Hi, i'm a 3.4k master league player who is going to make a new version of the standard game. I've collected all my experience and knowledge of the game and made the ultimate patch. I want some one who knows the editor inside out because there are some pretty advanced mechanics i want to add to the game. Just let me know and i'll let you take a look at the patch notes, all the ideas and designs are already done. And there's more to come.
Just let me know and i'll let you take a look at the patch notes, all the ideas and designs are already done. And there's more to come.
Come now, Im sure we are all curious as to your patch notes..;p. Consider posting it. If not for amusement`s sake then to perhaps get feedback on it?.
And unless you`ve actually played in GSL. In my opinion, Being 3.4k master league player is no where near the amount of experience and knowledge of the Gosu players. My 15 year old brother is actually 3.3k master league Zerg(No bonus pool).
I haven't played since day 1 lol... I have 2800 bonus pool now I realized. Infact I never really played melee since the beta, but I played a lot back then. Editor changes things...
Not sure i want to post all the changes here because it wouldnt be my map anymore, if some one else decides to make it.
3,4k master might not be much, but playing starcraft since 1999 sure is. Although one could think i should have made it further than this if i have played for so long ;)
Its fine if you dont want to post it, but I've been here a long time and can tell you its pretty safe and nobody really steals stuff. And since you cant make it yourself anyway you have to give it to somebody. Is this just balance changes or are you wanting new units and buildings?
Rollback Post to RevisionRollBack
Feel free to Send me a PM if you have any questions/concerns!
This is written very sloppily because its my own personal notes.
Enjoy.
Terran:
Orbital Command:
Transport Capacity increased to 7.
Max energy = 150
"Extra supply" energy cost (50) to 40
"W" = select all orbital commands (same as for warp-gates)
Mule, 30 second cooldown.
Marauder:
Marauder model changed to Hammer Securities after Concussive shells AND stimpack being researched
Concussive Shells are 25% less effective against light units.
Marine:
Model changed to War Pigs After when level 2 infantry weapons has been researched.
Reaper:
Nitro packs is automatically researched when a Factory is built.
D-8 Charges removed.
P-45 pistol can target buildings.
+10 hp +1armor.
Ghost:
Nuke cost (100/100) to 75/75
Ghost academy (150/50) to 100/100
Build Ghost (150/150) to 125/150
EMP range (10) to 9
Snipe range (10) to 12
Ghost model changed to "Spectre" if cloak and moebius is researched.
Medivac:
Caduceus reactor cost (100/100) to 50/50
Caduceus reactor increases starting energy by 50
Model changes to "Medivac Upgrade" after research.
Name changed to MedEvac
Raven:
Corvid reactor cost (150/150) to 50/50
Durable materials cost ( 150/150) to 50/50
Seeker Missile cost (150/150) to 100/100
Siege Tank:
Model changed to Siege breaker after siege mode research is complete
Banshee:
Banshee model changed to Dusk Wings after cloak being researched
Bunker:
Salvage returns 65 minerals after 3 seconds. Can be cast while units are inside, this will unload them.
Does not explode when salvaging. Animation changed to same as when building, but backwards very fast,
for 3 seconds before disappearing. When selecting a bunker while units are inside, and rightclicking
an enemy, the bunker will issue an "attack" command. (changed from a "rally point" command).
Sensor tower:
Cost (125/100) to 75/100
Fusion Core:
Tech reactor researchable at Fusion Core (200/200) 140 sec
Upgrades all tech labs and reactors to tech reactors.
Yamato cannon research name (Weapon refit) changed to Yamato Cannon, cost (150/150) to 100/100
Behemoth reactor cost (150/150) to 100/100, increases starting energy by 50
Change model to Jacksons Revenge, resized to same, whenever both yamato and behemoth are researched.
Sight range increased by 3
Upgrades:
ship plating (150/225/300) to 100/200/300
Ship weapons (100/150/200 to 125/225/325
vehicle weapons (100/175/250) to 125/200/275
Infantry weapons (100/175/250) to 125/200/275
Planetary Fortress Transport Capacity for scvs increased to 24
Hit points (1500) to 3500
Passive ability "Heavy Metals" the planetary fortress cannot be repaired within taking any damage the
last 12 seconds, whenever a planetary fortress is destroyed, it remains at 0 hp for 12 seconds burning
heavily, being able to fire, but not targetable, before exploding.
Protoss
Probe:
Health/shields (20/20) to 25/15
Zealot:
Model changed to Zealot (prisoner) after charge research
Charge, auto-hit on impact
Charge cost (200/200) to 175/175
Stalker:
Blink cost (150/150) to 200/200
Model changed when blink has been researched
Observer:
Speed upgrade (100/100) to 50/50
Twilight Council:
Cost (150/100) to 100/75
Immortal:
Shield upgrades reduce damage after hardened shield bonus reduction.
ex: level 2 shield upgrades + Hardened shields = Maximum of 8 damage per hit.
Warp Prism:
Speed upgrade (100/100) to 50/50
Hp (100/40) to 100/80
Void ray:
Range vs massive units increased to 9
Passive ability "Focal Point" Automatic attack priority to massive units. +20% Damage to massive units.
Immunity to Yamato Cannon and Neural Parasite.
Damage 6/8(armored) changed to 5/8(armored)
Charges 40% faster (of current value), but loses charge when switching target.
Flux vanes 150/150: Charges 120% faster (of current value), model changes to Mohandar.
Colossus:
Has to stand still for 1.2 seconds before being able to start attacking.
Fleet beacon cost (300/200) to 200/150
Archon:
Immune to snare, stun, mind control, emp and psionic storm.
Damage 25(+10 bio) splash=1 to 20(+10 bio); splash=1,5 (large enough to hit multiple mutalisks in a "magic box")
Cannot be moved by friendly or enemy units while warping in.
Warp-in changes:
all warping in units and buildings start with full health & no shields
any damage taken during warp-in is sustained to health, avoiding shields.
shields charge to max when warp-in is finished.
Templar Archives cost (150/200) to 150/150
Khaydarin crystal increases starting energy by 16, cost 100/100
Sentry:
Forcefield energy cost (50) to 55
New research in Cybernetics core, "Circuitry Enhancements" Increases Sentry starting energy by 25, cost 100/100
Carrier:
model changed to Selendis (resized to same) after Catapult research
Sight range increased by 2
Mothership:
Immunity to mind control.
Cloaking field removed.
Permanent pylon-energy area under mothership.
Acceleration and turning radius increased to max.
Vortex removed, replaced by Chrono Rift. 75 energy, not channeling. Hotkey "T"
Damage increased from 6 to 7
Range incerased to 8
New ability "Soul Keeper", consumes 1 friendly zealot to
restore 75 energy and 75 life, 45 second cooldown. Plays sound "My life for aiur" when cast, zealot freezes
and dies after 2 seconds. New ability "Phase Paradox" 8 second cast-time, teleport to any pylon-powered loaction
for 75 energy, 60 second cooldown, chrono boost type of animation while its being cast, can move while casting.
New ability "Persistence" When reaching 1 hp or when triggered, it takes no damage for 8 seconds but is still
targetable. Can only be cast once per mothership, large shield-animation when ability is active.
Can cast phase paradox at the same time.
New upgrade in Fleet beacon "Khaydarin torrents" increases Mothership starting energy by 50 and max energy to
300, cost 100/100
Chrono boost can be cast on units,
increasing movement speed by 10%, attack speed by 5% and energy regeneration by 50%
Upgrades:
ground weapons (100/175/250) to 150/225/300
shields (200/300/400) to 125/200/275
air weapons (100/175/250) to 150/225/300
air armor (150/225/300) to 100/175/250
New spawning pool upgrade, "Obedience Pheromones" Increases Queen starting energy by 25, Cost 125 minerals, 60 sec
New lair upgrade, "telesypnatic node" cost 150/150, 80 sec
Allows queens to cast spawn larva and creep tumor anywhere on the map.
Ventral Sacs upgrade (200/200) to 100/100
Mutalisks can burrow, gains extra health regeneration (+200%)
Nydus Worm Cost (100/100) to 75/75
Ultralisk Cavern Cost (150/200) to 200/0
Hive upgrade cost (200/150) to 100/150
Overlords automatically start generating creep when lair is finished.
corruption is channeling, 12 sec, works the same way as neural parasite but they can move and attack while casting,
and the animation is a continuous flow of corruption. Cast range of 7, deactivates if target surpasses range 9.
effects: air/ground -50% attack speed, -20% movement speed, 25 sec cooldown.
Zerg units can burrow and move under all terran buildings exept supply depots, if a zerg unit is trapped under
a landing building it cannot unburrow. Terran scvs can start a building and even a supply depot on top of a
burrowed zerg unit. If its a supply depot it will halt at 99% completion, if its any other building it will
finish just as usual. A zerg unit cannot unburrow if anything is being built on top of it.
Zerg units cannot burrow and move under any protoss structure exept for the pylon and the stargate. Probes
can only build pylons and stargates on top of burrowed zerglings. If a zerg unit unburrows from under one of
these 2 buildings, it is moved to the side of it quickly.
Changeling is invisible, cannot be seen by detectors and they show no "blur", has a sight range of 2 when in
this state. 5sec delay into automatic reveal and disguise when encountering enemy.
Energy cost increased to 75.
Overseer can Generate Creep twice as fast as an overlord. Can also load units without the need of research
from Lair
Ultralisk, no collision to banelings/zerglings/marines/zealots/reapers/hellions/ghosts/workers. Model size -10%'
Regeneration rate increased by 100%
Regeneration rate increased by 300% when burrowed
When walking over enemy units, it slows their movement speed by 50%
Splash radius slightly decreased
Damage increased by 15%
Can slightly push enemy units aside.
Hydralisk model changes after range upgrade (if there are any other models)
Hydralisks gain the ability to move underground when Tunneling Claws are researched.
Infestor model changes after both upgrades (if there are any other models)
Ultralisk model changes after chitinous plating upgrade (if there are any other models)
Queen model changes after telesypnatic node upgrade (if there are any other models)
New upgrade from spawning pool, lair requirement
"zergling metamorphosis", zergling morphs into any ground unit (minus the 25 minerals already spent on the
zergling) When selecting a zergling, clicking "metamorphosis" will lead to a sub-menu with all zerg units
available for choice. (much like hallucination) Basically the zerglings will act like larvaes, morphing into
anything the player chooses (even queens).
Adrenal Glands Add +5 hp and 20% attack rate.
New upgrade from Hive
"malevolent creep" cost 200/200, Slows all enemy ground units movement by 10% when walking on creep. to zerg
enemies, it negates the creep movement bonus.
Zerg building portrait (adjutant/judicator) changed from Overlord to infested Kerrigan.
Burrow and Unburrow have separate buttons, the same way Siege mode works (E=siege; D=unsiege)
R = Burrow, D = Unburrow
zerg missile attacks (100/150/200) to 125/175/225
flyer carapace (150/225/300) 100/200/300
Ingame lobby
select = map, mode(1v1/2v2..), race, observers.
all ladder maps are pre-loaded and available for selection, including some 4v4 maps aswell.
List of player league/points distribution
Healthbars displayed for damaged units only (option)
Option to have simplified healthbars, straight green lines with no "boxes", no energy bar, no shields bar.
Gas harvesters stay outside of refinery when mining gas.
improved pathing, dynamic
For example, wall of your ramp with 3 raised supply depots
all supply requirements and limits multiplied by 4 and limit raised to 800
fixed colors; group 1: red, yellow, orange, green; group 2: purple, violet, blue, teal.
player chooses one primary color out of any group, and a secondary color from the opposite group
This way, players will get their favorite color, and if it conflicts with the opponents choice the player will
get their secondary choice of color.
Visible to players (in-game)
production tab
units tab
income/harvester tab
auto-hotkey options, ctrl+# = autobind all [unit/building] to #
For example
All newly constructed barracks will fall into the ctrl-3 hotkey group.
dynamic pathing, ignore obstacles through fog
right now, a unit that is sent towards a base that is blocked off, will act as if the path is blocked BEFORE
even seeing the wall. The unit has to discover the wall, before trying to find any alternate path.
second case of dynamic pathing. 1. Block off your ramp with 3 supply depots 2. order an scv to move out of
the base 3. lower a supply depot (after the move order) This will cause the scv to walk up to the ledge closest
to its destination, even though there is an open path. The reason for this is that the path was blocked at the
moment the order was issued.
Ordering a worker to construct a building will move all units standing in the way aside as quickly as a force field.
New function for issuing orders:
Holding CTRL and right-clicking with multiple units in selection will order ONLY ONE unit to go to that
destination, this unit will also be removed from the current selection. This is useful for things like
spreading out overlords across the map, or splitting up workers.
Unarmed Casters will halt when encountering enemies, if they are set to Attack-move. As if they had a range 8 attack.
Visible To observers
production tab
units tab
income/harvester tab
Zoom out function
Lots of camera angles
Auto-camera, switching between most used control groups and hot spots.
same as in KOTH maps smart camera.
I don't think a lot of those protoss changes are that good. The mothership doesn't need a pylon effect. She can mass recall after you warp in a lot of units from anywhere near a pylon. Also proxy pylons would be more efficient and warp prisms already do that. There are alternatives so that would be a bad choice imo. Most of the mothership stuff is bad imo and should be left alone. Models changes are odd and gives away what they are making battles not even happen. That's the whole point of buying these upgrades, so that you can use them as a surprise. Why do you think people hide stargates off in a corner away from a terran scan? So they can get the jump on people. 90% of war is information and the other 10% is what you do with it.
So giving them information would be a bad addition. Just my thoughts on some of the changes, I don't play t or z so I can't comment much on them but I do play protoss and know that they are pretty much fine how they are, although I hate how Void ray speed boost got taken out it was actually fair.
I didnt ask for opinions, i asked for some one to help me make the friggin map.
Well maybe you would like to discuss some ideas that are outside the box. Some of these changes are just simple stat changes. How about adding another resource or even create Tribes - 3 sets of terran, toss, zerg races that have some extremely small stat differences and have 1 unique unit for each tribe? How about adding additional managing mechanics like players must research technology in a gigantic tech tree (in addition to the ebays, cybernetics, etc) or how about adding an "going through ages" where players must donate 2k mins and gas to their CC to get structure bonuses, new units, more upgrades?
Those are some nice ideas, but not entirely what im looking for. I'm trying to just slightly tweak the current game, fix the so called broken units (mothership, ultralisk) that are rarely being used, and make every single possible strategy viable even in high level games. Even small changes can really mess with the dynamics in the game, forcing players to adapt to each others strategies.
I'm also wondering if some of these changes are even possible, like having all ladder maps pre-loaded into one single map?
It would be nice to have a all-in-one map, because you wouldnt need to remake the game if you want to play on a different map. There are already lots of custom games using this function, raynors party for example, although those are very small maps. Is it possible to have, lets say 4 maps, combined in one document?
just wizzing though it... takes time to do this... some shite is uber long to implement, not to mention the number of things...
i <3 melee mods, but (and beware of sc2mapster's godly influence here :)==>) your's goes way beyond tweeking the melee standard...
Changing stats is easy enough= you can do them all...
sc2mapster members will help you as long as you need it...(just post in the proper development feedback forum)
this site is filled with tutorials to do it all...!? well most!...
it does take some time to use the editor properly, but no more than using any software "casually" (not to it's fullest)...,
(pm me a skype name and i will try and start you off on the editor if you feel you need extra help...)
<3 "Chrono boosting units" = great idea = game changing and haaaaard to do... you have to duplicate so many "original" objects forit to work...
"dynamic pathing, ignore obstacles through fog right now, a unit that is sent towards a base that is blocked off, will act as if the path is blocked BEFORE even seeing the wall. The unit has to discover the wall, before trying to find any alternate path."
Didn't MaverK drop trying to fix the worker drilling = re implemented black fog to circumvent the issue (reference: MaverK's mod: sc2bw)
i personally love loads of the ideas (still have just surfed your wish list) butlike most mapmakers, we just don't have the time to devote to "all" your changes...
Just jump in, you've done the hardest trust me... creating a galaxy is way cool, come and join us, accept that a galaxy is not build in a day...
edit:
You should highlight the real hard parts by parsing your list into:
1/ data in tables on exell or other: stats / model changes / units switched added...
2/ real show stoppers = not really sure how it wouldn't work, but don't know... would like to see it work
sc2mapster members will most likely like to help with those :)
It depends. The way Raynor party works is by drawing all the maps onto a single large map, then cropping the camera to only show the specific part you're looking at currently on the minimap.
The map size limit is 256x256, so a single map could fit 4 128x128 maps, or 16 64x64 maps.
However, any single map can only support up to 8 textures and 2 cliff types. You'll have to modify the textures for the terrain a bit if they don't all use them same texture set.
I'm going to try and make this map alone. I've already managed to make most of the terran models change when upgraded. I'm running into problems constantly, so where do i ask all these newb questions? Like, where do i change upgrade costs? How do i completely change the name of a unit? I also need alot of help on creating abilities.
Too bad, most ladder maps are 140x140 so i guess that is out of question. I would like to know how to make a mod file and import it, but i'm not going to get ahead of myself because the mod is far from finished.
Map development forums are for you, my friend. Just post in the correct category. (if its trigger related post in the trigger forum. Data questions go in the data forum.)
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Feel free to Send me a PM if you have any questions/concerns!
I tried doing something like this when the game was released got about 40% done before the data editor guy disappeared on me. Was planning on trying again when 1.3 is released, though I'll either do it myself or pay one someone this time. =(
didn't really like yours btw feels like too much, not that you care.
However, any single map can only support up to 8 textures and 2 cliff types.
Actually you can have more than 2 cliff types, I have 3 of them in my Sand Worm Survival map. I can't remember how it was done just by memory, but it was simple enough to be done without having to check for tips and help anywhere. I actually think the absolute limit is 4 cliff types in a single map, I remember I read that somewhere (probably in the TL forums, or the official SC2 forums)... But I can't see any good use for more than 3 cliff types if you can't have more than 8 textures anyway...
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Hi, i'm a 3.4k master league player who is going to make a new version of the standard game. I've collected all my experience and knowledge of the game and made the ultimate patch. I want some one who knows the editor inside out because there are some pretty advanced mechanics i want to add to the game. Just let me know and i'll let you take a look at the patch notes, all the ideas and designs are already done. And there's more to come.
Come now, Im sure we are all curious as to your patch notes..;p. Consider posting it. If not for amusement`s sake then to perhaps get feedback on it?.
And unless you`ve actually played in GSL. In my opinion, Being 3.4k master league player is no where near the amount of experience and knowledge of the Gosu players. My 15 year old brother is actually 3.3k master league Zerg(No bonus pool).
Good luck anyway.
@EternalWraith: Go
I haven't played since day 1 lol... I have 2800 bonus pool now I realized. Infact I never really played melee since the beta, but I played a lot back then. Editor changes things...
Anyway GL with this Fender :D
Post your balance changes and we are going to tell you, which main race you play :D
Not sure i want to post all the changes here because it wouldnt be my map anymore, if some one else decides to make it.
3,4k master might not be much, but playing starcraft since 1999 sure is. Although one could think i should have made it further than this if i have played for so long ;)
I dont have a main race i play random.
@Fender187: Go
Welcome to sc2mapster, Fender. :D
Its fine if you dont want to post it, but I've been here a long time and can tell you its pretty safe and nobody really steals stuff. And since you cant make it yourself anyway you have to give it to somebody. Is this just balance changes or are you wanting new units and buildings?
Yeah, if someone uses your patch, he will probably give you the proper credits. However, I don't think anyone will be doing that before patch 1.3. :P
This is written very sloppily because its my own personal notes. Enjoy.
Terran:
Orbital Command: Transport Capacity increased to 7. Max energy = 150 "Extra supply" energy cost (50) to 40 "W" = select all orbital commands (same as for warp-gates) Mule, 30 second cooldown.
Marauder: Marauder model changed to Hammer Securities after Concussive shells AND stimpack being researched Concussive Shells are 25% less effective against light units.
Marine: Model changed to War Pigs After when level 2 infantry weapons has been researched.
Reaper: Nitro packs is automatically researched when a Factory is built. D-8 Charges removed. P-45 pistol can target buildings. +10 hp +1armor.
Ghost: Nuke cost (100/100) to 75/75 Ghost academy (150/50) to 100/100 Build Ghost (150/150) to 125/150 EMP range (10) to 9 Snipe range (10) to 12 Ghost model changed to "Spectre" if cloak and moebius is researched.
Medivac: Caduceus reactor cost (100/100) to 50/50 Caduceus reactor increases starting energy by 50 Model changes to "Medivac Upgrade" after research. Name changed to MedEvac
Raven: Corvid reactor cost (150/150) to 50/50 Durable materials cost ( 150/150) to 50/50 Seeker Missile cost (150/150) to 100/100
Siege Tank: Model changed to Siege breaker after siege mode research is complete
Banshee: Banshee model changed to Dusk Wings after cloak being researched
Bunker: Salvage returns 65 minerals after 3 seconds. Can be cast while units are inside, this will unload them. Does not explode when salvaging. Animation changed to same as when building, but backwards very fast, for 3 seconds before disappearing. When selecting a bunker while units are inside, and rightclicking an enemy, the bunker will issue an "attack" command. (changed from a "rally point" command).
Sensor tower: Cost (125/100) to 75/100
Fusion Core: Tech reactor researchable at Fusion Core (200/200) 140 sec Upgrades all tech labs and reactors to tech reactors. Yamato cannon research name (Weapon refit) changed to Yamato Cannon, cost (150/150) to 100/100 Behemoth reactor cost (150/150) to 100/100, increases starting energy by 50 Change model to Jacksons Revenge, resized to same, whenever both yamato and behemoth are researched. Sight range increased by 3
Upgrades: ship plating (150/225/300) to 100/200/300 Ship weapons (100/150/200 to 125/225/325 vehicle weapons (100/175/250) to 125/200/275 Infantry weapons (100/175/250) to 125/200/275
Planetary Fortress Transport Capacity for scvs increased to 24 Hit points (1500) to 3500 Passive ability "Heavy Metals" the planetary fortress cannot be repaired within taking any damage the last 12 seconds, whenever a planetary fortress is destroyed, it remains at 0 hp for 12 seconds burning heavily, being able to fire, but not targetable, before exploding.
Protoss
Probe: Health/shields (20/20) to 25/15
Zealot: Model changed to Zealot (prisoner) after charge research Charge, auto-hit on impact Charge cost (200/200) to 175/175
Stalker: Blink cost (150/150) to 200/200 Model changed when blink has been researched
Observer: Speed upgrade (100/100) to 50/50
Twilight Council: Cost (150/100) to 100/75
Immortal: Shield upgrades reduce damage after hardened shield bonus reduction. ex: level 2 shield upgrades + Hardened shields = Maximum of 8 damage per hit.
Warp Prism: Speed upgrade (100/100) to 50/50 Hp (100/40) to 100/80
Void ray: Range vs massive units increased to 9 Passive ability "Focal Point" Automatic attack priority to massive units. +20% Damage to massive units. Immunity to Yamato Cannon and Neural Parasite. Damage 6/8(armored) changed to 5/8(armored) Charges 40% faster (of current value), but loses charge when switching target. Flux vanes 150/150: Charges 120% faster (of current value), model changes to Mohandar.
Colossus: Has to stand still for 1.2 seconds before being able to start attacking.
Fleet beacon cost (300/200) to 200/150
Archon: Immune to snare, stun, mind control, emp and psionic storm. Damage 25(+10 bio) splash=1 to 20(+10 bio); splash=1,5 (large enough to hit multiple mutalisks in a "magic box") Cannot be moved by friendly or enemy units while warping in.
Warp-in changes: all warping in units and buildings start with full health & no shields any damage taken during warp-in is sustained to health, avoiding shields. shields charge to max when warp-in is finished.
Templar Archives cost (150/200) to 150/150 Khaydarin crystal increases starting energy by 16, cost 100/100
Sentry: Forcefield energy cost (50) to 55 New research in Cybernetics core, "Circuitry Enhancements" Increases Sentry starting energy by 25, cost 100/100
Carrier: model changed to Selendis (resized to same) after Catapult research Sight range increased by 2
Mothership: Immunity to mind control. Cloaking field removed. Permanent pylon-energy area under mothership. Acceleration and turning radius increased to max. Vortex removed, replaced by Chrono Rift. 75 energy, not channeling. Hotkey "T" Damage increased from 6 to 7 Range incerased to 8 New ability "Soul Keeper", consumes 1 friendly zealot to restore 75 energy and 75 life, 45 second cooldown. Plays sound "My life for aiur" when cast, zealot freezes and dies after 2 seconds. New ability "Phase Paradox" 8 second cast-time, teleport to any pylon-powered loaction for 75 energy, 60 second cooldown, chrono boost type of animation while its being cast, can move while casting. New ability "Persistence" When reaching 1 hp or when triggered, it takes no damage for 8 seconds but is still targetable. Can only be cast once per mothership, large shield-animation when ability is active. Can cast phase paradox at the same time. New upgrade in Fleet beacon "Khaydarin torrents" increases Mothership starting energy by 50 and max energy to 300, cost 100/100
Chrono boost can be cast on units, increasing movement speed by 10%, attack speed by 5% and energy regeneration by 50%
Upgrades: ground weapons (100/175/250) to 150/225/300 shields (200/300/400) to 125/200/275 air weapons (100/175/250) to 150/225/300 air armor (150/225/300) to 100/175/250
Zerg:
"W" = select all hatcheries
Spawn larva 10 sec cooldown Creep Tumor 10 sec cooldown
New spawning pool upgrade, "Obedience Pheromones" Increases Queen starting energy by 25, Cost 125 minerals, 60 sec
New lair upgrade, "telesypnatic node" cost 150/150, 80 sec Allows queens to cast spawn larva and creep tumor anywhere on the map.
Ventral Sacs upgrade (200/200) to 100/100
Mutalisks can burrow, gains extra health regeneration (+200%)
Nydus Worm Cost (100/100) to 75/75
Ultralisk Cavern Cost (150/200) to 200/0
Hive upgrade cost (200/150) to 100/150
Overlords automatically start generating creep when lair is finished.
corruption is channeling, 12 sec, works the same way as neural parasite but they can move and attack while casting, and the animation is a continuous flow of corruption. Cast range of 7, deactivates if target surpasses range 9. effects: air/ground -50% attack speed, -20% movement speed, 25 sec cooldown.
Zerg units can burrow and move under all terran buildings exept supply depots, if a zerg unit is trapped under a landing building it cannot unburrow. Terran scvs can start a building and even a supply depot on top of a burrowed zerg unit. If its a supply depot it will halt at 99% completion, if its any other building it will finish just as usual. A zerg unit cannot unburrow if anything is being built on top of it.
Zerg units cannot burrow and move under any protoss structure exept for the pylon and the stargate. Probes can only build pylons and stargates on top of burrowed zerglings. If a zerg unit unburrows from under one of these 2 buildings, it is moved to the side of it quickly.
Changeling is invisible, cannot be seen by detectors and they show no "blur", has a sight range of 2 when in this state. 5sec delay into automatic reveal and disguise when encountering enemy. Energy cost increased to 75. Overseer can Generate Creep twice as fast as an overlord. Can also load units without the need of research from Lair
Ultralisk, no collision to banelings/zerglings/marines/zealots/reapers/hellions/ghosts/workers. Model size -10%' Regeneration rate increased by 100% Regeneration rate increased by 300% when burrowed When walking over enemy units, it slows their movement speed by 50% Splash radius slightly decreased Damage increased by 15% Can slightly push enemy units aside.
Hydralisk model changes after range upgrade (if there are any other models) Hydralisks gain the ability to move underground when Tunneling Claws are researched.
Infestor model changes after both upgrades (if there are any other models)
Ultralisk model changes after chitinous plating upgrade (if there are any other models)
Queen model changes after telesypnatic node upgrade (if there are any other models)
New upgrade from spawning pool, lair requirement "zergling metamorphosis", zergling morphs into any ground unit (minus the 25 minerals already spent on the zergling) When selecting a zergling, clicking "metamorphosis" will lead to a sub-menu with all zerg units available for choice. (much like hallucination) Basically the zerglings will act like larvaes, morphing into anything the player chooses (even queens).
Adrenal Glands Add +5 hp and 20% attack rate.
New upgrade from Hive "malevolent creep" cost 200/200, Slows all enemy ground units movement by 10% when walking on creep. to zerg enemies, it negates the creep movement bonus.
Zerg building portrait (adjutant/judicator) changed from Overlord to infested Kerrigan.
Burrow and Unburrow have separate buttons, the same way Siege mode works (E=siege; D=unsiege) R = Burrow, D = Unburrow
zerg missile attacks (100/150/200) to 125/175/225 flyer carapace (150/225/300) 100/200/300
Ingame lobby select = map, mode(1v1/2v2..), race, observers. all ladder maps are pre-loaded and available for selection, including some 4v4 maps aswell. List of player league/points distribution Healthbars displayed for damaged units only (option) Option to have simplified healthbars, straight green lines with no "boxes", no energy bar, no shields bar. Gas harvesters stay outside of refinery when mining gas.
improved pathing, dynamic For example, wall of your ramp with 3 raised supply depots
all supply requirements and limits multiplied by 4 and limit raised to 800 fixed colors; group 1: red, yellow, orange, green; group 2: purple, violet, blue, teal. player chooses one primary color out of any group, and a secondary color from the opposite group This way, players will get their favorite color, and if it conflicts with the opponents choice the player will get their secondary choice of color.
Visible to players (in-game) production tab units tab income/harvester tab
auto-hotkey options, ctrl+# = autobind all [unit/building] to # For example All newly constructed barracks will fall into the ctrl-3 hotkey group.
dynamic pathing, ignore obstacles through fog right now, a unit that is sent towards a base that is blocked off, will act as if the path is blocked BEFORE even seeing the wall. The unit has to discover the wall, before trying to find any alternate path.
second case of dynamic pathing. 1. Block off your ramp with 3 supply depots 2. order an scv to move out of the base 3. lower a supply depot (after the move order) This will cause the scv to walk up to the ledge closest to its destination, even though there is an open path. The reason for this is that the path was blocked at the moment the order was issued.
Ordering a worker to construct a building will move all units standing in the way aside as quickly as a force field. New function for issuing orders: Holding CTRL and right-clicking with multiple units in selection will order ONLY ONE unit to go to that destination, this unit will also be removed from the current selection. This is useful for things like spreading out overlords across the map, or splitting up workers.
Unarmed Casters will halt when encountering enemies, if they are set to Attack-move. As if they had a range 8 attack.
Visible To observers production tab units tab income/harvester tab Zoom out function Lots of camera angles Auto-camera, switching between most used control groups and hot spots. same as in KOTH maps smart camera.
Maximum Supply is set to 800 Supply conversions:
SCV 1 -> 4 Marine 1 -> 5 Marauder 2 -> 8 Reaper 1 -> 5 Ghost 2 -> 10 Hellion 2 -> 8 Siege Tank 3 -> 11 Thor 6 -> 24 Viking 2 -> 8 MedEvac 2 -> 8 Raven 2 -> 10 Banshee 3 -> 12 Battlecruiser 6 -> 24 Supply Depot 8 -> +32
Drone 1 -> 4 Zergling 0,5 -> 2 Roach 2 -> 7 Hydralisk 2 -> 9 Baneling 1 -> 3 Queen 2 -> 9 Mutalisk 2 -> 8 Corruptor 2 -> 10 Brood Lord 4 -> 18 Ultralisk 6 -> 22 Infestor 2 -> 10 Overlord +8 -> +32
Probe 1 -> 4 Zealot 2 -> 7 Sentry 2 -> 8 Stalker 2 -> 9 High Templar 2 -> 8 Dark Templar 2 -> 9 Immortal 4 - > 15 Observer 1 -> 3 Colossus 6 -> 26 Warp Prism 2 -> 7 Void Ray 3 -> 14 Phoenix 2 -> 9 Mothership 8 -> 30 Carrier 6 -> 24 Archon 4 -> 16 Pylon +8 -> +32
Now i gotta go sleep, peace.
I don't think a lot of those protoss changes are that good. The mothership doesn't need a pylon effect. She can mass recall after you warp in a lot of units from anywhere near a pylon. Also proxy pylons would be more efficient and warp prisms already do that. There are alternatives so that would be a bad choice imo. Most of the mothership stuff is bad imo and should be left alone. Models changes are odd and gives away what they are making battles not even happen. That's the whole point of buying these upgrades, so that you can use them as a surprise. Why do you think people hide stargates off in a corner away from a terran scan? So they can get the jump on people. 90% of war is information and the other 10% is what you do with it.
So giving them information would be a bad addition. Just my thoughts on some of the changes, I don't play t or z so I can't comment much on them but I do play protoss and know that they are pretty much fine how they are, although I hate how Void ray speed boost got taken out it was actually fair.
I didnt ask for opinions, i asked for some one to help me make the friggin map.
Well maybe you would like to discuss some ideas that are outside the box. Some of these changes are just simple stat changes. How about adding another resource or even create Tribes - 3 sets of terran, toss, zerg races that have some extremely small stat differences and have 1 unique unit for each tribe? How about adding additional managing mechanics like players must research technology in a gigantic tech tree (in addition to the ebays, cybernetics, etc) or how about adding an "going through ages" where players must donate 2k mins and gas to their CC to get structure bonuses, new units, more upgrades?
@QueenGambit: Go
Those are some nice ideas, but not entirely what im looking for. I'm trying to just slightly tweak the current game, fix the so called broken units (mothership, ultralisk) that are rarely being used, and make every single possible strategy viable even in high level games. Even small changes can really mess with the dynamics in the game, forcing players to adapt to each others strategies.
I'm also wondering if some of these changes are even possible, like having all ladder maps pre-loaded into one single map?
@Fender187: Go
I believe you can make a mod file in the editor with your suggested stat changes, and import it into other maps.
It would be nice to have a all-in-one map, because you wouldnt need to remake the game if you want to play on a different map. There are already lots of custom games using this function, raynors party for example, although those are very small maps. Is it possible to have, lets say 4 maps, combined in one document?
Thanks for sharing your toys...
just wizzing though it... takes time to do this... some shite is uber long to implement, not to mention the number of things...
i <3 melee mods, but (and beware of sc2mapster's godly influence here :)==>) your's goes way beyond tweeking the melee standard...
Changing stats is easy enough= you can do them all...
sc2mapster members will help you as long as you need it...(just post in the proper development feedback forum)
this site is filled with tutorials to do it all...!? well most!...
it does take some time to use the editor properly, but no more than using any software "casually" (not to it's fullest)...,
(pm me a skype name and i will try and start you off on the editor if you feel you need extra help...)
<3 "Chrono boosting units" = great idea = game changing and haaaaard to do... you have to duplicate so many "original" objects forit to work...
"dynamic pathing, ignore obstacles through fog right now, a unit that is sent towards a base that is blocked off, will act as if the path is blocked BEFORE even seeing the wall. The unit has to discover the wall, before trying to find any alternate path."
Didn't MaverK drop trying to fix the worker drilling = re implemented black fog to circumvent the issue (reference: MaverK's mod: sc2bw)
i personally love loads of the ideas (still have just surfed your wish list) butlike most mapmakers, we just don't have the time to devote to "all" your changes...
Just jump in, you've done the hardest trust me... creating a galaxy is way cool, come and join us, accept that a galaxy is not build in a day...
edit:
You should highlight the real hard parts by parsing your list into:
1/ data in tables on exell or other: stats / model changes / units switched added...
2/ real show stoppers = not really sure how it wouldn't work, but don't know... would like to see it work
sc2mapster members will most likely like to help with those :)
@Fender187: Go
It depends. The way Raynor party works is by drawing all the maps onto a single large map, then cropping the camera to only show the specific part you're looking at currently on the minimap.
The map size limit is 256x256, so a single map could fit 4 128x128 maps, or 16 64x64 maps.
However, any single map can only support up to 8 textures and 2 cliff types. You'll have to modify the textures for the terrain a bit if they don't all use them same texture set.
@houndofbaskerville: Go
I'm going to try and make this map alone. I've already managed to make most of the terran models change when upgraded. I'm running into problems constantly, so where do i ask all these newb questions? Like, where do i change upgrade costs? How do i completely change the name of a unit? I also need alot of help on creating abilities.
@Vexal: Go
Too bad, most ladder maps are 140x140 so i guess that is out of question. I would like to know how to make a mod file and import it, but i'm not going to get ahead of myself because the mod is far from finished.
@Fender187: Go
Map development forums are for you, my friend. Just post in the correct category. (if its trigger related post in the trigger forum. Data questions go in the data forum.)
I tried doing something like this when the game was released got about 40% done before the data editor guy disappeared on me. Was planning on trying again when 1.3 is released, though I'll either do it myself or pay one someone this time. =(
didn't really like yours btw feels like too much, not that you care.
Actually you can have more than 2 cliff types, I have 3 of them in my Sand Worm Survival map. I can't remember how it was done just by memory, but it was simple enough to be done without having to check for tips and help anywhere. I actually think the absolute limit is 4 cliff types in a single map, I remember I read that somewhere (probably in the TL forums, or the official SC2 forums)... But I can't see any good use for more than 3 cliff types if you can't have more than 8 textures anyway...