Hm, I've been studying the different factions(including those not in the mod). and however, the UED does still exist back at earth, with the expiditionary force being small in comparison to the rest of the forces. the remnants of the UED in the Korprulu sector are very small and are hiding on the planet Abbadon. the Sparten Company mercinaries are UED remnants.
Using this knowledge, the UED that is within the Korprulu sector is very weak and unable to fight back against larger forces such as dominion and such. But if the rest of the UED were to take intrest in the sector once again they would be further prepared.
Hm.. About making Infested Terran in a different way....What about a structure that slowly ate up minerals (as long as you wanted it to) and would pump out infested marines?
perhaps it can use the colonist hut model, but yeah, would a structure that drains your minerals at a constant rate but at the same time creates infested terran at the same rate? albeit weaker ones, but more numerous.
Also, drop the entire UED thing I was rambling about.
And finally, Make sure a brood in SC2 HOTS gets overseer, and one tribe gets carrier. (just incase XD)
Hey Soulfilcher, I reposted this from my initial thread because people thought I could request my ideas to you
I may as well take a whack at this request thread. The stuff I want isn't exactly super unique or interesting, and still may even be difficult to do, but if so I actually want it so bad I was wondering if people actually take money to make maps- Like, if someone made this I'd drop prolly at least 20 bucks via paypal, easy. Anyway here goes and thanks in advance for even considering:
I want a sort of expanded sc2 gametype that has a few extra things, the following being
1) An uber-unit for the Terran and Zerg races to match the Mothership in balance and teir, being the ODIN and the OMEGALISK, respectively.
In fact, it'd be cool if the mothership's strength and power was boosted so that all 3 "Titans" I'd like to call them were awesome stand-alone 'A'-click monsters that could battle the hell out of each other. Could the Mothership be given the "Planet Cracker" spell, even? As far as other devastating spells for the other two, whomever accepts this can be creative with that if they want.
2) The LEVIATHAN tweaked down to be a teir-3 anti air+ground flyer for the Zerg to match the Battlecruiser and Carrier My specific requests were going to shrink it to a Carrier's size, remove the spine-tentacles, and only give it the "Bioswarm" attack that can hit air and ground. As far as an upgrade/spell to match the Yamato/Grav-pult, I'm not sure yet. *shrug* Fair game on that too I guess.
3) The Protoss SCOUTto balance out the number of flyers Zerg has after adding the leviathan (terran needs one too), but I'm thinking it can only attack ground with its awesome plasma-machinegun things kind of like the banshee. But to give it a unique purpose, could it's toughness and power be buffed up to a Tier 2, and can it's attack have kind of an area of effect thing and get a light-armor dmg bonus? This way it wouldn't conflict with the Void Ray since rays are not so hot at multiple small units.
4) The Terran WRAITH- I coudln't think of a better way to add an air unit for Terran. I thought about the science vessel cuz its so unique but too flying casters seems kind of unbalanced. I guess the only thing to start with is to make the Wraith not have stronger air-hits than vikings or stronger ground-hits than banshees. And not have cloak. Pretty much they'd be terran mutalisks I guess. I suppose this idea is just filler until "Starcraft 2.5.1", haha.
That's it for now. I hope somebody likes this idea. And remember I'm really willing to negotiate if money is an object and you can assure the quality of the product, haha!
Thanks
EDIT: New Ideas
I realized I forgot that I wanted to express the idea of ANTI-AIR ONLY GROUND UNITS. I think this would make the game balance and army compositions very interesting. My ideas for each respective race are:
Terran- AA GOLIATH. It'd be easy, just remove its machinegun models and make it have four missile pods instead of 2, and make it only attack air (of course). Obviously its attack power would have to be buffed.
Zerg- SCOURGE LORD. I was thinking about incorporating the scourge into the game somehow, and this is it I feel- A ground unit that spawns scourges. As far as the model goes, probably a slightly altered Lurker, maybe with egg-looking things on it. This would make use of the lurker model as well.
Protoss- This is a tough one I'm not sure of since there are very few extra protoss unit models. I'm up for suggestions on this one.
Well, many of those units are in-game, you pick either phoenix or scout, goliath or thor, etc.
However the "Titans" idea is intresting. Lets see what soul thinks
@Warsaint777: Hi, I've been away from SC2 for some time now. But I haven't dropped this project yet. Here are the answers (for now) to your requests:
1) The HoTS expansion will make Thors the Terran uber unit, It will be just like the Odin as far as I know. The Omegalisk is quite similar with the Torrasque from SC1, you can unlock it for one of the Broods. The Planet Cracker is already in game, the Purifier Mothership can use it. Although the current settings of the mod doesn't fit what you want here, I may say the units as you want them could destroy the experience of using other factions that doesnt have access to the uber units, unless you want all factions to use them. Adding such units has to be a very careful step, because I've been trying to make the game more and more balanced with each update, and those units are by nature very unbalancing.
2) Yeah, the Leviathan was a problem ever since I added it to the game. I'm gathering lots of suggestions and I still don't know what to do. I think bringing the Leviathan to the BC level may not be good because Zerg already have Brood Lords and Corruptors. But I'll keep it as one more suggestion.
3) I'm not sure I understand your suggestions for the Scout, I added it as it was on the campaign and already tweaked some of the stats to make it better, because the players never picked the scout.
4) These units are already in, as they are in SC mechanics. A Wraith that can't cloak shouldn't even have that name, right? ;-) I guess you're asking for a unit more like the Valkyrie. Don't worry, HoTS will give us at least one more Terran ship model, and it will be an anti-air unit (the Predator that got removed before release), I've seen it in the teaser.
Others) Well, I don't know if anti-air ground units would be that useful, but if I have proper models and good ideas I could add them. I don't like to change SC's original units into something they aren't, but I can include new ones.
Finally, if you think you can pay for the changes you want then we should discuss it carefully. Of course I'd like to be paid, but at the same time I don't want to twist this mod into something it wasn't supposed to be. And what I mean is that I'll be the one to decide which ideas will be included. You may or may not want to pay for them. I sincerely think the best approach is to way for more info on HoTS, because I'll change my mod when Blizzard relases it.
EDIT: If you want your changes in a separate mod for you to use, that's a totally different thing. I'll make the changes you want, we can discuss both ideas.
The Bnet version was updated so options were moved to different structures. Protoss now use Pylons, Terran use Supply Depots and Zerg use Spawning Pool. This change aims to make early game strategies more like standard melee. No need to build Forges, Eng Bays and Evo Chambers if your strategy doesnt include them.
The Bnet version was updated so options were moved to different structures. Protoss now use Pylons, Terran use Supply Depots and Zerg use Spawning Pool. This change aims to make early game strategies more like standard melee. No need to build Forges, Eng Bays and Evo Chambers if your strategy doesnt include them.
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.
Oops, sorry I duplicated text doing this on iPhone give kaboomers attack, they only have scan move, also a suggestion for when hots comes out is to make zerg choose between overseer or viper, and swarm host or lurker Terran should be choose between the 2 ( Wol and hots) and the Goliath or warhound . Protoss should add a corsair. Airbiter and reaver you should have to choose corsair or Phoenix, void ray or scout, oracle or airbiter and collosus or reaver. Also move infested faction swarm hostto Zerg and make it so you have to also rename it.Choose it or a
Brood war queen . Give it leech, frenzy and infest barracks for abilities. Infest barracks should infest a enemy barracks give you control and make you be able to spawn infested marines, also make it spawnbroodlings to attack, brood war queen should have its abilities
Including infest cc, infested faction should get infested specter use weapon less
Specter model you can get here and attach a Kerrigan wings model
Form the same pack, give it the behavior smglowgreen and some abilities and a attack, 1 last thing, give the infested banshee the night elf banshee portrait ,there is also a corruption Viking model you could us for the infested factions Viking. Not all the models I mentioned have models, like the fatty model they are in the archive
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.
@nolanstar: Go Thanks for the feedback, I'll keep those suggestions in mind. Are there top quality models for BW units? I've been avoiding more BW units not only bacause of model quality but also because many of their roles overlap strongly with new units. An Arbiter is just a smaller Mothership, Goliaths and Warhounds will be the same damn thing. But I'll work on them eventually.
Lots of people tell me to move the Infested faction to Zerg, but that's not the point. An infested base, like the one you see in that campagin mission (the one Zeratul goes to Aiur to find the Overmind's body) shows, at least a little, how an independent infested base could work. What if a strain of infested terrans managed to keep their free will? It's something like that what I have in mind, not just throw the infested units in a Zerg brood.
when i say choose between the 2 ( Wol and hots) i mean the 2 thors, also the models you would need to make the infested spectre are on this site, i know theres a corsair here...,http://www.sc2mapster.com/assets/sc2-corsair-model/ ,also a better defiler here... http://www.sc2mapster.com/forums/resources/art-assets/11241-defiler-model-broken-model-release/ , what i ment to say was just to move the swarm host from yhe infested faction to zerg ... here, give it leech, frenzy and infest barracks for abilities. Infest barracks should infest a enemy barracks give you control and make you be able to spawn infested marines, also make it spawn broodlings to attack. another unit for colonists should be the colony ship from the campaign, make it so it has to land to load/unload units, also another idiea is a worgen marine... model...here... http://www.sc2mapster.com/assets/worgen-marine/ for the bw models open a sc1 map in the editor and extract the needed files, then import them into your map
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.
@nolanstar: Go in HoTS the Thor will be a lot stronger than WoL, I wont keep both versions mainly because the Warhound will replace the Thor's role. I'll check the models, but that Corsair isn't good at all, the one in the BW mod is way better.
Now I understand you want the alpha Swarm Host back, well I have to think about it. The Colony Ship is already in, as the Hercules, the version used by Raynor's Raiders.
I won't add a Worgen Marine, I only added the Tauren marine for fun, and because the Colonist faction needed infantry units. I don't want to turn it into a SC2 + WoW or somethnig like that.
U should give the dominion the train from the campaign as a unit, no attack but it is like a mobile bunker, an uPgrade for it would be the speed version, a valkarie would be nice for a faction, so would a devourer for the aiur brood,
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.
@nolanstar: Go I thought about adding that train unit before, but I couldnt find a good role for it. The mobile bunker role is used by the APC, which I think looks way better for that role and they carry their own weapon so they are not useless without infantry. I'll work on the Valkyrie and Devourer.
I just read previous ideas in this thread and I decided I'm going to make Infested Civilians spammable like the HoTS Swarm Host spams Locusts (what a ridiculous name for a zerg unit). I'm thinking about a Infested Hut or maybe those cocoons from the campaign: The player builds a Hut or places a cocoon somehow and it will spawn Infested Civilians that have limited life time.
Lol I was just about to suggest that idea for the infested, you could add the terra tron for a factions, probably dominion or umojian prOjectorate, there is a model which Im sure you know, but did you know there is an icon for it already in the editor, you shouldhaveto have every building and an scvplaces a beacon wich it comes down on say after 2 minutes, since it's birth anamation is it entering the atmosphere. About the train, you could make it like a mobile barracks that is built from the factory. Möbius should have a nerfed ares bot (2000 health is op) and you choose a weapon for each 1 built , the troop transport in the editor should be a mobile resource retern center , did you fix kaboomer bug yet? U should also choose between different battle cruisers, example give the one you have in right now a button that says Minotaur class battlecruiser and set it so you have it and a battlecruiser with a specialization using the Alfa bc models in the editor, hurricane an should have missile pods, plasma should have an aoe ground ability ,the Yamato battlecruiser Should have Yamato cannon and a slower, higher damage attack. Also change the battlecruiser upgrade chooses to Yamato cannon and defensive matrix, the scientist should get an ability where it targets an enemy massive unit, and places a device on it which explodes in 10 second, deAling the same damage as a nuke, a scientist can only use this ability one time.
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 mod was updated, both B.net and SC2Mapster versions. Now Terrans have a list 10 factions to choose (Dominion was divided into Alpha and Nova squadrons because they have very different specializations). Valkyries were added to the Alpha Squadron faction, but they will need a lot of tests to balance.
@Nolanstar: Those are a lot of ideas, I'll try to answer them one by one:
-TerraTron: I thought about that, but there's no way I can include such a unit in a "serious" idea for this mod, I think it's better to stay away from that.
-Train: I'll keep it in my "possible units" list.
-ARES: The ARES is almost finished. It will be able to switch forms like Tanks or Vikings, but at least one form will need research, propably an anti-air form. And yes, it will be nerfed a lot.
-Troop Transport: When I decided to use the APC I just left it "lying around", maybe I'll use it for a campaign level based on this mod or something like that. Terran can already lift off their CC, I don't feel there is need for a mobile resource center.
-Kaboomer bug: The Kaboomer has an attack icon and is supposed to attack normally, I'll check it again later.
-Battlecruisers: Each player can only have one ability, I won't change the system to that alpha one. Defensive Matrix was given to the Science Vessel as it should be, which makes the ability much more versatile.
-Scientist: I need more abilities for the Scientist, I like the idea of an ability to be used only against massive units, but I'd nerf it and make it usable more than once.
One more ability for the scientist should be gravity bomb, which is already in the editor for the test hero, set it so it is a hidden attack with an icon on the command card that gives the stats, what it does is make the target float in the air for a
Short time, it is not channelled , the range should be 6 and the weapon speed 2 it can only attack ground, this would make it interesting to put some scientists in a bunker ( 3 and 1 marine) beside 3 missile turrets, where the scientists would diss able and float the enemy's while the marine and missile turrets smoke them. This would be effective against mech like goliaths/ immortals.
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.
For the colonist faction you should change the command center to the command bio dome in the campaign, they also should get a unit using the mining bot model in the editor, as a resource gatherer that does not need to return to base, it should produce 1 min per second. One more for colonists is the assault jeep, use the cargo truck in the editor and attach a auto turret to the back( for some reason there is a doodad of a wrecked version of this) it's speed should be 2.25 it's attack should be equal to the auto turret ( add 2 damage) it should require the bio dome from the. Campaign. A suggestion for the blimp is an upgrade that makes it avoid 30% of incoming damage. Protoss should have the zealot prisoner for the dark Templar tribes model. Replace the monolith with the rip field generators model, since the monolith is dt. The dt tribe should have the monolith as a support structure, increasing shield armor by 2 for all allyed units in a radius of 5
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.
@Nolanstar: Thanks for all the ideas. Feedback always make me go back to work on this mod. I'm going to travel tomorrow so don't expect anything new for the next 2 or 3 weeks, I won't even have internet access so I won't be around the forums.
The colonist faction does deserve more attention. It was created to have completely different mechanics from standard terran tech tree and more ideas are always welcome. Currently they need more abilites (spellcasters) and some work on their ships. The Zealot Prisoner is still unused because I don't know exactly what to do with this unit, I don't think it should be simply a Zealot with a new model. And I'm planning a new use for the Monolith, Rip Field Generators will replace their current use. The Monolith will be a Pylon with some additional abilities, like it was supposed to be.
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Hm, I've been studying the different factions(including those not in the mod). and however, the UED does still exist back at earth, with the expiditionary force being small in comparison to the rest of the forces. the remnants of the UED in the Korprulu sector are very small and are hiding on the planet Abbadon. the Sparten Company mercinaries are UED remnants.
Using this knowledge, the UED that is within the Korprulu sector is very weak and unable to fight back against larger forces such as dominion and such. But if the rest of the UED were to take intrest in the sector once again they would be further prepared.
Hm.. About making Infested Terran in a different way....What about a structure that slowly ate up minerals (as long as you wanted it to) and would pump out infested marines? perhaps it can use the colonist hut model, but yeah, would a structure that drains your minerals at a constant rate but at the same time creates infested terran at the same rate? albeit weaker ones, but more numerous.
Also, drop the entire UED thing I was rambling about.
And finally, Make sure a brood in SC2 HOTS gets overseer, and one tribe gets carrier. (just incase XD)
This mod is too good to die. It has tons of potential
Hey Soulfilcher, I reposted this from my initial thread because people thought I could request my ideas to you
I may as well take a whack at this request thread. The stuff I want isn't exactly super unique or interesting, and still may even be difficult to do, but if so I actually want it so bad I was wondering if people actually take money to make maps- Like, if someone made this I'd drop prolly at least 20 bucks via paypal, easy. Anyway here goes and thanks in advance for even considering:
I want a sort of expanded sc2 gametype that has a few extra things, the following being
1) An uber-unit for the Terran and Zerg races to match the Mothership in balance and teir, being the ODIN and the OMEGALISK, respectively. In fact, it'd be cool if the mothership's strength and power was boosted so that all 3 "Titans" I'd like to call them were awesome stand-alone 'A'-click monsters that could battle the hell out of each other. Could the Mothership be given the "Planet Cracker" spell, even? As far as other devastating spells for the other two, whomever accepts this can be creative with that if they want.
2) The LEVIATHAN tweaked down to be a teir-3 anti air+ground flyer for the Zerg to match the Battlecruiser and Carrier My specific requests were going to shrink it to a Carrier's size, remove the spine-tentacles, and only give it the "Bioswarm" attack that can hit air and ground. As far as an upgrade/spell to match the Yamato/Grav-pult, I'm not sure yet. *shrug* Fair game on that too I guess.
3) The Protoss SCOUT to balance out the number of flyers Zerg has after adding the leviathan (terran needs one too), but I'm thinking it can only attack ground with its awesome plasma-machinegun things kind of like the banshee. But to give it a unique purpose, could it's toughness and power be buffed up to a Tier 2, and can it's attack have kind of an area of effect thing and get a light-armor dmg bonus? This way it wouldn't conflict with the Void Ray since rays are not so hot at multiple small units.
4) The Terran WRAITH- I coudln't think of a better way to add an air unit for Terran. I thought about the science vessel cuz its so unique but too flying casters seems kind of unbalanced. I guess the only thing to start with is to make the Wraith not have stronger air-hits than vikings or stronger ground-hits than banshees. And not have cloak. Pretty much they'd be terran mutalisks I guess. I suppose this idea is just filler until "Starcraft 2.5.1", haha.
That's it for now. I hope somebody likes this idea. And remember I'm really willing to negotiate if money is an object and you can assure the quality of the product, haha!
Thanks
EDIT: New Ideas
I realized I forgot that I wanted to express the idea of ANTI-AIR ONLY GROUND UNITS. I think this would make the game balance and army compositions very interesting. My ideas for each respective race are:
Terran- AA GOLIATH. It'd be easy, just remove its machinegun models and make it have four missile pods instead of 2, and make it only attack air (of course). Obviously its attack power would have to be buffed.
Zerg- SCOURGE LORD. I was thinking about incorporating the scourge into the game somehow, and this is it I feel- A ground unit that spawns scourges. As far as the model goes, probably a slightly altered Lurker, maybe with egg-looking things on it. This would make use of the lurker model as well.
Protoss- This is a tough one I'm not sure of since there are very few extra protoss unit models. I'm up for suggestions on this one.
@Warsaint777: Go
Well, many of those units are in-game, you pick either phoenix or scout, goliath or thor, etc. However the "Titans" idea is intresting. Lets see what soul thinks
@Warsaint777: Hi, I've been away from SC2 for some time now. But I haven't dropped this project yet. Here are the answers (for now) to your requests:
1) The HoTS expansion will make Thors the Terran uber unit, It will be just like the Odin as far as I know. The Omegalisk is quite similar with the Torrasque from SC1, you can unlock it for one of the Broods. The Planet Cracker is already in game, the Purifier Mothership can use it. Although the current settings of the mod doesn't fit what you want here, I may say the units as you want them could destroy the experience of using other factions that doesnt have access to the uber units, unless you want all factions to use them. Adding such units has to be a very careful step, because I've been trying to make the game more and more balanced with each update, and those units are by nature very unbalancing.
2) Yeah, the Leviathan was a problem ever since I added it to the game. I'm gathering lots of suggestions and I still don't know what to do. I think bringing the Leviathan to the BC level may not be good because Zerg already have Brood Lords and Corruptors. But I'll keep it as one more suggestion.
3) I'm not sure I understand your suggestions for the Scout, I added it as it was on the campaign and already tweaked some of the stats to make it better, because the players never picked the scout.
4) These units are already in, as they are in SC mechanics. A Wraith that can't cloak shouldn't even have that name, right? ;-) I guess you're asking for a unit more like the Valkyrie. Don't worry, HoTS will give us at least one more Terran ship model, and it will be an anti-air unit (the Predator that got removed before release), I've seen it in the teaser.
Others) Well, I don't know if anti-air ground units would be that useful, but if I have proper models and good ideas I could add them. I don't like to change SC's original units into something they aren't, but I can include new ones.
Finally, if you think you can pay for the changes you want then we should discuss it carefully. Of course I'd like to be paid, but at the same time I don't want to twist this mod into something it wasn't supposed to be. And what I mean is that I'll be the one to decide which ideas will be included. You may or may not want to pay for them. I sincerely think the best approach is to way for more info on HoTS, because I'll change my mod when Blizzard relases it.
EDIT: If you want your changes in a separate mod for you to use, that's a totally different thing. I'll make the changes you want, we can discuss both ideas.
The Bnet version was updated so options were moved to different structures. Protoss now use Pylons, Terran use Supply Depots and Zerg use Spawning Pool. This change aims to make early game strategies more like standard melee. No need to build Forges, Eng Bays and Evo Chambers if your strategy doesnt include them.
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.
Oops, sorry I duplicated text doing this on iPhone give kaboomers attack, they only have scan move, also a suggestion for when hots comes out is to make zerg choose between overseer or viper, and swarm host or lurker Terran should be choose between the 2 ( Wol and hots) and the Goliath or warhound . Protoss should add a corsair. Airbiter and reaver you should have to choose corsair or Phoenix, void ray or scout, oracle or airbiter and collosus or reaver. Also move infested faction swarm hostto Zerg and make it so you have to also rename it.Choose it or a Brood war queen . Give it leech, frenzy and infest barracks for abilities. Infest barracks should infest a enemy barracks give you control and make you be able to spawn infested marines, also make it spawnbroodlings to attack, brood war queen should have its abilities Including infest cc, infested faction should get infested specter use weapon less Specter model you can get here and attach a Kerrigan wings model Form the same pack, give it the behavior smglowgreen and some abilities and a attack, 1 last thing, give the infested banshee the night elf banshee portrait ,there is also a corruption Viking model you could us for the infested factions Viking. Not all the models I mentioned have models, like the fatty model they are in the archive
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.
@nolanstar: Go Thanks for the feedback, I'll keep those suggestions in mind. Are there top quality models for BW units? I've been avoiding more BW units not only bacause of model quality but also because many of their roles overlap strongly with new units. An Arbiter is just a smaller Mothership, Goliaths and Warhounds will be the same damn thing. But I'll work on them eventually.
Lots of people tell me to move the Infested faction to Zerg, but that's not the point. An infested base, like the one you see in that campagin mission (the one Zeratul goes to Aiur to find the Overmind's body) shows, at least a little, how an independent infested base could work. What if a strain of infested terrans managed to keep their free will? It's something like that what I have in mind, not just throw the infested units in a Zerg brood.
when i say choose between the 2 ( Wol and hots) i mean the 2 thors, also the models you would need to make the infested spectre are on this site, i know theres a corsair here...,http://www.sc2mapster.com/assets/sc2-corsair-model/ ,also a better defiler here... http://www.sc2mapster.com/forums/resources/art-assets/11241-defiler-model-broken-model-release/ , what i ment to say was just to move the swarm host from yhe infested faction to zerg ... here, give it leech, frenzy and infest barracks for abilities. Infest barracks should infest a enemy barracks give you control and make you be able to spawn infested marines, also make it spawn broodlings to attack. another unit for colonists should be the colony ship from the campaign, make it so it has to land to load/unload units, also another idiea is a worgen marine... model...here... http://www.sc2mapster.com/assets/worgen-marine/ for the bw models open a sc1 map in the editor and extract the needed files, then import them into your map
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.
hers a link
http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
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.
@nolanstar: Go in HoTS the Thor will be a lot stronger than WoL, I wont keep both versions mainly because the Warhound will replace the Thor's role. I'll check the models, but that Corsair isn't good at all, the one in the BW mod is way better.
Now I understand you want the alpha Swarm Host back, well I have to think about it. The Colony Ship is already in, as the Hercules, the version used by Raynor's Raiders.
I won't add a Worgen Marine, I only added the Tauren marine for fun, and because the Colonist faction needed infantry units. I don't want to turn it into a SC2 + WoW or somethnig like that.
U should give the dominion the train from the campaign as a unit, no attack but it is like a mobile bunker, an uPgrade for it would be the speed version, a valkarie would be nice for a faction, so would a devourer for the aiur brood,
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.
@nolanstar: Go I thought about adding that train unit before, but I couldnt find a good role for it. The mobile bunker role is used by the APC, which I think looks way better for that role and they carry their own weapon so they are not useless without infantry. I'll work on the Valkyrie and Devourer.
I just read previous ideas in this thread and I decided I'm going to make Infested Civilians spammable like the HoTS Swarm Host spams Locusts (what a ridiculous name for a zerg unit). I'm thinking about a Infested Hut or maybe those cocoons from the campaign: The player builds a Hut or places a cocoon somehow and it will spawn Infested Civilians that have limited life time.
Lol I was just about to suggest that idea for the infested, you could add the terra tron for a factions, probably dominion or umojian prOjectorate, there is a model which Im sure you know, but did you know there is an icon for it already in the editor, you shouldhaveto have every building and an scvplaces a beacon wich it comes down on say after 2 minutes, since it's birth anamation is it entering the atmosphere. About the train, you could make it like a mobile barracks that is built from the factory. Möbius should have a nerfed ares bot (2000 health is op) and you choose a weapon for each 1 built , the troop transport in the editor should be a mobile resource retern center , did you fix kaboomer bug yet? U should also choose between different battle cruisers, example give the one you have in right now a button that says Minotaur class battlecruiser and set it so you have it and a battlecruiser with a specialization using the Alfa bc models in the editor, hurricane an should have missile pods, plasma should have an aoe ground ability ,the Yamato battlecruiser Should have Yamato cannon and a slower, higher damage attack. Also change the battlecruiser upgrade chooses to Yamato cannon and defensive matrix, the scientist should get an ability where it targets an enemy massive unit, and places a device on it which explodes in 10 second, deAling the same damage as a nuke, a scientist can only use this ability one time.
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.
The mod was updated, both B.net and SC2Mapster versions. Now Terrans have a list 10 factions to choose (Dominion was divided into Alpha and Nova squadrons because they have very different specializations). Valkyries were added to the Alpha Squadron faction, but they will need a lot of tests to balance.
@Nolanstar: Those are a lot of ideas, I'll try to answer them one by one:
-TerraTron: I thought about that, but there's no way I can include such a unit in a "serious" idea for this mod, I think it's better to stay away from that.
-Train: I'll keep it in my "possible units" list.
-ARES: The ARES is almost finished. It will be able to switch forms like Tanks or Vikings, but at least one form will need research, propably an anti-air form. And yes, it will be nerfed a lot.
-Troop Transport: When I decided to use the APC I just left it "lying around", maybe I'll use it for a campaign level based on this mod or something like that. Terran can already lift off their CC, I don't feel there is need for a mobile resource center.
-Kaboomer bug: The Kaboomer has an attack icon and is supposed to attack normally, I'll check it again later.
-Battlecruisers: Each player can only have one ability, I won't change the system to that alpha one. Defensive Matrix was given to the Science Vessel as it should be, which makes the ability much more versatile.
-Scientist: I need more abilities for the Scientist, I like the idea of an ability to be used only against massive units, but I'd nerf it and make it usable more than once.
One more ability for the scientist should be gravity bomb, which is already in the editor for the test hero, set it so it is a hidden attack with an icon on the command card that gives the stats, what it does is make the target float in the air for a Short time, it is not channelled , the range should be 6 and the weapon speed 2 it can only attack ground, this would make it interesting to put some scientists in a bunker ( 3 and 1 marine) beside 3 missile turrets, where the scientists would diss able and float the enemy's while the marine and missile turrets smoke them. This would be effective against mech like goliaths/ immortals.
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.
For the colonist faction you should change the command center to the command bio dome in the campaign, they also should get a unit using the mining bot model in the editor, as a resource gatherer that does not need to return to base, it should produce 1 min per second. One more for colonists is the assault jeep, use the cargo truck in the editor and attach a auto turret to the back( for some reason there is a doodad of a wrecked version of this) it's speed should be 2.25 it's attack should be equal to the auto turret ( add 2 damage) it should require the bio dome from the. Campaign. A suggestion for the blimp is an upgrade that makes it avoid 30% of incoming damage. Protoss should have the zealot prisoner for the dark Templar tribes model. Replace the monolith with the rip field generators model, since the monolith is dt. The dt tribe should have the monolith as a support structure, increasing shield armor by 2 for all allyed units in a radius of 5
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.
@Nolanstar: Thanks for all the ideas. Feedback always make me go back to work on this mod. I'm going to travel tomorrow so don't expect anything new for the next 2 or 3 weeks, I won't even have internet access so I won't be around the forums.
The colonist faction does deserve more attention. It was created to have completely different mechanics from standard terran tech tree and more ideas are always welcome. Currently they need more abilites (spellcasters) and some work on their ships. The Zealot Prisoner is still unused because I don't know exactly what to do with this unit, I don't think it should be simply a Zealot with a new model. And I'm planning a new use for the Monolith, Rip Field Generators will replace their current use. The Monolith will be a Pylon with some additional abilities, like it was supposed to be.