I played the game again and realized something...I usually pick the lings that jump. I don't usually pick banelings so when I went to test the kaboomer...I was like...I totally missed that! So my new suggestion is the baneling is forced on the surturs.
Also, new ideas for protoss.
1) Avenger - Powerful upgrade to the zealot. The avenger recieves 50 additional life and shields. The avenger also has a faster attack rate but damage is reduced to 6. Speed is also faster. (You could also balance this unit with the zealot and force players to pick either avenger or zealot [Not the best Idea though])
2) Templar Count - Powerful upgrade to the High Templar. The high templar has 40 additional life and shields. Psionic storm is removed. Feedback is removed. Has a new speed aura which increases speed of nearby allies. Also recieves a time warp ability to be used at the target area slowing units at the target location. (Similar to scientist) You could also replace the aura with a new weapon also. Use the karass weapon for that.
3) Eternal - Powerful upgrade to the Immortal. Immortal gains 100-150 additional shield and 0-50 additional life. Can now attack Air with its weapon. Hardened Shield behavior removed.
These are just random ideas for different unit types upgrades. All of these can be turned into either or units, but they sound better to be upgrades. I don't think you'll say yes or even maybe to any of these, but just throwing every idea I can out there. :)
@yukaboy: Have you tested the Kaboomer? Yeah, the fact that Banelings are optional is a problem for them. I never pick Banelings.
1- I will give Zealot upgrades for at least one tribe. I wont add a unit option to the Zealot, but maybe a tribe could get a replacement.
2- The Akilae tribe needs upgrades for the Templar and maybe the Archon. Using Karass weapon is a good one. I may add an option to Psi Storm, as Protoss need tech option ASAP.
3- I've seen more than once mods that give the Immortal some kind of anti air weapon or ability. Maybe because Protoss lack a higher tier ground unit to counter air. I kind of avoided this decision, I don't know what to do.
1) Hatchery/lair/hive for one of the broods now has a special new ability, but it has a 10 second cooldown. (This might be either too fast or too slow, most likely fast, so if you can find a good solution, use that) This ability fires a zerg drop pod at the target location and immediately creates a creep tumor. This has unlimited range. It's an easy way to get creep tumors anywhere on the battlefield without having to rely on queens. (Must be used on creep)
2) New protoss defensive structure specific to one of the tribes. Use the doodad model "XelNaga Turret". This defensive structure uses the corrupt archon (Green) psi shockwave weapon at a range of about 6. This weapon is also powerful because it bounces like the mutalisk weapon. This defensive weapon is great because it can deal damage to multiple units, but is vulnerable against stronger ranged units like colossi and siege tanks.
Those are my 2 new ideas. My mind is starting to run low on ideas so...maybe next post... : /
Oh and congratz on your 101 posts here on mapster. :)
Oh yeah, I feel like a community member already ;-)
1- I want to make Zerg drop pods better.This ability won't stay as the Breeding Mound's way of delivering units. I want it to be a whole new ability for the Zerg. My own plan for it: Drones can mutate into a structure that launches drop pods to the sky. Zerg ground units would enter this structure just like they do for Nydus, and then they would be delivered by this drop pod at the target. Each structure would have its own cooldown. Using it for placing Creep Tumors is totally possible. The main problem is that it requires a model for the building and animations for launches. This would be an awesome ability, but I can't add it.
2- I may think about it. Its a good idea and Protoss need more stuff in general. But that Xelnaga Turret doesn't look "Protossish" enough for me and it lacks good animations. At least the upper part should work like a turret.
Updated today. Kaboomers can burrow. The Furinax tribe can research Phase Mode for their Photon Cannons, allowing them to be moved just like the Zerg crawlers. Some bugs fixed.
I have a new idea for unit option I'd like some thoughts before I go and change it. I want the standard tech trees to be as close to the originals as possible, so I've been undoing several changes my mod inherited from my BW mod and some others I created when I started this one. But one thing remains: Thors are exclusive to the Dominion. Although lore says it should be this way I feel it would be better to take the Thor back to where it was for standard tech tree and maybe make Goliaths optional. So terrans would have one more unit option, Goliaths or Thors. The Dominion faction would need more exclusive units and abilities. Actually I think it already needs but without Thors nobody would select this faction.
I hate to keep bumping like this, but there's a new update today. Some bugs fixed, the Tempest got a new weapon unit (Even thoug it attacks just like Interceptors). Ghost's and Spectre's command cards were changed back to standard positions. Tosh's Pirates no longer need to research Hack for Spectres.
Players can no longer have Ghosts, Vikings or Medivacs and still pick Tosh's Pirates.
I'm still waiting for some feedback before I change Thors back to standard tech tree.
I think (Just my opinion) that the terran thor should go back to normal and the odin (When weakened a lot and rebalanced to the game) should replace the thor in the dominion faction. That's my input.
I feel the Thors needs to go back to standard tech tree. But the Dominion faction has Nova as the hero unit and I don't want to give any faction more than one hero, since this is not the focus of the mod. Do you think the Odin should replace nova?
No, leave Nova. It's fine. Just buff her a bit (or more likely a lot) and the dominion is all good. The Odin should stay out until we can find another spot. Just thinking about if the Odin could go from hero -> normal unit. That's all.
The problem is that so far the Dominion gets 4 changes from standard tech tree: Nova, Thors, Ocuplar Implants for Ghosts and Holoboards, as well as 2 'visual changes' I don't know players noticed ;-) and those are not enough for such a powerful faction.
And it made me remember of an idea I had: Maybe Ocular Implants can increase weapon range as well so Dominion Ghost would be at least a little better than normal Ghosts.
I'll probably move Thors back to standard tech tree. I'm just working on other stuff right now. I want to give Raynor's Raiders th ability to calldown a tactical Hyperion strike, to replace the Nuke they lost. The Hyperion would arrive and stay for a short period but it would be enough to do a lot of damage. But how should I set up this abillity? Which unit would be able to use it? To make it the same tier as Nukes I thought I'd give it to Medics, but it sounds plain weird.
I can't give it to the Orbital Command since there would be no way to avoid the effect by killing the caster. I could give it to Ravens/Science Vessels but the ability would be moved to a higher tier and it would probably lose potential this way. I'm testing it with medics until I decide what to do.
New unit Raider: Raiders are Raynor's most skilled soldiers. They wear Marine suits and carry Commando Rifles. They can use Stimpacks, shoot Penetrator Rounds, and calldown Tactical Hyperion Strikes. (Thanks to Rulerian for the Marine Sniper model)
New ability Tac Hyperion Strike: Using a powerful unit such as the Hyperion on the battlefield is extremely expensive and dangerous, as it is Raynor's Raiders mobile base. So every Hyperion strike must be prepared at the Academy and coordinated in order to be cost-effective. Raiders are used to designate the target location, and even though the Hyperion can move around it won't stay long.
Tempest's Thunderbolt: Tempests were given their name for their ability to prepare and launch Thunderbolts. A Thunderbolt is a small robotic unit charged with powerful psionic energy used to blast its targets.
Misc changes: Most terran units and the Protoss High Templar will now speak their "Not enough energy" errors. Reapers will properly tell you when they can't jump to the targeted point.
Yet another upgrade. Thors are standard units and the Goliath is an option to the Thor. There's a new Thor mercenary unit. The Hybrid Slaves brood can research Infested Zealots so Infestors can spawn them. Some bugs fixed.
New update: Dominion faction can now research Immortality Protocol for Thors. Protoss got 1 new tribe, Auriga, it can research Overload for Phoenixes, warp in the Urun hero, and their Motherships can use Wormhole Transit to move around quickly.
I've got 2 Protoss tribes waiting for abilities/units so they can be included: Ara and Tal'Darim. I have no idea what I'd give them though.
As a fellow extended melee map maker, I saw your map/thread and was interested to see what kind of ideas other people had in making customized melee maps. I have to say that your map is certainly a lot more ambitious than mine - making a fracticious tribal system takes a lot more work than merely adding units and powers into the existing tech tree.
I haven't gotten a chance to try out all the tribes yet, but I did play through as protoss a few times. From a gameplay aspect, I really think it would be better if you were to move your tribe upgrade/specializations onto the pylon/supply depot/hatchery or something like that.
The reason for this is that it totally messes up the early game. There are lots of times were I don't have the resources to build a forge before getting my first stalker/dragoon. By having the upgrades on the above buildings, you can make the selections early, but also don't eat into time that would be needed on buildings that make probes or warpgate or things like that.
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I played the game again and realized something...I usually pick the lings that jump. I don't usually pick banelings so when I went to test the kaboomer...I was like...I totally missed that! So my new suggestion is the baneling is forced on the surturs.
Also, new ideas for protoss.
1) Avenger - Powerful upgrade to the zealot. The avenger recieves 50 additional life and shields. The avenger also has a faster attack rate but damage is reduced to 6. Speed is also faster. (You could also balance this unit with the zealot and force players to pick either avenger or zealot [Not the best Idea though])
2) Templar Count - Powerful upgrade to the High Templar. The high templar has 40 additional life and shields. Psionic storm is removed. Feedback is removed. Has a new speed aura which increases speed of nearby allies. Also recieves a time warp ability to be used at the target area slowing units at the target location. (Similar to scientist) You could also replace the aura with a new weapon also. Use the karass weapon for that.
3) Eternal - Powerful upgrade to the Immortal. Immortal gains 100-150 additional shield and 0-50 additional life. Can now attack Air with its weapon. Hardened Shield behavior removed.
These are just random ideas for different unit types upgrades. All of these can be turned into either or units, but they sound better to be upgrades. I don't think you'll say yes or even maybe to any of these, but just throwing every idea I can out there. :)
@yukaboy: Have you tested the Kaboomer? Yeah, the fact that Banelings are optional is a problem for them. I never pick Banelings.
1- I will give Zealot upgrades for at least one tribe. I wont add a unit option to the Zealot, but maybe a tribe could get a replacement.
2- The Akilae tribe needs upgrades for the Templar and maybe the Archon. Using Karass weapon is a good one. I may add an option to Psi Storm, as Protoss need tech option ASAP.
3- I've seen more than once mods that give the Immortal some kind of anti air weapon or ability. Maybe because Protoss lack a higher tier ground unit to counter air. I kind of avoided this decision, I don't know what to do.
OH! I got some GOOD ideas! Read this...
1) Hatchery/lair/hive for one of the broods now has a special new ability, but it has a 10 second cooldown. (This might be either too fast or too slow, most likely fast, so if you can find a good solution, use that) This ability fires a zerg drop pod at the target location and immediately creates a creep tumor. This has unlimited range. It's an easy way to get creep tumors anywhere on the battlefield without having to rely on queens. (Must be used on creep)
2) New protoss defensive structure specific to one of the tribes. Use the doodad model "XelNaga Turret". This defensive structure uses the corrupt archon (Green) psi shockwave weapon at a range of about 6. This weapon is also powerful because it bounces like the mutalisk weapon. This defensive weapon is great because it can deal damage to multiple units, but is vulnerable against stronger ranged units like colossi and siege tanks.
Those are my 2 new ideas. My mind is starting to run low on ideas so...maybe next post... : /
Oh and congratz on your 101 posts here on mapster. :)
Oh yeah, I feel like a community member already ;-)
1- I want to make Zerg drop pods better.This ability won't stay as the Breeding Mound's way of delivering units. I want it to be a whole new ability for the Zerg. My own plan for it: Drones can mutate into a structure that launches drop pods to the sky. Zerg ground units would enter this structure just like they do for Nydus, and then they would be delivered by this drop pod at the target. Each structure would have its own cooldown. Using it for placing Creep Tumors is totally possible. The main problem is that it requires a model for the building and animations for launches. This would be an awesome ability, but I can't add it.
2- I may think about it. Its a good idea and Protoss need more stuff in general. But that Xelnaga Turret doesn't look "Protossish" enough for me and it lacks good animations. At least the upper part should work like a turret.
Updated today. Kaboomers can burrow. The Furinax tribe can research Phase Mode for their Photon Cannons, allowing them to be moved just like the Zerg crawlers. Some bugs fixed.
@jaxter184: Yeah, all 4 maps updated.
I have a new idea for unit option I'd like some thoughts before I go and change it. I want the standard tech trees to be as close to the originals as possible, so I've been undoing several changes my mod inherited from my BW mod and some others I created when I started this one. But one thing remains: Thors are exclusive to the Dominion. Although lore says it should be this way I feel it would be better to take the Thor back to where it was for standard tech tree and maybe make Goliaths optional. So terrans would have one more unit option, Goliaths or Thors. The Dominion faction would need more exclusive units and abilities. Actually I think it already needs but without Thors nobody would select this faction.
I hate to keep bumping like this, but there's a new update today. Some bugs fixed, the Tempest got a new weapon unit (Even thoug it attacks just like Interceptors). Ghost's and Spectre's command cards were changed back to standard positions. Tosh's Pirates no longer need to research Hack for Spectres. Players can no longer have Ghosts, Vikings or Medivacs and still pick Tosh's Pirates.
I'm still waiting for some feedback before I change Thors back to standard tech tree.
@SoulFilcher: Go
I think (Just my opinion) that the terran thor should go back to normal and the odin (When weakened a lot and rebalanced to the game) should replace the thor in the dominion faction. That's my input.
I feel the Thors needs to go back to standard tech tree. But the Dominion faction has Nova as the hero unit and I don't want to give any faction more than one hero, since this is not the focus of the mod. Do you think the Odin should replace nova?
No, leave Nova. It's fine. Just buff her a bit (or more likely a lot) and the dominion is all good. The Odin should stay out until we can find another spot. Just thinking about if the Odin could go from hero -> normal unit. That's all.
The problem is that so far the Dominion gets 4 changes from standard tech tree: Nova, Thors, Ocuplar Implants for Ghosts and Holoboards, as well as 2 'visual changes' I don't know players noticed ;-) and those are not enough for such a powerful faction.
And it made me remember of an idea I had: Maybe Ocular Implants can increase weapon range as well so Dominion Ghost would be at least a little better than normal Ghosts.
I'll probably move Thors back to standard tech tree. I'm just working on other stuff right now. I want to give Raynor's Raiders th ability to calldown a tactical Hyperion strike, to replace the Nuke they lost. The Hyperion would arrive and stay for a short period but it would be enough to do a lot of damage. But how should I set up this abillity? Which unit would be able to use it? To make it the same tier as Nukes I thought I'd give it to Medics, but it sounds plain weird.
Give it to the raven/science vessel. Or you could make it an ability only the orbital command could use.
I can't give it to the Orbital Command since there would be no way to avoid the effect by killing the caster. I could give it to Ravens/Science Vessels but the ability would be moved to a higher tier and it would probably lose potential this way. I'm testing it with medics until I decide what to do.
New update today. Here are some of the changes:
New unit Raider: Raiders are Raynor's most skilled soldiers. They wear Marine suits and carry Commando Rifles. They can use Stimpacks, shoot Penetrator Rounds, and calldown Tactical Hyperion Strikes. (Thanks to Rulerian for the Marine Sniper model)
New ability Tac Hyperion Strike: Using a powerful unit such as the Hyperion on the battlefield is extremely expensive and dangerous, as it is Raynor's Raiders mobile base. So every Hyperion strike must be prepared at the Academy and coordinated in order to be cost-effective. Raiders are used to designate the target location, and even though the Hyperion can move around it won't stay long.
Tempest's Thunderbolt: Tempests were given their name for their ability to prepare and launch Thunderbolts. A Thunderbolt is a small robotic unit charged with powerful psionic energy used to blast its targets.
Misc changes: Most terran units and the Protoss High Templar will now speak their "Not enough energy" errors. Reapers will properly tell you when they can't jump to the targeted point.
Yet another upgrade. Thors are standard units and the Goliath is an option to the Thor. There's a new Thor mercenary unit. The Hybrid Slaves brood can research Infested Zealots so Infestors can spawn them. Some bugs fixed.
New update: Dominion faction can now research Immortality Protocol for Thors. Protoss got 1 new tribe, Auriga, it can research Overload for Phoenixes, warp in the Urun hero, and their Motherships can use Wormhole Transit to move around quickly.
I've got 2 Protoss tribes waiting for abilities/units so they can be included: Ara and Tal'Darim. I have no idea what I'd give them though.
As a fellow extended melee map maker, I saw your map/thread and was interested to see what kind of ideas other people had in making customized melee maps. I have to say that your map is certainly a lot more ambitious than mine - making a fracticious tribal system takes a lot more work than merely adding units and powers into the existing tech tree.
I haven't gotten a chance to try out all the tribes yet, but I did play through as protoss a few times. From a gameplay aspect, I really think it would be better if you were to move your tribe upgrade/specializations onto the pylon/supply depot/hatchery or something like that.
The reason for this is that it totally messes up the early game. There are lots of times were I don't have the resources to build a forge before getting my first stalker/dragoon. By having the upgrades on the above buildings, you can make the selections early, but also don't eat into time that would be needed on buildings that make probes or warpgate or things like that.