Staredit Network

Staredit Network -> Terrain -> Visual Effects List
Report, edit, etc...Posted by Tuxedo Templar on 2005-05-23 at 23:49:33
List so far:
    Exploders & Deaths
    • Halluc Puff Exploders- Mist Sprays, Gas Puffs, Dust.
      [attachmentid=22460]
    • Reaver Scarab Explosions- Water splashes, mini-shockwaves.
      [attachmentid=22462]
    • Spider Mine Explosions- Splashes, mini-shockwaves, light bulb exploding.
      [attachmentid=22461]
    • Protoss Exploders- Flashes, energy explosions.
      user posted image [attachmentid=22440]
    • Terran Exploders- Exploding gas leak, damaged structure/vehicle, collapsing structure, dynamite.
      [attachmentid=22464]
    • Protoss + Terran Exploders Mixed Randomly- Wide electric discharge, energy + fire explosion.
      user posted image [attachmentid=22442]
    • Dragoon Corpse Trail- Blue slime trail.
      [attachmentid=22444] [attachmentid=22431]
    • Scantid Corpse- Vomit, toxic goo spray.
      [attachmentid=22455]
    • Hydralisk Corpse- Raw meat, death gibs and gore.
      [attachmentid=22437]
    • Lurker Corpse- Blood spray/stain, heavy bleeding, ketchup spill wink.gif.
      [attachmentid=22439][attachmentid=22449]
    • Dark Archon Explosion- Fast burst/explosion,
      [attachmentid=22436]
    • Kakaru Death- Hologram deactivation, electric discharge.
      [attachmentid=22438]
    • Ursadon Death- Carcass, meat.
      [attachmentid=22456]
    • Ragnasaur Death- Lava, explosion, fire sparks.
      [attachmentid=22453]
    • Bengalaas Death- Blue fire, radiation.
      [attachmentid=22443]
    • Rhynadon Death- Magic fire, radiation, chemical spill, green gas puff, heal effect, a fart ermm.gif.
      user posted image [attachmentid=22454]
    • Zergling Corpse- Blood stain, blood splash.
      [attachmentid=22458]
    • Dark Templar Death- Misty puff, magician effect, dark spell effect.
      user posted imageuser posted image
    Unit Attacks, Spells, or Spell Effects
    • Corsair Attack Hits- Energy flares, power pulses, light flashes.
    • Marine Attack Hits (like on burrowed/cloaked units)- Rain, sparks.
    • Cloaked Firebat Flame Attacks (either cloaked bats or bats in a cloaked bunker)- Fire jets, burning areas.
    • Lurker Spikes- Spike traps, unstable earth, fast moving subterranean spikey worm-type creature.
    • Defiler Plague- Blood spray, blood-covered units.
      [attachmentid=22450]
    • Siege Tank Hits (siege mode)- Mortars, mini-nukes, dynamite/generic explosion.
    • Floor Missile Traps Shooting- Air/ground to ground missiles.
    • Lockdown Globe- Mystical Orb, electrified object, entrapment.
    • Ensnare- Radioactive goo spray, snot, vomit, or if on a unit: diseased or barf-covered.
      [attachmentid=22445]
    • Psi Storm- Lightning, electrical discharges in the air.
      [attachmentid=22452]
    • Protoss Shield Damage Flickers- Water splashes/sprays, rain drops (maybe), shield activation/deactivation.
    • Recall Swirls- Teleporters, mystic portals, time effects, vortices, bright lights.
      [attachmentid=22441]
    • Stasis'ed Units- Frozen in ice, magically sealed/trapped, or a crystalized effect.
      [attachmentid=22430]
    • Cloaked SCV Attacks- Sparking machinery, sparks (genera), small fireworks, laser point.
    • Yamato Cannon- (Dabbu for credit) A meteor, shooting star, spell/attack effect.
      user posted image [attachmentid=22457]
    Buildings
    • Player-Changing Nydus Canals (changes color)- Animated TV screen.
    • Shield Battery Sparkles (like with cloaked observers)- Water flecks, etherial sparkles, electrodes (maybe).
    • Burning Cloaked Protoss Buildings- Holy fire, radiation leaks, ghostly apparitions (maybe).
    • Burning Cloaked Terran Buildings- Fire.
    • Damaged Cloaked Zerg Buildings- Blood fountain, bleeding.
    • Dead Zerg Buildings- Horrible wound w/ organs visable, open hole in living ground, man-eating plants.
    • Liftoff Cloaked Terran Buildings- Shade area, Pit w/ heat waves eminating (maybe).
    • Half Built Covert Ops - Crashed vehicle, terminal.
      [attachmentid=22426]
    • Half Built Armory - Ruined buildings.
      [attachmentid=22424]
    • Half Built Refinery - Futuristic industrial bulding.
      [attachmentid=22429]
    • Half Built Control Tower - Missile launch tube.
      [attachmentid=22425]
    • Half Built Science Facility - Missile launch tube, industrial factory.
      [attachmentid=22427]
    • Cloaked Stargates- Evil eyes, building windows.
    • Heaped Khaydarin Crystal Formations- Iceburg/Glacier, ice wall, azure rock wall.
      [attachmentid=21428]
    Units
    • Floor Traps Placed in Contiguous Pattern- Floor tiles or fake/trap floors.
    • Wall Traps Placed in Contiguous Pattern- Structured or fake/trap walls.
    • Mass Observers at a given spot- Chrome effect, water blur, light refraction, spacial/dimensional warping.
    • Burrowing Dust- Underground movement, earthquake, kicked up dust (like from something walking along or a vulture starting up, etc.)
      user posted image
    • Nukes w/ Controlled Flight (see tutorials)- Flying missiles (obviously).
    • Turning/Rotating Units- Dance moves, character interactions (cutscenes), general crazyness, drunkness, or being ill (as in, with rotating units).
    • Remove/Create Unit- Transformation, evolution, damage indication, performing an action (like something that the original unit couldn't do).
    • Colored Units (give unit to different players -or- rescued units of rescueable players)- Environmental lighting (if player color matches environment), strobe lights (when colors change really fast), damage level.
    • Sprite Units- Fake units (don't block or interact with players).
    • Oscillating Unit HP (high -> low HP and back)- Wireframe glowing or flashing, (buildings) flame spurts.
      [attachmentid=22446][attachmentid=22447][attachmentid=22448]
    • Move Arbiter-Cloaked Units- Fade in/materialization (decloaking), stepping out of the shadows.
    • Upper Level Doors- If open, it could be used for boundaries or a dividing line. If closed, it could be used for a retaining wall.
    • Lower Level Doors- Fences.
    • Reaver Scarabs (like with Junkyard Dog)- Spirits, etherial effect, fire flies, enlarged snow flakes.
    • Cloaked Beacons- Spell circles, ground lights, landing beacons.
      [attachmentid=22433][attachmentid=22432][attachmentid=22435]
    • Floor Hatch (closed)- Landing platforms, floor mats, gathering circles.
      [attachmentid=21429]
    • Floor Hatch (open/openable) - Pit traps, chutes/holes, air locks.
    • Floor Hatch (cloaked) - Glass floor surface (if cloaked but detected), heat wave blurs (if cloaked, undetected, and constantly toggled), generic ground area distortion (cloaked, undetected, static).
    • Colored Wireframe
      user posted image
    Misc.
    • Pre-placed Dark Swarm Sprites (not units, which can't be placed close to each other without actually being cast)- Pollution clouds, a desert sand storm, portions of a mushroom cloud (maybe).
    • Transmissions from Cloaked/Burrowed Units- Colored lights, targeting indicator, spell circles.
    • Slowed Units (either with burrowed-follow or game speed)- Dramatic cutscene, sedated units,
      time warp.
    • Stopped Units (using 'move unit' to a blocked area continuously)- Dramatic pause or moment of reflection, paralysis, temporal halt.
    • Plain Scarabs (no movement glow)- (Dabbu for credit) Gold pieces, small bugs, pieces of treasure.
      user posted image
    • Placable Ashworld Rock Doodad Sprites- (Dabbu for credit... as far as I can remember at least) Avalanche rocks.
    Composit Effects
    • Mineral Patches + Shield Battery Sparks- Sparkling crystals.
    • Ashworld Crystal Sprite Overlaid on Mineral Patch- Mineable black minerals.
    • Circle of Stacked Firebats Attacking Object in Center- Eye of Sauron, infernal pit.
    • Shield Battery + Observer Cloak Blurs + Cloaked Burning Buildings- Campfire.
    • Wandering Scarab w/ Recall Swirls Following- Great spirit, tornado (?), attack/spell effect.
      user posted image
Help me think of more.
Report, edit, etc...Posted by www.com.au on 2005-05-24 at 00:13:15
erm. a zealot Dying could be used for water? you know the sort of blue "dribble" effect?
Report, edit, etc...Posted by Tuxedo Templar on 2005-05-24 at 00:17:15
Hmm, I always thought they're deaths were like a sort of radiation burst or holy fire burst or something like that. Anyone seen any good effects made with zealot deaths?
Report, edit, etc...Posted by Tdnfthe1 on 2005-05-24 at 00:39:46
Nope, try cloacked firebats attacking burrowed units for a flame effect. This could also be done with flame wall traps.

*Thinking of others.
Report, edit, etc...Posted by Tuxedo Templar on 2005-05-24 at 00:45:21
Added.

ADDITION:
You know, this could be very useful for people making custom terrain to get ideas for effects. Maybe make this a sticky?

Or I could add it to the tips thread if someone cleans it up.
Report, edit, etc...Posted by chuiu on 2005-05-24 at 00:58:16
This isn't my forum to mess with, but I agree so I'll just go ahead and pin it.
Report, edit, etc...Posted by Tuxedo Templar on 2005-05-24 at 02:01:34
Thanks for the sticky.

Hmm, can anyone think of a good nuclear waste effect? Like, a pool or spill or contaminated lake or something.
Report, edit, etc...Posted by ShadowBrood on 2005-05-24 at 02:45:24
Infected people could have ensnare on them.
Report, edit, etc...Posted by www.com.au on 2005-05-24 at 04:39:56
Heres the ones i could think of.. :

Floortraps (the big round things that go on the floor) - Air locks, Holes...

Cloaked Sunken colony's (attacking cloaked {or not} units) - trap, spikes (if lots done at once??)

Dead Zerg buildings - holes in the floor, man eating plants (in the floor)

(im not sure if this one works, but..) cloaked buildings taking off. (the dust as they lift off) - sand storms, air conditioner

Protoss buildings dead - well, a destroyed building/ruins

Dying Scantid's - (nuetral unit) - Throwing up (vomiting)

Dying archon/Dark archon - Energy Explosion (2 different colours)

Dying Hydralisks (or dead) - Carcasses (the way that some meat is still visible)

I hope that is enough to get me on the thankyou list ( tongue.gif j/k )

i will add more soon.
Report, edit, etc...Posted by Tuxedo Templar on 2005-05-24 at 05:17:15
lol, forgot about the scantids. I even used those in The Club for barfing. tongue.gif

Ok, I'll add those shortly.
Report, edit, etc...Posted by Voyager7456(MM) on 2005-05-24 at 07:48:23
Kakaru Death - Hologram deactivation.

Ursadon Death - Carcass, meat

Raganasaur Death- Lava, explosion, fire sparks

Bengalaas Death - Blue fire, radiation

Rhynadon Death - Magic fire, radiation, chemical spill.

Dark Archon Death - Fire, Explosion,

Scarab hit - Water splash, radiation, bomb

Scarab (Unit) - Snow (in a blizzard), snowballs, missiles, fairies

Half Built Covert Ops - Crashed Vehicle
Half Built Armory - Ruined buildings, rubble
Half Built Refinery - Futuristic Bulding.
Half Built Control Tower - Missile tube, launch tube
Half Built Science Facility - Launch tube, industrial factory.

Well thats all I can think of right now.
Report, edit, etc...Posted by www.com.au on 2005-05-24 at 08:08:33
why dont we just add every godam sc unit?

o sh1t.. what have i done.. pinch.gif



ADDITION:
always wanted to do this..




Armoury - Toilet

with 3 handles haha
Report, edit, etc...Posted by glytchur on 2005-05-24 at 09:12:59
QUOTE(Tuxedo Templar @ May 24 2005, 01:01 AM)
Thanks for the sticky.

Hmm, can anyone think of a good nuclear waste effect?  Like, a pool or spill or contaminated lake or something.
[right][snapback]214343[/snapback][/right]


spawning pool, that would make a good radioactive waste pool thing...
Report, edit, etc...Posted by Kenoli on 2005-05-24 at 15:17:09
Floor traps to make a tile floor.
Wall traps/doors to make walls, or cover walls with another pattern.
Use of all the traps to create interesting block shapes.
Floor missile traps shoot like goliaths missile, but hit ground units instead.
Abilities hit traps, like psionic storm, ensnare, plague, stasis, recall, blind, lockdown, etc...

And... uhm... traps also are detectors!
Thats all I know about traps.
Also traps take terrain vehicle upgrade, but thats not really an effect. smile.gif

How about masses of cloaked units? That can be a good visual effect.

Burrowing dust can be used as an effect.

Those protoss shield hit sparks are another one.

Slowing down a ground unit... is that considered a visual effect?

Nukes/Interceptors flying around with junk yard dog.

Recall hits, for teleporting units in, or spell effects or whatever.

Turning units to face different directions or spin around. If you make a movie or something you may want your characters to face a certain direction.

Change a unit's hit points rapidly to make a glowing or flashing effect when you select them.

Move units from under and arbiter rather than create them so they fade in from cloaked.

Create a unit from the same spot antoher one was, to make it look like it changed. (Maybe with another effect to cover-up)

Use sprites intead of actual units to fool people into thinking a place is blocked off when it actually isn't... hehehehe wink.gif

Rescued units retain their original color, could be used for anything really.
(Can you give a unit to the player it already belongs to to re-set it's color?)

My very favorite ability visual, EMP shockwave, I don't know of any way to get the computer to use it. If someone does, tell me.

Create units under a transport and play the unloading sound to fool people into thinking the transport had a ton of units, like a clown car!

My units-shooting-across-the-map thing dosent work anymore... that was a great one though.

And don't forget you can use text or ascii art for effect too!

This is bigger than I planned. There has got to be an error somewhere. Find it! Ha!
Report, edit, etc...Posted by O)FaRTy1billion on 2005-05-24 at 18:18:15
ok, Am I the only one who knows this?

Buildings:
Protoss Stargate
Disabled and powered (like the sheild battery)

Use:
Put on a wall for glowing windows biggrin.gif

OK, I tried this and found it looks ok like this:
[attachmentid=9254]
I couldn't think of a use of the bottom one, so I did that. (Didn't work)
Here is another idea: put the top one on the roof and the bottom one on the side (skylight with window)

EDIT: Also need to find a way to fix shadow ?
Report, edit, etc...Posted by Tuxedo Templar on 2005-05-24 at 19:03:09
Added. Thanks guys.

Ok, try to help me come up with some composit effects. That is, combining one or more effects to make a new effect (like the shimmering crystals I posted, for example).
Report, edit, etc...Posted by TRiGGaMaSTa on 2005-05-25 at 00:42:10
i just thought about this, it would take like a 10 second setup, but...

Have like 10 stacked bunkers owned by a player. give 1 bunker to different play and create firebats for him and enter bunker. Continue until all 10 bunkers are filled and cloaked. Then with locations and triggers circle burrowed lings around the bunkers and it makes a huge burst of spinning firery madness. I havn't tried it but i imagine it to look interresting. I FIRERY TORNADO!!! roar.
Report, edit, etc...Posted by Tuxedo Templar on 2005-05-25 at 01:28:04
Make a sample map of that. I want to see how if it works.
Report, edit, etc...Posted by Paella on 2005-05-25 at 17:29:26
ABout that cloaked stargate, it looks even better when it is building some thing happy.gif.
Report, edit, etc...Posted by Tuxedo Templar on 2005-05-25 at 19:45:16
It can't while disabled. But I've got it to have a slowed and period flicker animation (instead of its normal fast flicker) through playing with disabling and enabling. Makes a cool eye effect.

Anyway, morez! I demandz morez of zee ephektz! Especially composit ones. I know there's some cool ones we haven't thought of yet...
Report, edit, etc...Posted by Kamikaze.Kow on 2005-05-25 at 19:53:38
Black mineral sprite from Ashworld over a regular mineral patch to make mineable black minerals?

Can we post effects for specific tilesets? tongue.gif
Report, edit, etc...Posted by Tuxedo Templar on 2005-05-25 at 19:59:35
That might look weird, unless it covered the entire patch and players know enough to go and mine from it. Ok I'll add it.


Anyway, this should be obvious. Haven't you ever been trying to make a terrain or themed area, and were looking for just the right effect to use? That's what I'm making this list for.

I just hope it doesn't get ignored on account of people's usual lack of creativity...
Report, edit, etc...Posted by O)FaRTy1billion on 2005-05-25 at 21:31:29
QUOTE(Tuxedo Templar @ May 25 2005, 04:45 PM)
It can't while disabled.

Thats why you enable it again...
Protoss buildings (no pylons):
Enable: Takes place of pylon (If you disable it while it has no pylon, its disabling it while it already is. Assimulator doesn't need)
Disable: Cloaks (Nexus and Pylons are a no-no for this, same with special buildings)
Enables: Takes place of pylon & makes the building useable
Report, edit, etc...Posted by TRiGGaMaSTa on 2005-05-26 at 15:11:08
Sadly it didn't turn out as well as i imagined it, and if you want you can also place exploding air untis on it to give more of a fiercer effect.

user posted image
user posted image
user posted image
Report, edit, etc...Posted by Tuxedo Templar on 2005-05-26 at 19:48:33
Ha, that looks messed up. I bet if you put stacked bunkers, or placed a bunker, fillled it with bats, then moved it (bats would still shoot from that spot), and repeated like 4 or 5 times, you could make a cool "eye of sauron effect" by having constant flames in all directions.
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