warcraft 3 there was this unit called the crpyt fiend. if this is within reach, the zerg tyrant unit would be a great addition. its the only custom orginal unit that i know of the looks great and its animation is based on the fiend. it should attack like a fiend and being able to autocast webs to turn air targets to ground targets would be interesting.
the old sawm gardian, new unit with a new roll? the "green/purple spray" attack may look for releastic, or the red ball attack; don't know till i see demo.
a regular unir or a capital ship, should it have a effect that slows attack rate, decreases armour, or slows movement speed (does the devourer decrease attack speed? it it alright to give it similar effects?)
for the two air zerg from hots, yea they got potential, but who's good at coming up with animations? for rolls i was thinking siege range, corpser effect (spawn a unit on death), a brood lord that fires sawrmlings, where the first hit does no damage but the sawrm links are buffed melee. mabey a carrier zerg.
Need screenshots of factions/units in action? mabey another image of what i posted but more units that are introduced? whats the image limit? size? resolution? should it have text explaniation on the imagefile itself is there a place for text on the arcade.
@FreezingAcidRain: Go Triceron doesn't release most of his models. So that Tyrant isn't avaiable. And why should I recreate a WC3 unit?
Swarm Guardian is a possible addition, for the future.
As I said before I 'could' work on the animations, but I can't really say when and if I'm going to be able to do it.
I don't know, I thought I could add their icons and names to a screenshot, amybe with some action going in the background. The maps can have 3 more screenshots, they are 800x600. Don't worry about text and other artwork, I'm in charge of those. Yes there is a small place for text in the arcade, you can see it when you move the cursor over the screenshot, but some things look better when added to the screenshot itself, like I did with the 'map pool'.
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 much as I like the idea behind it I find this project has some serious flaws.
First of all the learning curve is too high, you need to play a lot of to find what you like only to regret it later.
Too many options only seeks to confuse the player.
Putting all the choices on the pylon/depot/pool is also a bad idea IMO.
What you need to do is add all you want to add without making things too confusing or difficult for the player (you know what's there you made the map).
The choices of tribes/broods and factions has to go, all it does is confuse things.
I know you put a lot of work into it but part of being a creator is knowing when to cut things.
Instead, allow the player to make the choices of what unit to include and what to exclude when they reach that tech level.
For example a protoss player to select if he wants Dark Archons at the Dark Shrine, That tooltip is marked in RED with a warning that you can't select any other tech similarly marked. You could do the same for Arbiters, say you wanted them to require a Stargate and a Templar archives, you could give an option to enable them at the archives marked in red. Once you research one red tech, all the other red techs disapear.
You could do something similar with say: Scourge and Corruptors, make the choice a selection at the spire, why confuse players with many choices early on? It's best to and only give them the choices when they need to choose.
If you really want to include something that changes the entire race drastically like your hydrid adepts/Taldarim or colonists I would suggest you make that choice available at the command centres for each race, make it available only very early and lock all other choices
One other thing:
This is about Goliaths and Dragoons. These are ground units that are strong against capital ships. In normal Starcraft 2 there are no ground units that are strong against them. Part of the strength of those end-game units is that ground units suck against them.
Think very hard before you include dragoons or goliaths, or any ground unit strong against capital ships.
blink stalkers and marine stim aren't already strong vs capital ships? i tried marine vs bc, marine win when vs cost and goliaths and dragoons might be nice vs protoss mass voids. though i agree that capitail ships should be end game material thats good vs everything, there still needs to be counters.
mabey rather then choices, turn all choices into addons and "expanded"? but include factions choice for only special cases like infested, hybrid, primail, L2d and heros. more units means more ways to counter each other right? anyways in 4vs4 or teams the options seems irrelevant as a team could combine any unit/upgrade composition. mabey a seperate mod has everything available which i can't find anywhere, yet.
if keeping as is, which I like where you can acturaly customize your own race, consider choice selection of range vs stim rather than range vs health.
keep up the good work and start combining/overlaping thous options to simplyfy things.
You seem to agree with my point of view but your language is hard to understand. Perhaps you had trouble understanding me? I thought I was pretty clear.
Yes I do mean that Faction choices should only exist for special cases like primal and hybrids since they are drastically different.
That being said I hope my feedback gets through to Soulfilcher, making the whole thing simpler and easier to learn on the fly would be best.
I'm pretty serious about the capital ship thing, in standard sc2 you need roughly twice the supply of ground units to beat capital ships.
12 marines for 1 battlecruiser, it only gets worse at the numbers go up. I strongly urge this point to be considered, it's a little but important fact often overlooked.
I'm all for the factions on this map. However, I personally think that Soul Filcher should give the players an external means to look up the factions/choices before stating the game to make things a little easier.
Also, I have several ideas fo choices:
- The Defiler and Viper are very similar in terms of spells and it is mentioned in the lore that the two fullfill a similar role in universe. Perhaps they could be made mutually exclusive to reflect this.
- I think it would be cool if the protoss vindicator, if you do decide to include it, were made to be a replacement for the Zealot, perhaps as a faction exclusive version.
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.
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.
The ENTIRE point of sc expanded is the factions. This map has been developed by SoulFilcher single handed for...what? 1-2, maybe 3 years? The reason the choices are on the buildings they are now because he needed a building that you are guaranteed to build every game because you have no choice, but not only that, but it also needs the space on its command card. Also, I get that the game is hard to read through and figure everything out, but I've never played a strategy game where you didn't need to figure out how to use a unit. NEVER. It's part of the game, it takes several replays and it partially takes getting good at it. Once you understand most of the mod, you can have a lot more fun and strategy becomes involved in your games rather than learning.
Note: This is not an sc1 remake, it's a free sc2 fan-made expansion.
I have no counters for that capitol ships thing, but just give us one suggestion for what those anti capitol ships COULD do that wouldn't overlap another unit.
Defiler is a ground unit and viper is an air unit. Too different. BW Queen is much closer.
My understanding is the factions were a tool to impliment different unit options. It's the different unit options that are the point not the factions.
The factions are an easy mechanic for a modder to add new thing on the fly, but for a player, it is not user friendly and increases the learning curve more than it needs to be.
I understand that it may require rebuilding the mod from the ground up, but the swarm campaign assets pretty much force that anyway, might as well change the faction system to something more user friendly.
I already suggested a replacement, it has the added benifet of being clean to look at.
All you did in that post was repeat what you've previously said...
I get what you're saying, but I don't agree with it. The only result that we'd find by getting rid of the factions is a lot more work, it wouldn't actually solve anything. I personally couldn't imagine sc expanded without factions. That's the one unique thing I remember about sc expanded since the beginning.
Rather than getting rid of it, you could refine it. Instead of everything being on 1 building, you could have factions picked in the game lobby and have all the faction changes displayed on a passive button on the main building. Then you could have the individual upgrades researched at each building depending on what unit they apply to. For example, raptor/baneling at the baneling nest. This idea would take some work, but it might feel a little better.
If you were to do that, I'd put it near the bottom of the list, just because it's not a priority. (SoulFilcher isn't done implementing the HotS version)
@nolanstar: Go When I started hunting for unused models I thought I'd add the variations for the primal units, but then I thought they may be useful in a different way. For example if primal zerglings will receive the standard zergling upgrades its a good thing to give it a different model for the speed upgrade, and it could be 1 dorsal fin before the upgrade and 2 dorsal fins after the upgrade. So I decided it was better to wait and have those things decided first.
@Quirriff: Go I understand the discussion going on here and I think its an interesting topic, but even though I started the mod to add more units (without simply giving them all at once), the factions quickly became the Heart of This Mod (HoTM). Players want to feel they are in charge of Dominion forces, or battling for a Nerazim tribe. As a consequence changes for each faction/brood/tribe are based on lore. I try to plan gameplay, their roles, unlocked/locked strategies as well, but its really hard since I don't have a huge list of players that give me feedback.
The options are at the current structures because they are the best options if these options are to be selected AHEAD. When I started the mod they used to be avaiable at the Engineering Bay/Evolution Chamber/Forge, while unit and tech options were avaiable at the structures they would be trained/upgraded from. One of the first suggestions I received (from a few high-ranked players at SC2Armory) was to change that so they could select what they wanted before they needed the units/upgrades. The suggestion was to move everything to the 'town hall' structure, but as Yukaboy said those have cluttered command cards. Selecting things ahead of time is extremely important for high-ranked players, because if they can only select Vultures/Hellions when their first Factory is completed it means they are already behind their opponents.
Thank you for the Dragoon and Goliath feedback. They were never planned to be capital-ship killers. They are bound to fill the same roles they replace. If you think they are not balanced feel free to tell me that, and we will try to figure out the best changes to fix that.
@FreezingAcidRain: Go Combining factions/broods/tribes is only possible when lore allows me to do it. One good example is the current suggestion to merge the Hybrid Adepts with the Tal'Darim. Gameplay-wise its good because Tal'Darim doesn't change things much, but lore-wise they are not the exact same thing (Hybrid adepts were made with the Zhakul Guardians in mind), and Tal'Darim have some unique unit choices, like their hatred for Nerazim and the fact they don't use Nerazim units. Blizzard allowed them to use Stalkers in WoL because they didn't have a unit to replace it (in my opinion they should have added the Dragoon), but replaced the Void Ray with the Scout. In HoTS they slipped and Tal'Darim use Void Rays in the only mission they appear.
That being said I do have plans to merge some factions. Alpha and Nova Squadron will be choices within the old Dominion faction, just like each Primal Leader is a choice within the Primal "Brood".
@Metalking1417: Go I'm in the process of adding the information to the map's page in the Map Section. The Arcade information page for maps is extremely limited and I can't add all the information there.
The problem with Defilers vs Vipers is that one is a ground unit and the other an air unit. It makes them very different. I know their abilities are very similar, and that made my decision a lot harder than it was for other options, but in the end the ability to attack air was key for my decision. If you consider abilities alone maybe the BW Queen should be the option to the Infestor and the Defiler an option to the Viper, but that would change the tier that forces players to counter an air unit (Infestation Pit and Hive).
The Vindicator is supposed to be a quite powerful infantry unit. And considering I didn't add a unit option for any of the starting units (some are replaced in faction choices only), I don't think that's the best way to use Vindicators. And the "melee vs ranged" option would never be a balanced one. I want to add the Brutalisk as an option to the Ultralisk, but I doubt it would be a good thing right now.
@nolanstar: Go Which Nydus? Creep Tower is already in Naktul's brood. Greater Nydus Worm may be unlocked by Naktul's brood as well.
@yukaboy: Go Considering it was my first idea when I tried the campaign units I believe it has been about 3 years now.
@Quirriff: Go HoTS forced me to fix a whole lot of bugs, but I didn't have to restart everything. Even for Zerg broods some were simply renamed and tweaked. Of course more things will change over time but far from needing a restart.
@yukaboy: Go Adding faction options to the game lobby has its problems. First: these option were created to possibly counter each other, which means the possibility to delay the selection. That is basically why I never changed to a dialog system at the beginning of the match. Second: the game lobby is way more limited. There is no way to display all the information about the faction choices, it would be even worse than the current system. Third: the mod was designed to be really easy to add to maps. If you want to play a map that isn't avaiable now all you have to do is to add SC Expanded as your ONLY dependency and go play it. If its one of Blizzard's maps or any other melee map you won't even need to create the game modes or change anything for the lobby.
@Kanitala: Go Lol I had a similar idea. It would be mainly a fun brood, with replacements like Fungal Growth -> Frost Growth. But maybe some importante changes as well. Who knows, I may take the the time to add it in the future, so keep the ideas coming XD
I dunno if you've considered the alternate versions of SC2 Queens: the Melee and the Campaign ("Swarm") Queens. You could have a much weaker "Swarm" Queen that is a more off-Creep mobile, effective "Medic"-like unit vs. a "Matriarch" Queen that is a bit slower movement-wise off-Creep, stronger offensive-wise, and can use the Spawn Larva ability. It may seem a bit too nitty-gritty, but if you're looking for more ideas, I'll throw you an idea or two.
Besides which, I don't know if you're implementing a Impaler-vs.-Lurker selection or if that will be Brood-specific. Another idea. In which case there may not be a satisfactory Hydralisk replacement (besides MAYBE a Swarm Queen when looking at the HotS Campaign sequence).
There can also be a Baneling vs. SC1/BW Infested Terran choice, to preserve the ground-only suicide units.
@FreezingAcidRain: Go Triceron doesn't release most of his models. So that Tyrant isn't avaiable. And why should I recreate a WC3 unit?
Swarm Guardian is a possible addition, for the future.
As I said before I 'could' work on the animations, but I can't really say when and if I'm going to be able to do it.
I don't know, I thought I could add their icons and names to a screenshot, amybe with some action going in the background. The maps can have 3 more screenshots, they are 800x600. Don't worry about text and other artwork, I'm in charge of those. Yes there is a small place for text in the arcade, you can see it when you move the cursor over the screenshot, but some things look better when added to the screenshot itself, like I did with the 'map pool'.
could you make the primal zergling, primal ultralisk, and ravasaur use the variations they have?
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 much as I like the idea behind it I find this project has some serious flaws.
First of all the learning curve is too high, you need to play a lot of to find what you like only to regret it later. Too many options only seeks to confuse the player. Putting all the choices on the pylon/depot/pool is also a bad idea IMO.
What you need to do is add all you want to add without making things too confusing or difficult for the player (you know what's there you made the map).
The choices of tribes/broods and factions has to go, all it does is confuse things. I know you put a lot of work into it but part of being a creator is knowing when to cut things.
Instead, allow the player to make the choices of what unit to include and what to exclude when they reach that tech level.
For example a protoss player to select if he wants Dark Archons at the Dark Shrine, That tooltip is marked in RED with a warning that you can't select any other tech similarly marked. You could do the same for Arbiters, say you wanted them to require a Stargate and a Templar archives, you could give an option to enable them at the archives marked in red. Once you research one red tech, all the other red techs disapear.
You could do something similar with say: Scourge and Corruptors, make the choice a selection at the spire, why confuse players with many choices early on? It's best to and only give them the choices when they need to choose.
If you really want to include something that changes the entire race drastically like your hydrid adepts/Taldarim or colonists I would suggest you make that choice available at the command centres for each race, make it available only very early and lock all other choices
One other thing:
This is about Goliaths and Dragoons. These are ground units that are strong against capital ships. In normal Starcraft 2 there are no ground units that are strong against them. Part of the strength of those end-game units is that ground units suck against them. Think very hard before you include dragoons or goliaths, or any ground unit strong against capital ships.
@Quirriff: Go
@Acidrain
You seem to agree with my point of view but your language is hard to understand. Perhaps you had trouble understanding me? I thought I was pretty clear.
Yes I do mean that Faction choices should only exist for special cases like primal and hybrids since they are drastically different. That being said I hope my feedback gets through to Soulfilcher, making the whole thing simpler and easier to learn on the fly would be best.
I'm pretty serious about the capital ship thing, in standard sc2 you need roughly twice the supply of ground units to beat capital ships. 12 marines for 1 battlecruiser, it only gets worse at the numbers go up. I strongly urge this point to be considered, it's a little but important fact often overlooked.
I'm all for the factions on this map. However, I personally think that Soul Filcher should give the players an external means to look up the factions/choices before stating the game to make things a little easier.
Also, I have several ideas fo choices: - The Defiler and Viper are very similar in terms of spells and it is mentioned in the lore that the two fullfill a similar role in universe. Perhaps they could be made mutually exclusive to reflect this.
- I think it would be cool if the protoss vindicator, if you do decide to include it, were made to be a replacement for the Zealot, perhaps as a faction exclusive version.
@Quirriff: Go
the main point of the mod is essentually the factions
the reason lots of games do bad in arcade is because noobs think it is stupid because it requires more skill than hero attack
but on a serious note what will happen to the new nydus
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.
@Quirriff: Go
the main point of the mod is essentually the factions
the reason lots of games do bad in arcade is because noobs think it is stupid because it requires more skill than hero attack
but on a serious note what will happen to the new nydus
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.
@Quirriff: Go
@Metalking1417: Go
@FreezingAcidRain: Go
The ENTIRE point of sc expanded is the factions. This map has been developed by SoulFilcher single handed for...what? 1-2, maybe 3 years? The reason the choices are on the buildings they are now because he needed a building that you are guaranteed to build every game because you have no choice, but not only that, but it also needs the space on its command card. Also, I get that the game is hard to read through and figure everything out, but I've never played a strategy game where you didn't need to figure out how to use a unit. NEVER. It's part of the game, it takes several replays and it partially takes getting good at it. Once you understand most of the mod, you can have a lot more fun and strategy becomes involved in your games rather than learning.
Note: This is not an sc1 remake, it's a free sc2 fan-made expansion.
I have no counters for that capitol ships thing, but just give us one suggestion for what those anti capitol ships COULD do that wouldn't overlap another unit.
Defiler is a ground unit and viper is an air unit. Too different. BW Queen is much closer.
Hero Attack does take considerable skill actually...I think the real issue is the utter stupidity of the world, no offense.
My understanding is the factions were a tool to impliment different unit options. It's the different unit options that are the point not the factions.
The factions are an easy mechanic for a modder to add new thing on the fly, but for a player, it is not user friendly and increases the learning curve more than it needs to be.
I understand that it may require rebuilding the mod from the ground up, but the swarm campaign assets pretty much force that anyway, might as well change the faction system to something more user friendly.
I already suggested a replacement, it has the added benifet of being clean to look at.
All you did in that post was repeat what you've previously said...
I get what you're saying, but I don't agree with it. The only result that we'd find by getting rid of the factions is a lot more work, it wouldn't actually solve anything. I personally couldn't imagine sc expanded without factions. That's the one unique thing I remember about sc expanded since the beginning.
Rather than getting rid of it, you could refine it. Instead of everything being on 1 building, you could have factions picked in the game lobby and have all the faction changes displayed on a passive button on the main building. Then you could have the individual upgrades researched at each building depending on what unit they apply to. For example, raptor/baneling at the baneling nest. This idea would take some work, but it might feel a little better.
If you were to do that, I'd put it near the bottom of the list, just because it's not a priority. (SoulFilcher isn't done implementing the HotS version)
@nolanstar: Go When I started hunting for unused models I thought I'd add the variations for the primal units, but then I thought they may be useful in a different way. For example if primal zerglings will receive the standard zergling upgrades its a good thing to give it a different model for the speed upgrade, and it could be 1 dorsal fin before the upgrade and 2 dorsal fins after the upgrade. So I decided it was better to wait and have those things decided first.
@Quirriff: Go I understand the discussion going on here and I think its an interesting topic, but even though I started the mod to add more units (without simply giving them all at once), the factions quickly became the Heart of This Mod (HoTM). Players want to feel they are in charge of Dominion forces, or battling for a Nerazim tribe. As a consequence changes for each faction/brood/tribe are based on lore. I try to plan gameplay, their roles, unlocked/locked strategies as well, but its really hard since I don't have a huge list of players that give me feedback.
The options are at the current structures because they are the best options if these options are to be selected AHEAD. When I started the mod they used to be avaiable at the Engineering Bay/Evolution Chamber/Forge, while unit and tech options were avaiable at the structures they would be trained/upgraded from. One of the first suggestions I received (from a few high-ranked players at SC2Armory) was to change that so they could select what they wanted before they needed the units/upgrades. The suggestion was to move everything to the 'town hall' structure, but as Yukaboy said those have cluttered command cards. Selecting things ahead of time is extremely important for high-ranked players, because if they can only select Vultures/Hellions when their first Factory is completed it means they are already behind their opponents.
Thank you for the Dragoon and Goliath feedback. They were never planned to be capital-ship killers. They are bound to fill the same roles they replace. If you think they are not balanced feel free to tell me that, and we will try to figure out the best changes to fix that.
@FreezingAcidRain: Go Combining factions/broods/tribes is only possible when lore allows me to do it. One good example is the current suggestion to merge the Hybrid Adepts with the Tal'Darim. Gameplay-wise its good because Tal'Darim doesn't change things much, but lore-wise they are not the exact same thing (Hybrid adepts were made with the Zhakul Guardians in mind), and Tal'Darim have some unique unit choices, like their hatred for Nerazim and the fact they don't use Nerazim units. Blizzard allowed them to use Stalkers in WoL because they didn't have a unit to replace it (in my opinion they should have added the Dragoon), but replaced the Void Ray with the Scout. In HoTS they slipped and Tal'Darim use Void Rays in the only mission they appear.
That being said I do have plans to merge some factions. Alpha and Nova Squadron will be choices within the old Dominion faction, just like each Primal Leader is a choice within the Primal "Brood".
@Metalking1417: Go I'm in the process of adding the information to the map's page in the Map Section. The Arcade information page for maps is extremely limited and I can't add all the information there.
The problem with Defilers vs Vipers is that one is a ground unit and the other an air unit. It makes them very different. I know their abilities are very similar, and that made my decision a lot harder than it was for other options, but in the end the ability to attack air was key for my decision. If you consider abilities alone maybe the BW Queen should be the option to the Infestor and the Defiler an option to the Viper, but that would change the tier that forces players to counter an air unit (Infestation Pit and Hive).
The Vindicator is supposed to be a quite powerful infantry unit. And considering I didn't add a unit option for any of the starting units (some are replaced in faction choices only), I don't think that's the best way to use Vindicators. And the "melee vs ranged" option would never be a balanced one. I want to add the Brutalisk as an option to the Ultralisk, but I doubt it would be a good thing right now.
@nolanstar: Go Which Nydus? Creep Tower is already in Naktul's brood. Greater Nydus Worm may be unlocked by Naktul's brood as well.
@yukaboy: Go Considering it was my first idea when I tried the campaign units I believe it has been about 3 years now.
@Quirriff: Go HoTS forced me to fix a whole lot of bugs, but I didn't have to restart everything. Even for Zerg broods some were simply renamed and tweaked. Of course more things will change over time but far from needing a restart.
@yukaboy: Go Adding faction options to the game lobby has its problems. First: these option were created to possibly counter each other, which means the possibility to delay the selection. That is basically why I never changed to a dialog system at the beginning of the match. Second: the game lobby is way more limited. There is no way to display all the information about the faction choices, it would be even worse than the current system. Third: the mod was designed to be really easy to add to maps. If you want to play a map that isn't avaiable now all you have to do is to add SC Expanded as your ONLY dependency and go play it. If its one of Blizzard's maps or any other melee map you won't even need to create the game modes or change anything for the lobby.
What, no love for Nafash's brood? Though I suppose a frozen dead Queen and Frozen Zerg are of limited usefullness... :3
ZERGLING RU- STAND STILL
Gradually fill the map with Zergcicles!
(Sorry, slightly trollish I know but that odd idea popped into my head and I know in the past you value my insanely stupid suggestions ;-3)
@Kanitala: Go Lol I had a similar idea. It would be mainly a fun brood, with replacements like Fungal Growth -> Frost Growth. But maybe some importante changes as well. Who knows, I may take the the time to add it in the future, so keep the ideas coming XD
@SoulFilcher: Go
Infested Ursadons!
The Zerg have infested the Ursadon!
Hehehe stupid zealot
NOT LISTED HERE:
I dunno if you've considered the alternate versions of SC2 Queens: the Melee and the Campaign ("Swarm") Queens. You could have a much weaker "Swarm" Queen that is a more off-Creep mobile, effective "Medic"-like unit vs. a "Matriarch" Queen that is a bit slower movement-wise off-Creep, stronger offensive-wise, and can use the Spawn Larva ability. It may seem a bit too nitty-gritty, but if you're looking for more ideas, I'll throw you an idea or two.
Besides which, I don't know if you're implementing a Impaler-vs.-Lurker selection or if that will be Brood-specific. Another idea. In which case there may not be a satisfactory Hydralisk replacement (besides MAYBE a Swarm Queen when looking at the HotS Campaign sequence).
There can also be a Baneling vs. SC1/BW Infested Terran choice, to preserve the ground-only suicide units.
@Miles07: Go I'm not sure if I'll use the Queen variations. But I doubt they would be unit options anyway.
There will be no impaler vs lurker option, as none is a standard melee unit.
The Infested Terran cant be an option to the Baneling, because it doesnt morph from a Zergling. And we have too many infested terrans already.
Considering the Viper vs BW Queen option is the second most voted option I'll include it in the next update.