@FreezingAcidRain: Go Ok, Guardians will have limited splash damage in the next update (tomorrow). Roach's Tunneling Claws will be split into 2 upgrades but I wont change Bile Duct for now. I'll reduce Raptor gas cost, but not all the way to 25, maybe 35, to see what happens.
The Oracle's Phase Shield ability was removed from HoTS Beta, but I think it will be a good addition to SC Expanded, I think it fits the Preserver very well. But maybe it overlaps with Phase Shift? What do you guys think?
Names aside, Phase Shield doesn't really overlap with Phase Shift, which, from what I understand, is basically WC3's Banish without spell amplification.
Shield- AoE, Nullify Spells, 5 secs
Shift- Single-Target, Nullify ALL Spells, longer than 5 secs, removes pathing
@SGTMeowmers9: Go Well, we were discussing possible changes to Phase Shift, but now with the possibility of adding Phase Shield there's need to make them apart from each other. And now that you mentioned their combo could be very strong.
Phase Shift:
-Single target, but that needs to be tested, might not be useful enough, though I'm not sure.
-Allows target to move through other units and Force Fields.
-Make target immune to damage, but not to other negative effects, such as slow or stasis.
-Target can't attack, but still can use abilities. (It may need to change so as to disable damage spells as well).
Phase Shield:
-AoE.
-Removes negative effects and make targets immune to them for a short duration, but won't protect against damaging spells.
So, they don't overlap, and it is possible to predict those 2 would be awesome to use together on casters, as they would make them immune to everything as far as I know, while still allowing the casters to use their abilties. I have to choose carefully which casters get these 2, or this combo will be op.
Maps updated on NA today, Cinder Fortress and Discord IV still not updated because I'm getting error messages now, I'll try again later. Here's the list of changes:
ZERG
Leviathan
-Life reduced to 1200.
-Speed reduced to 1.75.
-Ground attack range reduced to 7.
-Air attack range reduced to 9.
-Energy cost for both abilities increased to 200.
-This unit no longer spawns units.
Guardian
-Attack deals 50% damage to units around the target.
Roach
-Tunneling Claws upgrade no longer provides extra regeneration, cos reduced to 75/75 and time to 60.
-Organic Carapace upgrade added, this upgrade provides the extra regeneration. Cost 75/75 and time 60.
Raptor
-Gas cost reduced to 35.
Tiamat Strains
-Now all strains spawn a single unit (2 for Zergling), spawn time reduced to be 50% longer than base unit time.
TERRAN
Warfield
-Cannons are used only agaisnt ground units now.
-ATA Laser Battery weapon vs air units only, works just like BC.
Merc Units
-Changed so only 1 unit is trained each time. Train time reduced to be 50% longer than base unit.
PROTOSS
Destroyer (Hybrid)
-Maximum and starting energy reduced to match other units. Energy regeneration reduced to standard values.
-Shields reduced to 300.
-Speed reduced to 2.25.
-Life regeneration increased to match Zerg units.
-Psionic Outburst energy cost increased to 50.
I'm still searching for a new EU publisher. If there's anyone with experience in publishing maps and willing to be the EU publisher for this mod please PM me.
as it's "building" is building it shows both the "building" and "being built building" at the same time unit it is complete
Torrasque can only be build once (no respawn when it dies? I don't like the this idea. for example when the livathians or heros die you can't respawn it, meaning back to square 1 except you can't pick a faction and its means a "perm" lost, this is like saying you can't rebuild the mothership core)
kukukas (larger mutalisk) shoot from the "ground" to ground units and up at air units, also missing that attack animations when it does attack.
overseers have an abilty to, opposite from a protoss oracle, prevant the mining of gas?
can queens larva have autocast?
when you think of leap for raptors, do you think being able to leap over cliffs is op or is leap to close the distance on enemy's op?
@FreezingAcidRain: Go I'll check what's wrong with the Guardian attack. Hunter Killer spawn time will be fixed in the next update.
Please explain the "being built" one.
Yeah, I know, a lot of players asked for respawn for many heroes, Mohandar being at the top of the list. I'm still considering it.
I forgot about the Kukulza attack, I'll try to fix it for the next update.
That's interesting, can't their Contaminate ability be used on gas? I suppose not, but that would be an interesting change.
I'd rather not give autocast to Inject Larvae, because ladder players feel this is one of the abilities that require skill to be used. As it's not necessary for gameplay I probably wont change it.
The ability to leap cliffs is OP, a swarm of Raptors can easily overrun a base. While you could argue that good players will be able to fight them, this is not true for most players, believe me I lost to Raptor rush at least once.
BUG REPORT: I do not know if this is just with the Nova faction of the Terran race, but I could not get science vessels to properly shield anything other than themselves or lockdown any enemy units.
"The "being built" one,"; meaning as you create the building with the drone, it shows both the "|in process egg with the drone going around and the completed building at the same time until it is completed
going back to the leap abilty, what of a upgrade that is exactly like protoss charge, they leap onto their enemy's, but remove the abilty to go up and down cliffs?
@SGTMeowmers9: Go Well, we were discussing possible changes to Phase Shift, but now with the possibility of adding Phase Shield there's need to make them apart from each other. And now that you mentioned their combo could be very strong.
Phase Shift:
-Single target, but that needs to be tested, might not be useful enough, though I'm not sure.
-Allows target to move through other units and Force Fields.
-Make target immune to damage, but not to other negative effects, such as slow or stasis.
-Target can't attack, but still can use abilities. (It may need to change so as to disable damage spells as well).
I did something different with phase shift.
I made Phase Shift an A.O.E ability that can target both enemies and allies, and silences their abilities and makes them invulnerable for up to 8 seconds.
I modified the opacity of the effected models as well as removed their collision. And target enemy units are silenced (Disabled abilities other then move) for an addition 4 seconds. That way units can be phase shifted to avoid damage effects etc. Or they could use it offensively to stop a death ball in its tracks and reduce the dps of any death ball. So basically it can save the same function as your two suggested spells combined. Also it can target only a point meaning that enemy units have a chance to dodge the spell
-AoE.
-Removes negative effects and make targets immune to them for a short duration, but won't protect against damaging spells.
So, they don't overlap, and it is possible to predict those 2 would be awesome to use together on casters, as they would make them immune to everything as far as I know, while still allowing the casters to use their abilties. I have to choose carefully which casters get these 2, or this combo will be op.
@SGTMeowmers9: Go Well, we were discussing possible changes to Phase Shift, but now with the possibility of adding Phase Shield there's need to make them apart from each other. And now that you mentioned their combo could be very strong.
Phase Shift:
-Single target, but that needs to be tested, might not be useful enough, though I'm not sure.
-Allows target to move through other units and Force Fields.
-Make target immune to damage, but not to other negative effects, such as slow or stasis.
-Target can't attack, but still can use abilities. (It may need to change so as to disable damage spells as well).
I did something different with phase shift.
I made Phase Shift an A.O.E ability that can target both enemies and allies, and silences their abilities and makes them invulnerable for up to 8 seconds.
I modified the opacity of the effected models as well as removed their collision. And target enemy units are silenced (Disabled abilities other then move) for an addition 4 seconds. That way units can be phase shifted to avoid damage effects etc. Or they could use it offensively to stop a death ball in its tracks and reduce the dps of any death ball. So basically it can save the same function as your two suggested spells combined. Also it can target only a point meaning that enemy units have a chance to dodge the spell
-AoE.
-Removes negative effects and make targets immune to them for a short duration, but won't protect against damaging spells.
So, they don't overlap, and it is possible to predict those 2 would be awesome to use together on casters, as they would make them immune to everything as far as I know, while still allowing the casters to use their abilties. I have to choose carefully which casters get these 2, or this combo will be op.
@michaelknives: Go So you made a single ability out of those 2. But it sounds too versatile to me. I'd rather keep these 2 separated. I'm considering an AoE Phase Shift too, but making it "silence" enemies would make Phase Shield useless.
I decided to add the Left 2 Die brood to the next update. So far it unlocks the Hunterling (requires a Roach Warren) and the Spotter (replaces Overseers). I need suggestions fr this brood and how to include the other units. My idea was to make all other units/structures dark with green detalis, there's a mod here on mapster that does that, but the total file size increase would be too much.
And I still need an EU publisher! And possibly publishers from other regions as well.
I've been playing this for a while, and I gotta say it is awesome!
As a side note for unit suggestions, I would love to see the Banelord (A broodlord that shoots banelings) be a unit for one of the Zerg Broods! Its a little OP, but make it like of the upper tier units like the Hybrid, so it not really possible to mass them and take over like mad.
Banelords should launch egg missiles that morph into banelings upon hitting the ground, but the eggs are 5x harder to kill as compared to the normal Baneling Cocoon. Banelords have a low rate of fire and are intended to break siege lines or buildings due to their siege range.
Well as far as the Kaboomer (Baneling model) I used it as an baneling evolution in which burrowed banelings can morph into it after a set duration. You can easily give this unit a burrow move ability and enable the kaboomer to attack from underground spewing an acid stream. The marine marauder balls will never know what hit them :3
In my mod file I played around with this unit being a hero that has baneling escorts that it can spawn like a ground brood lord with banelings that can inturn evolve while burrowed and multiply :3 So many banelings.... however I deicded that would be OP for my mod
@FreezingAcidRain: Go Ok, Guardians will have limited splash damage in the next update (tomorrow). Roach's Tunneling Claws will be split into 2 upgrades but I wont change Bile Duct for now. I'll reduce Raptor gas cost, but not all the way to 25, maybe 35, to see what happens.
The Oracle's Phase Shield ability was removed from HoTS Beta, but I think it will be a good addition to SC Expanded, I think it fits the Preserver very well. But maybe it overlaps with Phase Shift? What do you guys think?
Names aside, Phase Shield doesn't really overlap with Phase Shift, which, from what I understand, is basically WC3's Banish without spell amplification. Shield- AoE, Nullify Spells, 5 secs Shift- Single-Target, Nullify ALL Spells, longer than 5 secs, removes pathing
@SGTMeowmers9: Go Well, we were discussing possible changes to Phase Shift, but now with the possibility of adding Phase Shield there's need to make them apart from each other. And now that you mentioned their combo could be very strong.
Phase Shift:
-Single target, but that needs to be tested, might not be useful enough, though I'm not sure.
-Allows target to move through other units and Force Fields.
-Make target immune to damage, but not to other negative effects, such as slow or stasis.
-Target can't attack, but still can use abilities. (It may need to change so as to disable damage spells as well).
Phase Shield:
-AoE.
-Removes negative effects and make targets immune to them for a short duration, but won't protect against damaging spells.
So, they don't overlap, and it is possible to predict those 2 would be awesome to use together on casters, as they would make them immune to everything as far as I know, while still allowing the casters to use their abilties. I have to choose carefully which casters get these 2, or this combo will be op.
Maps updated on NA today, Cinder Fortress and Discord IV still not updated because I'm getting error messages now, I'll try again later. Here's the list of changes:
ZERG
Leviathan
-Life reduced to 1200.
-Speed reduced to 1.75.
-Ground attack range reduced to 7.
-Air attack range reduced to 9.
-Energy cost for both abilities increased to 200.
-This unit no longer spawns units.
Guardian
-Attack deals 50% damage to units around the target.
Roach
-Tunneling Claws upgrade no longer provides extra regeneration, cos reduced to 75/75 and time to 60.
-Organic Carapace upgrade added, this upgrade provides the extra regeneration. Cost 75/75 and time 60.
Raptor
-Gas cost reduced to 35.
Tiamat Strains
-Now all strains spawn a single unit (2 for Zergling), spawn time reduced to be 50% longer than base unit time.
TERRAN
Warfield
-Cannons are used only agaisnt ground units now.
-ATA Laser Battery weapon vs air units only, works just like BC.
Merc Units
-Changed so only 1 unit is trained each time. Train time reduced to be 50% longer than base unit.
PROTOSS
Destroyer (Hybrid)
-Maximum and starting energy reduced to match other units. Energy regeneration reduced to standard values.
-Shields reduced to 300.
-Speed reduced to 2.25.
-Life regeneration increased to match Zerg units.
-Psionic Outburst energy cost increased to 50.
I'm still searching for a new EU publisher. If there's anyone with experience in publishing maps and willing to be the EU publisher for this mod please PM me.
Gardians still don't do splash
For the breeding mounds:
kukukas (larger mutalisk) shoot from the "ground" to ground units and up at air units, also missing that attack animations when it does attack.
overseers have an abilty to, opposite from a protoss oracle, prevant the mining of gas?
can queens larva have autocast?
when you think of leap for raptors, do you think being able to leap over cliffs is op or is leap to close the distance on enemy's op?
Discord IV and Cinder Fortress updated.
@FreezingAcidRain: Go I'll check what's wrong with the Guardian attack. Hunter Killer spawn time will be fixed in the next update.
Please explain the "being built" one.
Yeah, I know, a lot of players asked for respawn for many heroes, Mohandar being at the top of the list. I'm still considering it.
I forgot about the Kukulza attack, I'll try to fix it for the next update.
That's interesting, can't their Contaminate ability be used on gas? I suppose not, but that would be an interesting change.
I'd rather not give autocast to Inject Larvae, because ladder players feel this is one of the abilities that require skill to be used. As it's not necessary for gameplay I probably wont change it.
The ability to leap cliffs is OP, a swarm of Raptors can easily overrun a base. While you could argue that good players will be able to fight them, this is not true for most players, believe me I lost to Raptor rush at least once.
BUG REPORT: I do not know if this is just with the Nova faction of the Terran race, but I could not get science vessels to properly shield anything other than themselves or lockdown any enemy units.
@Namanar: Go Thanks for your report and welcome to mapster! I'll take a look. By your report I already imaine what could be the issue.
Sadly it has been fixed before but the editor is bugged as hell.
@FreezingAcidRain: Go Ohh I know, it's because that model wasn't supposed to be a building so it doesn't have the correct animations.
Yeah, I could add an upgrade like that. But first I'd need to decide the tech tree, what happens to the Raptor, and so on.
@michaelknives: Go So you made a single ability out of those 2. But it sounds too versatile to me. I'd rather keep these 2 separated. I'm considering an AoE Phase Shift too, but making it "silence" enemies would make Phase Shield useless.
I decided to add the Left 2 Die brood to the next update. So far it unlocks the Hunterling (requires a Roach Warren) and the Spotter (replaces Overseers). I need suggestions fr this brood and how to include the other units. My idea was to make all other units/structures dark with green detalis, there's a mod here on mapster that does that, but the total file size increase would be too much.
And I still need an EU publisher! And possibly publishers from other regions as well.
I think Def can help you
I suck on publishing maps,zarxiel devi fixarmi left2die maledetto
Kaboomers and chokers togther! Choker can shift to Kaboomer.
I've been playing this for a while, and I gotta say it is awesome!
As a side note for unit suggestions, I would love to see the Banelord (A broodlord that shoots banelings) be a unit for one of the Zerg Broods! Its a little OP, but make it like of the upper tier units like the Hybrid, so it not really possible to mass them and take over like mad.
Banelords should launch egg missiles that morph into banelings upon hitting the ground, but the eggs are 5x harder to kill as compared to the normal Baneling Cocoon. Banelords have a low rate of fire and are intended to break siege lines or buildings due to their siege range.
Well as far as the Kaboomer (Baneling model) I used it as an baneling evolution in which burrowed banelings can morph into it after a set duration. You can easily give this unit a burrow move ability and enable the kaboomer to attack from underground spewing an acid stream. The marine marauder balls will never know what hit them :3
In my mod file I played around with this unit being a hero that has baneling escorts that it can spawn like a ground brood lord with banelings that can inturn evolve while burrowed and multiply :3 So many banelings.... however I deicded that would be OP for my mod