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Author Topic: DF: Reclaim Party [WarCraft 3 map development]  (Read 23706 times)

Deon

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Re: DF: Reclaim Party [WarCraft 3 map development]
« Reply #45 on: February 27, 2010, 07:16:56 am »

I actually plan to cut down the amount of different resources.

I.e. no "wolf corpse", but rather "small animal corpse", "animal corpse" and "big animal corpse".

But instead I will outweight it with lots of different items to craft. I think it should be funnier.


I could add a microcline, but there's already little to no use of stone (except than for crafts which will be able to be enchanted). Maybe a microcline as a rare resource though? :P

About classes: I plan to make no classes, but rather determine sub-classes by the skills. And I hope I will get a model with attachable points at some point.
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Pillow_Killer

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Re: DF: Reclaim Party [WarCraft 3 map development]
« Reply #46 on: February 27, 2010, 07:29:38 am »

That is awesome
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The Architect

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Re: DF: Reclaim Party [WarCraft 3 map development]
« Reply #47 on: February 27, 2010, 07:54:53 am »

Well, your demonstration video is just beautiful!

I would like to suggest an "Adventure mode" or a portal/tunnel leading to an explorable area for dwarven adventures. You should be able to go to a Goblin Tower or cyclops' cave when you are strong enough. I know you are still just at the beginning stage of making this, but if you decided to include something like that then you would want to create the second area of the map immediately, so you won't have to rebuild the whole thing later.
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Deon

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Re: DF: Reclaim Party [WarCraft 3 map development]
« Reply #48 on: February 27, 2010, 09:33:41 am »

I understand that it's difficult to see all the info when I post such big posts one after another, so I quote myself to cover this issue:

Quote from: Deon
P.S.
Also now I think about a possible direction of development of this map once it's done as a Hero Defence.
I deliberately made it "vertical", with an entrance point on top.

I think at some point when there're all workshops, siegers, nobles and npc dwarves, I should make a similar location of the same size near it, enterable through a mission/leaving location through the top edge, which will host a goblin tower which you should be able to raid. Just a few thoughts about a far future.

I already plan a "cave" random location avaliable from time to time through an event ("scouts has located a cave") with random enemies and loot.

Also answering the:
Quote from: Architect
then you would want to create the second area of the map immediately, so you won't have to rebuild the whole thing later.

You can change map boundaries at any time, so it's pretty easy to expand the map in any direction and add stuff there. Even a "global map" as a separate location for a "party" unit is possible.
« Last Edit: February 27, 2010, 09:36:15 am by Deon »
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The Architect

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Re: DF: Reclaim Party [WarCraft 3 map development]
« Reply #49 on: February 27, 2010, 09:56:41 am »

Ah, cool. Thanks for taking the time to cover that!
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Deon

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Re: DF: Reclaim Party [WarCraft 3 map development]
« Reply #50 on: February 27, 2010, 11:30:46 am »

Yay, I've got an Upright Spike trap from one kind modeller.

Also I've found a dwarf which can wear any items, but he lacks beard :\. Once I acquire a beard attachable, we're on a graphical road again.

Also I took some time off of scripting and stuff and started to draw icons for material-specific weapons.

Here's what I've done for a steel axe:
« Last Edit: February 27, 2010, 11:53:55 am by Deon »
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Deon

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Re: DF: Reclaim Party [WarCraft 3 map development]
« Reply #51 on: February 27, 2010, 12:09:46 pm »

And by the way, here's a cool way to deal with HFS. I may borrow it.

All look here!!!
http://www.youtube.com/watch?v=mfELYSAggnQ&feature=related
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Deon

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Re: DF: Reclaim Party [WarCraft 3 map development]
« Reply #52 on: February 28, 2010, 07:26:38 am »

OK, sorry for Rickroll with Doom1, but I've got great news.

It's easier to show than to tell:


That's right, I've got a beard (from Supertoinkz, a member of Hiveworkshop community) for a bold dwarf model (by 300's Leonidas from Wc3c.net).

Now I can use this dwarf as a dress doll and assign any model to any item. Also this dwarf has ranged attack animations, thus he can use melee AND ranged weapons. Yay for fashionable dwarves!

Also I played around with custom icons and scripts and now I have a wider range of craftable things. Now I should invent some scripts to start raids and sieges, and it will be playable.
« Last Edit: February 28, 2010, 07:29:42 am by Deon »
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Askot Bokbondeler

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Re: DF: Reclaim Party [WarCraft 3 map development]
« Reply #53 on: February 28, 2010, 09:32:41 am »

lol, thats the first time this happened to me :D

those models are mine, by the nickname of 300's leonidas(way before the movie came out, i was in love with the comic) i posted them in clan cbs's site. i dont go by that name in wc3c.net, so someone probably stole my alias or you mistyped

:P made me proud, though i'm working on a new and improved version of this concept, it's still a long way to go before i want to publish it

also, the skin was made by tenebis, this brazilian guy i lost contact with, but he made some more skins, let me see if i can find them in may old email box

Deon

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Re: DF: Reclaim Party [WarCraft 3 map development]
« Reply #54 on: February 28, 2010, 09:53:41 am »

Woot! Talk about a narrow world :P. I was just going to PM you that I no longer need a fix for that model because I've found a better one by another man, and it appears to be you again! :P

I would be interested in new skins. I don't know what happened to the portrait on this screenshot too. And because this model is yours, can you answer, is it possible to add eyelids to it, or eyes are not UV-mapped?

Also I have beard models now which fit your helm, do you need them for this model? I found it strange that a guy made a dwarf without a beard attachable :P.

And how should I credit you with this model? 300 leonidas' or Askot Bokbondeler or somehow else?

Meanwhile, my current attempts at a copper axe icon:


Quote
i dont go by that name in wc3c.net, so someone probably stole my alias or you mistyped
Oh sorry, I've traced back my page history and it looks like I've found them THROUGH wc3c.net, but the download itself was on clan CBS site.

Also about skins, if you find them, please let me know. I am not very happy with these "square-tiled" bracers, the texture looks unnatural. If you have something better, it would be great. Also I didn't have  way to contact the creator, so I felt uncomfortable about editing the texture by myself without permission.
« Last Edit: February 28, 2010, 10:02:07 am by Deon »
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Askot Bokbondeler

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Re: DF: Reclaim Party [WarCraft 3 map development]
« Reply #55 on: February 28, 2010, 10:34:59 am »

sorry, i couldnt find tenebis textures, but oh, go ahead and edit them! judging by your icons i think it'll be easy for you, the models were made and thought as a standart for easy modifications, even the textures were mapped in a way to provide a easy template for inexperient texturers.
About the eyes, you probably have to paint them directlly in the face texture, they arent uv mapped differentlly yet, i think. Also, make a nicer texture than the one they currentlly have, it embarasses me, lol.
Very few people know dio16 and leonidas are the same person, but you can credit me as both, if you want, or just as leonidas, i don't care much for credit but people might get pissed at you if you dont say something.

The project was dropped halfway through 2006, and now i've picked up the same concept, but i started from zero, here's a sneakpeak at the newer version

his name is joe, joe hume(the dwarf will be joe urist and the elf will be joe something that shows my dislike for their kind), the name of the project is joe, and when released joe will be a standart for wc3 attachements, and every time someone submits a helmet in the hive people will ask, "does it fits joe?"

you should use the old ones for now, but i plan to release this pack, with elves, hummies and dwarves, some hair variation, beards, several armors, weapons, helmets, and a little tutorial on how to model using oinkerwinkles vertex modifier, so everyone can add whatever they want to the pack. I'll try to release this in a couple of moths

Deon

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Re: DF: Reclaim Party [WarCraft 3 map development]
« Reply #56 on: February 28, 2010, 11:47:00 am »

Also a suggestion: if you make him a "joe", don't make him wearing plate armor :P. There's a lot of people who will want plate/leather/bone armor over it, so if he was wearing a shirt and pants, it would help a lot.

Cool idea. There's a "villager" with 40 animations and attachable points, but he's too "cartoonish". And you must know the construkt marine, it's very popular due to the same reason. I fish you luck with your project. Make sure they have jump, sit and cast animations, I will definitely use these actions in my map :P.
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Askot Bokbondeler

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Re: DF: Reclaim Party [WarCraft 3 map development]
« Reply #57 on: February 28, 2010, 12:39:54 pm »

i'll make several skins for armor, cuz armor works really wrong with attachements, the chest of the units is affected by the movemet of the arms and pelvis, so it twists a lot and attached models are static, so it screws the animation
with joe you will have to change the base unit model to change the armor, but i can tell you this is simple enough, it just clutters the object editor with duplicate entries of the same unit using different models

Deon

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Re: DF: Reclaim Party [WarCraft 3 map development]
« Reply #58 on: February 28, 2010, 01:31:03 pm »

Well, there's the problem with it that if you make a unit change on the field, you have to pass its XP, abilities and items to the replacement when you "change armor".
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Askot Bokbondeler

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Re: DF: Reclaim Party [WarCraft 3 map development]
« Reply #59 on: February 28, 2010, 01:52:27 pm »

yeah, that's another chore, but theres abilities simplify that, like bearform for the druid, etc. it's a sacrifice i'd make, and as i'm the one doing this pack, people will have to make it too, attachement armor really looks bad
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