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Old 06-20-2009, 07:21 AM   #1
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Default [IMPLEMENTED]COSMETIC] Colored Teleport Animations


Credit is also due to Infrisios for modifying the texture to preserve the teleport rune we all know and love.

Picture this scenario:

You're a brown Enchantress defending your tower. Pushing up the lane are a blue Chen, purple Mirana, and yellow Rexxar. You ping for help, since you clearly aren't fitted to take the 3 of them out. A teleport animation appears near your tower; it must be your allied Earthshaker, coming to wreak havoc on the unsuspecting! You wait 2 seconds and rush in.

Gulp.

Instead of the beloved cow, Mortred runs into the battlefield. You run in, determined to protect her, but you both are chain stunned and die. Your tower falls.

You should have won that battle, and you know it. It was a perfect setup for an Echo Slam, but you couldn't tell it was Mortred, not Raigor, who was coming to save you.

Without further ado, I present:


Colored teleports.

Now picture it again, only this time with the colored teleports. You notice a dark green circle, and you remember that's Mortred. You move back, knowing that you and her can't take those 3 alone.

The colored teleports will tell you who is teleporting and where. This'll help you determine if you should fight or run.

Now, for the Q&A section.

Q: Yeah, uh, about your circles. Won't it be imbalanced if your enemies could, you know, uh, see who's coming to defend?
A: I figure that'll be changed so they are pure red and pure green (for Sentinel and Scourge). My logic is that if you currently can't see where someone is teleporting, why should you be able to see who is? This'll be restricted to allies only.
Q: Yeah, uh, about your circles. Where can I get a testmap?
A: Down below.
Q: Yeah, uh, about your circles. Where can I get the model?
A: Inside the map. Click "Export" inside the "Import Manager".

Alright, that should be it.
Attached Files
File Type: w3x TestMapColoredTeleports.w3x (29.3 KB, 194 views)
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Last edited by Olinea; 07-31-2009 at 10:27 AM.
Old 06-20-2009, 07:33 AM   #2
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i like it
 
Old 06-20-2009, 09:11 AM   #3
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oh and how about the mission/objective/hint signal when someone teleporting on minimap?
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Old 06-20-2009, 10:27 AM   #4
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Good idea - I think IceFrog (or someone) can make it without changing the old teleport model (I actually like that more).
I would make more clear, that it only applies to allies - people tend to post before they read everything.
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Old 06-20-2009, 10:50 AM   #5
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This makes sense. And I do believe Icefrog could (somehow) make the teleport work.
T-Up. Would be useful in pub games (In-House games should have more co-operation)
 
Old 06-20-2009, 10:55 AM   #6
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T-Up. This surely will improve game performances.

EDIT: Why cant i download the test map? Gah nevermind, looks great anyway.
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Old 06-20-2009, 03:13 PM   #7
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t-up. easy and useful.
 
Old 06-20-2009, 04:39 PM   #8
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Null Vote.

Don't think this works with the standardized colors option? o_o;; Most people go for that anyway.
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Old 06-20-2009, 04:51 PM   #9
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T-Up. But, I wouldn't really consider noticing my ally's hero color, I would rather look at the prettyyy colors. What I'm trying to say, is that I'm still a pubby noob, and my team sox real bad. ._.
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Old 06-20-2009, 06:30 PM   #10
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This is one of those unneeded but good looking suggestions. I'm fine with original, but this won't hurt.
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Old 06-20-2009, 07:15 PM   #11
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Nifty. I think the tinting you've done there needs some adjustment to better represent the actual player colours (Magos has the 12 player colours preset with RGB values if you try editing particles, source from those), but 6-7kb is no reason not to add this.
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Old 06-20-2009, 07:37 PM   #12
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Awesome idea, T-UP!
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Old 06-20-2009, 10:54 PM   #13
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Slick idea, but I do have one particular question. Will enemies be able to see the different colors as well or will they just see the regular teleporting one? This is because I can see this being used by the enemy as well. For example, a yellow teleport could be the Earthshaker player and then the enemies would know to back away from the tower and whatnot.
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Old 06-20-2009, 11:59 PM   #14
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T-up (I don't think I have to explain why)
 
Old 06-21-2009, 01:18 AM   #15
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It's a solid idea, but I believe there's an assumption here that needs to be questioned. Why have the color be the indicator in the first place? Why not just create a dummy unit at the site of the incoming teleport, make it invincible and invisible to the enemy team, and have the hero name and the player name of the teleportee in hover above this unit's head in big, bold letters of the teleporee's color? Sure, you get to have less fun with TP energy mushrooms, but you get crystal-clear clarity and the enemy team is none the wiser. Or if you don't want the effort here wasted, you can do both. But you see the point.
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Old 06-21-2009, 03:31 AM   #16
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-22kb increase, though MSI doesn't matter.
-Um... what about the Teleport thingy: Abilities\Spells\Human\MassTeleport\MassTeleportCa ster.mdl and the ubersplat made from the TP? Shouldn't they be colored also? Some random thingy popping up looks weird without the above effect.
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Old 06-21-2009, 10:09 AM   #17
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Like it. T-up
 
Old 06-21-2009, 01:06 PM   #18
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Looks really good, i like it very much
 
Last edited by JJE92; 06-21-2009 at 02:10 PM.
Old 06-21-2009, 05:30 PM   #19
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good idea. tup
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Old 06-21-2009, 08:34 PM   #20
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This looks like eyecandy!
T-up!
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