That would really be appreciated! I'm currently lacking master models and I actually considered ripping from games, I just dont know what games to rip from.Kraft wrote: Sun Apr 21, 2019 9:44 pm Why not use Fuyuki as the city? It's the most iconic battlegrounds for Fate after all
I could also try helping you out by ripping more fate models for use but converting them is out of the question for me
Fate Map overview
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Re: Fate Map overview
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Re: Fate Map overview
I suggest Fate/Extra and CCC
It has 14 different male master models and 16 for the females. Also a few major NPC masters and two Hakunos.
It has 14 different male master models and 16 for the females. Also a few major NPC masters and two Hakunos.
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Re: Fate Map overview
I am planning on only taking major Masters. Can you rip those models for me?Kraft wrote: Mon Apr 22, 2019 7:39 am I suggest Fate/Extra and CCC
It has 14 different male master models and 16 for the females. Also a few major NPC masters and two Hakunos.

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Re: Fate Map overview
Looks great! I love that system.
P.S.
I'm also happy to see someone's finally using some of those doodads/props from DMO.
P.S.
I'm also happy to see someone's finally using some of those doodads/props from DMO.
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Re: Fate Map overview
I only have the ones from CCC so Dan and Li'l Ronnie aren't hereBlink wrote: Mon Apr 22, 2019 1:14 pm
I am planning on only taking major Masters. Can you rip those models for me?![]()
https://www.mediafire.com/file/1c61y62matp0078/
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Re: Fate Map overview
Thank you so much for this!Kraft wrote: Mon Apr 22, 2019 11:22 pm I only have the ones from CCC so Dan and Li'l Ronnie aren't here
https://www.mediafire.com/file/1c61y62matp0078/

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Re: Fate Map overview
This is just an idea but can't you just use single unit targetting for precision? So players must actually click on the target to cast the abilities but the abilities themselves can just be an area damage or anything you like.
I think this should work fine unless there's too much fog of war in your map. What do you think?
I think this should work fine unless there's too much fog of war in your map. What do you think?
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Re: Fate Map overview
I have abilities that are single unit target (which I will show in Kiyohime's abilities). I dont favor those too much tho since I like the way a user fully controls his abilities so it depends on him whether he makes a good play or not. Kinda like the way how league works.Rheiko wrote: Tue Apr 30, 2019 3:33 am This is just an idea but can't you just use single unit targetting for precision? So players must actually click on the target to cast the abilities but the abilities themselves can just be an area damage or anything you like.
I think this should work fine unless there's too much fog of war in your map. What do you think?
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Re: Fate Map overview
Damn looks really smooth so far, seen a few fighting maps like this before but i would say this looks like the smoothest i've seen, and that parkour system looks like it could be really interesting, good work so far
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Re: Fate Map overview
UPDATES
I had 2 Musashi's fight each other to test the blocking system and look for bugs.
[youtube]1aAD7CXOkDA[/youtube]
Skills inspired from FGO.
[youtube]TONyeyHQlv8[/youtube]
Warcraft 3 1.31 PTR brought some interesting updates so I thought I should wait for it before creating UI and Hero Selection System.


- Optimized Missile System
- Blocking System
- Kiyohime (Berserker)
I had 2 Musashi's fight each other to test the blocking system and look for bugs.
[youtube]1aAD7CXOkDA[/youtube]
Skills inspired from FGO.
[youtube]TONyeyHQlv8[/youtube]
Warcraft 3 1.31 PTR brought some interesting updates so I thought I should wait for it before creating UI and Hero Selection System.
Thanks dude!ShiroN3K0 wrote: Thu May 02, 2019 11:22 am Damn looks really smooth so far, seen a few fighting maps like this before but i would say this looks like the smoothest i've seen, and that parkour system looks like it could be really interesting, good work so far

Thanks!MagaRa wrote: Mon Apr 22, 2019 5:14 pm Looks great! I love that system.
P.S.
I'm also happy to see someone's finally using some of those doodads/props from DMO.
