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.
"Not target massive units kills most of its utility of mind control if it was perm", what about targeting siege tanks, immortals, voids, medevac's, mutalisks, and so on. problem is it lasts for a minute and it either ends up killed by your units because its attacking you or the enemy's unit after they retreat and focus fire. with infester mind control you get a chance to recover the unit by focus firing on the infestor, but problem is its range is too short so when targeting anything useful it dies due too low health of 90 and that it gets blocked by friendly units. is burrowed infestors with mind control op?
"So a Cerberus attacking a target would completely paralyze it? Not a good idea." what about science vessel? all I'm saying is replace the current emp/lockdown shockwave with a yamoto cannon that applies the emp shockwave to the unit its target with the yamoto cannon (its a yamoto cannon + lockdown ). right now the regular attack is a purple yamoto cannon firing. its like if the regular ghost attack used nukes instead of sniping.
thoughts on replacing warhound anti-mech missles with an ability similar to the revenger?
on the topic of mods within the mod, any chance of a zombie mod or with the release of warcraft 3 units, an invastion mod with orc/undead factions that attack periodically waves have more units and unique units.
for the overhaul for LotV, a better interface for selection. picking a faction of 8 is straight forward, but why is there 2 subtrees with both of them having 8 buttons with a total of 16? and its not even a real split, its an alternative where half is just the regular stuff, nothing "new" is added. it should be you select your command center, even if your upgrading to an orbital the gui can still be selected, one button to go into the select the factions, and a second button that should display 8 buttons if you want them replaced.
@FreezingAcidRain: Go I'm not sure what your point about mind control is. You got me confused there.
I wanted to use that visual effect for Cerberus because it looks different. It makes the Cerberus a unique unit and not just one more terran unit that shoots missiles. Using it for a targeted EMP could work, I guess, but then I'd have to rework the basic attack, which I doubt I'll find time for now.
The Warhound change could work, I wouldn't want it to be exactly like the Ravager's ability though.
A Zombie mod has been suggested, but I won't use W3 assets in SC Expanded.
I'm not sure what you mean by 2 subtrees. The selection has been moved out of the primary structures early in the mod's development and so far I believe it's working as intended. Do you mean the unit choices?
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.
Should zerg old queens be more refined? Know how they have webs? Remember warcraft 3 crept fiends? (Undead spider) where they cast a web to lower air units to ground? Could that be a thing with the new warcraft assets?
I was playing around with the mod and flare has an interesting bug. Works if the unit is stationary, flare is dogged by the unit if the unit moves. Could it be fixed where if its dodged the missle does not hit ground and keeps going forever? The idea of it being like r avagers interests me where they can be dodged. Edited: quick fix would be change mover's timeout from 30 to the magic number 1. 3.
Hey guys, I haven't been in touch with SC2 lately but I wanted to say this mod will be updated with LotV. I've been modding Xenonauts in case anyone is interested.
So this mod will not be updated until LotV? A pity( Is it going to include Herc, Ravager, Adept, etc?
Btw (for the future): what about featuring Plasma Battery, Multilock, burrow charge upgrades.. no immortality for torrasque?
also old version of Void Ray (WoL looks more interesting than alignment), Hydralisk (1 supply and massable), some HotS mutations (toxin ultralisk, vile roach, impaler?), Gorgon (as very very slow but very very hard to take down version of BC, maybe with single strong attack instead of many weak), predators...
Both Corruptors and Guardians seem somewhat boring. Would it possible to make them turn infested units into friendly ones upon death (like in SC alpha), and in case of Guardians to temporarily slow or blind attacked units?
@SiarX: Go I feel there's little point in updating it now so close to LotV's release. It will include all standard melee units as always, and I will probably add the HERC somewhere.
I don't go adding everything from the campaigns to this mod, some stuff are redundant or simply overpowered. I try to add as much as I can though, but some things take time (I edit the mod all by myself). I'm sure a lot of units and upgrades already in the mod will receive changes so I can fit new stuff from LotV, so let's wait a little longer to discuss ideas.
One last thing, I used to keep several unfinished additions in the mod for players to test and send some feedback, but they make it feel unpolished. An important change I'm planning for LotV is to remove them from the standard version, and add a "test mode" extension that players can select. This mode would unlock everything in the mod. I'm also thinking if I should remove Unit and/or Upgrade options and leave only Faction/Brood/Tribe options, I'd use all those extra units and upgrades in the existing factions somehow.
I've been doing some research to help me decide the direction I should go with LotV. I went and tested the mod, and I feel it needs factions/broods/tribes that really feel like you're playing them, so my idea is to have fewer but more interesting factions.
Of course I will need to play LotV before deciding that, but from what we already have and what I've read it looks like 4 or 5 tribes will be the final number. Zerg broods can probably be brought down to that number as well, but terran factions are still uncertain.
So far the planned changes are:
Merge Lenassa and Sargas tribes to form the Nerazim tribe.
Merge Hybrid adepts and Tal'darim, keeping them as Tal'darim.
Merge Hybrid Slaves and Feral broods into Amon's brood.
Merge Raynor's Raiders and Tosh's Pirates, keeping it as Raynor's Raiders.
Probably merge Akilae and Auriga tribes to form the Khalai tribe.
Probably merge zerg broods with few changes, or add each of them to a larger brood.
Remove low-quality stuff (units, buildings, abilities) and only make use of good stuff.
EDIT: I'm already working on the changes for Protoss. The current tribes are Khalai, Nerazim, Tal'darim, Purifiers and a fifth one I haven't decided yet. I removed things like Stone Zealot and Rip Field Generator. These tribes include mostly LotV campaign stuff for now and already feel very interesting to play.
I assume the Tribes use their factions units? I would suggest a Amons forces tribe with the normal dark protoss models and hhybrids, while the taldarim use their unit specifics with their models.
Edit: For terran I say. Dominion (W. subfactions) Raynor's Forces, Moebius Core (use the new dark marine model), Kel-morians (Herc), and Umojan.
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.
Soul, o nome official da Amon's Brood segundo os dados du WoL seria "Claw's Brood" (pelo menos na visao du futuro o nome seria este). E' so uma sujestao :)
@nolanstar: Go The issue with your suggestion is that there's nothing to give this Amon tribe, at least not enough to make it interesting like the other ones. The fifth tribe (whatever it will be) can get Replicants and Shuttles (the big ones from Kaldir) right now, but that's it. I will probably retexture those dark structures to be used by the Nerazim tribe.
Suggestion for Terran written down, but for now I want to focus on protoss tribes.
@Zarxiel93: Go I'm not sure its a good idea to give it a name most players wouldn't understand. I think Amon's brood is easier. But let's discuss BROTOSS! I'm trying to get all current tribes playable enough to update the mod so you guys can test it.
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.
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Are you going to work on AI casters next?
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 doubt it. I've been really slow in fixing things for this mod. I think it might need another overhaul for LotV.
@SoulFilcher:
Every mod will need an overhaul with LotV. Best thing us mapmakers can do is help each other out.
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.
"Not target massive units kills most of its utility of mind control if it was perm", what about targeting siege tanks, immortals, voids, medevac's, mutalisks, and so on. problem is it lasts for a minute and it either ends up killed by your units because its attacking you or the enemy's unit after they retreat and focus fire. with infester mind control you get a chance to recover the unit by focus firing on the infestor, but problem is its range is too short so when targeting anything useful it dies due too low health of 90 and that it gets blocked by friendly units. is burrowed infestors with mind control op?
"So a Cerberus attacking a target would completely paralyze it? Not a good idea." what about science vessel? all I'm saying is replace the current emp/lockdown shockwave with a yamoto cannon that applies the emp shockwave to the unit its target with the yamoto cannon (its a yamoto cannon + lockdown ). right now the regular attack is a purple yamoto cannon firing. its like if the regular ghost attack used nukes instead of sniping.
thoughts on replacing warhound anti-mech missles with an ability similar to the revenger?
on the topic of mods within the mod, any chance of a zombie mod or with the release of warcraft 3 units, an invastion mod with orc/undead factions that attack periodically waves have more units and unique units.
for the overhaul for LotV, a better interface for selection. picking a faction of 8 is straight forward, but why is there 2 subtrees with both of them having 8 buttons with a total of 16? and its not even a real split, its an alternative where half is just the regular stuff, nothing "new" is added. it should be you select your command center, even if your upgrading to an orbital the gui can still be selected, one button to go into the select the factions, and a second button that should display 8 buttons if you want them replaced.
@nolanstar: Go True.
@FreezingAcidRain: Go I'm not sure what your point about mind control is. You got me confused there.
I wanted to use that visual effect for Cerberus because it looks different. It makes the Cerberus a unique unit and not just one more terran unit that shoots missiles. Using it for a targeted EMP could work, I guess, but then I'd have to rework the basic attack, which I doubt I'll find time for now.
The Warhound change could work, I wouldn't want it to be exactly like the Ravager's ability though.
A Zombie mod has been suggested, but I won't use W3 assets in SC Expanded.
I'm not sure what you mean by 2 subtrees. The selection has been moved out of the primary structures early in the mod's development and so far I believe it's working as intended. Do you mean the unit choices?
I have map editor questions, you (or someone) may have answers.
help with this would be greatly appreciated, step by step screenshots would make me very happy
thanks
Soul, how did you make the player decal change in the older version?
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.
Man, Soul, SC Expanded is losing what makes it unique, more and more mods like this keep coming out.
@FreezingAcidRain: Go @nolanstar: Go I'd be happy to help, but please send help requests by PMs or open new threads.
@rickmary: Go It doesn't surprise me. I haven't been working on the mod but I'll have a whole lot to do when LotV comes out.
Should zerg old queens be more refined? Know how they have webs? Remember warcraft 3 crept fiends? (Undead spider) where they cast a web to lower air units to ground? Could that be a thing with the new warcraft assets?
@FreezingAcidRain: Go I never played WC3. I wont be using those assets.
I was playing around with the mod and flare has an interesting bug. Works if the unit is stationary, flare is dogged by the unit if the unit moves. Could it be fixed where if its dodged the missle does not hit ground and keeps going forever? The idea of it being like r avagers interests me where they can be dodged. Edited: quick fix would be change mover's timeout from 30 to the magic number 1. 3.
Hey guys, I haven't been in touch with SC2 lately but I wanted to say this mod will be updated with LotV. I've been modding Xenonauts in case anyone is interested.
So this mod will not be updated until LotV? A pity( Is it going to include Herc, Ravager, Adept, etc? Btw (for the future): what about featuring Plasma Battery, Multilock, burrow charge upgrades.. no immortality for torrasque? also old version of Void Ray (WoL looks more interesting than alignment), Hydralisk (1 supply and massable), some HotS mutations (toxin ultralisk, vile roach, impaler?), Gorgon (as very very slow but very very hard to take down version of BC, maybe with single strong attack instead of many weak), predators... Both Corruptors and Guardians seem somewhat boring. Would it possible to make them turn infested units into friendly ones upon death (like in SC alpha), and in case of Guardians to temporarily slow or blind attacked units?
@SiarX: Go I feel there's little point in updating it now so close to LotV's release. It will include all standard melee units as always, and I will probably add the HERC somewhere.
I don't go adding everything from the campaigns to this mod, some stuff are redundant or simply overpowered. I try to add as much as I can though, but some things take time (I edit the mod all by myself). I'm sure a lot of units and upgrades already in the mod will receive changes so I can fit new stuff from LotV, so let's wait a little longer to discuss ideas.
One last thing, I used to keep several unfinished additions in the mod for players to test and send some feedback, but they make it feel unpolished. An important change I'm planning for LotV is to remove them from the standard version, and add a "test mode" extension that players can select. This mode would unlock everything in the mod. I'm also thinking if I should remove Unit and/or Upgrade options and leave only Faction/Brood/Tribe options, I'd use all those extra units and upgrades in the existing factions somehow.
I've been doing some research to help me decide the direction I should go with LotV. I went and tested the mod, and I feel it needs factions/broods/tribes that really feel like you're playing them, so my idea is to have fewer but more interesting factions.
Of course I will need to play LotV before deciding that, but from what we already have and what I've read it looks like 4 or 5 tribes will be the final number. Zerg broods can probably be brought down to that number as well, but terran factions are still uncertain.
So far the planned changes are:
Merge Lenassa and Sargas tribes to form the Nerazim tribe.
Merge Hybrid adepts and Tal'darim, keeping them as Tal'darim.
Merge Hybrid Slaves and Feral broods into Amon's brood.
Merge Raynor's Raiders and Tosh's Pirates, keeping it as Raynor's Raiders.
Probably merge Akilae and Auriga tribes to form the Khalai tribe.
Probably merge zerg broods with few changes, or add each of them to a larger brood.
Remove low-quality stuff (units, buildings, abilities) and only make use of good stuff.
EDIT: I'm already working on the changes for Protoss. The current tribes are Khalai, Nerazim, Tal'darim, Purifiers and a fifth one I haven't decided yet. I removed things like Stone Zealot and Rip Field Generator. These tribes include mostly LotV campaign stuff for now and already feel very interesting to play.
I assume the Tribes use their factions units? I would suggest a Amons forces tribe with the normal dark protoss models and hhybrids, while the taldarim use their unit specifics with their models.
Edit: For terran I say. Dominion (W. subfactions) Raynor's Forces, Moebius Core (use the new dark marine model), Kel-morians (Herc), and Umojan.
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.
Soul, o nome official da Amon's Brood segundo os dados du WoL seria "Claw's Brood" (pelo menos na visao du futuro o nome seria este). E' so uma sujestao :)
@nolanstar: Go The issue with your suggestion is that there's nothing to give this Amon tribe, at least not enough to make it interesting like the other ones. The fifth tribe (whatever it will be) can get Replicants and Shuttles (the big ones from Kaldir) right now, but that's it. I will probably retexture those dark structures to be used by the Nerazim tribe.
Suggestion for Terran written down, but for now I want to focus on protoss tribes.
@Zarxiel93: Go I'm not sure its a good idea to give it a name most players wouldn't understand. I think Amon's brood is easier. But let's discuss BROTOSS! I'm trying to get all current tribes playable enough to update the mod so you guys can test it.
@SoulFilcher: Go
Give taldarim their faction-specific model units, (zealot, Ascendant, Blood hunter, archon, Havoc, WinTaldarmortal, Wraithwalker, Titanic Warp prism, oracle, phoenix, destroyer, carrier, mothership) While Dark P. Get Zealots, stalkers, sentry, hight Templar, archons, immortal, colossus, warp prism, scout, carrier, star relic, hybrid destroyer, hybrid Dominator)
Replicants have new data, at least...
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.