@nolanstar: Go Yes I'd use it as a support unit, but I wouldn't bother to add yet another cloaking support unit. It looks like it's all a Protoss support ship can do lol. Well, after HoTS is released the Star Relic could be an option to the Oracle, we will have to wait, but I wouldn't make it an option to the Mothership. They do have Carriers, why do you say they *should have carriers*?
Hey I found a really strange bug that makes the game impossble to play!
When I play with protoss (I dont know if protoss is the only bugged race since that's the only race I played in the last version) my units get stucked on every building. For examble, when you put a building at the side of your Nexus (and block this side) and tell a Probe to move out of your base, he just acts like a dumb and try to cross the the building (the solid building!) rather than turn and leave from the other side.
PS.: Quando mandar mensagens privadas, pode mandar em português ;-)
@LeeGall: Go Ohh yes... that bug. It started because I wanted to add the Phase Shift ability for Nullifiers, so I had to change a few things in data for structures. Right now it happens for some protoss and terran structures, all of them are basic structures. I know I wont be able to keep using this system because of the pathing problems. I Asked blizz for some small changes so it would be fixed, but the chance of a single mapmaker being heard by blizz is close to zero. So I'll have to scrapp what was a great ability, because I don't think it will be useful enough if units can only walk through another units and force fields. Specially because this ability is what the Nullifier offers as an option to Sentry's Force Field.
The nullifyer originally had nullify as an ability, forget what is does so I'll say later, the star relics 2 other abilities where double hallucination and detonate, which was an aa long range ability that targeted a unit and did splash, models are still there, used in the arcade carriers attack
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 other thing, use a different Model than the obelisk for a shield battery, one of thrikodias auirprotossbuildingstc , give the obelisk to a tribe that lacks bonuses as a
Support building, abilities it had where shift, teliports to a location Instantly but cannot do anything for 5 second while it is there, Null flux, which cloaked target unit for 10 seconds, And shield surge ( do not know right name)'which recharged 100 shields for friendly Protoss units in a 2x2 area. (like plasma surge)
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 how they were in alpha/beta, but I'm not recreating them as they were, specialy because many of those units/buildings were created to replace each other through development so their roles and abilities overlap a lot.
I've added some abilities that looked useful. I won't add repeated abilities, that's not variety after all. So no Hallucination, no more teleport abilities for protoss and no more Cloaking (Monolith already has Null Shield from alpha/beta). Plasma Surge is used by Preservers now, but I think it's OP, and it makes the Shield Battery useless in comparison. So I need to change it or scrap it.
I plan to use the Aiur Protoss Buildings for other buildings I need to add.
Arcade Beta version updated. Reapers were changed to de more like the new HoTS TvZ battle report. Their train time was reduced to 40, d8-charge weapon removed, gauss pistol range increased to 6. Barracks Tech Lab can now research Combat Drugs, allowing Reapers to regenerate life when not in combat.
@TheBoo99: Go Add a new dependency to your map (if you're on NA or EU) click the Battlenet tab and search for expanded. Remember the Expanded mod must be on top of the dependency list.
New update on arcade beta: HoTS Widow Mines added to the factory. Lurkers are avaiable to all players now. Laserdrill tanks deal 20% more damage to massive units just like Void Rays. Massive bonus damage is now working properly for all new massive units and heroes. Mohandar hero now benefits from this bonus damage as well. Hydralisk's speed upgraded changed to fit the new HoTS reports and is no longer an option to range upgrade.
There's a bug in 1.5 version, units that use custom models can't be selected by dragging the cursor. I've double checked it and didn't find a reason or solution. As far as I know it's a bug caused by the 1.5 patch itself and only Blizzard can fix it.
In the meantime I've been working on changes for the next update. Fixed some bugs, tested a few ideas. I added the Spectre Prisoner to colonists and removed the Vigilant robot. And I think the Scourge will replace Corruptors for the ground-based broods, disabling Brood Lords too.
Zealot Prisoner:
Shields: 20
Life: 75
Armor/Shield armor: Same as basic zealot
Damage: 6
Attacks: 2
Weaponspeed: 1
Movement speed: 2.7
Abilities: CHARGE REMOVED
Precognition: 15% chance to take no damage from attacks (Passive)
OR
Rally cry: Nearby allies gain a small attack speed and movement boost (Active)
Reason: Lore-wise, the armor was a psi-enchancer for the weapons and shields, so less damage/health/shields makes sense, and they move/attack faster with less to weight them down.
Infested: Researchable upgrade (found in Tech lab; replaces Wretchedness (No clue what it does)):
Corrosive Glands: Infested Marines', Civilians' and Aberrations' attacks deal the Corrosion debuff, which:
reduces the armor of the unit being attacked by 1
OR
does 5 damage over 2 seconds
On the topic of the ground brood air: Do you plan on replacing the brood lord for the air siege unit (Swarm Guardian)
Another thing: It says in the description of the Swarm Host that it has Leech, and it doesn't.
Finally: Have you updated the other maps with the new version?
@ARMofORION: Go Hey, welcome to SC2Mapster! I'm glad you like it. The Beta Arcade is drawing many more players to this mod. Thanks for sharing your ideas, cause many things you see in the mod were suggested by players. All suggestions must pass through my extreme criticism, so them may not be included or may be included after several changes.
Zealot Prisoner: This unit is in my list for a very long time, maybe even since I started working on this mod, but so far I haven't found a place for it. Maybe one faction has a cheaper version of the zealot? I also need a "mercenary" version for protoss units and I had the prisoner as an option (though I really want to use the Aiur Chef in this case). I olny disagree with your speed modification, because in theory the armor enhances their legs (charge being a better version of this system).
Infested: The Wretchedness upgrade does nothing right now, but it is supposed to enhance Infested Marines, because they start almost like a Marine and later they miss Combat Shields or range upgrade. Right now my idea is to boost their regeneration. As infested infantry units already share the Burrow ability, I wont add another ability like your suggestion, I'd rather give it to a single unit, like the Swarm Host, specially because the infested faction is lacking a barracls based spellcaster. The Swarm Host is too zergy and doesn't have enough abilities in my opinion.
Swarm Guardian: I'm still not sure what to do with this unit. It can't compete with the Brood Lord because Broodlings are very good to draw enemy fire, so Guardians die way faster than Broodlords. Well, maybe its a good thing so the Guardian could replace the Brood Lord for ground based broods, who knows.
Leech will be removed from the tooltip, thanks for pointing it out.
Right now I will only update the Arcade maps, because the convertion from 1.4 to 1.5 caused a lot of damage to data, and I've already changed many things in the 1.5 version, so it's not a good idea to work on the 1.4 again and have to convert it later. With the official release of the 1.5 patch everyone will have access to the arcade maps. Amd since we are talking about it I need suggestions for a 4v4 map. My first idea was Megaton, but I don't know if this is the best 4v4 map, what do you think?
Prison Zealot: The suit has augmentations added to it which provides the charge speed boost, if I remember correctly. I, personally, would give it to Tal'darim.
Infested: Ah, ok. The Swarm Host does need something.
Got an idea for Pygalisk, mostly a Alpha-Squad or Nova-Squad idea:
Pygalisk Deployment: Drops off an egg at the target location, which is hostile to everyone. Periodically spawns two Pygalisks that attack anything nearby.
Swarm Guardian: I would just keep it with the ground broods.
Side note: Does the Virophage work against enemies? I'm not sure, I tried to attack my Hydras with it, and it did nothing, and had it target a neutral building, and it did nothing.
Spore Cannon: Perhaps make it like a mortar defense for the zerg, splash anti-air turret, or the zerg drop pod launcher?
Ok, maps. I went a bit overboard (Like usual) and found maps for FFA, 1v1, 2v2, 3v3, and 4v4 maps.
4v4: Deadlock Ridge, Fossil Quarry, Lava Flow
3v3: Arakan Citadel, Cinder Fortress, Temple of the Preservers
2v2: Discord IV, Khaydarin Depths, Monlyth Ridge, War Zone
1v1: Blistering Sands, Daybreak, Ohana
FFA: Antiga Shipyard, Nerazim Cryot, Shattered Temple
@ARMofORION: Go I do need more ideas for Tal'Darim. I'll think about that.
Pygalisk: I don't know. even though the Pygalisk's description says it was created by Dominion scientists I'd rather give it to a Zerg brood. Let the racial mix limited to the Infested and Hybrids. What I don't like about the pygalisk is that it's just a small Ultralisk. It's like enlarging a Zergling and calling it something else. And melee units have serious issues in SC2, they to be either cheap, small and very fast (broodlings, zerglings and zealots) or huge with a lot of HP (Ultralisks and Brutalisks) or have some other way to avoid a fast and useless death (Dark Templars).
Virophage: It is plain broken now. It has been a pain to get Virophages working properly because their attack was planned to hit structures. It had all kinds of whacky results when I converted it to a channeled attack that could target units on the move. I'll go back ot it eventually.
Spore Cannon: I wanted it to be a 'zerg nuke' or something like it. It would launch that green blob from a very long distance, but it's far from being a priority right now so I can't promise I'll add Spore Cannons. I want to add a drop pod launcher too (for both terran and zerg), but I dont have animations for the Zerg drop od going up.
I'll select some maps from that list, thanks. Arakan Citadel and Cinder Fortress are already published (arcade beta). And since Abyss is played more than any other map I believe 4v4 is the priority right now.
Pygalisk: Well, the Infested already have a melee specialist, but I think I might have a bit of an idea:
Breeding Dome:
Infested Bio-dome, able to produce Hunterlings and unlocks Pygalisk
Has upgrades for both, plus a test upgrade for aberration
Flexible Carapace: Increases speed .1 and allows the hunterling to jump
Serrated Blades: Increases the attack speed of the Pygalisk's melee, and adds 2 points to damage
Enhanced Metabolism: Acid bursts out of the dead Aberration, damaging everything nearby, but slows down the aberration down.
Virophage: I knew they were a problem, I myself tried to make the Virophage into a turret, but it failed.
Spore Cannon: Mkay, nice to know.
Edit: I was having a look at the wireframes that you uploaded, and I notice something interesting.
The marine w/ rocket pod shoulders caught my eye, the Duran model, the Hydra-Spartan, the Ultra-Viro, and the two zerg structures. Any idea if this might be able to be used?
New update today. Added the Mothership Core with all it's abilities. Hybrid Adepts have their own Dark Herald Core. Fixed several small bugs. Added Prisoner Spectre for Colonists, this unit attacks with d8-charges and can use Ultrasonic Pulse and Hack.
EDIT: Those wireframes were created for different reasons. I had no plans to use those in my mod. One of the Zerg strcutures is already in use, its the Breeding Mound used by Tiamat brood. Of that list the only one I'd even consider in my mod would be the Hydra-Spartan, but I'm not sure it would fit.
@nolanstar: Go Yes I'd use it as a support unit, but I wouldn't bother to add yet another cloaking support unit. It looks like it's all a Protoss support ship can do lol. Well, after HoTS is released the Star Relic could be an option to the Oracle, we will have to wait, but I wouldn't make it an option to the Mothership. They do have Carriers, why do you say they *should have carriers*?
Hey I found a really strange bug that makes the game impossble to play! When I play with protoss (I dont know if protoss is the only bugged race since that's the only race I played in the last version) my units get stucked on every building. For examble, when you put a building at the side of your Nexus (and block this side) and tell a Probe to move out of your base, he just acts like a dumb and try to cross the the building (the solid building!) rather than turn and leave from the other side.
PS.: Quando mandar mensagens privadas, pode mandar em português ;-)
@LeeGall: Go Ohh yes... that bug. It started because I wanted to add the Phase Shift ability for Nullifiers, so I had to change a few things in data for structures. Right now it happens for some protoss and terran structures, all of them are basic structures. I know I wont be able to keep using this system because of the pathing problems. I Asked blizz for some small changes so it would be fixed, but the chance of a single mapmaker being heard by blizz is close to zero. So I'll have to scrapp what was a great ability, because I don't think it will be useful enough if units can only walk through another units and force fields. Specially because this ability is what the Nullifier offers as an option to Sentry's Force Field.
The nullifyer originally had nullify as an ability, forget what is does so I'll say later, the star relics 2 other abilities where double hallucination and detonate, which was an aa long range ability that targeted a unit and did splash, models are still there, used in the arcade carriers attack
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 other thing, use a different Model than the obelisk for a shield battery, one of thrikodias auirprotossbuildingstc , give the obelisk to a tribe that lacks bonuses as a Support building, abilities it had where shift, teliports to a location Instantly but cannot do anything for 5 second while it is there, Null flux, which cloaked target unit for 10 seconds, And shield surge ( do not know right name)'which recharged 100 shields for friendly Protoss units in a 2x2 area. (like plasma surge)
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 how they were in alpha/beta, but I'm not recreating them as they were, specialy because many of those units/buildings were created to replace each other through development so their roles and abilities overlap a lot.
I've added some abilities that looked useful. I won't add repeated abilities, that's not variety after all. So no Hallucination, no more teleport abilities for protoss and no more Cloaking (Monolith already has Null Shield from alpha/beta). Plasma Surge is used by Preservers now, but I think it's OP, and it makes the Shield Battery useless in comparison. So I need to change it or scrap it.
I plan to use the Aiur Protoss Buildings for other buildings I need to add.
Arcade Beta version updated. Reapers were changed to de more like the new HoTS TvZ battle report. Their train time was reduced to 40, d8-charge weapon removed, gauss pistol range increased to 6. Barracks Tech Lab can now research Combat Drugs, allowing Reapers to regenerate life when not in combat.
Cinder Fortress map added.
I am currently making edits to "Ruins of Tarsonis" map, turning it into a SC Expanded map. May I have permission to Publish it?
@rickmary: Go Yes, you have permission. Feel free to publish maps with my mod, just give credit.
@SoulFilcher:
How do I make a map with your mod?
@TheBoo99: Go Add a new dependency to your map (if you're on NA or EU) click the Battlenet tab and search for expanded. Remember the Expanded mod must be on top of the dependency list.
New update on arcade beta: HoTS Widow Mines added to the factory. Lurkers are avaiable to all players now. Laserdrill tanks deal 20% more damage to massive units just like Void Rays. Massive bonus damage is now working properly for all new massive units and heroes. Mohandar hero now benefits from this bonus damage as well. Hydralisk's speed upgraded changed to fit the new HoTS reports and is no longer an option to range upgrade.
@SoulFilcher:
I can't find it :(
I go and search for it(while I'm logged in) and I can't find it :(
@TheBoo99: Go Make sure you search for it with the right filters. Set source to "map/mod name" and search for 'expanded'. It should be there.
There's a bug in 1.5 version, units that use custom models can't be selected by dragging the cursor. I've double checked it and didn't find a reason or solution. As far as I know it's a bug caused by the 1.5 patch itself and only Blizzard can fix it.
In the meantime I've been working on changes for the next update. Fixed some bugs, tested a few ideas. I added the Spectre Prisoner to colonists and removed the Vigilant robot. And I think the Scourge will replace Corruptors for the ground-based broods, disabling Brood Lords too.
I love the work that you did on this mod, Soul!
Got a few suggestions:
Zealot Prisoner:
Shields: 20
Life: 75
Armor/Shield armor: Same as basic zealot
Damage: 6
Attacks: 2
Weaponspeed: 1
Movement speed: 2.7
Abilities: CHARGE REMOVED
Precognition: 15% chance to take no damage from attacks (Passive)
OR
Rally cry: Nearby allies gain a small attack speed and movement boost (Active)
Reason: Lore-wise, the armor was a psi-enchancer for the weapons and shields, so less damage/health/shields makes sense, and they move/attack faster with less to weight them down.
Infested: Researchable upgrade (found in Tech lab; replaces Wretchedness (No clue what it does)):
Corrosive Glands: Infested Marines', Civilians' and Aberrations' attacks deal the Corrosion debuff, which:
reduces the armor of the unit being attacked by 1
OR
does 5 damage over 2 seconds
On the topic of the ground brood air: Do you plan on replacing the brood lord for the air siege unit (Swarm Guardian)
Another thing: It says in the description of the Swarm Host that it has Leech, and it doesn't.
Finally: Have you updated the other maps with the new version?
@ARMofORION: Go Hey, welcome to SC2Mapster! I'm glad you like it. The Beta Arcade is drawing many more players to this mod. Thanks for sharing your ideas, cause many things you see in the mod were suggested by players. All suggestions must pass through my extreme criticism, so them may not be included or may be included after several changes.
Zealot Prisoner: This unit is in my list for a very long time, maybe even since I started working on this mod, but so far I haven't found a place for it. Maybe one faction has a cheaper version of the zealot? I also need a "mercenary" version for protoss units and I had the prisoner as an option (though I really want to use the Aiur Chef in this case). I olny disagree with your speed modification, because in theory the armor enhances their legs (charge being a better version of this system).
Infested: The Wretchedness upgrade does nothing right now, but it is supposed to enhance Infested Marines, because they start almost like a Marine and later they miss Combat Shields or range upgrade. Right now my idea is to boost their regeneration. As infested infantry units already share the Burrow ability, I wont add another ability like your suggestion, I'd rather give it to a single unit, like the Swarm Host, specially because the infested faction is lacking a barracls based spellcaster. The Swarm Host is too zergy and doesn't have enough abilities in my opinion.
Swarm Guardian: I'm still not sure what to do with this unit. It can't compete with the Brood Lord because Broodlings are very good to draw enemy fire, so Guardians die way faster than Broodlords. Well, maybe its a good thing so the Guardian could replace the Brood Lord for ground based broods, who knows.
Leech will be removed from the tooltip, thanks for pointing it out.
Right now I will only update the Arcade maps, because the convertion from 1.4 to 1.5 caused a lot of damage to data, and I've already changed many things in the 1.5 version, so it's not a good idea to work on the 1.4 again and have to convert it later. With the official release of the 1.5 patch everyone will have access to the arcade maps. Amd since we are talking about it I need suggestions for a 4v4 map. My first idea was Megaton, but I don't know if this is the best 4v4 map, what do you think?
Thanks for the quick reply.
Prison Zealot: The suit has augmentations added to it which provides the charge speed boost, if I remember correctly. I, personally, would give it to Tal'darim.
Infested: Ah, ok. The Swarm Host does need something.
Got an idea for Pygalisk, mostly a Alpha-Squad or Nova-Squad idea:
Pygalisk Deployment: Drops off an egg at the target location, which is hostile to everyone. Periodically spawns two Pygalisks that attack anything nearby.
Swarm Guardian: I would just keep it with the ground broods.
Side note: Does the Virophage work against enemies? I'm not sure, I tried to attack my Hydras with it, and it did nothing, and had it target a neutral building, and it did nothing.
Spore Cannon: Perhaps make it like a mortar defense for the zerg, splash anti-air turret, or the zerg drop pod launcher?
Ok, maps. I went a bit overboard (Like usual) and found maps for FFA, 1v1, 2v2, 3v3, and 4v4 maps.
4v4: Deadlock Ridge, Fossil Quarry, Lava Flow
3v3: Arakan Citadel, Cinder Fortress, Temple of the Preservers
2v2: Discord IV, Khaydarin Depths, Monlyth Ridge, War Zone
1v1: Blistering Sands, Daybreak, Ohana
FFA: Antiga Shipyard, Nerazim Cryot, Shattered Temple
@ARMofORION: Go I do need more ideas for Tal'Darim. I'll think about that.
Pygalisk: I don't know. even though the Pygalisk's description says it was created by Dominion scientists I'd rather give it to a Zerg brood. Let the racial mix limited to the Infested and Hybrids. What I don't like about the pygalisk is that it's just a small Ultralisk. It's like enlarging a Zergling and calling it something else. And melee units have serious issues in SC2, they to be either cheap, small and very fast (broodlings, zerglings and zealots) or huge with a lot of HP (Ultralisks and Brutalisks) or have some other way to avoid a fast and useless death (Dark Templars).
Virophage: It is plain broken now. It has been a pain to get Virophages working properly because their attack was planned to hit structures. It had all kinds of whacky results when I converted it to a channeled attack that could target units on the move. I'll go back ot it eventually.
Spore Cannon: I wanted it to be a 'zerg nuke' or something like it. It would launch that green blob from a very long distance, but it's far from being a priority right now so I can't promise I'll add Spore Cannons. I want to add a drop pod launcher too (for both terran and zerg), but I dont have animations for the Zerg drop od going up.
I'll select some maps from that list, thanks. Arakan Citadel and Cinder Fortress are already published (arcade beta). And since Abyss is played more than any other map I believe 4v4 is the priority right now.
@SoulFilcher:MMkay.
Pygalisk: Well, the Infested already have a melee specialist, but I think I might have a bit of an idea:
Breeding Dome:
Infested Bio-dome, able to produce Hunterlings and unlocks Pygalisk
Has upgrades for both, plus a test upgrade for aberration
Flexible Carapace: Increases speed .1 and allows the hunterling to jump
Serrated Blades: Increases the attack speed of the Pygalisk's melee, and adds 2 points to damage
Enhanced Metabolism: Acid bursts out of the dead Aberration, damaging everything nearby, but slows down the aberration down.
Virophage: I knew they were a problem, I myself tried to make the Virophage into a turret, but it failed.
Spore Cannon: Mkay, nice to know.
Edit: I was having a look at the wireframes that you uploaded, and I notice something interesting.
The marine w/ rocket pod shoulders caught my eye, the Duran model, the Hydra-Spartan, the Ultra-Viro, and the two zerg structures. Any idea if this might be able to be used?
@ARMofORION: Go I will consider these ideas.
New update today. Added the Mothership Core with all it's abilities. Hybrid Adepts have their own Dark Herald Core. Fixed several small bugs. Added Prisoner Spectre for Colonists, this unit attacks with d8-charges and can use Ultrasonic Pulse and Hack.
EDIT: Those wireframes were created for different reasons. I had no plans to use those in my mod. One of the Zerg strcutures is already in use, its the Breeding Mound used by Tiamat brood. Of that list the only one I'd even consider in my mod would be the Hydra-Spartan, but I'm not sure it would fit.