| 09-29-2004, 04:05 AM | #1 |
Ok, for a start this is a playable map, hence why u cant see the units on the walls (stupid pathing) and the glowy areas are map transfers (TFT Orc Campaign Style) Anyway, this area is north of Ogrimmar, in a small area on the east coast of the barrens that gets alot more rain than the rest (hence why its quite lush) its also just after a storm, so its calm, slightly rainy and dark (the calm after the storm) Anyway, CnC welcome. Its not finished yet. ![]() ![]() ![]() ![]() |
| 09-29-2004, 04:26 AM | #2 |
sweet Pheonix-IV looks real nice, so u actually figured out how to use the map transfer thing? -Murcielago) |
| 09-29-2004, 04:30 AM | #3 |
look ok for the moment, keep it up... the second screenshot area need another tile however |
| 09-29-2004, 04:38 AM | #4 |
well if you can think of a good tile to use in an Orc Outpost in the barrens other than desert, dark desert and 2 grasses, tell me! Yeah, i finally worked out the map transfer (gawd that was aweful) |
| 09-29-2004, 04:39 AM | #5 |
jus noticed u put one 2 times ^_^ , btw how does the swich map thing work? -Murcielago |
| 09-29-2004, 05:12 AM | #6 |
its a series of triggers using the game cache to transport data across maps. And the ability to save the current map status of course :D |
| 09-29-2004, 05:14 AM | #7 |
The Third SS from the bottom looks a little weird because of the overlapping doodads Try reducing the X or Y value to get a better effect. It will look more real and ingame it won't look like the wall is alive! P.S. - It looks great! |
| 09-29-2004, 05:52 AM | #8 | |
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heh sounds complicated :( |
| 09-29-2004, 06:32 AM | #9 | |
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| 09-29-2004, 07:40 AM | #10 |
Good job, but screen called "BlackrockClanSpread1.jpg" i really dont like, maybe you must put the waves on the water? |
| 09-29-2004, 07:46 AM | #11 |
what do you mean "waves on the water", there are waves on the water? |
| 09-29-2004, 10:11 AM | #12 |
Oh, sorry i forgot to say something about war3.mpq there is a many of wave models, which are not use in game, so you can using Object Manager create a new doodad and give to it wave model. Sorry, but i forgot model path. But the name of model is shoreline.mdx, shoreline1.mdx etc. You may scan war3.mpq, if you wish. The result would be like this http://www.wc3campaigns.com/attachme...chmentid=21756 |
| 09-29-2004, 10:24 AM | #13 |
i'm fully aware of the wave stuff, i've used them before, but i tend to think straight line waves on an open sea is a bit stupid looking. I mean if there was a good "crest" it'd be fine, but waves dont go straight on the sea. I understand what you mean now tho, and the end result would look quite wierd (especially since the sea is suppost to be calm) |
| 09-29-2004, 12:00 PM | #14 |
As you wish... :\ |
| 09-30-2004, 12:42 AM | #15 |
Yep, its my terrain. Anyway, heres some shots of the outside of the fort, including some closeups on that big Demolitions Machine the humans are gonna use on the door. Theres also a closeup for the Kul Tiras Marine unit (footman reskinned with captain skin.) Terrain is all finished now, gotta start the triggerizing :D The Kul'Tiras Remenants ![]() Piccy from behind the besieging humans. ![]() Orcish point of view, staring down at the pathetic humans. ![]() The big evil Demolitions Machine the Kul'Tiras Remenants are gonna use on the gates! ![]() Just a piccy of the stairs and the top of the wall. ![]() The two new units you can see in the SS's, the Demolitions Machine and the Kul'Tiras Marine. ![]() |
