NOTE (03/11/10): The testmap I've originally posted was of a previous version with different effects for Omnislash. I've just updated it so now the effects are reflected correctly in the testmap. If you've seen this topic before, please check the testmap out again! The effects and sounds are quite different from what was shown in the original map.
Omnislash is the most awesome looking spell in DotA, and it's about to get more awesome visually. The Omnislash in DotA now that we know so well is visually based on the Omnislash of the original Final Fantasy VII (that's 1996). It's a no-frills (swishing around was awesome back in the day, but not now) spell that moves you around in front of people so you can slash them.
How does today's Omnislash look like? Look no further below:
Today's Omnislash has awesome high speed trails coupled with violent I-smash-my-body-right-through-you action. Not very realistic, but it definitely looks damn good, and this is what I want to turn DotA's Omnislash into.
That little red trail that Omnislash leaves around gives it a little touch of today's Omnislash, but it's not enough. This suggestion is going to play up the effect of the trail to make Omnislash more relevant to today's version
To start, make Omnislash's cast animation be "stand ready"
, which has him hold up his blade at ready. He currently just stands idly waiting for a bit before lapsing into Omnislash when casting the spell.
It doesn't take much to give Omnislash a whole new face. The red trail it has currently already gives it some of the feel that the new Omnislash has, and I'm gonna add on to the effect.
- Attach the Phoenix missile to the "chest", "head", "hand left" and "hand right" areas of his model (in addition to his current "weapon" attachment).
- Make Juggernaut's coloring become RGBA (255,100,100,80). This turns him red and makes him look translucent, blending in with the trails.
- Remove that misfitting blue Blink effect when he teleports already. Let those awesome red trails tell the story.
Notice also that in the pictures, the Juggernaut's trail always seems to depict him slashing through a unit. This is because whenever the Juggernaut jumps to another unit, I've moved him such that he looks to be slicing through the unit that is struck instead of appearing at a random angle near him
. The code explains it better:
set a = Atan2(GetUnitY(target)-GetUnitY(juggernaut),GetUnitX(target)-GetUnitX(juggernaut)) // Gets the angle between Juggernaut and a target
// Puts the Juggernaut in a straight line through him
Note also that there is an offset value within. This offset is a value between -0.2 to 0.2 (radians)
, and it serves to offset the angular movement a little to the left or right so that it doesn't look too robotic.
Currently, Omnislash deals damage using the line in the code below every 0.4 seconds:
By changing the WEAPON_TYPE_WHOKNOWS part to WEAPON_TYPE_HEAVY_METAL_SLICE
, there will be a slashing sound that plays whenever Omnislash deals damage. This is Juggernaut's default attack sound.
Make another sound effect (Sound\\Units\\Combat\\MetalLightSliceMetal3.wav) play on the target at 0.7 to 1.3 pitch
(randomly chosen number) at 127 volume whenever a slash is made, alongside the sound stated above. This sound effect serves to differentiate an Omnislash strike from Juggernaut's normal attacks.
Currently, there is a bug in Omnislash's coding that causes its trail to only start showing after the first slash. This is easily fixed in the code by adding the trail effect first
, then having a 0 second wait [TriggerSleepAction(0)] before triggering the first slash
. Of course, this also means that all the extra trails suggested in this suggestion must be added before the 0 second wait.
Also, for those concerned with how the extra effects will go with Aghanim's: not much. Aghanim just adds a little brightness and color to the trail.
Check out the testmap here to see the skill in live action.