Changelogs
v0.12:
- fixed multiple bugs introduced by SC2 patches
v0.11:
- fixed a bug with Gamete Meiosis
- fixed a bug with Devastator's attack priority
v0.10:
- deactivated the Overseer's Contaminate ability
- added a new hero
v0.9:
- Reduced volume of the Tesla Coil sounds
- forward Xel-Naga tower now provides detection
- added a new hero
- balance changes, bugfixes, visual improvements
v0.8:
- Improved the performance ingame at the cost of a higher loading time
- changed the spawner hotkey again, due to some conflicts with other hotkeys
- enabled the 2 formerly disabled heroes
- some minor balance changes and bugfixes
v0.7:
- fixed high mineral values not showing up correctly
- changed the spawner base button from "Idle Worker" to "Select all Warpgates"
(does not move the camera when clicking)
- some more changes to the UI
- added more help features for beginners
- added a respawn timer
- disabled attacking teammates
- disabled Motherships cloaking each other
- nerfed Dark Sentry Force Fields
(each sentry can use force fields only once, also added a cooldown to the target)
- fixed carrier interceptors from taking lifes
- modified some of the hero and unit models
- added hero visual customization options
- randoming a hero will now pick a hero, which was not picked before
Picking a hero manually is not restricted
v0.6:
- added proper win/lose conditions
- fixed a bug with Impale
- fixed a bug with Immortality Protocol
v0.5:
- implemented a new armor system
- reduced most income values slightly
- added some spells to mercenaries
- fixed a bug with Psionic Core
- reduced Organic Carapace regeneration rate
v0.4:
- fixed a bug with MedKit not healing 1 allied unit (and added new heal graphics)
- fixed a bug, where the "Life Lost" tip was created every time a team lost a life.
- reworked Alan Shezar's Immortality Protocol
v0.3:
- fixed hero icons not showing up, when playing as zerg
- fixed some mercenary's costs, income values etc
- changed hero icons for Alan Shezar and Torrasque
- fixed sight range for some mercs, they won't ignore heroes anymore
- slightly increased the size of some heroes
- fixed various merc tooltips showing false income values
- removed the empty icon in the upper right corner
v0.2:
- fixed localization issues
v0.1:
- first release
Kueken531 AuthorCurrent Version:
Beta version is now public on Europe, NA and SEA servers
Current version: 0.12 (Changelogs)
Might not be up to date on NA and SEA servers.
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Spotlight:
Now available:
Introduction
Yeah, another attempt to import a known concept from Warcraft 3 to Starcraft 2.
CAREFUL: Massive amounts of text incoming.
This text will be edited for some amount of time, I think.
Preamble:
This is actually the map I started with, when I got my fingers on the Starcraft 2 editor during the beta. I tested out everything I learned so far in this map basically. I do create this thread for feedback and some kind of brainstorming, but also for my own motivation. I would not call the map ready for release right now, but it begins to take form slowly. In this thread, I'd like to present some of the things I have done so far to you, obviously to get some general feedback (like if this map concept will work and be fun at all in SC2 and stuff). I would also like to give a brief overview to stuff I am thinking about, plans I might have for the map and so on.
This thread is absolutely open for discussion (well, which one is not? ;) ), I apprechiate any comments.
I hereby present you:
Hero Line Wars
(Starcraft 2)
(map name is definitely up for discussion, working title will be simply Hero Line Wars or HLW)
History (will keep it short ;) )
CAREFUL: Strange music ahead
The Game
The gameplay is quite simple:
Why Hero Line Wars?
Seriously? Because its fun! Back in Wc3 it was more of a casual game, not nearly perfectly balanced but hell, it was fun. Getting a stronger and stronger hero while repelling masses of enemy forces, purchasing mighty items, putting on serious pressure to your opponent and ultimately utterly crushing your enemy with overwhelming forces are things I hope to achieve in Starcraft 2 as well.
Also I thing, the concept works quite well with the SC2 Gameplay/Philosophy. Masses of units (hopefully not absolutely out of control), defending against waves of incoming attackers, everything works nice with the SC2 universe and it "feels" good (at least for me, but I might be preoccupied :p)
What to keep from WC3
So what do we want to absorb from the WC3 HLW and put it in SC2:
More strange music incoming:
What to leave in WC3
What I want to make differently would be:
Features
So, lets talk about specific features I already added to the map and/or I plan to add in the future.
For a releasable map, I would like to have (this is not to be seen as a strict goal, more of a guideline):
Heroes:
Spells: My current system is:
Gui Montag
Roach Soldier
Erekul
(prepare for some music again, but this time my own taste ;) )
Mercenaries:
Items:
UI and Help:
Modes:
Screenshots
Here some presentations of my work so far:
Future
I will further develop and update the map, maybe one day I will even release it (if I am satisfied with it, I can be quite a perfectionist some times).
Currently, I am working absolutely alone. I am not searching for someone to join me specifically (I enjoy mapping by myself; I think I actually work better in smaller numbers ;) ), however if someone happens to be really interested in this project, just ask me about it (or help me by providing feedback :D)
Conclusion
Wow, that did become quite a long text. If you did read until now, thank you, you seem to care about this map ;)
I really think, this map can be a lot of fun. But I am curious: What do you think? Can this work? Would you play the map? Does it sound/look good so far? (aside from the terrain :p)
What could I improve for the map or this thread, too? I will try to add more information and pictures, maybe even videos over time (my comp cannot handle recording videos probably, though)
Fireball in Action
Fireball Tooltip
Firebat Fireball Spell
Firebat Fire Jump Spell
Firebat Hero
Tooltip of a sendable merc
Random Hero Selection
Terrain 1
Terrain 2
Terrain 3
Terrain 4