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gul'dan/warlock/necrolyte
Posted: Thu Sep 12, 2013 5:32 pm
by b_o
Re: warlock/necrolyte
Posted: Thu Sep 12, 2013 9:59 pm
by Andrettin
Great stuff! I tested the Warlock graphics in-game (using Mage animations), and except for the last death frame not having a team-colored robe, it worked without any issues.
Re: warlock/necrolyte
Posted: Fri Sep 13, 2013 12:58 am
by b_o
Andrettin wrote:Great stuff! I tested the Warlock graphics in-game (using Mage animations), and except for the last death frame not having a team-colored robe, it worked without any issues.
Glad to hear there was no jitter. About the last death frame, that is how it was in WC1. The spearman is the same way. It could be changed of course. I wasn't totally sure if it was supposed to represent decay of the clothing or the removal of team affiliation at death. I thought it was interesting to see the spearman without team colors, and would kind of like to have played WC1 with natural colors rather than team colors after noticing the death frames some time ago.
Re: gul'dan/warlock/necrolyte
Posted: Fri Sep 13, 2013 6:22 am
by Kargath
They're simply beautiful!!
Re: gul'dan/warlock/necrolyte
Posted: Fri Sep 13, 2013 9:32 am
by b_o
Here's some wc1 orc sounds which could be used for these units so they won't sound exactly like the other orcs:
- wc1osnds.zip
- wc1 orc sounds
- (241.41 KiB) Downloaded 499 times
Re: gul'dan/warlock/necrolyte
Posted: Fri Sep 13, 2013 5:13 pm
by Andrettin
Nice icons!
The Necrolyte one, in particular, is excellent.
Re: gul'dan/warlock/necrolyte
Posted: Fri Sep 13, 2013 8:07 pm
by Kargath
There was a War3 mod aimed at recreating Warcraft 1 called "Dawn of Chaos". It had different voices for every unit, perhaps we can use it if they sounds good (IMO they sound good) if we have the permission of the author.
Re: gul'dan/warlock/necrolyte
Posted: Sat Sep 14, 2013 4:49 am
by b_o
Here is the poison cloud spell graphics for the warlock, it would use similar code to the whirlwind, but with slower animation, and the cloud is 64*64:
- poison cloud
- cloud2b.png (9.84 KiB) Viewed 9873 times
- poison cloud icon
- cicon.png (1.35 KiB) Viewed 9870 times
I used a couple of blue's since the wc2 palette only has 4 purples.
Re: gul'dan/warlock/necrolyte
Posted: Sat Sep 14, 2013 4:59 am
by Kargath
Yeah, I see you are on a creative spree lately, I like a lot your works. I would like to see a rider, because he was never released in a proper way during War2 modding years.
Re: gul'dan/warlock/necrolyte
Posted: Sat Sep 14, 2013 8:11 am
by b_o
Kargath wrote:...I would like to see a rider, because he was never released in a proper way during War2 modding years.
I don't know. This is sort of how I'd like to do it if I did do it:
- Potential Raider
- raider.png (1.75 KiB) Viewed 9866 times
It would be a lot of work, which I'm not sure that I'm up to at this moment. I'll probably finish Medivh and then maybe work on the wounded, or modify jinns lumber mill for the other tilesets next. I was thinking about making the clerics after that and maybe finishing the church or doing an orc temple, though I wish Jinn would do those buildings. I barely started to work on the crossbowman, but it's animation sequence was confusing so I sort of gave up on that one. I also don't like the head of the Lothar GFX and I want to make it match the icon better. The paladin seems sort of beyond repair, since it was a mixture of the alpha knight, and wc2 knight. But I could probably easily stick the paladin shield on the alpha knight if nobody minds the alpha horses face. The problem with the raider is that it's not just an orc, it has a wolf as well, so it's about twice as difficult as converting something else from wc1. It's not really a matter of merely smoothing out pixels, but rather redrawing new detail on top. I thought about using the wolf from my non-stratagus game as a foundation for a new wolf rider:
- goblin wolf rider
- gwride.gif (4.86 KiB) Viewed 9866 times
It would probably be easier, but I'd really rather make it look more like the original. There is also the option to use Fronzel's wolf as a foundation, though it has no death sequence:
- fronzel's wolf
- wolf.png (1.14 KiB) Viewed 9866 times
It would be nice to have some riderless wolves, though they should ideally match the wolves of the raiders. We could have the kennels produce wolves which roam like critters and are uncontrollable, but attack enemies nearby.