Dota 2
Mirror of Companionship 4
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Tags: Other, manual
File Size
Posted
150.316 KB
Mar 6, 2013 @ 7:16am
1 Change Note ( view )

Would you like to see this item officially accepted and supported in Dota 2?

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In 1 collection by Automedic
Wisp Collection
4 items
Description
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If you liked this item, you might want to check out my new project for Wisp: Celestial Spark
http://steamcommunity.com/sharedfiles/filedetails/?id=133564276&tscn=1364079117
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The Mirror of Companionship 4 will feature 27 completely new spirit models for Wisp's Spirits ability. Now here's the clue: When wearing this item each of Wisp's spirits will be replaced by an unique spirit representing each hero of the team Wisp belongs to - 5 spirits, 5 heroes. Yes, this item shifts its appearance between your games!

An example: The Preview Picture shows you what Wisp's spirits would look like in a team consisting of (clockwise): Gyrocopter (Mechanical Sprite), Treant Protector (Natural Sprite), Phantom Lancer (Illusive Sprite), Doom (Chaotic Sprite) and Wisp (Wisp's Sprite). A team consisting of Lina, Enigma, Bounty Hunter, Invoker and Wisp would create a completely different spirit combination.

After recieving a lot of positive feedback for my old version of the Mirror (http://steamcommunity.com/sharedfiles/filedetails/?id=89660828&searchtext=) I decided to create a separate new version as I finally figured out a way to test particle effects ingame.

I am currently considering to create a separate item that affects the Tether and Overcharge effect depending onw ho you are tethered to. What are your opinions on this?

Got further questions? Jump to FAQ!

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FAQ: 

What's new?
After finally finding a way to test particle effects INGAME I had to heavily adapt the old sprites to ensure their visibility ingame and give them a proper size. So what does that mean? By being able to test the item ingame I can now assure that this item would seamlessly fit into the game without requiring Valve to adapt the Mirror of Companionship for me, therefore raising the chances that this item will get added. Another huge step towards perfection is the fact that I removed all non-Dota materials and replaced them with Dota 2 materials, significantly reducing the file size and avoiding possible legal limitations – even though the old materials were also owned by Valve.

Isn't this item too complex? 
Technically, no. All you had to do would be a minor change in the ability's algorithm. Right now the algorithm spawns five identical spirit units one after another with a slight delay. Now if you make that five unique spirit units (lets name them spirit1 to spirit 5) the game could easily assign each spirit its respective sprite type. Example: If Player6 (Pink) has Invoker, set Spirit1 to ElementalSprite. Afer that every time you use the ability it would spawn five different spirits without eating any performance. 

Why create a separate new version for an already existing item? 
Due to the fact that this item technically is a complete overhaul I had to create a new version, as you just can't take the high rating for the old item and transfer it to an overauled set.

Why don't you change Wisp's spirits depending on whom he is tethered with? 
First off, this would be extremely difficult as you had to change the spirits' models in action, that means after they were spawned – and I am not sure wether that is possible. However I am currently considering to create a second item for wisp that would change the tether and overcharge effect depending on what unit you are tethered to.

I think hero .... fits ... sprite better / I don't like the look of the .... sprite. 
If you've got feedback for old or suggestions for new sprites feel free to tell me. If you request a new sprite please leave a suggestion on how this certain sprite should look like in your opinion. Oh yes, and the distribution of the sprites isn't final yet - of course. I've tried to keep it at a minimum but there are still a few heroes that could fit two or more sprites rather than one, and a lot of heroes that are not yet implemented. 

Why not one unique spirit for every hero? 
Well, two reasons: First off, I've already tried that and noticed that a lot of heroes are just too similar as far as their colour/ability effect scheme is concerned. And if you can't tell two sprites apart at first glance all it does is clutter the game files unnecessarily, in case this would be implemented. Also, the less sprites are in this item the easier it will be for Valve to implement this item. 

I think this item might be confusing ingame. 
Possible, but I don't think so. First off, these particle effects were created using rescaled and recoloured Dota material, therefore the chance that you could mistake this sprite for another ingame particle effect is very low. Second, what might appear to be an extreme effect on a black background will look way less extreme on a textured (in-game) background. Third, the Spirit's particle effect is one of the smallest ones in the game.. Watch a video of the ingame Spirit ability to get an idea of the actual size. Fourth, there are just three abilities that let move particles in an horizontal Arc: Phoenix's Icarus Dive, Beastmaster's Swirling Axes and Wisp's Spirits. No chance to confuse these three.
Popular Discussions View All (3)
6
Dec 27, 2013 @ 10:50pm
How this thing works?
rgtfx15 [BlackSpiral старый акк]
6
Nov 10, 2014 @ 2:05am
C'mon Valve
lil
0
Aug 3, 2016 @ 8:42pm
Rhasta (Shadow Shamon)
gray7733