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.
Vultures interferes with hellbat upgrade by that when you select vulture, you enable the mine upgrade but the blue flame upgrade is disabled which relates to hellions.
suckens attack speed is 4, that's way too slow. hybrids shouldn't have such a high air attack, makes it harder to counter
(UPDATED)
Afterburners did not get fixed for graystone map, that's all I know.
Mothership Core time warp ability button not present
@FreezingAcidRain: Go This is the reason I've grown tired of working on this mod. Things like the missing buttons for the Baneling are bugs created by the editor and patches. They were fixed before, and now I have to fix them again. Most of my time working on this mod has been fixing bugs that shouldn't even exist, and I don't have enough time to work on adding new stuff.
You can be sure I added everything to my list, but I can't say when I'll be able to cover them. I'm working on the mod right now and I plan a hotfix update for later today. Most of the balance changes are easy to make so they will be added, but the new Terran ship + vehicle weapon upgrade will have to wait.
@alfx01: Go The Laserdrill isn't used by this mod.
UPDATE TODAY
This is the list of fixes/changes, but as always I'm already expecting a report that some aren't actually fixed.
Ancient Queen: Spawn Broodlings hotkey changed to C.
Baneling: Explode button and enable/disable building attack fixed.
Griffon: Gast cost reduced to 75.
Mutalisk: icon for Tissue Regeneration added.
Oracle: acceleration increased to 3, speed increased to 4. Revelation will be resumed if target unburrows or uncloaks.
Queen: Talon attack range increased to 5.
Roach: burrowed movement increased to 2.
Sentry: Hallucination prerequisites fixed.
Siege Tank: siege mode cooldown reduced to 2.8.
Siege Tank Merc: siege mode cooldown reduced to 2.8.
Widow Mine: splash damage reduced to match the latest balance patch.
There is also an alternative model for zergling in left 2 die mod (zerglinghunter), you could use it for the left 2 die brood, like a zergling with increased base speed.
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.
roach health is 120 when burrowed and 145 when un-burrowed
science vessel matrix, its time length right now is 20 seconds that takes up 200 damage at the cost of 100 energy. I think the time should be upgraded to the length of a turrent/defense drone which lasts 180 seconds(240 seconds if upgraded).In comparison of a defence drone costs 100 energy and takes up 20x attacks(plus more damage if not shot down). in short, increase time duration 7x. this would make the ability on par with defense drone.
@alfx01: Go That zergling hunter model was in the mod before HotS, as it had the jumping animations for the Raptor. It looks exactly the same as a standard upgraded zergling if I remember it right so there's no reason to use it now.
Don't worry about icons and artwork in general, as I'm the one who uploaded the most to mapster.
I'll think about you Defensive Matrix suggestions, but you left a few important things out of the equation, like Matrix being useful vs units Defense Drone wont help at all. The Raven has the abilities that last long in the game, but only because they create units. You can try to move away and engage somewhere else leaving the Drone useless, but you can't avoid a unit that has Matrix on it, specially if it is a fast unit. There are things that need to be taken into consideration when balacing the 2 casters.
EDIT: For those who are testing the 2.1 PTR, I published SC Expanded as an Extension Mod, so you guys can easily play it with any melee map in the Custom Games section. I'd like to hear from you if that is an improvement to how the mod is played.
A small update today but it has some important bugs fixed. This may be the last update before Blizzard's 2.1 patch.
Baneling: Weapon tooltip damage fixed.
Baneling Nest: Demolition Efficiency upgrade added.
Griffon: Upgrades added.
Hunter Killer: Model changed to HotS Lurker strain Hydra.
Ragnarocker: No longer has energy.
Reaver: Damage fixed; no longer damages itself but can still damage allied units.
Roach: Burrowed life fixed.
As I prepare for the 2.1 changes I have to decide what to do with the Arcade. I'll probably keep 1 map there so people playing Arcade can get to know the map. My idea was to have a unit tester map to make things easier for us, what do you guys think?
Hmm, what do you mean a unit tester map? As in, a practice/testdrive map where you can try out the custom units/subfactions? Anyway, if it makes things easier, then I say go for it.
@StealthToast: Go A map where you start with all 3 races and have unlimited resources to make everything and even test things agaisnt each other. There are maps like that in the Arcade so I thought it could speed up testing some things.
Plus I can add things that won't be available for melee maps so they can be tested. Like unfinished units and other things.
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 Its easier to use models already in SC2, and I doubt that one would be used for anything else. And considering that strain came from Daggoth's brood in HotS it isn't all wrong.
unit tester map sounds good; should speed up the testing to prove/disprove some builds.
for the customs in 2.1, no strong opinion till official release. I think most people still play regular 2.0 then the test 2.1, mostly because I don't see too many open games and takes longer to fill game. but I do like the fact you can in theory choose any map and preferred settings.
Arcade seems to attract more people [in my opinion], and a image of the custom units/upgrades/new stuff selection would give people a better idea than the "list" of maps. image of map does help.
for star station, FFA option would be welcomed
the addition of frost and Alterzim stronghold with the options of ffa, 1vs1 and 2vs2 would be greatly welcomed
Ok, so we will have a test map sometime next year. It will be one of the few, if not the only one option in the arcade as standard maps will be playable from Custom Games list.
@FreezingAcidRain: Go Yes, with the new system I can scrap that screenshot with map pool and add some with units and command card selection. About the maps, I guess we will have to wait and see what is best. Adding a few options that don't exist in custom games may be a good idea, maybe a free for all map with some unique environment mechanics?
Can Swarm Guardians be in the next update? 350 health, 2 armour, 25 +25 vs bio, range 7, attack air and ground, cool down rate 2. massive unit, speed 1.88,
@FreezingAcidRain: Go I can't even say when I'll be able to update it again. The Swarm Guardian is in my list as a zerg capital ship, but I wanted it to have an interesting ability or special quality, not just a big unit that attacks both air and ground. I know the capital ship role is exactly what zerg doesn't have, so I may add it without abilities first and try to think of something later.
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might have something to do that i started in hotss
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.
Vultures interferes with hellbat upgrade by that when you select vulture, you enable the mine upgrade but the blue flame upgrade is disabled which relates to hellions. suckens attack speed is 4, that's way too slow. hybrids shouldn't have such a high air attack, makes it harder to counter
(UPDATED) Afterburners did not get fixed for graystone map, that's all I know. Mothership Core time warp ability button not present
@FreezingAcidRain: Go I haven't decided what to do about the Hellbat, but disabling the upgrade when vulture is selected is a real issue right now.
About the Sunken: I was trying to balance them with Spine Crawlers, so their DPS shouldn't be higher. I'll take a look and see what I can improve.
Which Hybrid are you talking about?
I'll check the other bugs.
Suggest for new laserdrill model and textures (better team color definition): http://www.sc2mapster.com/assets/laser-drill-tripod-tc-better-tex/
@FreezingAcidRain: Go This is the reason I've grown tired of working on this mod. Things like the missing buttons for the Baneling are bugs created by the editor and patches. They were fixed before, and now I have to fix them again. Most of my time working on this mod has been fixing bugs that shouldn't even exist, and I don't have enough time to work on adding new stuff.
You can be sure I added everything to my list, but I can't say when I'll be able to cover them. I'm working on the mod right now and I plan a hotfix update for later today. Most of the balance changes are easy to make so they will be added, but the new Terran ship + vehicle weapon upgrade will have to wait.
@alfx01: Go The Laserdrill isn't used by this mod.
UPDATE TODAY
This is the list of fixes/changes, but as always I'm already expecting a report that some aren't actually fixed.
Ancient Queen: Spawn Broodlings hotkey changed to C.
Baneling: Explode button and enable/disable building attack fixed.
Griffon: Gast cost reduced to 75.
Mutalisk: icon for Tissue Regeneration added.
Oracle: acceleration increased to 3, speed increased to 4. Revelation will be resumed if target unburrows or uncloaks.
Queen: Talon attack range increased to 5.
Roach: burrowed movement increased to 2.
Sentry: Hallucination prerequisites fixed.
Siege Tank: siege mode cooldown reduced to 2.8.
Siege Tank Merc: siege mode cooldown reduced to 2.8.
Widow Mine: splash damage reduced to match the latest balance patch.
There is also an alternative model for zergling in left 2 die mod (zerglinghunter), you could use it for the left 2 die brood, like a zergling with increased base speed.
PS: Colored scarab icon if u need: http://www.sc2mapster.com/media/attachments/16/528/ScarabB.png
Some other icon/assets packs links, if u havent alredy seen:
(there is an interesting dark scout model) http://www.hiveworkshop.com/forums/starcraft-discussion-676/starcraft-ii-models-archive-models-s-o-s-176139/
http://www.sc2mapster.com/forums/development/artist-tavern/21915-alex06s-unit-building-ability-upgrade-icon-workshop/
http://www.hiveworkshop.com/forums/starcraft-discussion-676/starcraft-ii-icons-collection-198916/
@alfx01: Go
hots added most of the dark protoss models except for the new mp units
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.
minor (should be a quick fix [I hope]) bug
@alfx01: Go That zergling hunter model was in the mod before HotS, as it had the jumping animations for the Raptor. It looks exactly the same as a standard upgraded zergling if I remember it right so there's no reason to use it now.
Don't worry about icons and artwork in general, as I'm the one who uploaded the most to mapster.
@FreezingAcidRain: Go Ok, it will be fixed in the next update.
I'll think about you Defensive Matrix suggestions, but you left a few important things out of the equation, like Matrix being useful vs units Defense Drone wont help at all. The Raven has the abilities that last long in the game, but only because they create units. You can try to move away and engage somewhere else leaving the Drone useless, but you can't avoid a unit that has Matrix on it, specially if it is a fast unit. There are things that need to be taken into consideration when balacing the 2 casters.
EDIT: For those who are testing the 2.1 PTR, I published SC Expanded as an Extension Mod, so you guys can easily play it with any melee map in the Custom Games section. I'd like to hear from you if that is an improvement to how the mod is played.
A small update today but it has some important bugs fixed. This may be the last update before Blizzard's 2.1 patch.
Baneling: Weapon tooltip damage fixed.
Baneling Nest: Demolition Efficiency upgrade added.
Griffon: Upgrades added.
Hunter Killer: Model changed to HotS Lurker strain Hydra.
Ragnarocker: No longer has energy.
Reaver: Damage fixed; no longer damages itself but can still damage allied units.
Roach: Burrowed life fixed.
As I prepare for the 2.1 changes I have to decide what to do with the Arcade. I'll probably keep 1 map there so people playing Arcade can get to know the map. My idea was to have a unit tester map to make things easier for us, what do you guys think?
Hmm, what do you mean a unit tester map? As in, a practice/testdrive map where you can try out the custom units/subfactions? Anyway, if it makes things easier, then I say go for it.
@StealthToast: Go A map where you start with all 3 races and have unlimited resources to make everything and even test things agaisnt each other. There are maps like that in the Arcade so I thought it could speed up testing some things.
Plus I can add things that won't be available for melee maps so they can be tested. Like unfinished units and other things.
finally patch, you did good soul, you did good
why lurker strain hydralisk and not a sc1 hydralisk?
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 Its easier to use models already in SC2, and I doubt that one would be used for anything else. And considering that strain came from Daggoth's brood in HotS it isn't all wrong.
@SoulFilcher: Go Oh, that sounds pretty neat! You should go for it then, in my opinion.
Ok, so we will have a test map sometime next year. It will be one of the few, if not the only one option in the arcade as standard maps will be playable from Custom Games list.
@FreezingAcidRain: Go Yes, with the new system I can scrap that screenshot with map pool and add some with units and command card selection. About the maps, I guess we will have to wait and see what is best. Adding a few options that don't exist in custom games may be a good idea, maybe a free for all map with some unique environment mechanics?
Can Swarm Guardians be in the next update? 350 health, 2 armour, 25 +25 vs bio, range 7, attack air and ground, cool down rate 2. massive unit, speed 1.88,
@FreezingAcidRain: Go I can't even say when I'll be able to update it again. The Swarm Guardian is in my list as a zerg capital ship, but I wanted it to have an interesting ability or special quality, not just a big unit that attacks both air and ground. I know the capital ship role is exactly what zerg doesn't have, so I may add it without abilities first and try to think of something later.