Oh no real need to formulate an in-depth response, those were just some I jotted down as I played. I attempted to give those two long posts some structure, but it all still ended up pretty convoluted and disorganized. But don't take it all as the literal changes I proposed, it's broad and just an outline. To give an example of what I mean, when I said maybe the Torrasque could respawn I didn't mean to insinuate at no cost or sacrifice.
But man o man. Mercy. I just played the map I was able to upload with a friend who is still becoming oriented to the game. Just versus two Harder AI, but with the new AI features and because my friend still has alot I need to teach him, as we learned in the middle of game, it ended up getting quite hectic. Vaha, and I've gotta say it turned out to be the most fun I've had playing starcraft in some time. Man did my APM spike with Tiamat when I realized the AI pushes were begging to gain ground on us. Good stuff.
It did however cause me to contemplate again some changes I mentioned and aspects of the overhaul concept. I'll attempt to refine and better articulate some of it later. Just keep in mind, my feedback was only an outline we could build together in discussion; and I didn't really come up with the specific specs/data & just extend ideas left for you to manipulate or overlook entirely at your discretion.
Very tired. But I love Zerg and love your mod; so do let me know if I can be of any aid.
@Malzen333: Go I was going to answer your Overhaul post, but then I realized it all comes back to a problem. Those broods are BW broods, the ones that were tied to Cerebrates. Those no longer exist, but we don't have enough information on the current broods, something I hope HoTS will take care of.
I'm glad you had such a good time. And of course you and help me a lot. I need as much feedback as possible. So let's hold our breaths a little for major Zerg changes. With HoTS the broods in the mod will go through an overhaul.
I assumed all the broods were all BW intentionally because I noticed you chose not to use the Char Brood and the Queen of Blades as a hero unit. Keep in mind some of the Broods whereabouts are unknown. Well just have to see in HotS.
I had this curious idea that hit me. Initially it seemed far fetched, but actually it's more than causable.
Do you keep up Ponera and those guys, like MVP Doncroft & Zappy, over on the Sc2 Bnet forums. They've been doing alot YouTube videos and series like Poneras Anatomy of Starcraft (AoS) based on the Zerg.
Sometime time after hots release we can if we can get them to do an episode on Zerg Broods and structure but relate it to your mod. Broods would be a good episode for them. And they would give good lore concepts in regards broods, unique specialization, and types of units - numbers vs brute force - and research each brood may have.
Then later we can the lore aspects and address the mechanics/balance.
One focus I think we (or you haha) should make is themes/specialization for each brood. Like revolving around district styles of play; which is what I was going for in my overhaul.
Oh yea, this would also give the mod a bit of much needed publicity.
@Malzen333: Go I left the Char brood out because all the other were from BW (Except Left 2 Die). And because Chard Brood didn't say much. Allmost all zerg during WoL came from Char, as they were quiet there for 4 years. I left the Queen of Blades out because she's simply too powerful, and because all broods belong to her during WoL.
The Terran factions are somewhat based on different play styles, and I plan the same for the Zerg, but the campaign additions weren't enough to make the same for broods.
I consider it a playable beta now, so I don't want serious publicity for it.
One more idea for the Vulture: During development it could be upgraded to use cloak, but it was scrapped. What do you think? I's rather not give it energy, as it makes the vulture a target for EMP and Feedback, but it sounds like a cool idea.
Vulture cloak? I suppose. What about an upgrade cloaked only while in motion or a cool down ability cloak for 3s 10s recharge.
I was playing toss and have some arbitrary thoughts. But mainly, regarding all Tribes, shouldn't the unit choice between Immortal /Reaver be Collosus /Reaver? Collosus was the Sc2 replacement for the Reaver in BW, and they have a very similar role. (Long range AoE siege).
The only effect it would have is with the tribe that gets Stone that replace Collosus, and I'd say that would be an ok trade to forfeit both Col & Reaver and 1 tribe shouldn't dictate a unit niche for the rest?
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.
@Malzen333: Go Cooldown-based cloak? Hmmm I don't know, doesn't seem right to me. But its an idea.
Ohhh the Reaver vs Colossus suggestion... again. I understand your point, but the Reaver can't compete with Colossus' mobility. Colossi are balanced around their 300/200 cost and 6 supply, while Reavers are balanced around 250/100 and 4 supply, and that's because I had to actually raise their cost (it was 200/100 in SC1) to match the Immortal cost. So I went the easy way and made it an option to Immortals.
@nolanstar: Go I don't know about the Predator, but the Vulture could be upgraded to use Cloak. It still has a "low energy" quote in the editor and it had a quote for Cloak during beta. Sorry, life regeneration for vehicles is exclusive to the Infested faction as it makes more sense.
I know about the ability, I'm very excited to see all the things I could add to this mod.
Soul finally global play is live,so i tested sc expanded on US Servers,but i saw that all maps are published by (null),but not by yourself,i also saw that all the maps are not updated and with some bugs,for example there isn't the devourer.So my question is this:do you publish the maps,or only the mod here on sc2mapster??
Those issues might be because NA hasn't updated with 2.0.5 Global Play yet. (null) isn't an author, it does that when it can't immediately identify the author.
EDIT: NA just got the official update. Also, try clicking into the map, I know it gives that issue if you just look at it from the browse page or something.
@DEFILERRULEZ: Go Do you still have these problems? I am the author for the mod on NA, EU and SEA. I'm also the author for most of the map on NA and all from SEA, but not EU. My maps have funny patch notes XD.
@RezE11even: Go It turns out that the problem with the ARES is way more complex than a simple missing weapon. I tried to fix the actor but couldn't find why the weapons won't show up.
NEW UPDATE TODAY!!! Play it before you get your hands busy with HoTS! XD
Here's the list of changes:
Several improvements and advances in ptBR tooltips.
TERRAN
- ARES: Removed until I fix the bugs.
- Block B (Merc Vulture): This unit is now avaiable if Vultures are selected.
- Command Bio-Dome: Scanner Sweep ability added.
- Infested Cocoons: Can be placed again (I swear).
- Outback Hunter (Merc Hellion): No longer avaiable when vultures are selected.
- Raynor: Weapon and armor upgraded by default.
- Rebel: Damage is now reduced by target armor.
- Science Facility: SC1 sound added.
ZERG
- Baneling: Kaboomer merge button is visible again.
-Devouring One: Cost fixed.
- Feederling: Added creep speed bonus; gives faster regeneration to hosts; is spawned on host death; added visuals to hosts.
- Hunter Killer: Fixed cost.
- Prowler: Cost fixed; speed upgrade fixed.
- Queen: Ensnare cost reduced to 50.
- Roach: Actor fixed.
- Virophage: Can now damage Refineries/Extractors/Assimilators.
- Yggdrasill: Can now generate creep; armor upgrades added; cost reduced to 150.
- Zergling: Actor fixed.
PROTOSS
- Dark Templar: Blink button is visible again.
- Reaver: No longer takes damage from its own scarabs; will not attack if enemy is beyond a chasm.
Oh no real need to formulate an in-depth response, those were just some I jotted down as I played. I attempted to give those two long posts some structure, but it all still ended up pretty convoluted and disorganized. But don't take it all as the literal changes I proposed, it's broad and just an outline. To give an example of what I mean, when I said maybe the Torrasque could respawn I didn't mean to insinuate at no cost or sacrifice.
But man o man. Mercy. I just played the map I was able to upload with a friend who is still becoming oriented to the game. Just versus two Harder AI, but with the new AI features and because my friend still has alot I need to teach him, as we learned in the middle of game, it ended up getting quite hectic. Vaha, and I've gotta say it turned out to be the most fun I've had playing starcraft in some time. Man did my APM spike with Tiamat when I realized the AI pushes were begging to gain ground on us. Good stuff. It did however cause me to contemplate again some changes I mentioned and aspects of the overhaul concept. I'll attempt to refine and better articulate some of it later. Just keep in mind, my feedback was only an outline we could build together in discussion; and I didn't really come up with the specific specs/data & just extend ideas left for you to manipulate or overlook entirely at your discretion.
Very tired. But I love Zerg and love your mod; so do let me know if I can be of any aid.
@Malzen333: Go I was going to answer your Overhaul post, but then I realized it all comes back to a problem. Those broods are BW broods, the ones that were tied to Cerebrates. Those no longer exist, but we don't have enough information on the current broods, something I hope HoTS will take care of.
I'm glad you had such a good time. And of course you and help me a lot. I need as much feedback as possible. So let's hold our breaths a little for major Zerg changes. With HoTS the broods in the mod will go through an overhaul.
I assumed all the broods were all BW intentionally because I noticed you chose not to use the Char Brood and the Queen of Blades as a hero unit. Keep in mind some of the Broods whereabouts are unknown. Well just have to see in HotS.
I had this curious idea that hit me. Initially it seemed far fetched, but actually it's more than causable.
Do you keep up Ponera and those guys, like MVP Doncroft & Zappy, over on the Sc2 Bnet forums. They've been doing alot YouTube videos and series like Poneras Anatomy of Starcraft (AoS) based on the Zerg.
Sometime time after hots release we can if we can get them to do an episode on Zerg Broods and structure but relate it to your mod. Broods would be a good episode for them. And they would give good lore concepts in regards broods, unique specialization, and types of units - numbers vs brute force - and research each brood may have. Then later we can the lore aspects and address the mechanics/balance.
One focus I think we (or you haha) should make is themes/specialization for each brood. Like revolving around district styles of play; which is what I was going for in my overhaul.
Oh yea, this would also give the mod a bit of much needed publicity.
On the short story "the teacher" hydralisk have a powerful jump,and on sc expanded they will have too????
@Malzen333: Go I left the Char brood out because all the other were from BW (Except Left 2 Die). And because Chard Brood didn't say much. Allmost all zerg during WoL came from Char, as they were quiet there for 4 years. I left the Queen of Blades out because she's simply too powerful, and because all broods belong to her during WoL.
The Terran factions are somewhat based on different play styles, and I plan the same for the Zerg, but the campaign additions weren't enough to make the same for broods.
I consider it a playable beta now, so I don't want serious publicity for it.
@DEFILERRULEZ: Go Too many leaping zerg already.
ok :D
One more idea for the Vulture: During development it could be upgraded to use cloak, but it was scrapped. What do you think? I's rather not give it energy, as it makes the vulture a target for EMP and Feedback, but it sounds like a cool idea.
Vulture cloak? I suppose. What about an upgrade cloaked only while in motion or a cool down ability cloak for 3s 10s recharge.
I was playing toss and have some arbitrary thoughts. But mainly, regarding all Tribes, shouldn't the unit choice between Immortal /Reaver be Collosus /Reaver? Collosus was the Sc2 replacement for the Reaver in BW, and they have a very similar role. (Long range AoE siege). The only effect it would have is with the tribe that gets Stone that replace Collosus, and I'd say that would be an ok trade to forfeit both Col & Reaver and 1 tribe shouldn't dictate a unit niche for the rest?
I thought the predator had cloak in development , maybe you could also add the auto repair upgrade to vultures at the tech lab so they regen life?
Spoiler !- A A A A A A A A A A
Kerrigan has a spawn leviathan ability in hots, maybe you could change the Levi a bit
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 - Predator cloak, I like it. I believe there is alot in store for this mod coming with the release of HotS
@Malzen333: Go Cooldown-based cloak? Hmmm I don't know, doesn't seem right to me. But its an idea.
Ohhh the Reaver vs Colossus suggestion... again. I understand your point, but the Reaver can't compete with Colossus' mobility. Colossi are balanced around their 300/200 cost and 6 supply, while Reavers are balanced around 250/100 and 4 supply, and that's because I had to actually raise their cost (it was 200/100 in SC1) to match the Immortal cost. So I went the easy way and made it an option to Immortals.
@nolanstar: Go I don't know about the Predator, but the Vulture could be upgraded to use Cloak. It still has a "low energy" quote in the editor and it had a quote for Cloak during beta. Sorry, life regeneration for vehicles is exclusive to the Infested faction as it makes more sense.
I know about the ability, I'm very excited to see all the things I could add to this mod.
Soul finally global play is live,so i tested sc expanded on US Servers,but i saw that all maps are published by (null),but not by yourself,i also saw that all the maps are not updated and with some bugs,for example there isn't the devourer.So my question is this:do you publish the maps,or only the mod here on sc2mapster??
Those issues might be because NA hasn't updated with 2.0.5 Global Play yet. (null) isn't an author, it does that when it can't immediately identify the author.
EDIT: NA just got the official update. Also, try clicking into the map, I know it gives that issue if you just look at it from the browse page or something.
@DEFILERRULEZ: Go Do you still have these problems? I am the author for the mod on NA, EU and SEA. I'm also the author for most of the map on NA and all from SEA, but not EU. My maps have funny patch notes XD.
i tested inly 1 map on NA,i will try another time so.
Blizzard released some info on mutations and evolutions in their game guide. We can start the discussion on how to use those in the mod :-)
Before I look that over, just noticed a bug with ARES - the napalm attack mode has no attack at the moment.
And Mercenary units and Raynor still need upgrades/ability to get upgrades :)
@RezE11even: Go It turns out that the problem with the ARES is way more complex than a simple missing weapon. I tried to fix the actor but couldn't find why the weapons won't show up.
NEW UPDATE TODAY!!! Play it before you get your hands busy with HoTS! XD
Here's the list of changes:
Several improvements and advances in ptBR tooltips.
TERRAN
- ARES: Removed until I fix the bugs.
- Block B (Merc Vulture): This unit is now avaiable if Vultures are selected.
- Command Bio-Dome: Scanner Sweep ability added.
- Infested Cocoons: Can be placed again (I swear).
- Outback Hunter (Merc Hellion): No longer avaiable when vultures are selected.
- Raynor: Weapon and armor upgraded by default.
- Rebel: Damage is now reduced by target armor.
- Science Facility: SC1 sound added.
ZERG
- Baneling: Kaboomer merge button is visible again.
-Devouring One: Cost fixed.
- Feederling: Added creep speed bonus; gives faster regeneration to hosts; is spawned on host death; added visuals to hosts.
- Hunter Killer: Fixed cost.
- Prowler: Cost fixed; speed upgrade fixed.
- Queen: Ensnare cost reduced to 50.
- Roach: Actor fixed.
- Virophage: Can now damage Refineries/Extractors/Assimilators.
- Yggdrasill: Can now generate creep; armor upgrades added; cost reduced to 150.
- Zergling: Actor fixed.
PROTOSS
- Dark Templar: Blink button is visible again.
- Reaver: No longer takes damage from its own scarabs; will not attack if enemy is beyond a chasm.
Soul i tested your mod on NA servers and is great with the latest patches,WHY HUSKY DON'T CAST AN EXPANDED GAME??? D: