"Gargoyle" to me sounds like something smaller, maybe man-sized, like an
actual gargoyle statue. Maybe I'm wrong, but I was thinking the Balrog was supposed to be a huge, powerful unit like the Behemoth. I'm not too particular about what we call it, but I'd just like it to be consistent with the nature of the unit. Maybe "Gargoyle" is more fitting for the Imp, since it's supposed to be a regular-sized unit that's fairly strong on its own.
Here's the static Blood Fountain model, in a 7zip archive. I'm on one of the university computers and it won't take a screenshot properly (everything just goes black), so I'll try to get one from my laptop tomorrow.
Mediafire linkFilefront linkmaybe the gargoyle could change to stone and deal a weak attack in exchange for higher HP.
Sounds a little too much like WC3 if you ask me...
I have made a new version of the faction diagram, version five. I have updated the first post as well. New features include glows, which actually mean something now. I made a key also. Also, I have accounted for the Oblivion Portal, which produces units, and the Divination Crystal, which researches.
If you're going to keep track of which units are finished on the faction diagram, the colored glows probably aren't the best way. It's kinda hard to just glance at the picture and see "okay, this unit and that unit are done, this other unit still is in progress, and this one over here hasn't been started". I think a simple list or table is better for that. Plus, wouldn't you have to update the diagram every time a unit gets finished? Seems awfully tedious to me. Maybe you can just change the font for the unit name where you have the model links. For example...
SorceressGlest Models (Finalized)Shadow WalkerStatic Blend Model... where italics symbolize partial work, and bold means totally finished. I think that would make it easier to tell at a glance what was done and what wasn't.
True, they aren't as good as the real thing, but they're good enough for me, and they are plenty fine for voices in Glest. This isn't a project by some multi-million dollar corporation trying to make the videos in their games, nor is it an animation studio making the next big disney flick...
Not having funding is no excuse to do a half-ass job. Besides, with Military you can garble the voices to make them sound like they're coming through a walkie-talkie, and have them sound as crappy as you want.
But I think voices/sounds are really the last thing we should work on.
We should focus on models,xmls and gameplay balancing first.
When all this is done, we can show our voice actors what we want from them! This helps them a lot to identify with their model
and gives much better voice recording results.
That's a good point, and I agree. I made the voice sounds for one of my units for Sun and Moon before I did the model, and then I felt like the voice didn't really fit anymore, so I see what you mean.
Oh, and I took a look at the Sorceress' animations. I really like the attack, and the summoning was hilarious. Those are both definitely top-notch. The death looked a little abrupt (she goes from standing to kneeling in the blink of an eye) but other than that, all the animations are quite good.