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Old 09-06-2009, 12:56 PM   #61
IAmTheSpoon
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Default [Visual Effect] - Pit Lord Ultimate


Quote:
Originally Posted by Armymen View Post
Well, I guess we have a winner!
Yeah, this and if possible, make them go to the middle when it ends(pitlord) and puff as it works now. Win.
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Old 09-06-2009, 01:19 PM   #62
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Default Re: [Visual Effect] - Pit Lord Ultimate

I guess it is on what he is working now, the rotatings portals should obviously poof to pit at the end. I like the Olina's poof as well.
 
Old 09-06-2009, 01:23 PM   #63
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Default Re: [Visual Effect] - Pit Lord Ultimate

Quote:
Originally Posted by virtviuz View Post
I can move the smaller crystals nearer to pitlord then trigger them to move the other way.
That would be awesome.
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Old 09-08-2009, 02:01 AM   #64
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Default Re: [Visual Effect] - Pit Lord Ultimate

Truth be told, I like virt's suggestion much more than my own, now. Well done!
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Old 09-08-2009, 10:40 PM   #65
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Default Re: [Visual Effect] - Pit Lord Ultimate

I think that he also desperately needs a way to indicate when exactly will the teleport occur. I don't know if it should be done in similiar manner as Unstable Concotion but it would be definitely handy.

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Old 09-09-2009, 09:32 AM   #66
Terresquall
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Default Re: [Visual Effect] - Pit Lord Ultimate

EDIT 100909: Corrected some details about the animation and added a "Trivia" section.

Here're two videos of what I've cooked up. One at the departure location, and one at the arrival location.





Specifics

1) Create the attached effect ShadowyMissileofDOOM attached to the "chest" of all units that will be teleported at the end of the duration (if the unit leaves halfway, the effect will be removed) and place a "Dark Rift" buff on all affected units.
2) Play the attached WarpDarkCaster on all teleported units at their arrival and departure locations (the effects are placed on their locations, not attached to their origin as this would cause the effect to teleport with them).
3) Play the Doodads\\Cinematic\\ShimmeringPortal\\ShimmeringPo rtal.mdl effect on the targeted unit/building's "origin" and destroy it when the teleportation occurs.
4) Use the Pit Lord's "spell slam" animation when he casts the spell.

Trivia:
1) On higher levels, the portal animation becomes slightly different (it collapses at an earlier stage of the animation).
2) The original animation that I've made was alot more complex (coding-wise). The one you see here has been simplified alot to make for easier implementation.
3) The custom models are obtained in HiveWorkshop. Credits are included in the .zip files.


Testmap here.
Attached Files
File Type: zip WarpDarkCaster.zip (2.7 KB, 13 views)
File Type: zip ShadowyMissileofEvilDOOM.zip (3.1 KB, 9 views)
 
Last edited by Terresquall; 09-10-2009 at 04:51 AM.
Old 09-09-2009, 12:27 PM   #67
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Default Re: [Visual Effect] - Pit Lord Ultimate

^I love those animation
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Old 09-09-2009, 09:53 PM   #68
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Default Re: [Visual Effect] - Pit Lord Ultimate

Terresqual's suggestion totally rocks. I like it more than spinning gems.
 
Old 09-10-2009, 12:36 AM   #69
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Default Re: [Visual Effect] - Pit Lord Ultimate

Why are Terresquall's suggestions so good?
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While I have partially returned to the forums, I am still not making test maps. If you have a small request, you can PM and I will try to work something out, but I do not have the time to make full test maps.
 
Old 09-10-2009, 11:20 AM   #70
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Default Re: [Visual Effect] - Pit Lord Ultimate

takes too long to cast.
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Old 09-10-2009, 01:55 PM   #71
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Default Re: [Visual Effect] - Pit Lord Ultimate

Just combine virtviuz' and Terresquall's and Bob's your uncle.^^

Let virtiuz change to clockwise inner crystals and Terresquall to a faster animation (cut some of the movement in the beginninmg maybe).
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He saw the true face of the 20th century and chose to become a reflection, a parody of it. No one else saw the joke, that's why he was lonely. Heard joke once:
Man goes to doctor. Says he's depressed. Says life seems harsh and cruel. Says he feels all alone in a threatening world where what lies ahead is vague and uncertain. Doctor says "Treatment is simple. Great clown Pagliacci is in town tonight. Go and see him. That should pick you up." Man bursts into tears. Says "But Doctor... I am Pagliacci."
Good joke. Everbody laugh. Roll on snare drum. Curtains.
 
Old 09-10-2009, 04:24 PM   #72
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Default Re: [Visual Effect] - Pit Lord Ultimate

You can't speed up the animation. The delay is due to the 6/5/4 seconds of casting time the skill has, not the animation.
 
Old 09-10-2009, 07:39 PM   #73
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Default Re: [Visual Effect] - Pit Lord Ultimate

How would it look for 4 seconds?
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One of the reasons why I like Watchmen:
He saw the true face of the 20th century and chose to become a reflection, a parody of it. No one else saw the joke, that's why he was lonely. Heard joke once:
Man goes to doctor. Says he's depressed. Says life seems harsh and cruel. Says he feels all alone in a threatening world where what lies ahead is vague and uncertain. Doctor says "Treatment is simple. Great clown Pagliacci is in town tonight. Go and see him. That should pick you up." Man bursts into tears. Says "But Doctor... I am Pagliacci."
Good joke. Everbody laugh. Roll on snare drum. Curtains.
 
Old 09-10-2009, 07:49 PM   #74
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Default Re: [Visual Effect] - Pit Lord Ultimate

I still prefer virtviuz suggestion

Terresquall's depature doesnt look like a Portal :/

Its awesome, yes
But not fitting the Portal Theme in my opinion
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Old 09-11-2009, 09:57 AM   #75
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Default Re: [Visual Effect] - Pit Lord Ultimate

Terresquall's is well done.

I remember seeing the same animation in the cinematics with Illidan.
Very good, fits the theme and spell perfectly.
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Old 09-11-2009, 01:38 PM   #76
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Default Re: [Visual Effect] - Pit Lord Ultimate

Well, if you remove the things above their heads of departure in Terresquall's idea and add virtviuz circle. It would be quite nice, I think.

The cinematic on the arrival was nice too and the gems that were flying around were almost the same as those of virtviuz. So they should fit quite nice with each other. (even tho the only thing that had to be done was the AoE)

my suggestion is the same as some other, combine those 2 nice ideas!!!
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Old 09-11-2009, 01:41 PM   #77
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Default Re: [Visual Effect] - Pit Lord Ultimate

Quote:
How would it look for 4 seconds?
The only difference is in the portal. Instead of fully forming, it will collapse awhile after it comes up vertical as the animation has no time to fully play. The animation can be sped up so that the portal can have time to fully form, but it seems unnecessary as the current one looks quite fine. Your thoughts?
 
Old 09-11-2009, 01:48 PM   #78
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Default Re: [Visual Effect] - Pit Lord Ultimate

Well, can you just remove some of the cinematics then?

Like only let the orbs start flying above the tower, then let the heroes teleport and afterwards the gems disapears like the portal disapeared (in sort of the same way).

- But then it wouldn't be a complete portal anymore... Then it would be more look like, your heroes fall through the ground and afterwards they are dropped out of the horizontel protal/sky =')
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Old 09-11-2009, 06:07 PM   #79
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Default Re: [Visual Effect] - Pit Lord Ultimate

virtviuz had a nice framework.

I liked that one.
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Old 09-12-2009, 05:56 AM   #80
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Default Re: [Visual Effect] - Pit Lord Ultimate

Thanks for everyone that participated in the discussion, I implemented virtviuz's effect.
 
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