@morgoth780: Go I'm not sure, but I believe they won't be able to display new physics effects. All WoL units got new death animations and some of them got new models only to support the new engine.
@morgoth780: Go Yes I have. I got a first wave invite.
As I thought I wont be able to touch the mod for over a week from now, so if you can, I expect you guys to throw in more feedback so I can cover everything I can in the next update.
This is a awesome SC2 mod. I like the fact that you can pick your own core army units to produce. Playing as the protoss and using the tempest with dragoons was cool.
On the US region the dependencies of the battle.net published SC Expanded MOD are messed up. When added as a dependency SC Expanded doesn't accept the battle.net or locally installed version of the Left 2 Die mod, nor the battle.net protoss/zerg/ dependencies. I downloaded it from this page, reapplied the battle.net dependencies and republished it privately on my account and it worked fine. I'm not sure what the root of the problem is, I'm kinda new at this but thanks for the work, it fit in great into the map I'm putting together, one thing I noticed how ever:
Twilight archon/ Dark archon
1) When casting mind control shields should deplete to zero
2) They should be dark-blood-red.. not baby-puke-green..
@Zarxiel93: Go Odin is too big, too strong, and doesn't "feel" like Raiders.
@SolidSC: Go Good, thanks for stoppping by. Any bugs tp report or suggestions?
@zenerbufen: Go The Left 2 Die issue is pretty common, not only to my mod, some people have problems trying to use the Left 2 Die mod and nobody knows the reason. The race dependencies maybe wont owrk because the version you downloaded from mapster is more recent, that version wasnt published on NA yet.
The Dark Archon will get custom textures to be red. I know in BW mind control removed all shileds from the DA, but this ability needs to be re-balanced for SC2 so the exact mechanics may not stay the same. Thanks for your time, and what is your map about?
@SoulFilcher: Go Yea, I found a few bugs to report and got some suggestions to make. I was amazed to see the computer AI for the Protoss to pick the Hybrid adepts tribe option. I find it fun to play against them. Scouts or Void rays should be an option just like the sentry and nullifier. The nullifier was a unique unit to use. Phase shift is good ability and replaces hallucination in some ways. The null shield effect would be neat for the nullifier to use.
I have used all of the Protoss tribe options and came up with some feedback on some of them. The akilae and the furinax tribe options feel good to use. The lenassa, shelak, tal'darim tribe options feel empty. With the Lenassa you can simply research blink at twilight council before you can pick a tribe option so moving blink to dark shrine would not matter with them. To improve upon the Tal'darim option they could have the hallucinations ability with out the need of researching it and possibly build shield batteries. Now when you get the Nyon for the tal'darim it starts off with the +3 armor shield and weapon upgrade. With the shelak maybe the archon can get a life buff.
There are some bugs with the Mothership core, I first notice it has no supply cost, also it does not display the cost info to transform into the Mothership, and when transforming into the Mothership the attack and cloak instantly kick in.
@SolidSC: Go When I have some free time I'm going to make the AI also train specific units like Hybrids, but that's not my priority. I know some tribes still feel empty, because I don't have ideas for them.
I'll check those bugs, some of them were known but the others will be added to my To Do list.
Yeeah new SC EXPANDED also on europe!!I tested some factions.
Left2Die brood is fine
Nullifier Aura don't work,i didn't notice any increased damage
The AI burrowed ultralisk don't emerge to attack me,but they "run" under the ground on weird way,they do little and fast movements but without emerge lol
For the zerg ultralisk what of a new ability that enables it to walk over units freely and alows units to pass under it freely much like the colossus. This is to make them more effective so they won't be blocked by allies or could be microed to go right on top of the enemy. because of the double layer of ultras and zerglings could the ultralisk include an area of effect where it can block/soak up splash damage for units beneath it?
An ability that allows zerglings to move while burrowed for surprize attacks. unburrowing units beneath other units help break up the death ball and increase the area and would go well with roaches.
titan reactor from 150/150 to 100/100
Terran ARES, what of changing the tower mode so that not only does it target air units but it is also able to target at long range mechanical ground units (to counter siege tanks) and can’t attack at close ground ranged.
showdown guard are listed in help but do not appear in game .
lockdown and matrix does not work (it can’t turn error?)
lurker’s be able to clime wall was mentioned, I like the idea but don’t remember being any feedback on it
I feel lockdown for ghost would be more useful, mabey a split upgrade?
Heh, it would probably be terribly unbalanced but I thought I'd chip in with something fun I made in the editor for Zerg: Banelings able to scale cliffs with Centrifugal Hooks. I made it after I had the mental image of a Baneling rolling up a cliff. Opens up even more harrassment potential. Roll up cliff, boom!
As I say, pretty unbalanced but I thought I'd put it in there :P
@DEFILERRULEZ: Go The aura increases ranged damage only, try checking it with Stalkers/Dragoons. I hope the Burrow Charge bugs aren't game breaking, because I have little interest in fixing a complex ability that will work just fine when I get HoTS.
@FreezingAcidRain: Go I had this Ultralisk idea too, also for the Aberration with those long legs. I'd have to tweak collisions for a whole lot of units but it could work.
I'm not sure that would be balanced, Zerglings are really balanced around the fact you can kill them before they reach you. I don't think the unit needs it.
Is Titan Reactor that expensive? ;-)
I feel the ARES would aggregate too many roles that way. It can already counter groups of light units, larger units, and air units. But I haven't touched this unit since I added it to the mod, it's likely it needs some changes.
Shadowguards are Umojan Ghosts. The unit is already there but it doesn't have abilities yet.
Is it still bugged???? BLIZZARD, WHY U NO FIX 360 ARC BUG??????
It sounds interesting, we know it will have something more to make it apart from Swarm Hosts, as I feel the attack method alone won't do it. I'll consider it.
Lockdown was given to SV because EMP belongs to Ghosts now. I won't change it. Ghost are already balanced around having EMP, and EMP is balanced around being used by a ground cloaked spellcaster. Swapping abilities would mean different tiers, different situations to use it, different balance. I like Lockdown for SVs as it helps mech vs protoss deathball and break enemy siege lines.
@Kanitala: Go lol as I play terran I'd crap in my pants seeing Banelings rolling up my cliffs! Yeah it's op for a melee game, but I'd like to see it in another map, maybe even a Left 2 Die version.
@DEFILERRULEZ: Go
I am working on a beginner's map, however I have been a bit too busy as of late to complete it.
The map uses "Novice Blistering Sands" and both player's get a New Folsom Cannon in their starting base, just like in the other map I uploaded(Ruins of Tarsonis).
@DEFILERRULEZ: Go Ok, I'll check it then. As Rickmary said there are other ways to make new players learn the choices, I feel there isn't enough time to read a cluttered loading screen. 2000 hp, really? No unit should have that much life.
@rickmary: Go Thanks for doing that. When it's done I'll link it as a tutorial in my own maps.
@FreezingAcidRain: Go bus added to the list. The problem with Colonists is that they were designed to go without standard military units. If they had marines what would be the purpose of using civilians with molotovs? With marines and medivacs they will stick to standard terran strats.
I'll update it when I fix enough bugs from my ever-growing list.
Do you know how the custom models (such as corsair) are going to interact with the physics engine in heart of the swarm?
@morgoth780: Go I'm not sure, but I believe they won't be able to display new physics effects. All WoL units got new death animations and some of them got new models only to support the new engine.
@SoulFilcher: Go
just out of curiousity, do you have the HotS beta?
@morgoth780: Go Yes I have. I got a first wave invite.
As I thought I wont be able to touch the mod for over a week from now, so if you can, I expect you guys to throw in more feedback so I can cover everything I can in the next update.
Soul tivi uma ideia, o que vc ascia du Odin como eroi para os Raynor's Raiders?
I think that it will be a bit too BIG
This is a awesome SC2 mod. I like the fact that you can pick your own core army units to produce. Playing as the protoss and using the tempest with dragoons was cool.
On the US region the dependencies of the battle.net published SC Expanded MOD are messed up. When added as a dependency SC Expanded doesn't accept the battle.net or locally installed version of the Left 2 Die mod, nor the battle.net protoss/zerg/ dependencies. I downloaded it from this page, reapplied the battle.net dependencies and republished it privately on my account and it worked fine. I'm not sure what the root of the problem is, I'm kinda new at this but thanks for the work, it fit in great into the map I'm putting together, one thing I noticed how ever:
Twilight archon/ Dark archon 1) When casting mind control shields should deplete to zero 2) They should be dark-blood-red.. not baby-puke-green..
@Zarxiel93: Go Odin is too big, too strong, and doesn't "feel" like Raiders.
@SolidSC: Go Good, thanks for stoppping by. Any bugs tp report or suggestions?
@zenerbufen: Go The Left 2 Die issue is pretty common, not only to my mod, some people have problems trying to use the Left 2 Die mod and nobody knows the reason. The race dependencies maybe wont owrk because the version you downloaded from mapster is more recent, that version wasnt published on NA yet.
The Dark Archon will get custom textures to be red. I know in BW mind control removed all shileds from the DA, but this ability needs to be re-balanced for SC2 so the exact mechanics may not stay the same. Thanks for your time, and what is your map about?
@SoulFilcher: Go Yea, I found a few bugs to report and got some suggestions to make. I was amazed to see the computer AI for the Protoss to pick the Hybrid adepts tribe option. I find it fun to play against them. Scouts or Void rays should be an option just like the sentry and nullifier. The nullifier was a unique unit to use. Phase shift is good ability and replaces hallucination in some ways. The null shield effect would be neat for the nullifier to use.
I have used all of the Protoss tribe options and came up with some feedback on some of them. The akilae and the furinax tribe options feel good to use. The lenassa, shelak, tal'darim tribe options feel empty. With the Lenassa you can simply research blink at twilight council before you can pick a tribe option so moving blink to dark shrine would not matter with them. To improve upon the Tal'darim option they could have the hallucinations ability with out the need of researching it and possibly build shield batteries. Now when you get the Nyon for the tal'darim it starts off with the +3 armor shield and weapon upgrade. With the shelak maybe the archon can get a life buff.
There are some bugs with the Mothership core, I first notice it has no supply cost, also it does not display the cost info to transform into the Mothership, and when transforming into the Mothership the attack and cloak instantly kick in.
@SolidSC: Go When I have some free time I'm going to make the AI also train specific units like Hybrids, but that's not my priority. I know some tribes still feel empty, because I don't have ideas for them.
I'll check those bugs, some of them were known but the others will be added to my To Do list.
Yeeah new SC EXPANDED also on europe!!I tested some factions.
For the zerg ultralisk what of a new ability that enables it to walk over units freely and alows units to pass under it freely much like the colossus. This is to make them more effective so they won't be blocked by allies or could be microed to go right on top of the enemy. because of the double layer of ultras and zerglings could the ultralisk include an area of effect where it can block/soak up splash damage for units beneath it?
An ability that allows zerglings to move while burrowed for surprize attacks. unburrowing units beneath other units help break up the death ball and increase the area and would go well with roaches.
titan reactor from 150/150 to 100/100
Terran ARES, what of changing the tower mode so that not only does it target air units but it is also able to target at long range mechanical ground units (to counter siege tanks) and can’t attack at close ground ranged.
showdown guard are listed in help but do not appear in game .
lockdown and matrix does not work (it can’t turn error?)
lurker’s be able to clime wall was mentioned, I like the idea but don’t remember being any feedback on it
I feel lockdown for ghost would be more useful, mabey a split upgrade?
Heh, it would probably be terribly unbalanced but I thought I'd chip in with something fun I made in the editor for Zerg: Banelings able to scale cliffs with Centrifugal Hooks. I made it after I had the mental image of a Baneling rolling up a cliff. Opens up even more harrassment potential. Roll up cliff, boom!
As I say, pretty unbalanced but I thought I'd put it in there :P
@DEFILERRULEZ: Go The aura increases ranged damage only, try checking it with Stalkers/Dragoons. I hope the Burrow Charge bugs aren't game breaking, because I have little interest in fixing a complex ability that will work just fine when I get HoTS.
@FreezingAcidRain: Go I had this Ultralisk idea too, also for the Aberration with those long legs. I'd have to tweak collisions for a whole lot of units but it could work.
I'm not sure that would be balanced, Zerglings are really balanced around the fact you can kill them before they reach you. I don't think the unit needs it.
Is Titan Reactor that expensive? ;-)
I feel the ARES would aggregate too many roles that way. It can already counter groups of light units, larger units, and air units. But I haven't touched this unit since I added it to the mod, it's likely it needs some changes.
Shadowguards are Umojan Ghosts. The unit is already there but it doesn't have abilities yet.
Is it still bugged???? BLIZZARD, WHY U NO FIX 360 ARC BUG??????
It sounds interesting, we know it will have something more to make it apart from Swarm Hosts, as I feel the attack method alone won't do it. I'll consider it.
Lockdown was given to SV because EMP belongs to Ghosts now. I won't change it. Ghost are already balanced around having EMP, and EMP is balanced around being used by a ground cloaked spellcaster. Swapping abilities would mean different tiers, different situations to use it, different balance. I like Lockdown for SVs as it helps mech vs protoss deathball and break enemy siege lines.
@Kanitala: Go lol as I play terran I'd crap in my pants seeing Banelings rolling up my cliffs! Yeah it's op for a melee game, but I'd like to see it in another map, maybe even a Left 2 Die version.
Bro i checked appositaly stalkers and nullifiers itself but hothing,also roach of allied AI didn't gain extra damage ;p
@DEFILERRULEZ: Go I am working on a beginner's map, however I have been a bit too busy as of late to complete it. The map uses "Novice Blistering Sands" and both player's get a New Folsom Cannon in their starting base, just like in the other map I uploaded(Ruins of Tarsonis).
@DEFILERRULEZ: Go Ok, I'll check it then. As Rickmary said there are other ways to make new players learn the choices, I feel there isn't enough time to read a cluttered loading screen. 2000 hp, really? No unit should have that much life.
@rickmary: Go Thanks for doing that. When it's done I'll link it as a tutorial in my own maps.
@FreezingAcidRain: Go bus added to the list. The problem with Colonists is that they were designed to go without standard military units. If they had marines what would be the purpose of using civilians with molotovs? With marines and medivacs they will stick to standard terran strats.
I'll update it when I fix enough bugs from my ever-growing list.
But on left2die the stank have 2000 hp,and for his cost for me is correct do 1500/2000 hp :p