Contained in a map in the arcade named "Umojan Test Compound".
Please note that the race is unfinished, but is towards completion.
Looking for some feedback.
Please post your feedback here.
EDIT: "[LotV Xeyed Version Beta] Xeyed Custom Race" is the latest map
It does really feel zergy, but it is a good start.
Is it possible to record new unit sounds? At least 'need more minerals' and 'spawn more overlords' should get new sounds. That would go a long way to making it feel less zerg.
The creep is sorta strange for the buildings. Not sure if you can get rid of that or Maybe keep and change creep color? I guess that is still Zergy.
I like the Scavenger Hatch and the modified roach den is very cool as well as the mutagen chamber. All nicely done.
I think your opening unit should have range and not be melee. Maybe the roachlings can have their missile attack added back in.
I like that the buildings can regenerate units. Possible to do quick attacks and go recharge at proxy location.
Something is wrong with send workers rally point once you build 2nd hatch
The Spine Crawlers.. I would get rid of the red target sight.
I only had 15 mins to play, but it looks like a cool concept, but still really feels zergy. Also, is there any lore with your new race. Setting up Lore, maybe coupled with a tutorial would be a lot of fun. Possibly could just switch out dialogue and units for one of Blizzards unit tutorials.
I was told by another tester that the buildings without creep(That was the way it used to be) looked unnatural.
I don't really have the ability to record, let alone something worthy of putting on this. If somebody wanted to suggest or record their own sound for this project, I would be happy to see how it works.
I wrote this up when I noticed you guys seemed to want the lore. This may also explain why is still feels zergy.
The umojans(Hence the map tileset) brought some zerg drones and tried to make them less aggresive(Why Scavengers have 4 damage) and more effective at mining, although they were not able to make the drone mine more, they did make them make a structure which had higher production capabilities, and was independant of larvae.
Realizing the potential of thier creation, the scientists got more ambitious and began to make a varient of the Zerg race, which during development became known as the Xeyed.
They attempted to make the buildings independant of creep, and were successful. They focused on the production speed, which is why they gave the production buildings the ability to create larva, instead of birthing the other units like what became known as the Scavenger Nest.
The scientists had a complication with a unit called the Kraken, modeled after the zerg leviathen, only at a much smaller scale.
The tentacles became problematic and they were replaced entirely.
After that they worked on the Casnosalisk.
They gave it the ability to consume, and they took the drag ability from the viper and gave it the Casnosalisk, and also gave it the ability to release constricting slime, which became the very demise of the scientists.
After their death, they decided they needed to abandon(Which will not be what I am doing for awhile as far as I know) the project.
A Casnosalisk, having some psycotic abilities, sensed that they were in danger and warned the brood.
They rallied and used their givin production speed against them and overpowered the umojan forces that were there at the time.
The Xeyed then took over the lab and nothing has been done with them yet(Foreshadowing of a possible campaign, but the race still needs some more development).
Maybe the terrain throws it off with or without the creep. I say give it a try on a more natural setting map. I do think your units and buildings look pretty cool, but they would look a little strange without the creep...but I got no answers for you. Sorry...besides trying a different map setting.
The lore sounds interesting, but the formatting is pretty crazy in the wikicreole. Do you have this stuff linked in game or on another site? I become more invested in the game if the game has a story.
Have you made a campaign before? If you are indeed going to be turning this into a campaign, then I would start writing the lore along with the testing of the units. It would be a little more interesting to have some backstory in the map maybe trough tool-tips or there own cinematics. Also, you would get more testers from the Custom Campaign Initiative (see link in my signature) if there was going to be a campaign component.
Achievements for you campaign, playing melee, both something else?
I have to say im a creep hater so this models with out creep look so awesome to me just put them in a different terrain then platform or city.
Good job!
Like I said in the lore, I added that I think that the race needs to be developed before I start making a campaign. Unless you guys are satisfied of course.
Rollback Post to RevisionRollBack
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
On the issue of creep. One possible reason that the zerg buildings look unnatural/weird without it is due to the creep engulfment. In normal SC2, the creep has settings that determine how far the texture overlays onto the models placed upon it. By default (I think) for zerg buildings this is a non zero value. Consequently, without the creep, the zerg buildings appear to be either scrunched up, or otherwise floating/recoiling away from the ground. I would examine either lowering the buildings slightly into the ground or maybe altering the models such that the perimeters look more attached to the ground. Also, the zerg structure design itself sort of is aimed in this direction, with many orifices or spikes that seem to "grip" or provide engulf points to creep. Without creep, they look out of space (like the Lurker Den and Spawning Pool).
I think I'll be taking a break from this for a little while. But while I take a break, I hope I have some more things to go on from testers when I come back.
Ground. Air siege units end up being very very binary, either hilariously overpowered or worthless.
The reason this is so, is ground, by virtue of pathing, and collision, can never bring as much firepower to bear as air can. Ground will always have limited focused firepower, whereas for air, with proper micro, can always bring their collective power to bear on a single target. Also, lack of vision of air units as they fire from above cliffs make them all the more potent. There is a reason the Guardian and the Broodlord are so incredibly slow.
The only reason guardians were balanced in Broodwar was all races had straight up counters to them. Goliaths (with charon boosters) had equal range and I think were at least equal in dps, and far cheaper. Scourge en masse decimated them, regardless of protect, due to speed differences. Toss had storms (which the slow guardians could not really evade) and Arbiter Stasis could lock out any protection, leaving the guardians easy kills for cosairs or scouts.
Yeah, I think it probably would be better for ground siege unit. The next question would be if it uses it's own attack or it spawns units like the swarm host.
Rollback Post to RevisionRollBack
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
Contained in a map in the arcade named "Umojan Test Compound".
Please note that the race is unfinished, but is towards completion.
Looking for some feedback.
Please post your feedback here.
EDIT: "[LotV Xeyed Version Beta] Xeyed Custom Race" is the latest map
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
Nobody's interested?
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
Screenshots? Can we download from mapster? Be happy to take a look.
@Hockleberry:
It's on the arcade. Just try searching it.
I'll attach a few screenshots.
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
Being honest I don't expect a new race to look so zergy. I'm interested in mods/maps with new races, but they really need to look like a new race.
It does really feel zergy, but it is a good start.
Is it possible to record new unit sounds? At least 'need more minerals' and 'spawn more overlords' should get new sounds. That would go a long way to making it feel less zerg.
The creep is sorta strange for the buildings. Not sure if you can get rid of that or Maybe keep and change creep color? I guess that is still Zergy.
I like the Scavenger Hatch and the modified roach den is very cool as well as the mutagen chamber. All nicely done.
I think your opening unit should have range and not be melee. Maybe the roachlings can have their missile attack added back in.
I like that the buildings can regenerate units. Possible to do quick attacks and go recharge at proxy location.
Something is wrong with send workers rally point once you build 2nd hatch
The Spine Crawlers.. I would get rid of the red target sight.
I only had 15 mins to play, but it looks like a cool concept, but still really feels zergy. Also, is there any lore with your new race. Setting up Lore, maybe coupled with a tutorial would be a lot of fun. Possibly could just switch out dialogue and units for one of Blizzards unit tutorials.
I'll try to play again when I get some more time!
@Hockleberry:
I was told by another tester that the buildings without creep(That was the way it used to be) looked unnatural.
I don't really have the ability to record, let alone something worthy of putting on this. If somebody wanted to suggest or record their own sound for this project, I would be happy to see how it works.
I wrote this up when I noticed you guys seemed to want the lore. This may also explain why is still feels zergy.
The umojans(Hence the map tileset) brought some zerg drones and tried to make them less aggresive(Why Scavengers have 4 damage) and more effective at mining, although they were not able to make the drone mine more, they did make them make a structure which had higher production capabilities, and was independant of larvae.
Realizing the potential of thier creation, the scientists got more ambitious and began to make a varient of the Zerg race, which during development became known as the Xeyed.
They attempted to make the buildings independant of creep, and were successful. They focused on the production speed, which is why they gave the production buildings the ability to create larva, instead of birthing the other units like what became known as the Scavenger Nest.
The scientists had a complication with a unit called the Kraken, modeled after the zerg leviathen, only at a much smaller scale.
The tentacles became problematic and they were replaced entirely.
After that they worked on the Casnosalisk.
They gave it the ability to consume, and they took the drag ability from the viper and gave it the Casnosalisk, and also gave it the ability to release constricting slime, which became the very demise of the scientists.
After their death, they decided they needed to abandon(Which will not be what I am doing for awhile as far as I know) the project.
A Casnosalisk, having some psycotic abilities, sensed that they were in danger and warned the brood.
They rallied and used their givin production speed against them and overpowered the umojan forces that were there at the time.
The Xeyed then took over the lab and nothing has been done with them yet(Foreshadowing of a possible campaign, but the race still needs some more development).
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
You guys think I would be going in the right direction to create achievements?
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
Maybe the terrain throws it off with or without the creep. I say give it a try on a more natural setting map. I do think your units and buildings look pretty cool, but they would look a little strange without the creep...but I got no answers for you. Sorry...besides trying a different map setting.
The lore sounds interesting, but the formatting is pretty crazy in the wikicreole. Do you have this stuff linked in game or on another site? I become more invested in the game if the game has a story.
Have you made a campaign before? If you are indeed going to be turning this into a campaign, then I would start writing the lore along with the testing of the units. It would be a little more interesting to have some backstory in the map maybe trough tool-tips or there own cinematics. Also, you would get more testers from the Custom Campaign Initiative (see link in my signature) if there was going to be a campaign component.
Achievements for you campaign, playing melee, both something else?
@Supernova134: Go
I have to say im a creep hater so this models with out creep look so awesome to me just put them in a different terrain then platform or city. Good job!
Marie T. Freeman If you're too busy to give your neighbor a helping hand, then you're just too darned busy. https://www.facebook.com/wargirlmaps.maps
Spread the love join DISCORD
https://discord.gg/Jtzt8Su
Like I said in the lore, I added that I think that the race needs to be developed before I start making a campaign. Unless you guys are satisfied of course.
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
Compare
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
no creep i love it
Marie T. Freeman If you're too busy to give your neighbor a helping hand, then you're just too darned busy. https://www.facebook.com/wargirlmaps.maps
Spread the love join DISCORD
https://discord.gg/Jtzt8Su
Maybe I should get Hockleberry's opinion before I make any decisions. But unfortunately, he seems to have a very different timeline.
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
On the issue of creep. One possible reason that the zerg buildings look unnatural/weird without it is due to the creep engulfment. In normal SC2, the creep has settings that determine how far the texture overlays onto the models placed upon it. By default (I think) for zerg buildings this is a non zero value. Consequently, without the creep, the zerg buildings appear to be either scrunched up, or otherwise floating/recoiling away from the ground. I would examine either lowering the buildings slightly into the ground or maybe altering the models such that the perimeters look more attached to the ground. Also, the zerg structure design itself sort of is aimed in this direction, with many orifices or spikes that seem to "grip" or provide engulf points to creep. Without creep, they look out of space (like the Lurker Den and Spawning Pool).
I think I'll be taking a break from this for a little while. But while I take a break, I hope I have some more things to go on from testers when I come back.
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
BRAINSTORM: Siege unit
So far, the Xeyed race still needs a siege unit, any ideas are very welcome.
First of all : Air or ground unit?
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
Ground. Air siege units end up being very very binary, either hilariously overpowered or worthless.
The reason this is so, is ground, by virtue of pathing, and collision, can never bring as much firepower to bear as air can. Ground will always have limited focused firepower, whereas for air, with proper micro, can always bring their collective power to bear on a single target. Also, lack of vision of air units as they fire from above cliffs make them all the more potent. There is a reason the Guardian and the Broodlord are so incredibly slow.
The only reason guardians were balanced in Broodwar was all races had straight up counters to them. Goliaths (with charon boosters) had equal range and I think were at least equal in dps, and far cheaper. Scourge en masse decimated them, regardless of protect, due to speed differences. Toss had storms (which the slow guardians could not really evade) and Arbiter Stasis could lock out any protection, leaving the guardians easy kills for cosairs or scouts.
Yeah, I think it probably would be better for ground siege unit. The next question would be if it uses it's own attack or it spawns units like the swarm host.
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
Swarm host that shoots banelings!!! That would be awesome.
Or a unit that spits out underground units...can see the trails (like a roach) and pop out at the defending unit.