Kharaak Voice (Eternity)
Player AudioThis is Kharaak's voice from my unreleased Eternity Wc3 campaign. This voice is a heavier rendition of the Undead v5.2 editing suite as seen with the...
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THIS MOD IS DEAD STOP POSTING COMMENTS ABOUT IT OR I'LL HAVE YOU BAKED IN MOLTEN FECES
NO, I WILL NOT GIVE YOU SINS MODELS
NO, I DID NOT INTEND TO EVER RELEASE SINS MODELS
THE SINS MODELS WERE TESTBEDS, NEVER BUILT FOR RELEASE
STOP POSTING ABOUT DEAD STUFF
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This is Kharaak's voice from my unreleased Eternity Wc3 campaign. This voice is a heavier rendition of the Undead v5.2 editing suite as seen with the...
These are the responses I made for the LTX-133 Dragon in the SC1 rendition of ITAS. They are a good example of heavier Undead voice acting that is extremely...
Yet another track from the Fury OST. This one resembles future Undead tracks. This was composed entirely freehand using a keyboard.
A track from the Fury OST. This is the theme of one of the main characters from my novel "Throne of Armageddon". It is heavily oriental inspired...
Another music track composed a while back, titled 'Baletongue, and the Spirestorm'. A part of the Fury OST, music composed in direct relation...
Are you telling me that SupCom is moddable? Custom units, sounds, and data?
Awesome. I should reinstall mine.
It's the most moddable RTS in the market and will probably remain that way for a very long time.
I did not know that. Makes sense though, there haven't been many GOOD RTS games lately. Most recent ones I can think of are WarHammer: Mark of Chaos(ewww), Call of Heroes(or whatever it is, i didn't bother with it.), C&C3(w/e), and a few others that didn't even catch my attention.
Oh. Maelstrom. Have you tried that? They have some really neat things implemented, the gameplay sucks though haha.
Never tried it.
C&C3 is a disgrace to C&C and that's saying a lot considering everything but the very first is pretty fail. And even then the first wasn't anything too special.
Supcom as a game is only ho hum. As an engine for modding, though, it's amazing.
Interesting idea I'll look forward to watching your progress.
Recently Blizzard announced that they do not intend to expand their game's maximum map size capacity beyond 256x256. This is a very big limitation for several major reasons.
First off, I can't just downsize all of the models and things because of the way Blizzard's engines work, and the fact you then need to do a huge amount of needless work regarding the terrain, doodads, and so forth. There is also the likelihood that the game's physics won't be accurate enough to correctly set up projectiles and such in a minimized environment.
This mod depends on large mapsizes for a Intelligence - Interception - Counter-intelligence balancing scheme which is a core part of fleet combat involving large movements of ships. On a small map, things like Artillery become extremely overpowered and things like Fighters enter a very retarded balancing setup due to their speed and ability to cross the entire map in seconds.
I was hoping for a minimum of 512x512, but as Blizzard keeps referring to mods as "maps", this and their unwillingness to support us by making their game more intuitive and inviting means that I have likely overestimated SC2's modding future by a longshot.
Regardless, nothing is in stone until the game is in my hands and I can see for myself. This is merely a very bleak future. So, I have considered my options in the likely event SC2 is not the right engine.
1.) I can switch to Supreme Commander. That means no biological, IK-controlled Tentacles on the Fear, learning a ridiculously overcomplicated engine, and being funneled into a modding community that is still very young. I'd also need someone who can process/animate/uvw/skin these models in max.
2.) I can put this project on the backburner like many others for the distant future.
3.) I can switch it from an RTS to something else and one day try to get it into UT3. (Not likely)
So, for those of you watching this mod, just be aware that I am in the process of considering retirement from modding and that this project may not make it past early content generation. It depends on what Blizzard decides to screw over next.
Apparently SC2 will not support map sizes past 256x256.
Serious blow to ITAS there, gentlemen.
Whoa... I just randomly logged in and holy hell moddb is a mess. Why did they change the layout? This is awful... and [i]huge[/i]. Meh... nothing I can do about it.
Anyways.. as far as progress is concerned, I am rapidly losing hope with sc2. Ultimately I cannot pass judgement until it is in my hands but Blizzard's unwillingness to give any information on moddability or answer simple questions like "is there a hardpoint system?" puts this mod in jepordy. I considered switching it to Supreme Commander, but seriously... I have no clue how that game works. I'd be walking blind and nothing would get done for a monumental amount of time.
It's a consideration though. Blizzard's just been going steadily downhill since D2 1.08... first the trainwreck that was wc3, then the disaster that is WoW... sc2's future isn't looking good.
I've got Maya working.
I'll see about starting on some more ships in the near future.