I finally released an Extension Mod on Americas Servers and I need some feedback so I can move on to the next stage and start working on my custom campaign.
First, here's the link for the mod page in case you require some information about it:
Now, just to resume the main idea, I wanted to make a lore-realistic mod for my custom campaign but ended up making an extension mod for melee games. I'm currently resuming work on my campaign but I'd like some feedback on the mod, specially on bugs and glitches. Like I said, this is not supposed to be balanced, it's lore-based so any suggestion you have that fits in this idea (and is not incredibly overpowered or redundant) will be taken into account.
I have found a lot of grammatical errors as well as some spelling errors. Should I list these for you to fix or is it possible for you to make the mod available for me to fix?
We both ha some similar mods out, but you have the existing playerbase. Perhaps we should try to help each other like civilised folk, and try not to infringe too much on each other's mods in terms of content.?
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
I'm not sure of what you mean but you have my full cooperation if needed. That being said, I must ask... what's the name of your mod? I checked your profile but only found the "CMO Enhancement Mod" and even though it has similar content (in terms of campaign units as most mods in here have) we seem to be focused on different goals so I don't understand how is it that my mod (released on 2013) is infringing yours (from 2014) in terms of content. If this is the case maybe we can work it out somehow? I'm only working on my mod as a base project for a custom campaign (been working on it for almost 4 years now) and I don't mean any harm to anyone in this forum, I feel a lot of respect for everyone here and tha's why I'm giving full credit for every artist, modder and collaborator from this site in my mod.
If you feel there's an issue we should clarify please PM me and I'll be glad to hear from you. :)
Rollback Post to RevisionRollBack
I like the lore. Check my latest projects at:
My Profile and My Team
No issue between us, The mods play very different. Sorry if my message sounded accusative. I was just saying that the mods are different, and we shoulc keep them different.
Its Koprulu:Legacy on bnet, I have not made a project page here.
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
I love both Projects, sc2 rs has like units and a lot of bugs fixed (plus that camera zoom modificable and light day/night that changes), koprulu legacy has more units and it seems more close to the sizes seen on the sc2 legacy unit size thread... I will go back to check them one day
* Still have to figure out all differences btw... By now it seems that RS has more time invested (you can see it by playing it) and Koprulu is more lore accurate, of course they share some problems, like countless upgrades and others i don't remember now
Hmm, I seem to have an odd issue with this mod. Where everything seems as if it is set to colorblind mode(even though it is not) whilst at the same time friend had none of those issues. (Running on Windows 8.1 and GTX670)
And for some reason seems to happen only with this mod, though not sure if this is exactly the mod's fault?
Edit: Yes, tried the mod on Americas. No, stereoscopic or colorblind and whatnot was not enabled.
Edit2: Apparently for me, the mod does not work on any map that has (Void) in its name. But then again, it still worked for my friend. So go figure.
That's weird, I don't recall enabling any colorblind stuff, I haven't even tried to do so and the mod should play on full color. Have you tried any other maps without "void"? I'll look into it but honestly, I've got no idea of what is happening. :(
Rollback Post to RevisionRollBack
I like the lore. Check my latest projects at:
My Profile and My Team
I really like this mod, and have been playing it a lot with my friend, but it seems to me that Zerg is simply broken. Like hilariously so. In a ZvT, Terran can't take a natural expansion until at least the 5 minute marks. The threat of just a handful of Mantis is too much for Terran early game to handle without a tank or 2. Hell, even with a hatch first, 6 Mantis can win the game for you if you make them right after the pool. Either the Terran falls drastically behind on economy, or they bust through a poorly built wall and slaughter workers. It's impossible to play greedy or cheesy vs zerg, because the overlord is in the enemy base in seconds.
But the real power comes from queens. The call down units for queens feels totally unbeatable. 6 queens in a nydus worm can cripple the entire base at the 7 minute mark, or simply bust down the front a little bit later than that. (And that's with a poorly optimized build order from this scrub). The units are free, can be called down at the front of the fight, and are primal, which basically gives them free upgrades. And due to the lack of resources required, the Zerg can just macro hard behind a probably fatal push. Early pressure against zerg is borderline impossible between the raw power of Mantis and the pure value of queen drops (which is hatchery tech, I believe).
Brutalisks and the Leviathan are unnessecary, even, because there's no reason the game even needs to last past the 10 minute mark.
I really like this mod, and have been playing it a lot with my friend, but it seems to me that Zerg is simply broken. Like hilariously so. In a ZvT, Terran can't take a natural expansion until at least the 5 minute marks. The threat of just a handful of Mantis is too much for Terran early game to handle without a tank or 2. Hell, even with a hatch first, 6 Mantis can win the game for you if you make them right after the pool. Either Terran is way behind on economy or they straight up bust a poorly build wall and kill workers. Because the threat of Mantis early game is so strong, Zerg gets to play as greedy as they want, and come in with a huge queen push. And oh boy, the queens. The drop ability is stupid good. Free, upgraded units that spawn at the front line. A poorly optimized build can get 6 queens in the main via nydus and drop an entire zerg army. It feels like an unbeatable push.
My Terran friend says that it would be less of a problem if they were able to make a fast expansion and actually harass me, but the Mantis is so powerful it shuts any of that down by itself, the queen drops are free defense, and at that point they're simply too far behind to hold off a push of this calibur. The Brutalisk and the Leviathan are good too, but there's no real reason the game even needs to go that long.
Wonderful feedback! I'm gonna check the mantis and probably nerf it ot tier it up, for zerg & terran drop pods; they'll take more time to reload and you'll have less charges. This will be fixed on the next patch by the end of the week. Feel free to post anything else you might find so I can include it. Thank you.
I think it has something to do with the default user camera that each map uses. I only edited the main one but I found some maps (used mainly for installation-sort-of-games) use some different ones, I'll edit all of them to match the good one. It should be fixed within the next 24 hrs as I'm currently working on another couple of bugs and I'll upload a new version fixing them all.
Thanks so much for your reply!
Rollback Post to RevisionRollBack
I like the lore. Check my latest projects at:
My Profile and My Team
I've noticed while playing this mod that the terran battlecruisers are not scaled differently than in vanilla and they have become extremely overpowered. For instance, only 1 of them was needed to take out a protoss mothership + another void ray, which it did in mere seconds, while the battlecruiser took almost no damage at all. I remember playing this mod awhile back and this was not the case. I remember the battlecruiser being scaled correctly. If you can take a look into this that would be greatly appreciated.
Overall I love your mod. Fantastic job!
Rollback Post to RevisionRollBack
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Hello everyone!
I finally released an Extension Mod on Americas Servers and I need some feedback so I can move on to the next stage and start working on my custom campaign.
First, here's the link for the mod page in case you require some information about it:
https://www.sc2mapster.com/maps/scii-rs-beta/pages/main/
Now, just to resume the main idea, I wanted to make a lore-realistic mod for my custom campaign but ended up making an extension mod for melee games. I'm currently resuming work on my campaign but I'd like some feedback on the mod, specially on bugs and glitches. Like I said, this is not supposed to be balanced, it's lore-based so any suggestion you have that fits in this idea (and is not incredibly overpowered or redundant) will be taken into account.
Thanks in advance!
UPDATE: I'm currently trying to reduce lag, check balance and gameplay and all visual stuff so I'm asking for anyone interested on:
-Gameplay/balance testing/bug finding.
-Data guy to optimize abilities, weapons and behaviors to reduce lag.
-Data guy to check fix and optimize actors, models and units.
-Data guy to check optimize buttons and unit abilities etc UIs.
-Trigger/UI editor to implement some nice UI and lobby.
sO Anyone interested please PM me or post here. Will give credit and mention on the mod pages and arcade.
Come on anyone?
I have found a lot of grammatical errors as well as some spelling errors. Should I list these for you to fix or is it possible for you to make the mod available for me to fix?
We both ha some similar mods out, but you have the existing playerbase. Perhaps we should try to help each other like civilised folk, and try not to infringe too much on each other's mods in terms of content.?
http://www.sc2mapster.com/assets/nolanstars-textures/
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
@I_am_Mun_C: Go
Could you please list them for me either here or by PM? I'm not a native english speaker.. :)
@nolanstar: Go
I'm not sure of what you mean but you have my full cooperation if needed. That being said, I must ask... what's the name of your mod? I checked your profile but only found the "CMO Enhancement Mod" and even though it has similar content (in terms of campaign units as most mods in here have) we seem to be focused on different goals so I don't understand how is it that my mod (released on 2013) is infringing yours (from 2014) in terms of content. If this is the case maybe we can work it out somehow? I'm only working on my mod as a base project for a custom campaign (been working on it for almost 4 years now) and I don't mean any harm to anyone in this forum, I feel a lot of respect for everyone here and tha's why I'm giving full credit for every artist, modder and collaborator from this site in my mod.
If you feel there's an issue we should clarify please PM me and I'll be glad to hear from you. :)
@urzaiz87:
No issue between us, The mods play very different. Sorry if my message sounded accusative. I was just saying that the mods are different, and we shoulc keep them different.
Its Koprulu:Legacy on bnet, I have not made a project page here.
Its good to see you working on this again.
http://www.sc2mapster.com/assets/nolanstars-textures/
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
I love both Projects, sc2 rs has like units and a lot of bugs fixed (plus that camera zoom modificable and light day/night that changes), koprulu legacy has more units and it seems more close to the sizes seen on the sc2 legacy unit size thread... I will go back to check them one day
* Still have to figure out all differences btw... By now it seems that RS has more time invested (you can see it by playing it) and Koprulu is more lore accurate, of course they share some problems, like countless upgrades and others i don't remember now
Hmm, I seem to have an odd issue with this mod. Where everything seems as if it is set to colorblind mode(even though it is not) whilst at the same time friend had none of those issues. (Running on Windows 8.1 and GTX670)
And for some reason seems to happen only with this mod, though not sure if this is exactly the mod's fault?
Edit: Yes, tried the mod on Americas. No, stereoscopic or colorblind and whatnot was not enabled.
Edit2: Apparently for me, the mod does not work on any map that has (Void) in its name. But then again, it still worked for my friend. So go figure.
That's weird, I don't recall enabling any colorblind stuff, I haven't even tried to do so and the mod should play on full color. Have you tried any other maps without "void"? I'll look into it but honestly, I've got no idea of what is happening. :(
I really like this mod, and have been playing it a lot with my friend, but it seems to me that Zerg is simply broken. Like hilariously so. In a ZvT, Terran can't take a natural expansion until at least the 5 minute marks. The threat of just a handful of Mantis is too much for Terran early game to handle without a tank or 2. Hell, even with a hatch first, 6 Mantis can win the game for you if you make them right after the pool. Either the Terran falls drastically behind on economy, or they bust through a poorly built wall and slaughter workers. It's impossible to play greedy or cheesy vs zerg, because the overlord is in the enemy base in seconds.
But the real power comes from queens. The call down units for queens feels totally unbeatable. 6 queens in a nydus worm can cripple the entire base at the 7 minute mark, or simply bust down the front a little bit later than that. (And that's with a poorly optimized build order from this scrub). The units are free, can be called down at the front of the fight, and are primal, which basically gives them free upgrades. And due to the lack of resources required, the Zerg can just macro hard behind a probably fatal push. Early pressure against zerg is borderline impossible between the raw power of Mantis and the pure value of queen drops (which is hatchery tech, I believe).
Brutalisks and the Leviathan are unnessecary, even, because there's no reason the game even needs to last past the 10 minute mark.
I really like this mod, and have been playing it a lot with my friend, but it seems to me that Zerg is simply broken. Like hilariously so. In a ZvT, Terran can't take a natural expansion until at least the 5 minute marks. The threat of just a handful of Mantis is too much for Terran early game to handle without a tank or 2. Hell, even with a hatch first, 6 Mantis can win the game for you if you make them right after the pool. Either Terran is way behind on economy or they straight up bust a poorly build wall and kill workers. Because the threat of Mantis early game is so strong, Zerg gets to play as greedy as they want, and come in with a huge queen push. And oh boy, the queens. The drop ability is stupid good. Free, upgraded units that spawn at the front line. A poorly optimized build can get 6 queens in the main via nydus and drop an entire zerg army. It feels like an unbeatable push.
My Terran friend says that it would be less of a problem if they were able to make a fast expansion and actually harass me, but the Mantis is so powerful it shuts any of that down by itself, the queen drops are free defense, and at that point they're simply too far behind to hold off a push of this calibur. The Brutalisk and the Leviathan are good too, but there's no real reason the game even needs to go that long.
@FritoTheDemon:
Wonderful feedback! I'm gonna check the mantis and probably nerf it ot tier it up, for zerg & terran drop pods; they'll take more time to reload and you'll have less charges. This will be fixed on the next patch by the end of the week. Feel free to post anything else you might find so I can include it. Thank you.
Great Mod!
Lowko turned me on to it from his "YouTube" channel.
I did notice that on some maps "zoom out" just doesn't zoom out enough so the really big items just simple fill the screen. Other maps work great.
"Celestial Bastion" is an example of a good map.
"Moebius Facility XX-1" is an example of a bad map.
Would you know how we can tell which maps would zoom out enough and which would not with out playing them? Both of these maps are Blizzard maps.
Lots of fun!
Thanks so much for the mod.
I read some comments on Lowko that people are getting back to the game just because of the mod. :-)
:) :) :) :) Thank you!
I think it has something to do with the default user camera that each map uses. I only edited the main one but I found some maps (used mainly for installation-sort-of-games) use some different ones, I'll edit all of them to match the good one. It should be fixed within the next 24 hrs as I'm currently working on another couple of bugs and I'll upload a new version fixing them all.
Thanks so much for your reply!
Hey urzaiz,
I've noticed while playing this mod that the terran battlecruisers are not scaled differently than in vanilla and they have become extremely overpowered. For instance, only 1 of them was needed to take out a protoss mothership + another void ray, which it did in mere seconds, while the battlecruiser took almost no damage at all. I remember playing this mod awhile back and this was not the case. I remember the battlecruiser being scaled correctly. If you can take a look into this that would be greatly appreciated.
Overall I love your mod. Fantastic job!