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:O niiiiiice. I use an ENB to get things like lense flares and improve the colours, but doing this in-engine is pretty dope b/c it doesn't affect the UI. Do you think it would be possible to have things like DoF (tilt-shift, anyone) and anamorphic lense flares? I know these don't make gameplay easy, but they could be nice for cutscenes. Turning them on and off with hotkeys would make them easy to get rid of if they interfere with gameplay.
Holy **** you made this ON YOUR OWN???? If I wasn't broke I'd pre-order this/buy when it comes out on principle alone. It took me forever to mod wc3 to make a TC, so making an entire game from scratch sounds like you single-handedly broke down a mountain to me lol. You, sir, deserve an award!
I could always give that mechanic to the Apostates, who can freely do as they chose within a fight since they are on death row.
Well in my mind the Black Legion is extremely strict on drinking blood and any breach of that oath is liable to get one imprisoned or executed.
Arkandir (just below) suggested I add an upgrade to the Ancient Vampire, which is the only vampire that drinks blood in the Black Legion, so maybe I'll make this unit raise fledgling vampires :)
Oh that is a neat idea, but lore-wise the vampires have renounced drinking blood. Those who do are labeled as apostates and imprisonned to be used later on, either as cannon fodder or fuel for the Broker of Souls.
I'll keep that idea in mind though :D
Well I really like all of this - if you manage to get the realism right, the immersion will be very strong if you have all these coded in. I'll be watching your mod closely! Looks very promising :)
And good luck for everything!
A flying (well, it can't move, but it will be in the air and targetable by weapons that can attack air) defensive structure that is much more resistant than the Photon Cannon. It's essentially more powerful and more expensive too. The aim here is to make turtling a viable tactic and not something only pros can pull.
Yes, there are plans to implement completely new models, like the Saga Stormbell (previous image).
It is entirely possible to create new units with an existing model. It's too bad you think that this isn't any better than the sprite-splicing of certain sc1 mods, but the art team of MesoCosmos already has an existing direction for the Planessir and I daresay a lot of the existing models have great potential to be used differently. I'm sure you will not even recognise StarCraft II after MesoCosmos will be completed because unit roles down to appearance and behaviour will have changed so drastically that other than the apparent form, nothing else will remind you of the StarCraft II counterpart.
The point of this artwork was to reskin the Baneling. People should read mod description sometimes...
If you're gonna say things like that, at least say WHY I should get a new concept artist. Constructive criticism, y'know?
I don't really see the point of altering the reaver model if the actual one works for what is intended to in the mod. If it's role changes, then maybe the model will be altered. For now, it stays exactly as it is xD
But don't worry, there will be new models.
The flesh herer looks like a recoloured reaver because the flesh herder is a reskin of the reaver... that's the main purpose of reskining... to recolour...
Awesome art! Although, terror drones are already very fast... giving them more speed is kinda redundant, no? Unless they become very resistant during rolling-around mode, then nevermind :D
You haven't seen half of the contrast this mod will have to StarCraft II. While, yes, most models will be re-used, there are changed which you can make that will make it look very different from what it originally is (skin, size, role, etc).
For the time being, the aim here is to make something good with not so much resources as mods like The Forgotten for Command and Conquer 3 (hats off to them btw), but this will be based heavily on people's contributions. This mod isn't a half-*** effort to convert StarCraft II. If you think it is, then that's too bad for you.
Amazing! Loving this mod! *tracks*
Glad you think so! :D
I'll consider buffing the healing of the souls, and maybe I'll even make the land version of the vampire if I find an appropriate model :)
Anything related to 40k is cool by default. The Emperor protects! (Sry I had to)
The Black Legion can also heal with Soul Crows, just in case you missed it. I might make the healing via Souls a bit more powerful if you think it needs a buff (because you're essentially spending money to heal). What upgrade do you think the Ancient Vampire should have? midsidion suggested creating fledgling vampires when they kill a unit. I'm open to suggestions! :)
The vampires regenerate hit points at night and can see further than during the day - so night time technically gives them a slight advantage.
Thanks! I don't know much about Warhammer Fantasy but I'm an avid fan of Warhammer 40k :D
I have no plans on adding any new units to the Black Legion thought, or any other faction, for that matter. Did you feel like they are lacking in unit variety?
Lol, that's probably because I used the existing buildings that are already unit-production to retain that role, and the AI identifies them as such. Hero-spawning is done through abilities which could be the computer's way of trying to defend itself.
Ah yes, the disappearing race names in the drop-down menu. Need to fix that :P
For the Black Legion that may have been a typo because the builders function the same way that overlords do in starcraft, in that you're supposed to make them to get more food. If you find the Priors are filling up your base you can send them in the Prayer Cairn and they'll just load up in the building and unclutter your base.
By mushroom ring, do you mean the Summoning Circle or the Mushroom Kingdom? (If it's the later then, yeah, it can be a bit hard to notice).
All the race have siege weapons actually, but yeah they are kinda hard to get to quickly and not all of them attack trees. I'll see to it in the next update that they do.
Thanks for the feedback! :D
Oh I completely forgot to mention the few things that are missing in the description >.<
I'll put something for the trees, probably use a spell based on Eat Tree and give them to the builders.
Awesome! Any feedback you have is greatly appreciated :)
NB: Unfortunately the mod doesn't have any AI so you'll have to test it with friends. I'll see if I can get AI to work for the next update.
Shouldn't something called 'Hurricane' belong to Futuretech, who's the most American faction of the 3? lol, you could call it 'Tempest'or something similar.
I see you're looking for a concept artist. I can make interface stuff for you (menues, health bars, icons, and even a map). Check my Deviant Art gallery if you want to gauge my skills. Spellbound7.deviantart.com
Spellbound7.deviantart.com <-- This is a map I made for a friend's DnD game. I also designed a custom UI for a StarCraft II mod but it was never used because the mod was abandoned, and I never uploaded it.
Reads more like WarCraft I than WarCraft IV. Maybe try placing the I to the right of the W and make the second 'v' of the W slightly different from the first to give the impression it reads WVI.
Well I'm not interested in making just another map with new units. I want to make a mod, and if StarCraft II won't offer this possibility, I'll just have to go look for another RTS that will allow it.
Also, to say the Sc2 Editor is just Wc3 editor spiffed up is just an ignorant claim. Sorry for being so blunt, but the Galaxy Editor is incomprehensible compared to the World Editor. There's an entirely new learning curve, and with what I know about Sc2 modding now, there really is no point for me to go and learn how to use the editor. Sure, it's a powerful tool, but it's useless to me.
We'll see how the situation evolves. If Blizzard decides to somehow allow MPQ edits or something that would allow similar, the mod could come back to life.
However, the inability to edit MPQs is not the only reason for this - the 10MB limit on maps is also a huge, huge deal-breaker. I was hoping Blizzard would up the cap, but that won't be happening anytime soon, it would seem.
We'll see what happens.
Just a little heads up, modifying MPQs will get your Sc2 account banned. How do you plan on making the mod for Sc2?
Glad you understand :)
Interesting change. Reminds me of the Chinese horoscope :)
Oh, I thought this project had been abandoned. Glad to see it's still under development :)
Thnx. The mod's in a hiatus right now because of unexpected circumstances, but expect an update by end of January next year. :)
Love what you did with the logo :)
I never said I wasn't re-skinning...
You can say what you want but as the Mod leader I can assure yo it's very much alive. I'm just having a very busy year. I'll try and get it done before HoTS (Very likely).
This one looks much, much, MUCH better.
Even if I could have new models for everything, it won't mean that the mod would be any good. It will just be some nice sugar-coating. And after all the development time is used up in making those wonderful models, the mod will have no soul.
MesoCosmos is NOT StarCraft II. Even if the forms are familiar, everything else is different.
Don't get over-excited, it won't be THAT much. The way you judge the quality of a mod depending on the presence of custom models is absolutely overrated. The MesoCosmos team isn't a powerhouse, and most of the ambitious mods never get finished because of the incredible 3D content that suck up ALL their time. Did you take a look at Blizzard's model? They're extraordinarily well animated. I don't know about you, but finding that kind of quality work for a fan-made project is hard enough, not to mention the amount of time needed to make one of these models. No-one is getting paid for this, not because I don't want to but because I have no money to give. I'm trying to make something with what I have, and it'll be a few custom models or none - and ones that are easily animated. Making a mod with half-assed animated custom models is a crime.
The existing models have extraordinary potential to be used in varied fashion. If you cannot perceive this then forgive me for saying you cruelly lack imagination. There will be some models which serve as doodads that will be used as units/buildings etc, adding in some way to the 'novelty' of it all. You cannot tell me a baneling-like creature spitting liquid fire or sending actual fire-flies to kill it's target is a carbon-copy of StarCraft II's baneling. You cannot tell me a siege tank firing ion beams and taking the brunt of an attack as a cannon fodder is a carbon-copy of the SC2 siege tank. They will only possess the same form (some will even be altered), but the visuals will be ultimately different - and the role. That is what skinning is all about - a person with a different face and a different role and skills and personality is different from another person. But the skeleton is the same, the limbs are in the same place. It's the same thing with the models.
Yes, trying to get someone to fix it :P