unit Blocking rate??? // Textures???
Posted: Wed Jun 22, 2011 11:09 am
I'm no noobie= I played Myth ages ago when it first compiled to "The Total Codex".. I made the mistake to loan it to a friend and he used the CD case as a drug dealing currier device... no comment/s
back then I extracted and categorized all the sprites from the Diablo series but was unable to find a reliable source to port them through amber (he ran off with all my work only makeing 2 units...america! right)
Just recently I acquired a new copy of MYTH II (6 years later lmao) and have successfully reversed engineered a great deal of projectiles and proj groups ex: (Upgraded shade to: spiraling death plague ring that circles in dark clouds (mahir fire) that paralyzes and drains units within...thunder sword blow that crashes sparks that burn and injury... and increased projectile spawning within groups for greater aesthetics, i want witnessing magics and dreams unleashed to be stunning and awe inspiring . push dat engine hard!! )
--->I'm a windows machine...so i feel soooo limited
Anyway I'm working on a project (isn't uryone?)= essentially the Myth story (after Chimera) but on ROIDS-- ex (Brzrk Unit= reduced health, faster movement speed, slightly weaker trow kick as special (mana regulated)...functionality being= if you send them into a fray and don't tend to them they surly will die... but if you coordinate their attacks and alternate their targets they can quickly tear the flanks out of a regiment with great fervor.) I am basically sacrificing some of the "balance" in Myth for extremely "dynamic" characters; forcing new play styles and an overall new "feel" to the legends of MYTH...which leads to my questions...
I would like the Warrior (being the backbone of the Legion) to block at a higher frequency making them more formidable and allowing small lines to hold against great hordes by skill not just huge life bars and absorption rates,
** can anyone explain the parameters of the extended flag "blocking delay modifier"
** TEXTURES TEXTURES TEXTURES... I have accumulated a nice library of textures for photoshop and a collection of already made color maps: within my project the main goal is EPIC I mean EPIC environments, I want to create GORGOUS color maps in both detail and tonal value ALSO i hope to see someone help me create a few larger scale structured models (ancient ruins, farm/town buildings, earthy structures...etc) {I can provide all textures and even possibly the sculpted model if thats what it takes to get someone to help me but neway}
** where is the best library of commonly used MYTH textures I want to quickly be able to compose amazing transitions of atmospheric values ( i dont wanna just cut and past and blend outa pre-existing maps.... nor to I wish to start EVERY map from scratch... I want a decent length campaign so speed of creation is essential)
PS--if anyone would like to discuss my project, even if just for bouncing ideas around or if they are possibly interested in joining the effort... I understand that the few remaining GROUPS...whose works are legendary... have made their KIN forged in the bloody relentlessness it takes to complete such things, but this project of mine is hardly a feeble attempt to "fubar" the MYTH engine... My goal is to show the community a side of Myth even its original developers couldnt have even imagined! (the side i've been dreaming about for over 6 years-lol)...tactical diversity within units allowing many different "combo" styles of attack within your armies' ranks... towering remnants of ruined castles... lost magics reborn... ancient artifacts reveal great powers... sceneries lush and dynamic... Heroes born and lost within the tides of war... color maps that drop the jaws of the most cynic ghols...a full submergence into the lore of the Myth Universe, any experienced help or words of wisdom would be GREATLY APPRECIATED!!!
back then I extracted and categorized all the sprites from the Diablo series but was unable to find a reliable source to port them through amber (he ran off with all my work only makeing 2 units...america! right)
Just recently I acquired a new copy of MYTH II (6 years later lmao) and have successfully reversed engineered a great deal of projectiles and proj groups ex: (Upgraded shade to: spiraling death plague ring that circles in dark clouds (mahir fire) that paralyzes and drains units within...thunder sword blow that crashes sparks that burn and injury... and increased projectile spawning within groups for greater aesthetics, i want witnessing magics and dreams unleashed to be stunning and awe inspiring . push dat engine hard!! )
--->I'm a windows machine...so i feel soooo limited
Anyway I'm working on a project (isn't uryone?)= essentially the Myth story (after Chimera) but on ROIDS-- ex (Brzrk Unit= reduced health, faster movement speed, slightly weaker trow kick as special (mana regulated)...functionality being= if you send them into a fray and don't tend to them they surly will die... but if you coordinate their attacks and alternate their targets they can quickly tear the flanks out of a regiment with great fervor.) I am basically sacrificing some of the "balance" in Myth for extremely "dynamic" characters; forcing new play styles and an overall new "feel" to the legends of MYTH...which leads to my questions...
I would like the Warrior (being the backbone of the Legion) to block at a higher frequency making them more formidable and allowing small lines to hold against great hordes by skill not just huge life bars and absorption rates,
** can anyone explain the parameters of the extended flag "blocking delay modifier"
** TEXTURES TEXTURES TEXTURES... I have accumulated a nice library of textures for photoshop and a collection of already made color maps: within my project the main goal is EPIC I mean EPIC environments, I want to create GORGOUS color maps in both detail and tonal value ALSO i hope to see someone help me create a few larger scale structured models (ancient ruins, farm/town buildings, earthy structures...etc) {I can provide all textures and even possibly the sculpted model if thats what it takes to get someone to help me but neway}
** where is the best library of commonly used MYTH textures I want to quickly be able to compose amazing transitions of atmospheric values ( i dont wanna just cut and past and blend outa pre-existing maps.... nor to I wish to start EVERY map from scratch... I want a decent length campaign so speed of creation is essential)
PS--if anyone would like to discuss my project, even if just for bouncing ideas around or if they are possibly interested in joining the effort... I understand that the few remaining GROUPS...whose works are legendary... have made their KIN forged in the bloody relentlessness it takes to complete such things, but this project of mine is hardly a feeble attempt to "fubar" the MYTH engine... My goal is to show the community a side of Myth even its original developers couldnt have even imagined! (the side i've been dreaming about for over 6 years-lol)...tactical diversity within units allowing many different "combo" styles of attack within your armies' ranks... towering remnants of ruined castles... lost magics reborn... ancient artifacts reveal great powers... sceneries lush and dynamic... Heroes born and lost within the tides of war... color maps that drop the jaws of the most cynic ghols...a full submergence into the lore of the Myth Universe, any experienced help or words of wisdom would be GREATLY APPRECIATED!!!