.
Remember what I said about the images.dat editor in Arsenal III Dark_Soul? It corrupts the file. But, you'll have to see it for yourself to know what I mean.
Dark_Soul74
02-08-2004, 6:45 PM
Case in point edited his post to tell me, so that part is answered.
Anyone have any other suggestions for the mod, I'll also need a name. ;)
Doom_Dragoon
02-08-2004, 6:48 PM
Abyss Stalkers. Oh yeah... ;)
StealthyDeath
02-08-2004, 7:56 PM
I think this is really going to go somewhere. The only thing is, is possible to split the Archon and DA? I haven't seen anyone try it. It might be a cool if you get it to work.
Dark_Soul74
02-08-2004, 7:57 PM
I will tell you what I am trying via PM. It's obvious, but it's so obvious that nobody notices it.
BSTRhino
02-08-2004, 7:57 PM
He's got an idea that is possibly feasible. We'll see.
ZeroDarkStar
02-08-2004, 8:00 PM
God, I wish I could mod.
But map-making is more my thing.
Dark_Soul74
02-08-2004, 8:02 PM
I mean, it works for the *********, and *******, does it not?
There are also other things I have planned, but I forgot where I put the list. I can put them up tomorrow.
I also still need a good name and some more Zerg edits.
(Mind you, this is mostly ideas for now, the only completed things are marked off)
BSTRhino
02-08-2004, 8:05 PM
I wish I could mod my custom title right now...
StealthyDeath
02-08-2004, 8:57 PM
I'm sure you'll get to soon, BSTRhino.
I think you should use ArrEdit instead of Arsenal III to modify the images.dat, to avoid any corruption.
BSTRhino
02-08-2004, 9:00 PM
I always use Arsenal Zero. Poll time!
Battlecruiser
02-08-2004, 11:49 PM
workers that transform into attacking units by merging for no extra cost?
or a missile turret that shoots missiles at things at the ground?
StealthyDeath
02-09-2004, 11:18 AM
Missile turrets attacking the ground is possible.
Suggestions: Maybe like a lot missiles that can instead of doing damage it cast spells, like plague, ensnare, maelstrom or emp shockwave.
CODEZERO
02-11-2004, 9:20 AM
make the battle cruiser and reaver and all slow unit move faster
Dark_Soul74
02-18-2004, 11:32 AM
Updates!
Completed:
Bombs for the Dropship
'Irradiation Seeker Missiles', a weapon variation for the Scout that bounces from unit to unit, essentially casting a low damage and upgradeable 'Irradiation' on it
Shield Replenish Observer
Testing:
Archons and Dark Archons being ability to 'Archon Split' back into two of the appropriate Templars.
Dark Archons gaining a Psionic Blast attack like the archon.
Deciding Effects/Graphics:
Merge Templar. Unique variation of both Templars. Can cloak and cast some spells
High Templar/Dark Templar Archon
'Pyrelisk', fire-breathing Hydralisk upgrade.
'Spell Weapon' Effects
Other/Ability Assembly:
High Templars 'Phasing-Out', where they cannot attack or use spells, but are practically invincible and can move through anything, making perfect spies
Shuttle Hyperdrive. Shuttle ability giving it the ability to move anywhere on the map instantly. Requires things that may not be possible, since I am trying to make them die if they run out of energy and don't switch back, and need them to get Hallucination-like energy. Very weak while in this state.
C.O.B.R.A.(Covert Operations Ballistics Recall Agent), new Terran unit that is basically a robot snake that is used as a nuclear missile targeter(Graphics Implementaion, Unit Attributes).
Anyone have any new suggestions or comments? This is turning out quite well so far, though some things require too much to complete, such as the Spider Mine control, and I had to remove them.
Yay, DS! Glad to know someone is making progress around here :) eh, eheh... w/e -_-
Those under the "Other" section, have you already begun implementing those?
Are you planning to design graphics for the high/dark archon? You could take the Dark archon and do an RGB -> BGR filter in photoshop, that would make it nice 'n blue.
Would the "phasing out" be permanent?
Nice progress btw, keep it up!
UED77
Dark_Soul74
02-19-2004, 8:50 PM
Changes:
I have decided to make the 'Phase Out' ability be a permanent trait of the Merge Templar. It will be passively cloaked, pass through objects, have one spell, as well as red and black tinted graphics, and possibly an attack.
The Archon Split ability will be put on hold since after extensive testing I have found that the property is likely hard-coded, and crashes StarCraft if used improperly(IE Not on the Zergling or Scourge). BSTRhino remembers vaguely getting Ultralisks to spawn double, so if they find out what they did, I will restart work on this attribute.
I am currently working on tinting the Archon Energy and Dark Archon Being graphics to work properly together, and look acceptable for merged Merge Templars. (Hehe...)
I have planned out the statistics and the attack of the COBRA, and have started work on producing its Static Discharge attack. The Static Discharge weapon will be electrical in nature, looking similar to electrical attacks in Diablo II, and will bounce from target to target, dealing slight but upgradeable damage, hitting up to 6 targets.
I am planning on switching the Dark Archon Psionic Blast for a unique attack with its claws. This will deal minimal damage, but provide an appropriate attack for the otherwise defenseless, except in the right conditions, Dark Archon.
The Pyrelisk will require unique weapon graphics. I am currently planning them. They will probably be an orb of fire. The Pyrelisk itself will likely have its own graphics, or a modification of the palette.
I might have more to post, but for now I have to leave.
BSTRhino
02-19-2004, 9:23 PM
The key word was vaguely. It's not clear at all. But I think I did it for some reason. I'm not sure how though.
ChauSara
02-19-2004, 9:29 PM
Perfect! I've been missing out on too much. -_-
Kamikaze_Chicken
02-20-2004, 12:02 AM
ive been trying 2 make a dark/high temp archon for a while now but i can never get it 2 work
Valjean
02-20-2004, 12:10 PM
I got an idea for a zerg unit! I'll see if you like it!
hang on, I gotta go get teh stats, k? =P
*teh EDIT:
Hydraling ( :D )
Type: Light-Medium Assault Warrior
Core Genus: Hydralisk, Zergling
Primary Attack: Claws/Scythes
**something**Needle Spines
Burrow
Like Zerglings and Hydralisks, Hydralings will wait in the ground for their pray. Once an enemy reaches them, they'll come out and attack quick and then reburrow for a new opponent unless the forces seem to strong.
***
Armor Type: Medium
Supply: 1
Vespene Gas: 0
Mineral: 100
Hit Points: 45
Ground Attack Strength: 10
Air Attack Strength: 10E
Cooldown Rate: 15
Biological Unit: X
Detector: -
Attack Range: 5/0
Zerg Counter: Zergling
Protoss Counter: Zealot
Terran Counter: Firebat
(Hydraling) - [Hatchery] - [Spawning Pool]
Key: Bold=Unit Requires Italic=Unit Produced At
so...like it?
teh EDIT 2:
Make the Upgrades like dis:
*Spawning Pool
-Metabolic Boost=improves speed 25%
-Adrenal Glands=Cooldown rate goes down by 5
*Hydralisk Den
-Muscular Augments=improves speed 50%
-Grooved Spines=Increase in Airial attack range by 2
And of course make all evolution chamber upgrades avalable to the Hydraling.
Dark_Soul74
02-21-2004, 11:55 AM
I could do that, but what would it look like? Also, it'd need a better name. Compared to Pyrelisk(Fire Hydra), Covert Operations Ballistics Recall Agent(Snake thingy), Merge Templar, and Composite Archon, that name just doesn't work.
Valjean
02-21-2004, 3:25 PM
...how about, "accended zergling?" =P
and make it look like those things like in the BW intro. ^_^
Dark_Soul74
02-21-2004, 5:31 PM
Those things are Zerglings.
Anyone have any ideas about the Composite Archon? I'm thinking of giving it an Arbiter effect, but itt'll need more, probably being the most powerful BW unit. :p
Valjean
02-21-2004, 5:37 PM
Those things are Zerglings.
Since when do Zerglings have Hydralisk heads and scythes? O_o
Kamikaze_Chicken
02-21-2004, 5:38 PM
Composite Archon
Normal Stats:
Attack: Psionic Shockwave (alternates blue and red in the attack)
Dmg: 45 + 5 each upgrade
HP: 100
Shields: 400
Spells:
Mind Control: Same as Dark Archon
Psionic Storm: Stronger Then Templars Storm
StealthyDeath
02-21-2004, 8:49 PM
If you want a very powerful one. Use Maelstrom, Psionic Storm, and Ensnare for spells. Ensnare to slow a unit down, Maelstrom to stop a organic unit, and Psionic Storm to finish them off when they are either stopped or slowed down.
Dark_Soul74
02-21-2004, 9:33 PM
I don't think I want it that strong. :p
I will think about giving it a souped up Psionic Storm, as well as another ability suggested.
Is anyone good at drawing StarCraft style graphics? I need to make the Merge Templar have an attack like the Zealot, but I am unable to properly do so. IM me or PM me if you can do the above, and I will send you the neccesary files.
DJtwon
02-24-2004, 6:48 PM
Hey, could you give ultralisks an always on, low area around them, weakened plague? That would be pretty neat.
Dark_Soul74
02-24-2004, 8:08 PM
Sorry. Any possibility of that, if you could ever make an aura effect other than cloaking, creep, or pylon, was killed off with 1.10.
Update: I'll be including music by DJTwon here in the mod, to replace the old stuff we have come to know and hate. ;)
BSTRhino
02-25-2004, 1:27 AM
It is possible to make the ultralisk randomly launch plague as a secondary attack. Although, that's a cheap way of achieving something dumb, since all your own units with range will be plagued as well. Exception for the ultralisk who shot the plague.
Dark_Soul74
02-26-2004, 5:05 PM
Updates:
Merge Templar - Graphics will instead be the High Templar team color markings, all else removed. When attacking or using spells, the now red Templar Glow will fill in the gaps, going from dark to light and back again. I have decided to give it the standard Psionic Storm, as well as Maelstrom. Its attack will be called 'Energy Surge', dealing 25 + 2/bonus damage. The energy surge will be an attack that sends a surge of energy rushing at the enemy, dealing concussive damage. The Merge Templar will cost 250 minerals and gas, as well as 4 Psi. You can only train them at the gateway once warping in an Arbiter Tribunal and an Observatory.
Composite Archon - The graphics will consist of the Dark Archon body and the Archon Energy. They will be converted to be entirely team colors, to make it stand out. They will have the 'Psionic Burn' attack, a close-ranged bit of psionic energy that deals 35 + 3/bonus damage. The graphic will probably be something similar to fire. The Composite Archon will have the ability to cast Psionic Rift, and possibly recharge energy. The Psionic Rift ability will tear the fabric of that area apart, creating a giant vortex from that fault, dealing massive Psionic Storm-like damage.
C.O.B.R.A. - The C.O.B.R.A. will cost 75 minerals and 25 gas, taking up a scant 1 Supply. It will be able to do the bouncing 'Static Discharge' attack, dealing 8 + 1/level damage, bouncing up to 6 times. The C.O.B.R.A. will also live up to its acronym and be able to target nuclear missiles. You can build C.O.B.R.A.'s once you can train Ghosts, and they are buildable at the Factory.
Pyrelisk - The Pyrelisk will be a variation of the Hydralisk DNA strain, available by morphing the Hydralisk to it, much like a Lurker. I do not know what I will do with its graphics yet, but it will cost 75 minerals and gas, and it will be obtainable once it is researched. Its fireball attack has prexisting graphics which I will utilize to reduce the number of things I need to create. It will deal 17 + 1/level damage to either land or air.
Hyperdrive Shuttle - The Hyperdrive Shuttle will be an upgrade of the Shuttle. Utilizing new warpspace technology, and reducing the energy used on defensive shields, the Protoss have managed to create a Shuttle capable of reaching near-light speeds. It costs 100 minerals and gas to upgrade, requires a technology to be researched, and are slightly weaker than the standard Shuttle.
Hellfire Dropship - By reducing carrying capacity slightly, and utilizing Halo Rocket technology in bombs, the Dropship has become more efficient, and now has a defensive tool, the Hellfire Bomb. Dealing only slight damage, these weapons shoot in bursts similar to that of the Valkyrie's attack. Scattering across the ground, they deal 8 + 1/level damage to ground units, and can be fired at a fairly slow rate. To upgrade, it requires all the same things as the Valkyrie, as well as 50 minerals and 25 gas.
I still need at least 1 more unit for Terran and 2 for Zerg, as well an ability or so for Terran and Zerg. Any other suggestions? I might want a campaign to go along with this, so it can truly be considered an expansion pack. ;)
BTW, StealthyDeath, can I use your load-up screen?
StealthyDeath
02-26-2004, 5:15 PM
Of course Dark_Soul74. Doing a good job at this too. I can't wait to try it out. :)
Dark_Soul74
02-26-2004, 5:21 PM
Thanks, maybe everyone here at WarBoards can contribute just a bit? ;)
List of helpers:
- BSTRhino(Everything I Can't Do On My Own)
- StealthyDeath(Load-Up Screen)
- DJTwon(Musical...Uhh...Stuff)
I might edit the credits if I can find the right file. :p
StealthyDeath
02-26-2004, 5:34 PM
Rez\crdt_exp.txt is the Expansion credit list
Rez\crdt_lst.txt is the original one.
Duddits
02-26-2004, 6:41 PM
Ooo... the only blaring unbalence I see if that hyperdrive shuttle. That looks like it would give the reav drop an unholy advantage there. The cobra sounds cool though.
Dark_Soul74
02-26-2004, 6:49 PM
The Hyperdrive Shuttle is not cost effective in the long run if you aren't careful with them, since you have to pay 300 gas/minerals + waiting time + technology cost, then you have to get it by defenses(which you still have to do, I'm not making it teleportation), then you have to drop all your units, which will get hard having practically no shields. I think that balances it enough, though. If you have any suggestions, I'll see what I can do. :p
CODEZERO
02-26-2004, 7:40 PM
wow excellent it seems i may have to go back on starcraft and lose some time on warcraft i love the idea
:beer::chair:
Duddits
02-26-2004, 9:19 PM
AH! I have an idea for a new Zerg unit. You could either custom the graphics or use a zergling. My idea is to have a spy unit for the Zerg called a Masterling or Betaling. It will have the attack of a zergling but with a longer cooldown rate. When it cloaks, have the graphic dissolve out but leave the shadow remain and give it cloacked status.
Something that I though would be cool is instead of setting it's status to cloaked, set it too allied. That way units won't be able to attack them unless they click it since they can see the shadow. I'm not sure if you'd be able to do this without changing the status of the player... Meh... ya asked for idea :-/
Kamikaze_Chicken
02-27-2004, 3:31 AM
new terran unit: Kamikaze Bomber
The kamikaze bomber is basically a wraith but much smaller and quicker... its attack is suicide (or kamikaze... whichever you prefer) and upgrades are speed upgrade and slight attack increase (like a scarab on reavers) built at starport... requires control tower, science facility and physics lab
Duddits
02-27-2004, 12:26 PM
I forgot to mention a few things about the unit.
Pre req: Hatchery; Evo Chamber; Spawning Pool
50 Min. 50 Gas produced 1 Masterling. 26 sec build
Slightly stronger than a zergling
Has the ability Camouflage which makes it disspear except for it's shadow.
On the "cloaked" status of Camouflage, I had the idea of it being an allied unit instead of it being cloaked, change that. That would screw it because you'd be able to see the unit on the map. Instead you'd have to create a new status like allied but without the unit on the map.
Dark_Soul74
02-27-2004, 2:33 PM
Meh...I like creating new units for this. In fact, the only changes I keep in this version will be the new units and upgrades. I'd rather use something entirely new, since I am making this basically an expansion pack. :)
StealthyDeath
02-27-2004, 4:32 PM
Just want to know if you're going to make an AI script for this?
Dark_Soul74
02-27-2004, 4:42 PM
Well, if you are offering, the AI Scripts may as well get an update by you. ;)
StealthyDeath
02-27-2004, 4:49 PM
I would like to, but I'm not very experienced in this field. I'm already having troubles with my AI.
Dark_Soul74
02-27-2004, 4:51 PM
Ohhhhh....I thought you were saying you were going to offer your script/AISCRIPT.BIN. Oh well, I'll have to learn it myself if I want to upgrade. ;)
StealthyDeath
02-27-2004, 5:01 PM
Maybe you can ask Racine_ to write one for you. He did write one for harder comps. http://www.entropyzero.org/BroodwarAI.html
Dark_Soul74
02-27-2004, 7:29 PM
Hmm...I'll get the AI Scripts completed once I get everything else done. That way I can get the new units included. :p
Anyone have some ideas for completely original units or abilities? I plan to have 2 new units, 1 upgraded version of a unit, and an ability for each race.
Dark_Soul74
03-01-2004, 5:05 PM
Update:
Psionic Rift graphics created. I attached a .scx with the .grp in it. To get the .bmp's, open up the map with WinMPQ, extract the .grp, then decompile it in RetroGRP. Please tell me what you think. (PS PiXeLs, if you read this, I want to say that I got the base graphic from your site. If you have any objections, just say so.)
I have started production on the sounds for the C.O.B.R.A. I am basically done as it is. However, importation will be a problem if the system does not allow for new ones. However, the attack, death, and initial graphics can be used through ICE, so they aren't a problem.
I will edit the Merge Templar graphics to perfection over the course of this week, and will attempt at creating the engine flare for the Hyperdrive Shuttle.
Dark_Soul74
03-03-2004, 7:12 PM
What, nobody wanted to say something about them? I don't have my own webpage, so the next easiest thing to do is send them through AIM.
If anybody would like to help making graphics, you wouldn't be turned down, since I am somewhat...bad, at making stuff in Paint.
I am considering editing the plans for the Merge Templar, and have it only as it is while staying still. When it moves it will become but a mere shadow, and when it attacks it fills in with the modified red energy glow.
I might release a test patch containing information for the C.O.B.R.A. and some other units, if I can find a way to use 'em right in ICE.
SmoTHeReD
03-04-2004, 7:49 AM
I see that you like protoss... but your mod will seriously give protoss the advantage by making their units considerably stronger
Dark_Soul74
03-04-2004, 2:08 PM
Well, actually, I am turning this thing into as close to an expansion pack as I can get.
Each race will get 2 entirely new units, an ability, and an upgraded version of a unit available.
The Protoss have the Merge Templar, Composite Archon, Psionic Rift, and Hyperdrive Shuttle.
The Terran have the C.O.B.R.A., (unit), Irradiation Bomb(New), and Hellfire Dropship. (The Irradiation Bomb is an ability of the Hellfire Dropship, and it deals a bunch of damage, plus it irradiates the survivors. :p)
The Zerg have (Unit), (Unit), (Ability), and the Pyrelisk.
I have a proposal for the Zerg ability, tell me what you think. I want to give buildings the ability to revert back to the Drone, researchable at the Hive, and you get back a little bit, plus the Drone gets more powerful as you revert back to it from stronger buildings. This is useful for rebuilding in case of a mistake or something where you have all but that lone cluster of spore colonies, or moving things, though the latter is less cost effective...
StealthyDeath
03-04-2004, 4:21 PM
I am considering editing the plans for the Merge Templar, and have it only as it is while staying still. When it moves it will become but a mere shadow, and when it attacks it fills in with the modified red energy glow.
If you're considering this you can make the red graphic. In Ice, use the 'Temporarily remove grahpic' opcode when it's moving. When it attacks you can use the opcode 'Play graphic again after temporarily removed (by op 0x32)'. Also the shadow should not be removed when you do, remove graphic.
EDIT: I didn't read that you would have the team colors. This would be only possible if you didn't have the team colors on it.
I have a proposal for the Zerg ability, tell me what you think. I want to give buildings the ability to revert back to the Drone, researchable at the Hive, and you get back a little bit, plus the Drone gets more powerful as you revert back to it from stronger buildings. This is useful for rebuilding in case of a mistake or something where you have all but that lone cluster of spore colonies, or moving things, though the latter is less cost effective...
This a useful idea, maybe you should add it.
Dark_Soul74
03-04-2004, 5:09 PM
I think it is good too, since it adds a bit of strategy to Zerg play.
The graphics will actually have the red glow inserted to them, not be played seperately by ICE.
SD, what do you have for your graphics program? Would you be able to say....Convert all my modified HT frames to the SC_Unit pallette and remove non-team color marks, at one time? I only have paint and a free animation program that can mass replace color, but it doesn't support the SC_Unit.pal
StealthyDeath
03-04-2004, 5:35 PM
I think it is good too, since it adds a bit of strategy to Zerg play.
The graphics will actually have the red glow inserted to them, not be played seperately by ICE.
SD, what do you have for your graphics program? Would you be able to say....Convert all my modified HT frames to the SC_Unit pallette and remove non-team color marks, at one time? I only have paint and a free animation program that can mass replace color, but it doesn't support the SC_Unit.pal
I use paint shop pro to modify any existing graphics.
I can modify them to the SC palette. You can send them to me or post them up and I'll do it for you. I can finish them in about an hour if I work fast. Also "removing non-team color marks", do you mean get rid of all the graphic except the marks, right?
Dark_Soul74
03-04-2004, 5:50 PM
Actually... Use my modified Glow and the original Templar. That way I can save space. If you are doing all of the frames for me, then I will restate what I said.
When unmoving it is normal HT, red energy above head(I'll do this part), all of body removed or turn dark grey, other than the team marks. When attacking or using spells, the modified glow fills in the body, and the color fluctuates. When moving, the graphics as a whole fade to near grayish, though the team color is still clear.
By the way, you don't have to do anything if it is too much work. I can do almost all of the effects, namely the color changing and fading while moving, so all you have to do is remove the non-color marks. I can put in the glow myself, too.
StealthyDeath
03-04-2004, 5:57 PM
Actually... Use my modified Glow and the original Templar. That way I can save space. If you are doing all of the frames for me, then I will restate what I said.
When unmoving it is normal HT, red energy above head(I'll do this part), all of body removed or turn dark grey, other than the team marks. When attacking or using spells, the modified glow fills in the body, and the color fluctuates. When moving, the graphics as a whole fade to near grayish, though the team color is still clear.
By the way, you don't have to do anything if it is too much work. I can do almost all of the effects, namely the color changing and fading while moving, so all you have to do is remove the non-color marks. I can put in the glow myself, too.
So when not moving all of it disappears except the team marks? Only other thing is the attacking one might take a lot longer.
Dark_Soul74
03-04-2004, 6:13 PM
I spy a Redcloak...
I can do that myself, it is just dragging the team marks onto the right glow frame.
StealthyDeath
03-04-2004, 7:04 PM
I don't think I'll be able to finish the graphics I need to go to school and choreograph some students for tomorrow. I'll included what I got done, even though its not much at all. I have a SC pal that should work. I also included it. I really tried to do much as I can, sorry.
Dark_Soul74
03-04-2004, 7:18 PM
Thanks. Any help is appreciated. :)
Dark_Soul74
03-05-2004, 5:42 PM
New idea:
Zerglings can Archon Warp(Merge) together to make Alphalings, slightly bigger and souped up versions of the Zergling. Alphalings Archon Warp to Betalings, slightly bigger and souped up versions of the Alphaling. Betalings Archon Warp to Omegalings, which will have their own graphics, and will be very powerful.
Dark_Soul74
03-08-2004, 3:09 PM
After some work on StarGraft, I have found making Zerglings merge to make something other than an Archon or Dark Archon extremely difficult to do. Thus, I am altering it to be upgraded from one, costing more than previously.
I have decided to use the existing sprites from the trail left by the Scarab to create a pulsing effect for the Merge Templar's Energy Surge. Once this weapon reaches its target, it explodes, creating a radial splash and a fancy explosion.
For the Composite Archon's attack, I will be using pre-existing graphics again, to create a ball of energy that rushes at its targets, hitting things along the way if possible.
I have decided on definite values for the stats of all of the units, and will be creating the neccesary data for things that don't require the graphical data.
Troubles found while creating Hyperdrive engine flare. Assistance requested in creation.
Neccesary frame changes needed for Merge Templar complete. Currently working on producing the other changes(Energy/Glow, Movement of parts).
StealthyDeath
03-08-2004, 4:55 PM
Troubles found while creating Hyperdrive engine flare. Assistance requested in creation.
Maybe for this you can use the Terran Valkyrie Afterburner graphic and change it to a more blueish color to match the protoss.
Dark_Soul74
03-08-2004, 5:05 PM
Where is that .grp file located? I've never been able to find it, not wanting to decompile 100+ files...:p
It might be good; it might not. We'll see.
I still need Composite Archon graphic ideas.
StealthyDeath
03-08-2004, 5:50 PM
It's unit\thingy\tbmAfter.grp in the BrooDat.mpq.
Btw, I thought you already have the ideas for the Composite Archon.
Composite Archon - The graphics will consist of the Dark Archon body and the Archon Energy. They will be converted to be entirely team colors, to make it stand out. They will have the 'Psionic Burn' attack, a close-ranged bit of psionic energy that deals 35 + 3/bonus damage. The graphic will probably be something similar to fire. The Composite Archon will have the ability to cast Psionic Rift, and possibly recharge energy. The Psionic Rift ability will tear the fabric of that area apart, creating a giant vortex from that fault, dealing massive Psionic Storm-like damage.
BSTRhino
03-08-2004, 6:32 PM
You know... you could just go into images.dat and change the palette from orange to blue and see how well that works. In the past, it hasn't worked great, you don't have much control over how it looks, but it's a crude way of solving the problem.
Either way, you will have to change the palette in images.dat anyway. Obviously an orange palette can never display blue no matter what you do.
Dark_Soul74
03-08-2004, 7:30 PM
I felt it would be better to make new ones instead of converting the old ones. That'd just ruin the originality and make it look wierd.
I'll see if I can convert it by hand.
BSTRhino
03-08-2004, 9:33 PM
Yes, that was my suggestion. Man, StarCraft is so hard to mod sometimes...
http://www.blizzforums.com/showthread.php?t=37112
Why do people always ask the questions I could answer in five seconds on the other forum? *complains to the world*
Dark_Soul74
03-09-2004, 5:55 AM
For some reason it crashes whenever a Shuttle moves. I believe the graphics are overlapping between the flare and the Shuttle. Could it be something else? I would rather know that that would be the problem before fixing up the frames. (I can upload the graphics after I get back from school. They have the same number of frames, too, so that isn't the problem.)
StealthyDeath
03-09-2004, 11:10 AM
For some reason it crashes whenever a Shuttle moves. I believe the graphics are overlapping between the flare and the Shuttle. Could it be something else? I would rather know that that would be the problem before fixing up the frames. (I can upload the graphics after I get back from school. They have the same number of frames, too, so that isn't the problem.)
It really doesn't matter if they have the same number of frames. You might need to place the graphic number into overlay 5 or 6 in the images.dat of Arsenal.
BSTRhino
03-09-2004, 12:24 PM
Hmmm... I don't understand what you're talking about. No, it doesn't matter at all how many frames the thing has, as long as the iscript doesn't try to play a frame that doesn't exist.
So, what you're doing is giving the shuttle the valkyrie's afterburner thingies???
StealthyDeath
03-09-2004, 4:34 PM
If you removed some frames, but didn't change the iscript, that would mostly likely crash the game.
Dark_Soul74
03-09-2004, 5:07 PM
I modified the colors to make them Protoss-style, and I tested it by replacing the existing engine glow with the substitued frames.
StealthyDeath
03-09-2004, 5:22 PM
Did you modify it like BSTRhino's suggestion? Does the iscript play any frames that don't exist? Did you replace the orginal Shuttle glow frames with the new ones instead of just using the original grahpic?
Dark_Soul74
03-09-2004, 5:29 PM
If I used the original ones, it wouldn't crash. ;)
They have the same exact number of frames, so that isn't a problem. If they were set up odd it would just look wrong, though moving up would be fine.
BSTRhino's suggestion?
StealthyDeath
03-09-2004, 5:37 PM
You know... you could just go into images.dat and change the palette from orange to blue and see how well that works. In the past, it hasn't worked great, you don't have much control over how it looks, but it's a crude way of solving the problem.
Either way, you will have to change the palette in images.dat anyway. Obviously an orange palette can never display blue no matter what you do.
It's best to do this. You can always move where the graphic appears around using ice/icecc.
Dark_Soul74
03-09-2004, 5:43 PM
What exactly would be the number in Arsenal Zero for the blue palette?
*back in 2 hours*
StealthyDeath
03-09-2004, 5:47 PM
The palette special would be 3.
BSTRhino
03-09-2004, 7:55 PM
Arsenal III has a really good list of the palette numbers. I don't actually know how the palettes are worked out when I think about it. Actually, now that I think about it, I know barely anything about replacing graphics... arrrrggggggghhhh!!!
When you replaced the frames, did you save the files with the same colour palette?
Dark_Soul74
03-09-2004, 7:58 PM
They were saved as is, and showed up fine in RetroGRP, which will edit it to palette.
BSTRhino
03-09-2004, 8:10 PM
If they showed up fine in RetroGRP, that probably means the palette wasn't right. I know that sounds silly, but go along and open something like a nuclear explosion. It's colours just look totally wrong, don't they? If you did it right, the colours will look totally wrong in RetroGRP too for your pic.
StealthyDeath
03-09-2004, 8:28 PM
If you think you're using the wrong palette, you can always press the 'Reset Locations' button at the bottom.
BSTRhino
03-10-2004, 12:39 PM
Wow, would you believe I just approved a custom that does exactly what I was telling you to do? http://www.starcraft.org/customs/screenies/screen1-1078929168.JPG
http://www.starcraft.org/customs/customs.asp?mode=details&id=48
What a coincidence!
Dark_Soul74
03-10-2004, 4:15 PM
I guess I'll convert the colors to work with the palette then.
Any suggestions for a new Zerg or Terran unit, or the graphics for the Omegaling or Composite Archon?
Dark_Soul74
03-11-2004, 5:07 PM
Even after an attempt to make it palette ready, it doesn't work. Perhaps a little help?
If nobody says anything for the graphics I'll just randomly sketch stuff until I find something good...
Dark_Soul74
03-28-2004, 8:15 AM
After a small break, I have once again started working on this project.
I have completed the Merge Templar graphics, and as soon as I get the .gif version hosted, I will put up a link.
I will be redoing the Hyperdrive Flare graphics this afternoon, and I will hopefully be able to get them to work this time.
If I don't have enough time to do that, I will assemble the iscript for the Merge Templar.
(When I do get the graphic hosted, purple = team color)
Dark_Soul74
03-31-2004, 8:05 PM
Merge Templar (http://www.yoxio.com/images.php?id=26331)
C.O.B.R.A. (http://www.yoxio.com/images.php?id=26332)
Psionic Rift (http://www.yoxio.com/images.php?id=26333)
Static Discharge (http://www.yoxio.com/images.php?id=26334)
Purple = Team Colors
This all gets centered when the game uses it. :)
These are all .gif's that show all the frames. More once I make them.
StealthyDeath
03-31-2004, 10:01 PM
I personally like the Merge Templar and the Psionic Rift graphics a little more then the other two.
Btw, how much have you already done? If you need some help on iscripting or StarGraft, you can still ask me. :)
ReprisalII
03-31-2004, 11:16 PM
I was thinking, maybe instead of making a HT/DT mix, you could make like a merge Archon, made of 2 Merge templars. Or maybe if you could pull it off, you could make 1 Dt and 1 Ht go together as a Merge Templar, and make 2 merge templars make the composite archon. Would that be a good idea?
Dark_Soul74
04-01-2004, 6:31 AM
HT/DT merging was called off. Too hard to find a way to get it to detect that you have selected them both, and then merge them into a non-normal/dark archon unit.
My new plan is to have the Composite Archon look like a flaming Zealot. Might take some work though. :)
ReprisalII
04-01-2004, 8:05 AM
I must have missed that post, I skipped like 4 or 5 pages. That flaming zealot idea sounds pretty good.
Dark_Soul74
04-01-2004, 2:24 PM
SD, I think I have SG and ICE covered, unless of course, you want to make me some new button actions. :)
I have improved my 'Revertion' ability idea a bit. There are 4 levels, 1 being the standard Drone, gotten from the Spawning Pool, Extractor, Creep Colony, Hydralisk Den, Evolution Chamber, or Nydus Canal. 2 would be from the Spore/Sunken Colonies, Hatchery, Queen (next part), Spire(125 HP, 1 armor, -25M, 12 damage +1 bonus. "Dronling"). 3 would be from the Hive, Greater Spire, Ultralisk (next part), or Defiler Mound(210 HP, 2 armor, -75M -25M, 20 damage +1 bonus, can 'Spawn Dronling', 'Tirataling'). Next is the 'Decaling', which you can get from the Lair, getting you back 150M and 75G, along with the 320 HP, 3 armor, 35 damage +2 bonus, and 'Spawn Dronling' and 'Evolve', which turns it into....well, I haven't decided. :)
StealthyDeath
04-01-2004, 4:42 PM
SD, I think I have SG and ICE covered, unless of course, you want to make me some new button actions. :)
I have improved my 'Revertion' ability idea a bit. There are 4 levels, 1 being the standard Drone, gotten from the Spawning Pool, Extractor, Creep Colony, Hydralisk Den, Evolution Chamber, or Nydus Canal. 2 would be from the Spore/Sunken Colonies, Hatchery, Queen (next part), Spire(125 HP, 1 armor, -25M, 12 damage +1 bonus. "Dronling"). 3 would be from the Hive, Greater Spire, Ultralisk (next part), or Defiler Mound(210 HP, 2 armor, -75M -25M, 20 damage +1 bonus, can 'Spawn Dronling', 'Tirataling'). Next is the 'Decaling', which you can get from the Lair, getting you back 150M and 75G, along with the 320 HP, 3 armor, 35 damage +2 bonus, and 'Spawn Dronling' and 'Evolve', which turns it into....well, I haven't decided. :)
Those are some nice ideas for your revertion idea. :)
About the button actions, I have don't remember much about 'Assembly Actions'(ASM) anymore...I only remember couple ASM codes. I'll try to type some up for you, even though they don't work with patch 1.10.
EDIT: Some ASM actions I remember...
1. Toggle detection flag on/off
BITS 32
PUSH EAX
PUSH ECX
shr ecx, 2
mov eax, ecx
add eax,0x6B0358
mov ecx, [eax]
CMP cx,0x8000
JB liga
JA desliga
JE desliga
liga:
ADD ecx,0x00008000
JMP saida
desliga:
SUB ecx,0x00008000
JMP saida
saida:
MOV [eax], ecx
POP EAX
POP ECX
RET
2. Toggle regeneration flag on/off
BITS 32
PUSH EAX
PUSH ECX
shr ecx, 2
mov eax, ecx
add eax,0x6B0358
mov ecx, [eax]
CMP cl,0x80
JB turnon
JA turnoff
JE turnoff
turnon:
ADD ecx,0x00000080
JMP finish
turnoff:
SUB ecx,0x00000080
JMP finish
finish:
MOV [eax], ecx
POP EAX
POP ECX
RET
3. Using energy to convert to hit points.
BITS 32
push eax
push ebx
push dx
mov eax,0x68d310
mov dx, 0x0
restart:
cmp dword [eax],0x00
je finish
cmp dx,0x0c
je finish
cycle:
mov ebx,[eax]
cmp [ebx+0x09],cx
je full
cmp [ebx+0xa3],byte 0x00
je noen
sub [ebx+0xa3],byte 0x01
inc byte [ebx+0x09]
jmp cycle
noen:
cmp [ebx+0x61],byte 0x00
je full
sub [ebx+0x61],byte 0x01
inc byte [ebx+0x09]
jmp cycle
full:
add eax,0x04
inc dx
jmp restart
finish:
pop eax
pop ebx
pop dx
ret
The only thing is they only run on 1.07. You also have to have the NASM compiler which Campaign Creations has, but it's now a broken link and you need a hex editor.
GiaDragoness
04-01-2004, 6:49 PM
Taking advantage of the silence, I have decided to make a thread about the mod I am making.
What I have planned:
Archons and Dark Archons being ability to 'Archon Split' back into two of the appropriate Templars(Almost Done).
Bombs for the Dropship(Completed)
High Templars 'Phasing-Out', where they cannot attack or use spells, but are practically invincible and can move through anything, making perfect spies(Almost Done).
A fire attack for one of the Zerg ground units. Probably a Hydralisk variation, attainable through morphing like a Lurker.
'Irradiation Seeker Missiles', a weapon variation for the Scout that bounces from unit to unit, essentially casting a low damage and upgradeable 'Irradiation' on it(Completed)
Spider Mines given the ability to move independently(Many bugs, might ditch)
Merge Templar. Unique variation of both Templars. Can cloak(Requires unique graphics, if I am unable to create them, will ditch)
Shuttle Hyperdrive. Shuttle ability giving it the ability to move anywhere on the map instantly. Requires things that may not be possible, since I am trying to make them die if they run out of energy and don't switch back, and need them to get Hallucination-like energy. Very weak while in this state.
Dark Archons gaining a Psionic Blast attack like the archon.(Practically complete without me doing anything.
Archon Merge - dunchy(little D!)
Shield Replenish Observer - Geno
Weapon Effects(Irradiate/EMP/ETC with weapons) - StealthyDeath
New unit that is basically a robot snake that is used as a nuclear missile targeter(Need to make graphics and see if it is possible to make a unit target itself for a nuclear strike).
BSTRhino is helping greatly with this.
Questions/Comments/Suggestions?
Im a little late to the party here, but this looks like it would be SO MUCH DAMN FUN! When's it coming out, and what continent do I have to lay waste to to get it?!
:smash: Smashy Smash! :smash:
Dark_Soul74
04-02-2004, 4:15 PM
I guess I should update that post. :)
Actually, SD, if you can get can tell me exactly how they use teh fancy warp-in overlay(I'm too lazy) and how to add spells to the list for SG, that'd help.
StealthyDeath
04-02-2004, 4:23 PM
Warp-in overlay? What you mean by that?
For adding spells, you have to go to 'Tech Research or Use' under 'Requirements', then 'Add' and pick an unused one.
GiaDragoness
04-02-2004, 4:29 PM
Warp-in overlay? What you mean by that?
For adding spells, you have to go to 'Tech Research or Use' under 'Requirements', then 'Add' and pick an unused one.
I am officially lost X_X
:smash: Smashy Smashy! :smash:
Dark_Soul74
04-02-2004, 5:00 PM
Header ID Tag 193.
StealthyDeath
04-02-2004, 5:17 PM
I have no idea how to use it, but I know it has to be placed in the 'Inital Animation' and use 'Place active underlay (images.dat) %2 at vertical offset %2' opcode.
GiaDragoness
04-02-2004, 5:25 PM
I have no idea how to use it, but I know it has to be placed in the 'Inital Animation' and use 'Place active underlay (images.dat) %2 at vertical offset %2' opcode.
Still lost.....
Is this all in ICE? Anyone kow of a good tutorial for it?
:smash: Smashy Smashy! :smash:
Dark_Soul74
04-02-2004, 5:58 PM
I made one, and am waiting for BSTRhino to upload it to StarCraft.Org. :)
ReprisalII
04-02-2004, 5:59 PM
Yes, I do. ICE is downloadable at StarCraft.org and the tutorial is there as well. It's pretty simple, but very tough if you're doing a very complicated project. For more complicated projects, I'd prefer IceCC, which is also downloadable at StarCraft.org.
I made one, and am waiting for BSTRhino to upload it to StarCraft.Org. :)Aww, you beat me. :(
EDIT: Doh!
StealthyDeath
04-02-2004, 6:10 PM
IceCC just offers more opcodes and allow you to set an overlay/underlay at a horizontal offset. It's more text based too.
Btw, Your quote says StealthyDeath, but is was originally posted by Dark_Soul74.
Dark_Soul74
04-02-2004, 7:15 PM
I just realized something. SD, is there any way you could program a button action that merges two 'Merge Templars' and starts creation of the Composite Archon? I kinda need it...
BSTRhino
04-03-2004, 1:29 AM
If you ask me, even with ASM, you'd have to be Neo from the Matrix if you wanted to code something so substantial like programming merge templars. The most I did with ASM is play around with a few values like minerals, health and so on.
Dark_Soul74's ICE tutorial thingy: http://www.starcraft.org/customs/tutorials/DS74_ICE.asp
I really should make an iscript tutorial one day, since that's really my domain... you wanted to know how the warp-in animation is done? You mean when a building completes construction, it displays that warp in animation? That's all done automatically. You just need to make the building Protoss and it will build like that. Although somehow I don't think that's what you meant.
Dark_Soul74
04-03-2004, 7:50 AM
Bah. I guess I'll have to scrap the Composite Archon for now, then. :(
GiaDragoness
04-03-2004, 9:59 AM
So, is the tutorial up yet?
:smash: Smashy Smashy! :smash:
XFuzzehSkittlezX
04-03-2004, 10:18 AM
Man, I've been trying to figure out SD all day....can you guys help me with it? i wanna upload the doom dragoon but its not working, does anyone know how to upload reversions and stardraft?
ReprisalII
04-03-2004, 11:58 AM
StarDraft only works with patch 1.07 and below, go to Starcraft.org and get the new modding tools and read the tutorials.
StealthyDeath
04-03-2004, 4:38 PM
I just realized something. SD, is there any way you could program a button action that merges two 'Merge Templars' and starts creation of the Composite Archon? I kinda need it...
If I had any idea how to do it, I would help, but I've only done some basic ones. Like the ones I posted and the most advacned one I've ever done was giving the Valkyrie the Afterburners from the BW beta.
Dark_Soul74
04-03-2004, 8:24 PM
I guess I'll have to play around a bit. :/
Dark_Soul74
04-05-2004, 9:49 PM
I just came up with an idea!
Since the coding for the Composite Merge would be near-impossible, I thought about alternatives.
One thing I came up with was making a new building, that the Merge Templar could either build or morph into, which would be able to create the Archons, which I would definetly give a new name. The building and archon themselves will of course require a 3d modeler of some sort, due to the complex nature of both that I have in mind. I was thinking about the names Ta'Anon and something ending in Shrine. Any help would be appreciated. :)
StealthyDeath
04-05-2004, 10:31 PM
How about for names:
Tra'zira Shrine
Nae'phon Shrine
Wri'kova Shrine
Ze'kopu Shrine
Quel'shi Shrine
Dark_Soul74
04-06-2004, 8:09 AM
I was thinking that the Archon-type unit would be Ta'Anon, and the building something ending with shrine. :) Also, I think it'd sound better with a normal word as part of the name.
*Goes to brainstorm*
StealthyDeath
04-06-2004, 11:23 AM
Why not just Protoss Temple? The building was used in the SC beta where you can summon Archons without needing to sacrifice two templars.
Dark_Soul74
04-06-2004, 12:17 PM
Are the graphics still there?
StealthyDeath
04-06-2004, 1:14 PM
The building I mentioned is the one in the game listed under 'Special Buildings' of an editor. The GRP in the StarDat is unit\neutral\temple.grp. The building might be too big, but you can always modify it or not use it.
Dark_Soul74
04-06-2004, 1:22 PM
Isn't that the doodad? :) I guess I could use it, though I'd like to add some more stuff to it. Got any special lighting filters, SD?
StealthyDeath
04-06-2004, 10:49 PM
Nope, no lighting filters around except the brightness/contrast menu. :)
Dark_Soul74
04-07-2004, 3:19 PM
I was figuring on making parts of it light up, or some sort of aura effect. Oh well.
I was thinking that for an attack I would give the Ta'Anon would be some sort of energy ball with three rotating trails of energy behind it.
StealthyDeath
04-07-2004, 3:31 PM
Actually I have some light illuminations that might be able to help.
Dark_Soul74
04-07-2004, 5:07 PM
Try some stuff and if you get something cool host 'n post. :)
StealthyDeath
04-07-2004, 5:54 PM
Try some stuff and if you get something cool host 'n post. :)
http://www.gameroom.com/stealthyd/temple.html
Dark_Soul74
04-07-2004, 7:28 PM
I like the bottom one(No black pixels). :)
StealthyDeath
04-07-2004, 7:33 PM
It's the same graphic just on different tilesets. The black pixels are actually the player colors, they change depending on the player color. I was just running it with my SD Conversion which has black for a player color.
You can also see part of my green archon in the last one too, which was a suggestion from ZeroDarkStar. :)
Dark_Soul74
04-07-2004, 7:36 PM
Hmm....I was thinking, for the Monolisk(Decaling evolve[Enhanced drone]), would a spider graphic be good?
Also, do you think that maybe there could be a band around the bottom that is the player color? That way there can't be any annoying pixels. :)
StealthyDeath
04-07-2004, 7:40 PM
Hmm....I was thinking, for the Monolisk(Decaling evolve[Enhanced drone]), would a spider graphic be good?
Also, do you think that maybe there could be a band around the bottom that is the player color? That way there can't be any annoying pixels. :)
I don't even know how those pixels got on there. I'm going to try and remove them and but in a band. Spider graphic is good too.
EDIT: I have almost all the pixels erased. I'm trying to get rid of them without ruining the graphic.
BTW, how should the band look like?
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