But yes, if we look at the protoss females; the lack mouths. Thus, they cannot properly scream during childbirth. So the protoss babies must come from the mamaship's genetic engineering laboratory...
I decided to take screenshots this time. I hit some achievements this time and caught the bugs blue handed. O_O
The first 1 is me mass warping dark templar to make dark archons for that tribe. The second is an average Aiur Brood battalion attacking a terran base. Third is Raynor's Raiders attempting to drop pod in the enemy base. 4th is same game except now I'm attacking. Fifth is a bug in spelling. O_O Sixth is the repulsar field on the nexus. Last one is the dragoon-Warp gate-stalker bug.
@Yukaboy: Its amazing we came with 2 similar abilities. I'm working on the Phase Shift, I guess it was a beta ability (probably for High Templar) and it phases enemies making them immune to damage, but they can't attack. They idea of pushing enemies is what I want for the Repulser Field, I'm not sure if it will stay as a Nexus ability. And pulling enemies is what the Choker's tentacles do.
Thanks for the bug reports, the Stalker/Dragoon bug has already been fixed. The spelling bug I fixed now.
EDIT: Updated it today. Preservers got a alpha Phase Shift. It phases one enemy unit for 5 seconds. I'm also thinking about a defensive version, to be cast on friendly units, reducing the damage they take. If the Preserver is the unit that wil have this spell I guess it should be defensive, since he's a Preserver after all.
New unit in progress: Tempest. This unit will replace Carriers for Sargas tribe, giving the Dark Templar a even more unique feel. It may look just like a dark Carrier, but it use a different attack. I'm not sure I'll use that "Shuriken" unit from SC2 alpha. Maybe it could use some kind of suicide unit like the Reaver's Scarab?
Phase Cannon? You mean that alpha version of the Photon Cannon that could move? And another structure to produce larvae. I'll add it to my list of ideas.
New zerg brood idea: I just thought of an idea for a new possible brood. No name atm. This brood specializes in unit evolution.
Some ideas on what you could do for this brood... (You could also use it for other broods whatever you like)
Overseers can upgrade into monarchs which are basically a combination of overlords and overseers. It detects, carries units, has infestor ability to instant spawn infested marines, and has an anti ground weapon. Zerglings spawn into 3 zerglings instead of 2 (idea from HotS). Banelings can evolve into larger "Death" banelings which dont have explode on auto at spawn, have a short ranged weapon almost as powerful as roach, and have additional life. This "Death" baneling is like the archon where it needs 2 matching banelings. Ultralisks morph into omegalisks which are more powerful in life, armor, and damage. (Not sure if you implemented that already, can't remember) Evolution chamber has 2 new upgrades. 1) Dark Cluster - Hatchery/Lair/Hive now have +25% life and +1 armor 2) Mass evolution - All units gain 1 additional speed
@yukaboy: I cant add one more brood right now, as I have some broods with almost no changes. Every new addition must go to some of these broods, unless lore says it needs to be a new brood.
I dont like much the idea of merging existing units into one new unit. New units must have their own abilities and their own roles in the game. But I still have to think about what to do with that Left 2 Die Spotter unit, so you may get some kind of "special Overseer".
Rapid Genesis is one of HoTS upgrades I added to this mod, But I may add the Swarmling upgrade to another brood.
Your "Death Baneling" unit idea remembers me of the Left 2 Die Kaboomer. I was trying to add all Left 2 Die units to the mod, but I didn't know how. Merging 2 Banelings to get a Kaboomer may be a good idea.
The Omegalisk was renamed to its SC1 original name "Torrasque", its Tiamat's heroic unit. I probably won't add more Ultralisk variants (The Stank's Headbutt ability may be used by the Torrasque).
One of the broods unlocks a structure armor upgrade. I don't feel there is need to give hatcheries/lairs/hives +25% life, they're already hard to kill unless they're undefended.
Mass Evolution: I don't know if its a good idea to upgrade all units like that, but I may think about it.
Keep the ideas coming, there's a long road ahead for this mod.
1) Unit: Prison Zealot: Spawns a small group of lesser zealots from the nexus to defend it, but they have timed life and cannot last very long.
2) Upgrade: Mini Pylons: Buildings no longer need power to fuel themselves, but must still be originally placed in pylon power.
Terran Ideas:
1) Structure: Outpost: May be built to be a mini command center, allowing your units to drop off resources a little more quickly. May be salvaged. Cheap. Weak. Has no abilities and no uses other than drop off. Quick construction.
There's some more ideas I just thought of. Let me know if you want more and I'll spend another 10 minutes on this thread. ;)
1- The Prison Zealot unit is another one I don't know how to use. I've been "keeping" them for Protoss "mercenary" units. Protoss with timed life? How would I explain that?
2- It would have to need an upgrade. If they still require to be placed within a power field there's no great deal about it (and that annoying executor would still remind you that it requires a power field lol)
3- I'll repeat what Blizzards said: Terrans are already the most versatile race. Even though it sounds interesting they can already build a Command Center in their base and lift it off to any other place in the map. They are usually the first to get island expos. So I guess its a no, no outposts for Terran.
I'm working on the Kaboomer merge. Depending on the results I may update it today.
Edits: Perhaps each building can be upgraded individually? Perhaps one of the terran factions could have their lift off abilities removed...perhaps one is less likely to be able to have flight capabilities.
1) Upgrade: Dark Cloaking: Individual upgrade on the buildings for zeratul's faction. Cloaks the building which takes some time to upgrade and stops progress of other upgrades and units.
2) Upgrade: Advanced Shielding: Increases Immortal and Zealot shields by 25 and increase shields of casters (Sentry and high templar) by 10.
3) Upgrade: Dark Claws: [Requires Zergling +20% atk speed upgrade] Increase Zergling attack speed by an additional 30% (High Cost and long duration)
You're making this harder to do SoulFilcher. ;) I made sure these upgrades were fairly well balanced and also made sure these upgrades were something that each of the teams were lacking.
Edit: 3 new zerg unit ideas
1) Nydus Worm (UNIT) Spawns from nydus network. Can scout on its own and is a burrowed transport unit.
2) Heating hollow (BUILDING) Has a heating ability that that may be used to heal nearby zerg units a little bit more quickly. Also generates a small amount of creep to keep itself alive if no creep tumors are nearby.
3) Creep Colony (BUILDING) Is upgraded from creep tumor. Has additional life and can defend itself, however it's no longer invisible.
Edit: Perhaps the creep colony, spore colony, spine colony could replace the creep tumor on the queen and the crawlers for the drone in one of the broods instead. That might be kind of nice to have spines and spores generating creep. :)
Another Edit: New Roach morph ideas. The Roach can morph into either of these creatures
1) Cockroach: Gains additional speed, life, and armor. Loses ranged weapon. Can jump up and down cliffs but loses burrow ability.
2) Black Beetle: Loses speed. Gains additional life and armor. Its ranged weapon now also attacks air.
@yukaboy: Man, your head is full of ideas. You should join a team or some project. I'll just pick the ones that fit my mod ok?
1- You mean upgrade each building to be cloaked permanently? I'll add it to the pool.
2- Again, I don't know if I'll add upgrades for multiple units.
3- Even faster Zerglings? I don't know, I need to check how many zergling upgrades are already in. I'd rather make the Adrenal Glands upgrade better for one brood.
Don't take me wrong, its not just balance. I get very positive feedback from players about this mod, and I feel I need to stay "picky" about what I add to it. I think over any new idea and I have to decide if it fits the mod. Your ideas are good, but some of them may suit other mods/maps better.
1- Yeah, thats what that Nydus Young unit does right now, I'd only have to give it transport.
2- Nice idea. I wuoldnt give it the ability to generate creep though. The only problem: There are no zerg builbing models left.
3- I want to use Creep Colonies for the Aiur brood. But using the SpĂne Crawler and Spore Crawler models for Sunken Colonies and Spore Colonies is just wrong.
The Roach gets one upgrade option. I'll wait fot HoTS to think about Roach morphs (one is the Prowler, I don't remember the other one). The ability to jump over cliffs is used by the Glideling and by Left 2 Die's Hunterling. I may add the Hunterling as an option to Roaches, but not morphed from them.
Ya, I need these ideas to be a game designer...so...yeaaa...Psi Brainstorm! XD
Anyways, motherload of ideas coming.
1) Roach anti air upgrade (Otherwise the hydra is the only ground anti air)
2) Check out sc2 mapster for a guardian model and make it a morph for mutas, that'd be cool :D
3) Air Queen with new abilities (Again check sc2 mapster for brood war queen model)
4) Pygalisks? Idk if you have this but I'd like pygalisks that come in pairs
5) Corruptor upgrade/ability gives corruptor the ability to sacrifice itself to send parasites into nearby units, giving them to the player using the ability for about 10-30 seconds
6) Brood Lord upgrade/weapon - Scourge? Maybe an anti air weapon?
7) Void Seeker landing idea - When it lands I have 4 ideas about what it can do
A) Create a power field
B) Be able to train units
C) Heal and recharge nearby allies (Either or Botth)
D) Slow or Damage nearby enemies
Hope you like the newest and freshest ideas ;) I've got loads more coming in, so...just be prepared :D
1-Zerg need a low tier anti air unit, I've seen people complaining about it. The Hydra should've never been moved to higher tier. I don't want to give the Roach some anti air upgrade, it would benefit one brood anyway. Maybe it will be addressed by Blizzard? I don't know.
2- Yeah, I've seen those models, I've already included the Dragoon. One brood mutates Mutalisks to the lost viking's Guardian as if it were the original Guardian.
3- The old Queen abilities were moved to other units, If I bring the old Queen back I'd give it these abilities: Ensnare, Parasite and Spawn Broodlings. And then I'd have to think about new abilities for the Choker.
4- Pygalisks are cool, but I don't know where to place them and what role they would have. They're supposed to be related to the Ultralisk and probably require Ultralisk Cavern. Maybe make Ultralisks spawn Pygalisks on death?
5- No, it would be stronger than Neural Parasite and we would see waves of suicide Corruptors. It doesn't fit the unit's concept.
6- The Brood Lord will stay as it is. The Guardian will be modified to be some kind of capital ship. Some ideas are already being tested.
7- The Power Field idea is the first that comes to mind, I thought about it, and I think its best to leave it for the Warp Prism. From your ideas I'd probably go with C or D.
For now I'm just going to comment on your post and edit this post if I have any new ideas, or if someone else posts after this I'll just make a new post...anyway...
1) Ya...maybe...it's entirely possible to make your own new unit, but that'd require setting the unit up and using a random model until you can get one that fits. However, I guess if you want to wait, that'd fine too.
4) I simply put that up to get you interested in pygalisks without telling you my plan. My original plan for where to put the pygalisks was they would replace the ultralisk completely, but spawned as 2. Those 2 would be about equal to the might of the ultralisk itself. My refined plan was to make the ultralisk in one of the broods actually come with a pygalisk. So then you got 1 1/2 ultralisks. XD My 3rd plan was to make the pygalisk spawn from units the ultralisk kills at random. However, I have polished the idea and thought...hmm...what if it was a picked unit...so I decided you could pick either the pygalisk or another unit, creating another option on the larva list entirely. Not sure if you want to do that and not sure there's any other units that could replace it, but those are some ideas. If you wanted the ultralisk to spawn them after death I'd spawn 2-4 weaker pygalisks about as tough as the zergling + roach / 2 which means something in the middle. And also give it timed life. Any of these ideas could be for the pygalisks. :)
5) Well...I was thinking besides its one ability it has, it's not much of a corruptor so that was my response to that thought in my head. Maybe you could make it something entirely different, but that was my thought.
7) Of C and D I'd pick D and I'd actually make it slow enemies, but make that ability have a short radius.
I may post ideas after this statement later, so be prepared.
New update today. Surtur brood can maerge Banelings to create Kaboomers. Sargas tribe will warp in Tempests intead of Carriers. Tempests have the same stats as Carriers now, but they will get another unit to replace Interceptors later.
@yukaboy: your ideas for the Pygalisk are cool. The second idea sounds very fun, they would be like "underdeveloped twins" for Ultralisks lol. Better than spawning them on death.
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It is what I call them all the time online.
But yes, if we look at the protoss females; the lack mouths. Thus, they cannot properly scream during childbirth. So the protoss babies must come from the mamaship's genetic engineering laboratory...
I decided to take screenshots this time. I hit some achievements this time and caught the bugs blue handed. O_O
The first 1 is me mass warping dark templar to make dark archons for that tribe. The second is an average Aiur Brood battalion attacking a terran base. Third is Raynor's Raiders attempting to drop pod in the enemy base. 4th is same game except now I'm attacking. Fifth is a bug in spelling. O_O Sixth is the repulsar field on the nexus. Last one is the dragoon-Warp gate-stalker bug.
@Yukaboy: Its amazing we came with 2 similar abilities. I'm working on the Phase Shift, I guess it was a beta ability (probably for High Templar) and it phases enemies making them immune to damage, but they can't attack. They idea of pushing enemies is what I want for the Repulser Field, I'm not sure if it will stay as a Nexus ability. And pulling enemies is what the Choker's tentacles do.
Thanks for the bug reports, the Stalker/Dragoon bug has already been fixed. The spelling bug I fixed now.
EDIT: Updated it today. Preservers got a alpha Phase Shift. It phases one enemy unit for 5 seconds. I'm also thinking about a defensive version, to be cast on friendly units, reducing the damage they take. If the Preserver is the unit that wil have this spell I guess it should be defensive, since he's a Preserver after all.
New unit in progress: Tempest. This unit will replace Carriers for Sargas tribe, giving the Dark Templar a even more unique feel. It may look just like a dark Carrier, but it use a different attack. I'm not sure I'll use that "Shuriken" unit from SC2 alpha. Maybe it could use some kind of suicide unit like the Reaver's Scarab?
@Jaxter184: Larger than Abyss? I'd love to have some feedback from you and them ;-)
Yeah, it is. I can upload other blizzard maps as well, I just dont know which ones I should upload.
Suggestions: Phase Cannon Something that can spawn larvae (smaller and cheaper than a hatchery)
Phase Cannon? You mean that alpha version of the Photon Cannon that could move? And another structure to produce larvae. I'll add it to my list of ideas.
New zerg brood idea: I just thought of an idea for a new possible brood. No name atm. This brood specializes in unit evolution.
Some ideas on what you could do for this brood... (You could also use it for other broods whatever you like)
Overseers can upgrade into monarchs which are basically a combination of overlords and overseers. It detects, carries units, has infestor ability to instant spawn infested marines, and has an anti ground weapon. Zerglings spawn into 3 zerglings instead of 2 (idea from HotS). Banelings can evolve into larger "Death" banelings which dont have explode on auto at spawn, have a short ranged weapon almost as powerful as roach, and have additional life. This "Death" baneling is like the archon where it needs 2 matching banelings. Ultralisks morph into omegalisks which are more powerful in life, armor, and damage. (Not sure if you implemented that already, can't remember) Evolution chamber has 2 new upgrades. 1) Dark Cluster - Hatchery/Lair/Hive now have +25% life and +1 armor 2) Mass evolution - All units gain 1 additional speed
Hope you like some of the ideas. :)
@yukaboy: I cant add one more brood right now, as I have some broods with almost no changes. Every new addition must go to some of these broods, unless lore says it needs to be a new brood.
I dont like much the idea of merging existing units into one new unit. New units must have their own abilities and their own roles in the game. But I still have to think about what to do with that Left 2 Die Spotter unit, so you may get some kind of "special Overseer".
Rapid Genesis is one of HoTS upgrades I added to this mod, But I may add the Swarmling upgrade to another brood.
Your "Death Baneling" unit idea remembers me of the Left 2 Die Kaboomer. I was trying to add all Left 2 Die units to the mod, but I didn't know how. Merging 2 Banelings to get a Kaboomer may be a good idea.
The Omegalisk was renamed to its SC1 original name "Torrasque", its Tiamat's heroic unit. I probably won't add more Ultralisk variants (The Stank's Headbutt ability may be used by the Torrasque).
One of the broods unlocks a structure armor upgrade. I don't feel there is need to give hatcheries/lairs/hives +25% life, they're already hard to kill unless they're undefended.
Mass Evolution: I don't know if its a good idea to upgrade all units like that, but I may think about it.
Keep the ideas coming, there's a long road ahead for this mod.
Protoss Ideas:
1) Unit: Prison Zealot: Spawns a small group of lesser zealots from the nexus to defend it, but they have timed life and cannot last very long.
2) Upgrade: Mini Pylons: Buildings no longer need power to fuel themselves, but must still be originally placed in pylon power.
Terran Ideas:
1) Structure: Outpost: May be built to be a mini command center, allowing your units to drop off resources a little more quickly. May be salvaged. Cheap. Weak. Has no abilities and no uses other than drop off. Quick construction.
There's some more ideas I just thought of. Let me know if you want more and I'll spend another 10 minutes on this thread. ;)
1- The Prison Zealot unit is another one I don't know how to use. I've been "keeping" them for Protoss "mercenary" units. Protoss with timed life? How would I explain that?
2- It would have to need an upgrade. If they still require to be placed within a power field there's no great deal about it (and that annoying executor would still remind you that it requires a power field lol)
3- I'll repeat what Blizzards said: Terrans are already the most versatile race. Even though it sounds interesting they can already build a Command Center in their base and lift it off to any other place in the map. They are usually the first to get island expos. So I guess its a no, no outposts for Terran.
I'm working on the Kaboomer merge. Depending on the results I may update it today.
You're really good at this... ;)
Edits: Perhaps each building can be upgraded individually? Perhaps one of the terran factions could have their lift off abilities removed...perhaps one is less likely to be able to have flight capabilities.
1) Upgrade: Dark Cloaking: Individual upgrade on the buildings for zeratul's faction. Cloaks the building which takes some time to upgrade and stops progress of other upgrades and units.
2) Upgrade: Advanced Shielding: Increases Immortal and Zealot shields by 25 and increase shields of casters (Sentry and high templar) by 10.
3) Upgrade: Dark Claws: [Requires Zergling +20% atk speed upgrade] Increase Zergling attack speed by an additional 30% (High Cost and long duration)
You're making this harder to do SoulFilcher. ;) I made sure these upgrades were fairly well balanced and also made sure these upgrades were something that each of the teams were lacking.
Edit: 3 new zerg unit ideas
1) Nydus Worm (UNIT) Spawns from nydus network. Can scout on its own and is a burrowed transport unit.
2) Heating hollow (BUILDING) Has a heating ability that that may be used to heal nearby zerg units a little bit more quickly. Also generates a small amount of creep to keep itself alive if no creep tumors are nearby.
3) Creep Colony (BUILDING) Is upgraded from creep tumor. Has additional life and can defend itself, however it's no longer invisible.
Edit: Perhaps the creep colony, spore colony, spine colony could replace the creep tumor on the queen and the crawlers for the drone in one of the broods instead. That might be kind of nice to have spines and spores generating creep. :)
Another Edit: New Roach morph ideas. The Roach can morph into either of these creatures
1) Cockroach: Gains additional speed, life, and armor. Loses ranged weapon. Can jump up and down cliffs but loses burrow ability.
2) Black Beetle: Loses speed. Gains additional life and armor. Its ranged weapon now also attacks air.
Hope you like the block of awesome text. :)
@yukaboy: Man, your head is full of ideas. You should join a team or some project. I'll just pick the ones that fit my mod ok?
1- You mean upgrade each building to be cloaked permanently? I'll add it to the pool.
2- Again, I don't know if I'll add upgrades for multiple units.
3- Even faster Zerglings? I don't know, I need to check how many zergling upgrades are already in. I'd rather make the Adrenal Glands upgrade better for one brood.
Don't take me wrong, its not just balance. I get very positive feedback from players about this mod, and I feel I need to stay "picky" about what I add to it. I think over any new idea and I have to decide if it fits the mod. Your ideas are good, but some of them may suit other mods/maps better.
1- Yeah, thats what that Nydus Young unit does right now, I'd only have to give it transport.
2- Nice idea. I wuoldnt give it the ability to generate creep though. The only problem: There are no zerg builbing models left.
3- I want to use Creep Colonies for the Aiur brood. But using the SpĂne Crawler and Spore Crawler models for Sunken Colonies and Spore Colonies is just wrong.
The Roach gets one upgrade option. I'll wait fot HoTS to think about Roach morphs (one is the Prowler, I don't remember the other one). The ability to jump over cliffs is used by the Glideling and by Left 2 Die's Hunterling. I may add the Hunterling as an option to Roaches, but not morphed from them.
Ya, I need these ideas to be a game designer...so...yeaaa...Psi Brainstorm! XD
Anyways, motherload of ideas coming.
1) Roach anti air upgrade (Otherwise the hydra is the only ground anti air)
2) Check out sc2 mapster for a guardian model and make it a morph for mutas, that'd be cool :D
3) Air Queen with new abilities (Again check sc2 mapster for brood war queen model)
4) Pygalisks? Idk if you have this but I'd like pygalisks that come in pairs
5) Corruptor upgrade/ability gives corruptor the ability to sacrifice itself to send parasites into nearby units, giving them to the player using the ability for about 10-30 seconds
6) Brood Lord upgrade/weapon - Scourge? Maybe an anti air weapon?
7) Void Seeker landing idea - When it lands I have 4 ideas about what it can do
A) Create a power field
B) Be able to train units
C) Heal and recharge nearby allies (Either or Botth)
D) Slow or Damage nearby enemies
Hope you like the newest and freshest ideas ;) I've got loads more coming in, so...just be prepared :D
Well, let's keep it going.
1-Zerg need a low tier anti air unit, I've seen people complaining about it. The Hydra should've never been moved to higher tier. I don't want to give the Roach some anti air upgrade, it would benefit one brood anyway. Maybe it will be addressed by Blizzard? I don't know.
2- Yeah, I've seen those models, I've already included the Dragoon. One brood mutates Mutalisks to the lost viking's Guardian as if it were the original Guardian.
3- The old Queen abilities were moved to other units, If I bring the old Queen back I'd give it these abilities: Ensnare, Parasite and Spawn Broodlings. And then I'd have to think about new abilities for the Choker.
4- Pygalisks are cool, but I don't know where to place them and what role they would have. They're supposed to be related to the Ultralisk and probably require Ultralisk Cavern. Maybe make Ultralisks spawn Pygalisks on death?
5- No, it would be stronger than Neural Parasite and we would see waves of suicide Corruptors. It doesn't fit the unit's concept.
6- The Brood Lord will stay as it is. The Guardian will be modified to be some kind of capital ship. Some ideas are already being tested.
7- The Power Field idea is the first that comes to mind, I thought about it, and I think its best to leave it for the Warp Prism. From your ideas I'd probably go with C or D.
For now I'm just going to comment on your post and edit this post if I have any new ideas, or if someone else posts after this I'll just make a new post...anyway...
1) Ya...maybe...it's entirely possible to make your own new unit, but that'd require setting the unit up and using a random model until you can get one that fits. However, I guess if you want to wait, that'd fine too.
4) I simply put that up to get you interested in pygalisks without telling you my plan. My original plan for where to put the pygalisks was they would replace the ultralisk completely, but spawned as 2. Those 2 would be about equal to the might of the ultralisk itself. My refined plan was to make the ultralisk in one of the broods actually come with a pygalisk. So then you got 1 1/2 ultralisks. XD My 3rd plan was to make the pygalisk spawn from units the ultralisk kills at random. However, I have polished the idea and thought...hmm...what if it was a picked unit...so I decided you could pick either the pygalisk or another unit, creating another option on the larva list entirely. Not sure if you want to do that and not sure there's any other units that could replace it, but those are some ideas. If you wanted the ultralisk to spawn them after death I'd spawn 2-4 weaker pygalisks about as tough as the zergling + roach / 2 which means something in the middle. And also give it timed life. Any of these ideas could be for the pygalisks. :)
5) Well...I was thinking besides its one ability it has, it's not much of a corruptor so that was my response to that thought in my head. Maybe you could make it something entirely different, but that was my thought.
7) Of C and D I'd pick D and I'd actually make it slow enemies, but make that ability have a short radius.
I may post ideas after this statement later, so be prepared.
New update today. Surtur brood can maerge Banelings to create Kaboomers. Sargas tribe will warp in Tempests intead of Carriers. Tempests have the same stats as Carriers now, but they will get another unit to replace Interceptors later.
@yukaboy: your ideas for the Pygalisk are cool. The second idea sounds very fun, they would be like "underdeveloped twins" for Ultralisks lol. Better than spawning them on death.