Showing posts with label 3. Show all posts
Showing posts with label 3. Show all posts

Saturday, 6 September 2014

Age of Empires 3 mod

I spent of couple of days learning how to mod age of empires 3 and modelled some siege units. I decided to recreate Age of Empires 1 and have converted and created the units for the majority of the units using existing graphics.




There were no suitable existing graphics for the Siege units, priests and chariots.  So I decided to have a go at creating the siege units and have so far modelled and unwrapped the three siege units shown below. I decided I would use the original Roman word for classic as the title forth mod, which turned out to be classicus. Since Rome is one of the most well known empires of the ancient world and the main setting for the expansion "The rise of Rome" :)


As well as the 3D models and units, I've also began creating the first civilization but have ran into a few issues with the civilization I create being playable. Hopefully once I've resolved these  I can move onto creating the technologies and import the siege units for a playable release.
Thanks for reading,
-Andy

Thursday, 13 December 2012

Advance Wars : Steampunk Rising? :D

So I've had the idea of making my favourite GBA game into a map and been thinking about how to go about changing it from turn based to real time and what triggers I'd need for the capture points. Whilst sorting out my other map, which is a come very far and quite near a finished build. Currently working on issues with the escape airship placement and need to add the ending cinematic.

I decided to go with the iconic map Little Island since it focuses entirely on ground units and fast close quarters 1v1 combat, the very opposite of my current survival hero/tower defence map.

Here's a Screenshot of the map so far, just added the income triggers and been play-testing/setting up 3-4 units.


The original Gameboy version of little island looks like
I've decided since it's real-time to break the forest A-symmetry as they effect the infantry movement/flow a lot more on my map and have lengthened the width by one space to allow a gap between the 2 closest buildings to the base and the trees.