It probably looks like a revamped Shuttle because that's precisely what it is :3
As for Psionic Destroyer as a nuke replacement, well I wasn't meaning as it is in the mission but as some kind of targeted thing... mind you it'd probably end up as being little more than an aesthetic change then...
I wasn't meaning adding a new resource, I just meant representing biomass by it giving one or both of the standard resources. Upgrading from kills fits the concept even better though.
I've not played it no... I keep meaning to give Expanded Melee a go sometime but I rarely play multiplayer... the one time I did try I got crashiness. Maybe it was just a bad upload at the time though.
@JacktheArcher: Go Yeah, I was afraid we would never get the models, but thanks to Phill Gonzales we have them. I can't stop thanking him, because he made the models using his free time, and not because blizzard asked (he thought he'd have to make them anyway).
@Kanitala: Go I can't use the Psi Destroyer. Its simply too big and too powerful. And it would be useless against the other races AND against the primals. Not worth the trouble.
Well, the current version isn't crashy. I'm sure there are a few important bugs, but not crashy. :-)
you know its very easy to adjust the scale of units in the editor (reaver? i can't test it; only have old version). Psi Destroyer could be scalled down and have the ability to reduce all units mana to 0, but similar to the artifact, only one, big range, cool down. Or mabey like a scan call down that removes mana, (does it need a warning?). speaking of scans infested should have scan and mules, none of this lore shenanigans. what if blink archon's but only temporary? to test them, and if not what about giving archons a damaging aura, or longer range?. don't give darktemplar decloak; there blink kind of gives away there location(if the effect is visable to other players.) what will happen to the firebat? is it being tossed, or could it be an option to the hellbat/murader? what if we gave it the animation of hellion attack, gave it 6 range with rapid fire of 0.6(no stim), amoured 125 health 1 armour, and raise gas cost to 50, depending on the gas output?
I just think I should post in response to this, it's not just Phil Gonzales who made the classic Zerg models and such. He says in the description for one of them that the whole art team gave it a go when they started work on HotSE, so it's more of a team effort. Sorry for being nitpicky I just believe in credit where credit is due ^_^
Sorry that I haven't really been helping with suggestions, but I don't have HoTS yet, so I can't really help.
But I'm going to try anyways:
For the Dark-Templar Blink, perhaps give it a shields requirement? In which it eats some of the DTs shields in order to use the ability.
For the Archons, I would suggest a slightly larger splash range, and the attack bounces to one more enemy, dealing 50% less damage, an having 25% less splash size than default.
@SGTMeowmers9: Go Well, while that isn't a bad idea for a defensive structure, it isn't close to waht the Psi Destroyer is suppsoed to do.
@FreezingAcidRain: Go I know its easy to adjust model size. I just don't think the Psi Destroyer will look good if adjusted to fit in a 3x3 footprint. I don't like the idea of "very long range" AoE abilities. I had problems with the Rip-Field Generator and I still fesr its range may still be too big. I have already re-enabled Orbital Commands for infested. Ohhh forget blink archons, do archons need new abilities/combat improvements at all? And why should it be for a dark templar tribe?
The Firebat remains, I won't change it before extensive tests. It's an option to the Marauder, so no changes to Firebats only because we have Hellbats.
@Kanitala: Go Thanks for making it clear. I knew Ted Park made the final textures, but I didn't know the entire team helped.
@rickmary: Go I'll write that down. I thought about decloaking the DT because it would force players to think very well when and where to Blink, so as not to get the DT killed, right now they can Blink right in the face of a siege line and unless there are Turrets there's no risk for using it.
Again, I don't know why Archons need to be buffed in that way.
It seems the Primals don't have enough "stuff" to make them really different from normal zerg. Right now I can imagine them building this additional structure to spawn Primals (something like the Merc Compound for Terran, or the Breeding Mound for Tiamat), having a hero unit, and maybe a few extra upgrades, but that's all.
the primals id suggest to be really different with the design, the base at first cannot attack till you have the first tech structure , then mve on the second one, it attacks air and ground units and buildings while statonary, and just ground units while uprooted/moving
it has a double que and builds the units
[model is primal hive]
the first tech( aka moded spawning pool): this enables zling and has a research for roaches and town hall attack at base once the second tech structure is built it can research hydralisks
once you have the second and third tech structures you can build primal larva from this, primal larva can turn into a non worker bio unit for its cost+ their cost of 25 /25
[model is ]
the second ground tech structure enables swarmhosts by default and has research for ultras and ravasaurs
[model is primalproductionb.m3 ]
this has the ground upgrades
the third one is an air tech structure that by default enables mutas and corruptors, there is research to build guardians, and the second ground tech structure and this enable vipers
an upgrade gives vipers the acid spores weapon they have in campaign
[model is primalproductiona.m3
this has the air upgrades
]
the defence structure is unlocked after the first tech structure and attacks air and groun with 20 damage 6.5 range 1 attack speed
( upgrade at second tech structur bumps range to 8 )
it has 400 health is 3x3 and costs about 175
the second defence is the zerusan needler , requirs research at second tech structure and deals 50 damage with a range of 3, weapon speed is 1.5, it has 160 hp
there is a wall structure that has 1250 hp and is 3x3 it has load so your units can get through it.
(model is zerusalientreewalker.m3)
they have a mothership unit called a tyransador, which is 1 of a time, reduce its damage but lower but keep the tanky life from the campaign
list of units:
hive:
drone, overlord
(all units trained here unless stated)
1st tech:
zergling(primal strain) , primal larva(built here)
w research
roach (primal strain)
w research and secon building
hydralisk (primal strain)
secon building
swarm hosts
overseers(morph from overlord)
w research
ultralisks (primal strain)
ravasaurs
air building
mutalisks (primal strain)
corruptors (primal model)
w second building :
vipers (morph from primal mutalisks)
w research:
guardians (primal strain)
hero
tyransador
buildings
spawning pool
second ground building:
requires spawning pool
air building:
requires spawning pool and some type of upgrade
wall [ill say name later]:
requires nothing
defence structure :
spawning pool
zerusan needler:
requires flora essence research at second tech structure
all the units in this are on zerus or have a unused primal version (i.e. corruptor)
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.
Basically I think Phil Gonzalos' job is to 'sign off' on all models and stuff before they go in game and he did model some of them himself or did do some work on them, much like as you say Ted Park did the texture pass but probably was not the only texture artist working on it when you think of all the models and textures involved. And of course he's sharing those lovely pics and insight into them on his DA page which is awesome \o/
And now I'll try and stop derailing your thread :)
Soul, I think you're really underestimating how much cool stuff you could do with the Primals!
Nolanstar has some great ideas up there- in particular the one we both mentioned with the Primal Hive really has the potential to be a game changer- This allows the Primals to have a completely mobile base that can be used in attacks. This in and of itself is a very, very different dynamic. How you unlock it's abilities is up to you- I suggested Hatch/lair/hive tech for stationary/attack/movement, but nolan's idea works too.
I think the buildable hero should be Dehaka.. he's just too cool of a unit not to have.
What about the Tyransador unit? What if Primal Ultralisks evolved into this, not via a mineral gas cost, but off of a certain number of enemy kills? That way it's like they are taking essence and evolving. So once an Ultra got 15 kills or something, it evolved into a Tyransador.
Giving the other basic army units something similar to the colonists' looting is a great idea. Having various skills stacked on units that you keep alive would be awesome. It's a neat extra for the colonists but they are too weak for it to effect much, here it would really be noticable.
You could have an ability, either passive or upgrade or cooldown based, for certain or all units where they are resistant to psionic attacks/abilities since that's how they are in the campaign lore. There's a lot you could do with this concept and I'd leave it up to you for the balancing, but it could be anything from something like psi storms only do half the damage, etc. to psi disruptors emittors not slowing the primal zerg.. lots of possibilities.
I maintain that the three boss units should be modified and worked into their standard available tech tree.
Instead of standard swarm hosts you could have the swarm host "boss" be swarm hosts, where it spawns timed banelings instead of ltimed ocusts.
The armored rolling guy could be a unique unit, either replacing a current unit or just being an additional unit available.
And the snake/dragon that pops out of the ground would be a great building/unit like a nydus or spine crawler. It could have deep tunnel to anywhere with creep but have a few second "unburrowing" moment to give people in bases time to attack it the same way nydus do.
Stuff like this combined with Nolanstar's ideas and you've got yourself a very, very different zerg experience!
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
@RezE11even: Go Well, you guys don't seem to take all the details into consideration. Making the Primals that different requires a lot of decisions. If they won't use larvae, how will they keep up with larvae + Spawn Larvae ability from Queens? Do we have enough buildings to replace all the needed structures in the tech tree? Why do you think Planetary Fortresses can't lift off? Attacking buildings are way too powerful to be allowed to move (and specially attack while in movable form). Buildings have much more life, and are usually cheaper than units with the same DPS.
Nolanstar merged several requirements in less buildings than standard Zerg tech tree. That CAN'T happen, it makes primal tech tree a huge advantage while teching up, or changing strategies later. It makes compostions really easier to obtain.
The Tyrannozor is basically a stronger, purple variation of the primal ultralisk unit, I'm not sure its needed.
About the models: Primal production B and C don't have death animations, and none of them has building animations. I just fixed the Primal Hive by making it come out of the ground like a nydus. I want to use those structures in the game somehow, and I could fix the building animations but I can do nothing about the death animations.
Well, let me explain a little better how the primals are right now in 'development'. They have Impaler Colonies replacing Spine Crawlers, and BW Queens replacing Vipers. They have Guardians from Mutalisks, and Corruptors that can't morph into Brood Lords. They have Dehaka as a hero unit and they can build the Primal Hive in order to produce the following units from it (only when burrowed):
-Primal zergling-like unit (not a real primal zergling in my opinion)
-Primal Roach (Requires Roach Warren)
-Primal Hydralisk (Requires Hydralisk Den)
-Primal Mutalisk (Requires Spire)
-Primal Corruptor (Requires Spire)
-Ravasaur (Requires Infestation Pit)
-Primal Ultralisk-like (Requires Ultralisk Cavern; again in my opinon it isn't a real primal Ultralisk).
And the Mutalisk will be able to morph into Primal Guardian.
I also have the idea to created "nested" broods, or Primal packs in this case. The player would be able to select a primal leader (Dehaka, Slivan, Brakk, Kraith and Yagdra could be the possible choices), making that the avaiable hero from the Hatcheries, and unlocking additional upgrades unique to each choice. My idea was to use a new structure for these choices and upgrades, and use the PrimalProductionA model for it.
Leaving all the primal discussion for a moment: I think the idea of nested choices may be useful for other factions/broods/tribes as well. I can really imagine it for Dominion Squadrons. The player would select Dominion to unlock things in common for all squadrons, then later select a squadron for unique features, like the ones we get from Alpha and Nova squadrons right now.
I already added Stukov to the Infested faction, and Zagara to her own brood (made from the previous Surtur brood). I have already changed the Raptor unit choice to use HoTS raptor, so no more Raptor bugs. I already changed Baelrog brood into 'Lost Clusters', which is basically a BW brood. It has Guardians, Devourers, Lurkers, Scourges, the Old Queens, and Impaler Colonies, but these replace many of the standard units.
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 How are they called? I can only find the death model for productionA.
They use Vipers? I didn't see a single Viper on Zerus. Also its weird that they had Vieprs but those only appeared as an option after leaving the planet...
they are used in the crucibe and abather says he modified primal essence for use in the swarm in the evolution mission, and maybe give them their campaign air attack for primals or make it an upgrade
and they are just primalproductiona\b death.m3
why cant you find them
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'll have a think on name ideas for Primal Zerg but may I suggest Primalisk for the Primal Ultralisk? The name is used several places internally for it, even though in the missions themselves they're called Primal Ultralisks.
Another option is perhaps to have a look at the names of the creatures the Zerg types were evolved from. I'm not saying give them those names necessarily but could perhaps provide inspiration, like how the Zergling was assimilated from the Zz'gashi Dune Runner so maybe something like Pack Runner? Heh or Packling :D Primaling? *shrug*
Edit: I think you could actually justify giving Primals Larvae fairly easily... I seem to recall from the SC1 manual that the Larvae are meant to be the closest to the original Zerg species, and there's also a flashback in HotS which shows the first Zerg coming out of the original Spawning Pool as a Larvae. Perhaps the Primal Hives in HotS just had the Larvae underground?
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.
Vulture upgrade, requires the armory and a techlab to research.
Condor Proto-typing.
Upgrades the Vulture into the Condor, a larger more powerful Hovervehicle, bordering on being a Hover-tank.
It wouldn't be light or armored, it would have splash damage with slight damage increase, and have the ability to build more spider-mines.
I am guessing, something like 165 HP, movement speed of 2.65, 20 damage(30 vs light), splash damage would be 60% the size of a siegetank.
Or something like that, what do you think Soul?
And yeah, the Archons dont really need a buff, if anything give them maelstrom :P
The idea for the Condor upgrade is to balance it out with Hellbats.
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@FreezingAcidRain: Go
It probably looks like a revamped Shuttle because that's precisely what it is :3
As for Psionic Destroyer as a nuke replacement, well I wasn't meaning as it is in the mission but as some kind of targeted thing... mind you it'd probably end up as being little more than an aesthetic change then...
@SoulFilcher: Go
I wasn't meaning adding a new resource, I just meant representing biomass by it giving one or both of the standard resources. Upgrading from kills fits the concept even better though.
I've not played it no... I keep meaning to give Expanded Melee a go sometime but I rarely play multiplayer... the one time I did try I got crashiness. Maybe it was just a bad upload at the time though.
@JacktheArcher: Go Yeah, I was afraid we would never get the models, but thanks to Phill Gonzales we have them. I can't stop thanking him, because he made the models using his free time, and not because blizzard asked (he thought he'd have to make them anyway).
@Kanitala: Go I can't use the Psi Destroyer. Its simply too big and too powerful. And it would be useless against the other races AND against the primals. Not worth the trouble.
Well, the current version isn't crashy. I'm sure there are a few important bugs, but not crashy. :-)
What if Psi Destroyer just removes energy from enemies and harms psionic units? Or something like that.
you know its very easy to adjust the scale of units in the editor (reaver? i can't test it; only have old version). Psi Destroyer could be scalled down and have the ability to reduce all units mana to 0, but similar to the artifact, only one, big range, cool down. Or mabey like a scan call down that removes mana, (does it need a warning?). speaking of scans infested should have scan and mules, none of this lore shenanigans. what if blink archon's but only temporary? to test them, and if not what about giving archons a damaging aura, or longer range?. don't give darktemplar decloak; there blink kind of gives away there location(if the effect is visable to other players.) what will happen to the firebat? is it being tossed, or could it be an option to the hellbat/murader? what if we gave it the animation of hellion attack, gave it 6 range with rapid fire of 0.6(no stim), amoured 125 health 1 armour, and raise gas cost to 50, depending on the gas output?
@SoulFilcher: Go
I just think I should post in response to this, it's not just Phil Gonzales who made the classic Zerg models and such. He says in the description for one of them that the whole art team gave it a go when they started work on HotSE, so it's more of a team effort. Sorry for being nitpicky I just believe in credit where credit is due ^_^
Sorry that I haven't really been helping with suggestions, but I don't have HoTS yet, so I can't really help.
But I'm going to try anyways:
For the Dark-Templar Blink, perhaps give it a shields requirement? In which it eats some of the DTs shields in order to use the ability.
For the Archons, I would suggest a slightly larger splash range, and the attack bounces to one more enemy, dealing 50% less damage, an having 25% less splash size than default.
@SGTMeowmers9: Go Well, while that isn't a bad idea for a defensive structure, it isn't close to waht the Psi Destroyer is suppsoed to do.
@FreezingAcidRain: Go I know its easy to adjust model size. I just don't think the Psi Destroyer will look good if adjusted to fit in a 3x3 footprint. I don't like the idea of "very long range" AoE abilities. I had problems with the Rip-Field Generator and I still fesr its range may still be too big. I have already re-enabled Orbital Commands for infested. Ohhh forget blink archons, do archons need new abilities/combat improvements at all? And why should it be for a dark templar tribe?
The Firebat remains, I won't change it before extensive tests. It's an option to the Marauder, so no changes to Firebats only because we have Hellbats.
@Kanitala: Go Thanks for making it clear. I knew Ted Park made the final textures, but I didn't know the entire team helped.
@rickmary: Go I'll write that down. I thought about decloaking the DT because it would force players to think very well when and where to Blink, so as not to get the DT killed, right now they can Blink right in the face of a siege line and unless there are Turrets there's no risk for using it.
Again, I don't know why Archons need to be buffed in that way.
It seems the Primals don't have enough "stuff" to make them really different from normal zerg. Right now I can imagine them building this additional structure to spawn Primals (something like the Merc Compound for Terran, or the Breeding Mound for Tiamat), having a hero unit, and maybe a few extra upgrades, but that's all.
the primals id suggest to be really different with the design, the base at first cannot attack till you have the first tech structure , then mve on the second one, it attacks air and ground units and buildings while statonary, and just ground units while uprooted/moving
it has a double que and builds the units [model is primal hive]
the first tech( aka moded spawning pool): this enables zling and has a research for roaches and town hall attack at base once the second tech structure is built it can research hydralisks once you have the second and third tech structures you can build primal larva from this, primal larva can turn into a non worker bio unit for its cost+ their cost of 25 /25 [model is ]
the second ground tech structure enables swarmhosts by default and has research for ultras and ravasaurs [model is primalproductionb.m3 ] this has the ground upgrades
the third one is an air tech structure that by default enables mutas and corruptors, there is research to build guardians, and the second ground tech structure and this enable vipers an upgrade gives vipers the acid spores weapon they have in campaign [model is primalproductiona.m3 this has the air upgrades ]
the defence structure is unlocked after the first tech structure and attacks air and groun with 20 damage 6.5 range 1 attack speed ( upgrade at second tech structur bumps range to 8 ) it has 400 health is 3x3 and costs about 175
the second defence is the zerusan needler , requirs research at second tech structure and deals 50 damage with a range of 3, weapon speed is 1.5, it has 160 hp
there is a wall structure that has 1250 hp and is 3x3 it has load so your units can get through it. (model is zerusalientreewalker.m3)
they have a mothership unit called a tyransador, which is 1 of a time, reduce its damage but lower but keep the tanky life from the campaign
list of units: hive: drone, overlord (all units trained here unless stated)
1st tech: zergling(primal strain) , primal larva(built here) w research roach (primal strain) w research and secon building hydralisk (primal strain)
secon building swarm hosts overseers(morph from overlord) w research ultralisks (primal strain) ravasaurs
air building mutalisks (primal strain) corruptors (primal model) w second building : vipers (morph from primal mutalisks) w research: guardians (primal strain)
hero tyransador
buildings
spawning pool
second ground building: requires spawning pool
air building: requires spawning pool and some type of upgrade
wall [ill say name later]: requires nothing
defence structure : spawning pool
zerusan needler: requires flora essence research at second tech structure
all the units in this are on zerus or have a unused primal version (i.e. corruptor)
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.
@SoulFilcher: Go
Basically I think Phil Gonzalos' job is to 'sign off' on all models and stuff before they go in game and he did model some of them himself or did do some work on them, much like as you say Ted Park did the texture pass but probably was not the only texture artist working on it when you think of all the models and textures involved. And of course he's sharing those lovely pics and insight into them on his DA page which is awesome \o/
And now I'll try and stop derailing your thread :)
Soul, I think you're really underestimating how much cool stuff you could do with the Primals!
Nolanstar has some great ideas up there- in particular the one we both mentioned with the Primal Hive really has the potential to be a game changer- This allows the Primals to have a completely mobile base that can be used in attacks. This in and of itself is a very, very different dynamic. How you unlock it's abilities is up to you- I suggested Hatch/lair/hive tech for stationary/attack/movement, but nolan's idea works too.
I think the buildable hero should be Dehaka.. he's just too cool of a unit not to have.
What about the Tyransador unit? What if Primal Ultralisks evolved into this, not via a mineral gas cost, but off of a certain number of enemy kills? That way it's like they are taking essence and evolving. So once an Ultra got 15 kills or something, it evolved into a Tyransador.
Giving the other basic army units something similar to the colonists' looting is a great idea. Having various skills stacked on units that you keep alive would be awesome. It's a neat extra for the colonists but they are too weak for it to effect much, here it would really be noticable.
You could have an ability, either passive or upgrade or cooldown based, for certain or all units where they are resistant to psionic attacks/abilities since that's how they are in the campaign lore. There's a lot you could do with this concept and I'd leave it up to you for the balancing, but it could be anything from something like psi storms only do half the damage, etc. to psi disruptors emittors not slowing the primal zerg.. lots of possibilities.
I maintain that the three boss units should be modified and worked into their standard available tech tree. Instead of standard swarm hosts you could have the swarm host "boss" be swarm hosts, where it spawns timed banelings instead of ltimed ocusts. The armored rolling guy could be a unique unit, either replacing a current unit or just being an additional unit available. And the snake/dragon that pops out of the ground would be a great building/unit like a nydus or spine crawler. It could have deep tunnel to anywhere with creep but have a few second "unburrowing" moment to give people in bases time to attack it the same way nydus do.
Stuff like this combined with Nolanstar's ideas and you've got yourself a very, very different zerg experience!
Tyransador unit? is than an ultralisk? what is it, i don't rememeber seeing it, even in the map editor
@FreezingAcidRain: Go
its the bonus objective in the crucible (defend chrystalis) mission, its a HERO with aoe aa and high damage ground
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 @RezE11even: Go Well, you guys don't seem to take all the details into consideration. Making the Primals that different requires a lot of decisions. If they won't use larvae, how will they keep up with larvae + Spawn Larvae ability from Queens? Do we have enough buildings to replace all the needed structures in the tech tree? Why do you think Planetary Fortresses can't lift off? Attacking buildings are way too powerful to be allowed to move (and specially attack while in movable form). Buildings have much more life, and are usually cheaper than units with the same DPS.
Nolanstar merged several requirements in less buildings than standard Zerg tech tree. That CAN'T happen, it makes primal tech tree a huge advantage while teching up, or changing strategies later. It makes compostions really easier to obtain.
The Tyrannozor is basically a stronger, purple variation of the primal ultralisk unit, I'm not sure its needed.
About the models: Primal production B and C don't have death animations, and none of them has building animations. I just fixed the Primal Hive by making it come out of the ground like a nydus. I want to use those structures in the game somehow, and I could fix the building animations but I can do nothing about the death animations.
Well, let me explain a little better how the primals are right now in 'development'. They have Impaler Colonies replacing Spine Crawlers, and BW Queens replacing Vipers. They have Guardians from Mutalisks, and Corruptors that can't morph into Brood Lords. They have Dehaka as a hero unit and they can build the Primal Hive in order to produce the following units from it (only when burrowed):
-Primal zergling-like unit (not a real primal zergling in my opinion)
-Primal Roach (Requires Roach Warren)
-Primal Hydralisk (Requires Hydralisk Den)
-Primal Mutalisk (Requires Spire)
-Primal Corruptor (Requires Spire)
-Ravasaur (Requires Infestation Pit)
-Primal Ultralisk-like (Requires Ultralisk Cavern; again in my opinon it isn't a real primal Ultralisk).
And the Mutalisk will be able to morph into Primal Guardian.
I also have the idea to created "nested" broods, or Primal packs in this case. The player would be able to select a primal leader (Dehaka, Slivan, Brakk, Kraith and Yagdra could be the possible choices), making that the avaiable hero from the Hatcheries, and unlocking additional upgrades unique to each choice. My idea was to use a new structure for these choices and upgrades, and use the PrimalProductionA model for it.
Leaving all the primal discussion for a moment: I think the idea of nested choices may be useful for other factions/broods/tribes as well. I can really imagine it for Dominion Squadrons. The player would select Dominion to unlock things in common for all squadrons, then later select a squadron for unique features, like the ones we get from Alpha and Nova squadrons right now.
I already added Stukov to the Infested faction, and Zagara to her own brood (made from the previous Surtur brood). I have already changed the Raptor unit choice to use HoTS raptor, so no more Raptor bugs. I already changed Baelrog brood into 'Lost Clusters', which is basically a BW brood. It has Guardians, Devourers, Lurkers, Scourges, the Old Queens, and Impaler Colonies, but these replace many of the standard units.
@SoulFilcher: Go
actually they do have death models
and they use vipers in the campaign, so maybe a faction exclusive choice
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 How are they called? I can only find the death model for productionA.
They use Vipers? I didn't see a single Viper on Zerus. Also its weird that they had Vieprs but those only appeared as an option after leaving the planet...
they are used in the crucibe and abather says he modified primal essence for use in the swarm in the evolution mission, and maybe give them their campaign air attack for primals or make it an upgrade
and they are just primalproductiona\b death.m3 why cant you find them
i think... ill check now
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'll have a think on name ideas for Primal Zerg but may I suggest Primalisk for the Primal Ultralisk? The name is used several places internally for it, even though in the missions themselves they're called Primal Ultralisks.
Another option is perhaps to have a look at the names of the creatures the Zerg types were evolved from. I'm not saying give them those names necessarily but could perhaps provide inspiration, like how the Zergling was assimilated from the Zz'gashi Dune Runner so maybe something like Pack Runner? Heh or Packling :D Primaling? *shrug*
Edit: I think you could actually justify giving Primals Larvae fairly easily... I seem to recall from the SC1 manual that the Larvae are meant to be the closest to the original Zerg species, and there's also a flashback in HotS which shows the first Zerg coming out of the original Spawning Pool as a Larvae. Perhaps the Primal Hives in HotS just had the Larvae underground?
Nested factions also sounds really cool :)
@Kanitala: Go
the primalisk is a different unit than the primal ultralisk, it has its own model.
there is a primal larva model in the editor...
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
Oh, I didn't realise that (to either of those things)
I've been doing some thinking...
Vulture upgrade, requires the armory and a techlab to research.
Condor Proto-typing.
Upgrades the Vulture into the Condor, a larger more powerful Hovervehicle, bordering on being a Hover-tank.
It wouldn't be light or armored, it would have splash damage with slight damage increase, and have the ability to build more spider-mines. I am guessing, something like 165 HP, movement speed of 2.65, 20 damage(30 vs light), splash damage would be 60% the size of a siegetank.
Or something like that, what do you think Soul?
And yeah, the Archons dont really need a buff, if anything give them maelstrom :P
The idea for the Condor upgrade is to balance it out with Hellbats.