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Old 05-23-2011, 08:59 PM   #1
AKBu3nY
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Default [Animation] Buildings


Two suggestions for building animation





  • The buildings show that the creeps gets upgraded.
  • The buildings don't look idle.
  • 0 MSI (...)
  • More Eyecandy

  • Some prefer idle buildings.
  • Some don't like the animations.
  • Some don't like Eyecandy.

Please Check out the testmap below for better results.
Attached Thumbnails
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Name:	Ancient of Winds normal phase.png
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ID:	56912   Click image for larger version

Name:	Ancient of Winds upgrade phase.png
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ID:	56913   Click image for larger version

Name:	Boneyard normal phase.png
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ID:	56914   Click image for larger version

Name:	Boneyard upgrade phase.png
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ID:	56915   Click image for larger version

Name:	Hunter's Hall normal phase.png
Views:	563
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ID:	56916  

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Name:	Hunter's Hall upgrade phase.png
Views:	559
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ID:	56917   Click image for larger version

Name:	Sacrificial Pit normal phase.png
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ID:	56918   Click image for larger version

Name:	Sacrificial Pit upgrade phase.png
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ID:	56919   Click image for larger version

Name:	Ziggurat day phase.png
Views:	492
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ID:	56920   Click image for larger version

Name:	Ziggurat night phase1.png
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ID:	56921  

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Name:	Ziggurat night phase2.png
Views:	495
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ID:	56922   Click image for larger version

Name:	Ziggurat 3,4,5,6,7,8.png
Views:	508
Size:	897.3 KB
ID:	56923  
Attached Files
File Type: w3x Building Animation2.w3x (16.0 KB, 183 views)
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Last edited by AKBu3nY; 01-15-2012 at 05:04 PM.
Old 05-23-2011, 09:04 PM   #2
Sven2k
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Default Re: [Animation] Buildings

Ok why isn't this in-game already? Huge T-UP!
Great idea!
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Last edited by Sven2k; 05-23-2011 at 09:17 PM.
Old 05-23-2011, 09:23 PM   #3
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Default Re: [Animation] Buildings

Quote:
Originally Posted by Sven2k View Post
Ok why isn't this in-game already? Huge T-UP!
Great idea!
Quote:
Originally Posted by paulo_2_5 View Post
Because this was posted today.
This.
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Old 05-23-2011, 09:39 PM   #4
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Default Re: [Animation] Buildings

I edited before you posted your comment, your argument is invalid
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Last edited by Sven2k; 05-23-2011 at 10:12 PM.
Old 05-23-2011, 09:44 PM   #5
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Default Re: [Animation] Buildings

w8ting for next version with this
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Old 05-23-2011, 09:49 PM   #6
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Default Re: [Animation] Buildings

Eye candy, why not?
T-up
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Old 05-23-2011, 10:04 PM   #7
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Default Re: [Animation] Buildings

Quality suggestion.
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Old 05-23-2011, 10:11 PM   #8
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Default Re: [Animation] Buildings

An effect that plays every 7:30 mins and lasts about 5 sec - it wouldn't make big difference ... but on the other hand those junk buildings can now hypothetically serve a purpose. Why not - Thumbs Up!
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Old 05-23-2011, 10:14 PM   #9
AKBu3nY
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Default Re: [Animation] Buildings

^Make the animation last 30 or 20 seconds how about that? So it would look like the buildings are researching for the duration.
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Last edited by AKBu3nY; 06-02-2011 at 11:39 AM.
Old 05-23-2011, 10:38 PM   #10
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Default Re: [Animation] Buildings

Quote:
Originally Posted by Biophase View Post
An effect that plays every 7:30 mins and lasts about 5 sec - it wouldn't make big difference ... but on the other hand those junk buildings can now hypothetically serve a purpose. Why not - Thumbs Up!
This is also my issue. It shouldn't be too long, but if it is only a short time period, is it even noticable? Usually you don't look at these building, neither when staying on lane, when defing base or when pushing. The only thing I could imagine is when destroying those buildings, and I doubt that chances are high that this happens in the time window (Of course this isn't much work to implent, doesn't cost MSI and don't bring any cons at all, but it just feels so wasted for me).

However, I like the ideas of the Ziggurats. Support for that.
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Old 05-23-2011, 10:53 PM   #11
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Default Re: [Animation] Buildings

T-Down for Ziggurats, makes no sense.
T-Up for suggestion 1 if and only if the animation plays longer. Make it last 30 sec or a full minute and it's fine. I mean, the idea is great but just a few seconds is just not worth it.
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Old 05-24-2011, 12:02 AM   #12
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Default Re: [Animation] Buildings

T-Up'ed.
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Old 05-24-2011, 12:07 AM   #13
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Default Re: [Animation] Buildings

T-Up as well
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Old 05-24-2011, 12:47 AM   #14
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Default Re: [Animation] Buildings

What exactly is wrong with making a working base (meaning the work animation is played all the time )
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Old 05-24-2011, 01:24 AM   #15
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Default Re: [Animation] Buildings

I approve to unit structures,I disapprove Ziggurats because it would be look like that it will be turned into a Spirit Towers.
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Old 05-24-2011, 02:15 AM   #16
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Default Re: [Animation] Buildings

Quote:
Originally Posted by Infrisios View Post
T-Down for Ziggurats, makes no sense.
T-Up for suggestion 1 if and only if the animation plays longer. Make it last 30 sec or a full minute and it's fine. I mean, the idea is great but just a few seconds is just not worth it.
pretty much this
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Old 05-24-2011, 06:06 AM   #17
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Default Re: [Animation] Buildings

t-up for work animation.

t-null for ziggurats ( not bcoz they don't need it but suggested isn't 'cool' enough )
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Old 05-24-2011, 06:48 AM   #18
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Default Re: [Animation] Buildings

T-up for suggestion 1, it looks good
But T-down for suggestion 2, I already hate that the Ziggurats look like towers and now you want them to look even more similar
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Old 05-24-2011, 07:55 AM   #19
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Default Re: [Animation] Buildings

thumbs up for both suggestions
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Old 05-24-2011, 08:16 AM   #20
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Default Re: [Animation] Buildings

T-up.
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Old 05-24-2011, 08:22 AM   #21
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Default Re: [Animation] Buildings

Good idea

T-Up.
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Old 05-24-2011, 11:32 AM   #22
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Default Re: [Animation] Buildings

Quote:
Originally Posted by Ez_Mystery View Post
T-up for suggestion 1, it looks good
But T-down for suggestion 2, I already hate that the Ziggurats look like towers and now you want them to look even more similar
Added a few different effects for the ziggurat, to not make them look more like towers.

Quote:
Originally Posted by Infrisios View Post
T-Down for Ziggurats, makes no sense.
T-Up for suggestion 1 if and only if the animation plays longer. Make it last 30 sec or a full minute and it's fine. I mean, the idea is great but just a few seconds is just not worth it.
Added to op.
bump! With new testmap.
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Last edited by AKBu3nY; 06-02-2011 at 11:40 AM.
Old 05-24-2011, 11:39 AM   #23
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Default Re: [Animation] Buildings

My eyes licked them, they look good.

T-up!
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Old 05-24-2011, 12:16 PM   #24
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Default Re: [Animation] Buildings

Woof woof!
V5 looks good
Is it ingame?
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Old 05-24-2011, 12:20 PM   #25
AKBu3nY
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Default Re: [Animation] Buildings

^Everything ingame.
Added another version ( "v8" idea from The The Godplayer)

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Name:	Ziggurat 3,4,5,6,7,8.png
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Last edited by AKBu3nY; 01-15-2012 at 05:13 PM.
Old 05-24-2011, 12:23 PM   #26
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Default Re: [Animation] Buildings

^ unfortunately I cant check it out . I dont have wc3 right now. will check it ASAP ( which may not be until the 4th of June )

edit: also the change cannot be seen in the screenshot.
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Old 05-24-2011, 12:28 PM   #27
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Default Re: [Animation] Buildings

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Old 05-24-2011, 12:41 PM   #28
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Default Re: [Animation] Buildings

t-up for v4 & v5
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Old 05-24-2011, 01:02 PM   #29
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Default Re: [Animation] Buildings

T-UP!
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There is no solution to unofficial poorly coded maps.



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Old 05-24-2011, 01:16 PM   #30
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Default Re: [Animation] Buildings



After the animation on items shop, this one should be implemented
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Old 05-24-2011, 02:43 PM   #31
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Default Re: [Animation] Buildings

I remembered that I posted this suggestion before long time ago from dota-allstars forum for about 3 years ago but It was never been implemented. Nice to see this suggestion again and full support for it.
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Old 05-24-2011, 02:51 PM   #32
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Default Re: [Animation] Buildings

Wow! T-up!
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Old 05-24-2011, 04:03 PM   #33
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Default Re: [Animation] Buildings

EYE CANDY!!!

T-Up...
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Old 05-24-2011, 04:25 PM   #34
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Default Re: [Animation] Buildings

Personally I don't see the value of this suggestion except eye candy. Which certainly doesn't hurt anyone. T-null
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Old 05-24-2011, 04:53 PM   #35
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Default Re: [Animation] Buildings

R u sure it hasn't been suggested before?

Quote:
Originally Posted by Infrisios View Post
T-Up for suggestion 1 if and only if the animation plays longer. Make it last 30 sec or a full minute and it's fine. I mean, the idea is great but just a few seconds is just not worth it.
Maybe the animation should start when the last un-upgraded creeps spawn.

This way, it shows that the next wave will be stronger.


T_UP to the ziggurats, too. If Sent base has signals of a living city (meaning it's being used, not "organic"), Scrg base should have them, too.


Edit:
Quote:
Originally Posted by 0verp0wer_BR View Post
R u sure it hasn't been suggested before?
Quote:
Originally Posted by _Blazechicken_ View Post
I remembered that I posted this suggestion before long time ago from dota-allstars forum for about 3 years ago but It was never been implemented. Nice to see this suggestion again and full support for it.
There, I knew it
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Old 05-24-2011, 05:16 PM   #36
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Default Re: [Animation] Buildings

Quote:
Originally Posted by 0verp0wer_BR View Post
Maybe the animation should start when the last un-upgraded creeps spawn.

This way, it shows that the next wave will be stronger.
Quote:
Originally Posted by AKBu3nY View Post
My suggestion is now to play the "Work" animation of the "Ancient of the Wilds" and the "Hunter's Halls" on sentinel site and the same for the "Boneyards" and "Sacrifial Pits", 30 seconds or 1 minute before every 15th creep wave spawns.
That's what I mean with 30 seconds before the 15th creepwave. That's the time between the last wave before they get stronger and the improved wave.
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Last edited by AKBu3nY; 09-29-2011 at 08:09 PM.
Old 05-24-2011, 05:20 PM   #37
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Default Re: [Animation] Buildings

finger pointed to the sky.
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Old 05-24-2011, 05:34 PM   #38
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Default Re: [Animation] Buildings

Eye Candy without msi?
maaaaaybe t-up?
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Old 05-25-2011, 04:25 AM   #39
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Default Re: [Animation] Buildings

bump
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Old 05-25-2011, 01:28 PM   #40
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Default Re: [Animation] Buildings

suggestion 1 is epic

but the 2nd one isnt really need
variant 1 does not fit at all it looks like the ziggurat gets upgraded
variant 2 is fine imo

t-up for both (even if i think that the ziggurats dont need an effect like this)
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