Hey Soul, been playing this a bunch recently against AIs when I get bored. Just a few things.
1. Under the protoss, you've got some problems with the warpgate. The Dragoon is on a seperate cooldown from the rest of the units that can be spawned. I'm not sure how fix this, as I encountered the same problem with my protoss sniper. (It's probably in the validators or something.... >.>)
2. The colonist faction was hella fun, with a couple problems. My first thing is that I would like to see the Taurens buffed up a bit more in terms of their damage-taking ability. Make them a sort of 'tanking' unit like the Roach and Marauder. As it is, the colonists are lacking anything like them, and just sort of end up watching their armies melt when you try to push out.
3. The miners coming out of the bar seems sort of.... off, to me. The fact they require you to upgrade the bar is even stranger. Maybe have them come out of the CC instead after you build a bar, and just cost a lot more than the SCVs? A limit on how many you can have at once would also be interesting, and get less crazy.
4. At first, I thought you had removed the Dominion faction. When I realized you had just changed the name, I was honestly glad at first. But something about the majority of the Dominion style getting thrown under Nova's name.... I don't know.... it doesn't sit right with me....
Also, just a faction suggestion.
The artificial Overmind brood from Broodwars, that was controlled by the UED. Upon upgrading, your main hatchery would get fully upgraded to an Overmind (which you are only allowed one of at a time.) Which has an ability almost like a Nydus network, where it can sprout up giant tentacles that explode out of the ground somewhere on the map and smash the enemy. (I can get some tentacle models from WoW if there aren't any good ones in SC2)
The traditional zerg units would be weaker, but the Brood could call down help from the UED in the form of limited choices of Terran units, like Marines and BCs and such. (The major thing with these units would be to help out in early-mid game, until the zerg upgrades start kicking in.)
@AtikLYar:
1- I'l check that, I think I tried to fix it before but I don't remember it.
2- Yeah, colonists are very fun but weak right now. The Tauren was supposed to be a temporary unit because I didn't have many options for colonists, but truth is I have to balance this unit so people can use this faction.
3- I'll think about that. Miners are supposed to replace MULEs, so hey are an economy booster. You're right, make them need Showbars isn't good.
4- I broke the Dominion faction into 2 (Alpha and Nova squadrons) because Dominion forces are very independent and varied. Each squadron has its own specialty. Nova Squadron isn't named after the character, this squadron was one of the Confederate squadrons that joined the dominion when the Zerg overran Tarsonis back in SC1.
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 Yes, I read it. I always write down all the ideas so I can decide later. I have some straightforward things to include first like Reavers and Arbiters, so these undecided things will have to wait.
Yeah, I was thinking about the Tauren Marines, and I actually think they kinda fit pretty well.
I mean, the fiction lvl700ETC album in the one commercial? It's a Tauren Marine and a Murloc... seems like they might very well exist in the SCverse, if in very small numbers.
Maybe give the Taurens a research-buff where a Murloc Marine shows up on their shoulder and attacks with them? Might be kind of cool, and add to the Units usefulness.
As for another unit idea for the colonists, I seem to remember some convicts that have a model (which shows up in Tosh's one mission.) Not sure if they have animations or not, but might be an interesting Colonist Unit (releasing convicted criminals to help with the rebelion.)
I think the thing with the Colonists is you need to make them like a real gang of rebels... let them build LOS blockers to hide behind and such, so they can get around the map without being noticed or something. And maybe let their main base, instead of lifting off like a normal CC, instead drop down underground, and mining stops, but the building itself is cloaked?
@AtikLYar: Go I believe Tauren and Murlocs are more like easter eggs than a real part of SC universe. Although its fun to add one or 2 easter egg units, I don't want ot make it an "sc2 vs WoW" or something like that. But it's very hard to come up with different units for a faction that lacks military organization and equipment.
The convicts have the same animations used for colonists. I'd like to include them too, but they'd be one more infantry unit with a simple combat role? I like your idea of a LOS blocker, maybe some kind of debris or wall? I can't make a structure go underground without animations, and I don't think Lift Off is a problem, even the colonist huts look like they could lift off and move around. I too feel they are a gang of rebels, using uncommon tactics and abilities to be able to face stronger foes.
For the LOS blockers, I was thinking things like debris and walls, looking like they were thrown up quickly, like poor barricades.
The convicts would have that sorta "Throw bottles" style too? That's kind of a shame. I was thinking of them as the Colonist's version of the Ghost almost. Basically, they would require a special building that has their upgrades, and then could be trained at the bars or something.
My initial thought for them was a big, beefy melee unit that just sorta rams into the other army and pounds their faces in, but I'm not sure if that would work with the animations.
I was thinking of something like the tosh mission in the campaign, where the convicts get into vehicle and532 Callahan Point use them. Maybe u could make it so they run at a non-massive mechanical unit and take it over for and ability, maybe a attack where the whack they enemy
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.
I was thinking about how there should be a similiar use against toss and zerg.... then I thought of a convict scaling and riding a colossus or ultra... and I laughed...
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.
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 know, you're talking about a pair of barrels spinning as they fall, right?
Anyone out there willing to create a trailer with the best/most interesting features? I think its about time to give this mod a popularity boost. I may be some kind of narrator, but I can't decide what I should include in the video.
I don't have any way to record video, and my comp can only play SC2 on the low settings... so no from me, sorry.
As for features that I think should definately be included? The Hybrids, the Dark Protoss, the Infected Terran, and probably large battles showing off various units added in the mod...
@AtikLYar: Go I'll try to do it myself. I'd rather not, because I may miss the point as I test it all the time I think I can't make a video look interesting.
Thanks for the ideas. Maybe the video will talk about the variety but only shoecase a few factions/broods/tribes. Maybe only 1 for each race? I dont know.
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Hey Soul, been playing this a bunch recently against AIs when I get bored. Just a few things.
1. Under the protoss, you've got some problems with the warpgate. The Dragoon is on a seperate cooldown from the rest of the units that can be spawned. I'm not sure how fix this, as I encountered the same problem with my protoss sniper. (It's probably in the validators or something.... >.>)
2. The colonist faction was hella fun, with a couple problems. My first thing is that I would like to see the Taurens buffed up a bit more in terms of their damage-taking ability. Make them a sort of 'tanking' unit like the Roach and Marauder. As it is, the colonists are lacking anything like them, and just sort of end up watching their armies melt when you try to push out.
3. The miners coming out of the bar seems sort of.... off, to me. The fact they require you to upgrade the bar is even stranger. Maybe have them come out of the CC instead after you build a bar, and just cost a lot more than the SCVs? A limit on how many you can have at once would also be interesting, and get less crazy.
4. At first, I thought you had removed the Dominion faction. When I realized you had just changed the name, I was honestly glad at first. But something about the majority of the Dominion style getting thrown under Nova's name.... I don't know.... it doesn't sit right with me....
Also, just a faction suggestion.
The artificial Overmind brood from Broodwars, that was controlled by the UED. Upon upgrading, your main hatchery would get fully upgraded to an Overmind (which you are only allowed one of at a time.) Which has an ability almost like a Nydus network, where it can sprout up giant tentacles that explode out of the ground somewhere on the map and smash the enemy. (I can get some tentacle models from WoW if there aren't any good ones in SC2)
The traditional zerg units would be weaker, but the Brood could call down help from the UED in the form of limited choices of Terran units, like Marines and BCs and such. (The major thing with these units would be to help out in early-mid game, until the zerg upgrades start kicking in.)
@AtikLYar:
1- I'l check that, I think I tried to fix it before but I don't remember it.
2- Yeah, colonists are very fun but weak right now. The Tauren was supposed to be a temporary unit because I didn't have many options for colonists, but truth is I have to balance this unit so people can use this faction.
3- I'll think about that. Miners are supposed to replace MULEs, so hey are an economy booster. You're right, make them need Showbars isn't good.
4- I broke the Dominion faction into 2 (Alpha and Nova squadrons) because Dominion forces are very independent and varied. Each squadron has its own specialty. Nova Squadron isn't named after the character, this squadron was one of the Confederate squadrons that joined the dominion when the Zerg overran Tarsonis back in SC1.
Soul did you read my scientist suggestions on the previos page?
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 Yes, I read it. I always write down all the ideas so I can decide later. I have some straightforward things to include first like Reavers and Arbiters, so these undecided things will have to wait.
@SoulFilcher: Go
Yeah, I was thinking about the Tauren Marines, and I actually think they kinda fit pretty well.
I mean, the fiction lvl700ETC album in the one commercial? It's a Tauren Marine and a Murloc... seems like they might very well exist in the SCverse, if in very small numbers.
Maybe give the Taurens a research-buff where a Murloc Marine shows up on their shoulder and attacks with them? Might be kind of cool, and add to the Units usefulness.
As for another unit idea for the colonists, I seem to remember some convicts that have a model (which shows up in Tosh's one mission.) Not sure if they have animations or not, but might be an interesting Colonist Unit (releasing convicted criminals to help with the rebelion.)
I think the thing with the Colonists is you need to make them like a real gang of rebels... let them build LOS blockers to hide behind and such, so they can get around the map without being noticed or something. And maybe let their main base, instead of lifting off like a normal CC, instead drop down underground, and mining stops, but the building itself is cloaked?
@AtikLYar: Go I believe Tauren and Murlocs are more like easter eggs than a real part of SC universe. Although its fun to add one or 2 easter egg units, I don't want ot make it an "sc2 vs WoW" or something like that. But it's very hard to come up with different units for a faction that lacks military organization and equipment.
The convicts have the same animations used for colonists. I'd like to include them too, but they'd be one more infantry unit with a simple combat role? I like your idea of a LOS blocker, maybe some kind of debris or wall? I can't make a structure go underground without animations, and I don't think Lift Off is a problem, even the colonist huts look like they could lift off and move around. I too feel they are a gang of rebels, using uncommon tactics and abilities to be able to face stronger foes.
@SoulFilcher: Go
For the LOS blockers, I was thinking things like debris and walls, looking like they were thrown up quickly, like poor barricades.
The convicts would have that sorta "Throw bottles" style too? That's kind of a shame. I was thinking of them as the Colonist's version of the Ghost almost. Basically, they would require a special building that has their upgrades, and then could be trained at the bars or something.
My initial thought for them was a big, beefy melee unit that just sorta rams into the other army and pounds their faces in, but I'm not sure if that would work with the animations.
I was thinking of something like the tosh mission in the campaign, where the convicts get into vehicle and532 Callahan Point use them. Maybe u could make it so they run at a non-massive mechanical unit and take it over for and ability, maybe a attack where the whack they enemy
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.
Stupid autocorrect , I did not say 554 Callahan point or whatever I meant to say get inside and take them over
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 was thinking about how there should be a similiar use against toss and zerg.... then I thought of a convict scaling and riding a colossus or ultra... and I laughed...
@AtikLYar: Go Legolas climbing and killing the oliphant? Lol
@SoulFilcher: Go
Pretty much, rofl.
I found a goOd attack missile for the convict, it's under the Terran effects, maybe it should damage all units in a straight line?
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 Which one?
Effects: Terran: napalm missile. m3. Some type of Napalm filled barrel
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've seen those. I'd have to check if they would look good.
Not the secret mission exploding barrels
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 know, you're talking about a pair of barrels spinning as they fall, right?
Anyone out there willing to create a trailer with the best/most interesting features? I think its about time to give this mod a popularity boost. I may be some kind of narrator, but I can't decide what I should include in the video.
@SoulFilcher: Go
I don't have any way to record video, and my comp can only play SC2 on the low settings... so no from me, sorry.
As for features that I think should definately be included? The Hybrids, the Dark Protoss, the Infected Terran, and probably large battles showing off various units added in the mod...
@AtikLYar: Go I'll try to do it myself. I'd rather not, because I may miss the point as I test it all the time I think I can't make a video look interesting.
Thanks for the ideas. Maybe the video will talk about the variety but only shoecase a few factions/broods/tribes. Maybe only 1 for each race? I dont know.