This course will look in the fundamentals of modeling in Maya with an emphasis on creating good topology. It's aimed at people that have some modeling experience in Maya but are having trouble with
complex objects.
MY problem with this kind of game is that there is no strategy, just get the best unit and move them forward... I hope they put more tactic than that in the final game because there is so much action on the screen that you cant understand what is happening!
...and then that mega 800+ points monster that was charging gets some good placed heavy weapons hits and returns to hell (or heaven)
the problem with strategy of that game was that it was more about combo-countercombo making than pure strategy:
my khorne megademon slain by a cluster of invisible dwarf cannons... that Nagash frozen in time because some human spell casted by a puny apprentice... a completely magic spells resistant, resurrecting, always attacks frist, and 10 to 60 attacks capable (or 10"if any of those hits you, youre dead" depending on the mood i was...) chaos general....
I could go on... theres always a counter or an even bigger combo...
it happened that besides the point system if you optimized a bit those games were usually very poorly balanzed...
(which i believe it was part of the strategy to make you purchase the newest thing they threw in (as it was always most powerful for the point than the others))
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