@DEFILERRULEZ: Go There are, but not that much, for Zerg try Amon's Brood or Primals. Remember to select test mode in lobby so you can use stuff that are not in the standard mode yet.
Glad to hear you are open to suggestions! dividing the factions into 5 is a good move i remember the first game we played, spent a whole lot of time just reading what each faction has to offer, An Idea would be auto pausing the game and only starting once everyone has chosen their faction and read all they need? I'm talking in the perspective of casual multiplayer custom games between friends so I might not have considered some stuff.
TERRAN:
I see more than 5 factions on terran in the mod, I have the sc2 field manual and on the back it lists exactly 5 factions: Kel Morian Combine, United Earth Directorate, Dominion, Umojan Protectorate and "Others". The "Others" consist of mercenaries, pirates, private security companies and fringe colonist militias, I think you can safely put this one as Raynor's Raiders.
ZERG:
I am more suited to give advice on zerg since i mainly play them and rarely play the other races (my other two siblings main them). as far as dividing the broods, what i can think of is:
KERRIGAN's BROOD:
focuses on specialist strains like the raptor, hunter, vile, viper, impaler, noxious
carrion strain for swarm host is a little tricky since the LoTV made the locusts already able to fly. what I'm thinking is killing the fly ability for ZAGARA's creeper strain, take it all back to HoTS.
ZAGARA's BROOD:
kerrigan's counterpart, focuses on the alternate strains that swarm the enemy.
swarmlings, splitter, corpser, brood lord, lurker, torrasque
STUKOV's BROOD:
I'm thinking sc1 zerg play for stukov: defilers, scourge, guardian, devourers, old queen, infested terrans (the exploding one), sunken and spore colony.
DEHAKA's BROOD:
primal zerg in itself has a lot of varieties already though you might have to add the bosses and scale them down so they are on par in terms of options with the zerg swarm, some odd units can probably fit here.
AMON's BROOD:
not sure how you plan to go with this brood but the way i see it the wierd zergs could probably fit here as there are stil more zerg not included above.
some i can think of would be chokers, kaboomers, brutalisks, hunterlings, stank, spotter, swarm guardian, spore beast (swarm guardian and spore beast look awesome, saw it in another mod so I'm thinking the models for these are still available?). not sure if you can still find the models for these (or if tehy even exist): bone wasp, dracolisk, cobra, fiend, fury, infested protoss, larval queen, spore beast.
PROTOSS:
great job here, was wondering what the fifth race would be, separating Khalai and the Templar was a good move, I initially though the two were the same. As for the Khalai maybe they could focus on sc1 units? since their more comfortable with the old ways. the other factions prolly have their own stuff in the campaign already.
Will try to add more stuff along the way once i get your reply :]
I was wondering if there was a reason for disabling the cocoon function of the infested terran fattys. Are you taking the infested faction in a different direction? I really enjoyed the infested using the terran spawns, but now that that function is gone I find myself not using them as much. If you didn't like the idea of cocoons spawning them you could potentially use infested garrisons to spawn them. Give them like a .5 supply cost and auto spawn them to rally points.
@emsez51: Go I will not use the UED, they are not an organized faction during SC2, we only see scattered units (mainly mercs) here and there. Raynor's Raiders already received what was Tosh's units before. Mercs are their own faction now. I know I will have a hard time deciding Terran factions.
I do plan to give Kerrigan some of the campaign strains, but I doubt it will include Hunters or Raptors, they are simply too powerful for multiplayer. I have Raptors currently but they cost gas, they are not a zergling buff. This is a problem that kept the campaign strains underused until now, many are simply too strong while others are redundant with current multiplayer compostion (like carrion, lurker, and mutalisk strains).
I have the same idea for Zagara but again all these extra units need to have a cost to be balanced, or they won't be included. It is easy for Swarmlings, but not for Corpsers. What I can do in some cases is to make their special abilities replace something the original unit has, but it needs to be something equally strong.
Stukov and the infested terrans are currently a terran faction and not a brood. I see no reason to give him SC1 units, those belong to Amon. Blizzard planned to give Amon's Zerg all SC and BW units, but once more they failed to deliver and only added the ones that were ready to use: Queens, Scourge and Guardians. If I were to give Stukov zerg units, they would be the Left 2 Die special strains, as they were leading a huge infestation.
Primal zerg are nearly finished in terms of units. I used the bosses before but I have no reason to add them now, the exception being Slivan, I thought I could add it as a tech structure with a special ability to spawn, but I'm not sure I will do that.
As I said Amon's brood is the one with old zerg strains, plus hybrid units. I want to add Swarm Guardians, I used the model before for the SC1 Guardian unit, and then with HotS it was removed. I don't know this Spore Beast. My idea for the Larval Queen was just to use the model as a larva variation for a brood, probably primals (they need their own larva that doesn't die off creep).
The Khalai and Templar will need to share a few units, but Khalai focus on upgrading robotic units (like the sensor array upgrade for Observers) and Templar on replacing units and upgrading biological units (Khaydarin Amulet and possibly others). Khalai will probably get changes for the Sentry while Templar will keep the standard one. I believe Blizzard will add Karax to coop at some point so maybe I will have more options to work with.
@RavenCurow: Go They were far too strong, like Swarm Hosts turned up to eleven. I had no idea what to do so I removed them. I'm planning different uses for the infested civilian unit to make it feel they are swarming in large numbers, but some will require time.
Hmmm, it seems you have most of the stuff already figured out, i mean you already know pretty much what you want. To contribute i wanna know your thought process, i wanna start with the zerg since thats where im most comfortable, any brood that is pretty much done? I'll check the primal race later, I often play casually and definitely not great in the competitive scene so itd take me a while to understand the balancing thing :) but with so much factions it would seem you might be doing the balance issues forever haha :) are you more concerned on balancing within factions or how they will interact with the other races? Oh, the upgrade and unit choices beside the faction option, whats your main idea on it? Wont giving the upgrades and units to their factions function better? How do you decide what to put in them and not in the factions? :)
@emsez51: Go I have only directions I'd like to go, some ideas I haven't added yet, but I can't say I have everything figured out. Of course perfect balance is impossible for this mod, there are too many variables and not enough feedback to keep track of how good or bad things are, so what I do is to compare new units/abilities/upgrades with what they replace or what could fit a similar role and try to stay close to that in numbers. If players report something is too strong or too weak I try to tweak the stats a little, unless it is something completely broken and in that case it gets removed until I can figure out what to do (it happened to the infested cocoon, you could win the game with Fatties alone if your enemy didn't make air units asap).
The upgrade and unit choices are old, some where added when I first released the mod in WoL, but I have been removing them and some to factions. At first I started giving Terrans unit and upgrade options that didn't belong to a specific faction, for example firebats. Back then I thought every faction could eventually use firebats so I made them an option outside the faction system, and the whole thing grew from that. Now I see the 2 systems are in direct competition and this independent unit/upgrade system would be better for a separate mod that focus on that, with the player building his own tech tree.
So as general rules: I'm trying to add more changes to existing factions, keeping them at around 5 factions per race now (this is not a final number, if we get enough content to have more, I can totally add more). The decision of what should be added is usually 1- an existing unit/ability/upgrade could be used and it needs to go to the faction where it makes most sense (official lore is important here) or 2- an existing faction needs more content, what do I have available that could fit them?
Replacements are preferred over simple additions or removals but can be done. Powerful new abilities or upgrades to existing units will probably replace an existing one to keep the unit a little more balanced. Unit replacements usually try to fill a similar role and have a similar amount of passive/active abilities and upgrades, but not always. The more important (or core) a unit is, the more it needs to be replaced by a similar unit.
New units are preferred over simple recolored units, so a dragoon vs stalker is a good replacement, but most Tal'darim units are not that interesting in my opinion. New abilities and upgrades will be, whenever possible, something that existed in the campaigns or in other blizzard maps (as people say canon content), even scrapped content like the Reaper's Battlefield Awareness. I also try to do that for units, but existing blizzard models can be used for units even if they never appeared, like the Laserdrill Tank or Swarm Guardian, but I won't add a custom model to make it a custom unit (the only model currently in the mod that isn't an existing unit is the Nullifier, a scrapped WoL unit).
I think I never explained it all in such details before, so if you keep those as guidelines you can avoid suggestions that won't fit what I try to add. By those rules the current "crazy" factions are the Colonists and the Infested.
awesome! its a very good explanation, now the only thing left i think is what your expectations is for each zerg brood, gameplay, units, etc. so far we have 4 broods set: kerrigan, zagara, dehaka and amon. personally i think stukov fits in more with the zerg (he is allied with the zerg rather than the terran) but there are other options to consider. izsha and abathur couldn't lead their own broods lore-wise, which leaves us with the other broodmothers as options.
overall:
stukov - left 2 die strains would fit him well now that you mentioned it.
niadra - the broodmother that was created and left on the protoss ship after killing every protoss inside, fast evolution/tech based gameplay?
ryloth - kept the zerg out of harm until the queen returned, this could translate into a defensive zerg gameplay, definitely a unique one.
rokkar - a brood rich in mutalisk, I'm thinking air superiority? giving this one the guardian and devourer would be very fitting.
kilysa - has low troop size but a good amount of leviathans. I am thinking high trading efficiency troops would be great with her, high cost units but versatile.
naktul - helped kerrigan when she just started taking back the swarm and represented the last brood mothers that joined the swarm... i dunno, seems like a well rounded broodmother maybe with a well rounded brood selection?
actually if you take in the 4 broodmothers and zagara it would make a nice brood theme since all of these are part of kerrigan's, pretty diverse set too. then again amon's sc1 troops and the left 2 die ones would probably put in one of them not to mention its hard to put primals in one of them so we'll probably end up choosing one of the 6 on the list. so what do you think. theme wise i think stukov wins, i'd love to hear your thoughts on the confirmed broods.
@emsez51: Go The decision to make the infested a terran faction was a practical one. You select the faction and all of a sudden your structures need to become infested, so it was way easier to infested terran strcutures and go from there than trying to figure out what to do with zerg. It was not based on who he is allied with, that doesn't actually matter much. So the infested can look and feel much more unique if they come from infested structures than if they spawned from larvae.
Kylisa's brood has been removed from the game in the last week of so, the Leviathan was moved to Kerrigan's brood.
I focused Niadra's brood on stealth, she can get burrowed move for Banelings and improve burrowed movement speed for Infestors, among other things.
Rokkar was in my list but I guess she would have overlapped with Kylisa with the strong air role, and Kylisa was more important during the campaign.
Naktul also used Nydus worms, which were rarely used during HotS if you consider how often we see them as strategical assets in missions. I gave her the Creeper worm. I think I also gave her the Swarm Queens that are unlocked by her brood.
To be honest none of these alone would make a very good brood when I'm trying to make each brood as different from standard tech tree as possible. I think these should be merged into a single brood and have one of the broodmothers as the hero unit, probably Niadra as she's the one with an interesting unit.
I'm finally starting to get the directioin you want for the mod, sorry for asking a lot of stuff but i find them very insightful in providing you with helpful suggestions. right now i guess i only have a few more questions, the most important would be to know your vision on the 5 broods. correct me if i'm wrong on these assumptions ^^
Niadra - based on your comment i think Naktul's units can be safely integrated into Niadra effectively making it 5 broods, considering nydus worms revolve on a similar tactic as burrow movement. so im seeing stealth as the main focus on Niadra? strategies that employ striking the enemy's weak spots by using specialized zerg units. her brood would probably rely heavily on countering opponents to be greatly effective in early mid and lategame.
Kerrigan - I'm quite unsure how she would work, leviathan definitely makes sense on her though current leviathans arent that strong in my opinion, with that said im thinking high cost, high efficiency/versatility units that build her up into a powerful mid to late gameplay? early game would suggest her to be defensive to transition nicely but going on offense should still be viable with the right tactic.
Zagara - I'm thinking you visualize her as having units to mainly overwhelm the enemy, with speed as one of its main strategical focus definitely an early game focus, but similarly deadly mid game and late game with greatly skilled players.
for the zerg strains it would probably be integrated more into either kerrigan, zagarra or niadra, since dehaka's primals already provides their own gameplay and amon's sc1 units alone already gives tons of uniqueness to amon's brood. if you categorize their gameplay, kerrigan would be defensive, zagara would be offensive and niadra would be in the middle going defensive on certain strategies and offensive on others. i hope im not to far away with these conclusions XD
I wonder if this might be of help to you Filcher: http://tvtropes.org/pmwiki/pmwiki.php/Main/ACommanderIsYou
It's basically a summary of common types of race and faction gameplay in strategy games, I thought perhaps it could be handy for conceptualizing the different factions/give you some inspiration :)
I just rediscovered your mod when I started playing again a few days ago. Epic amount of progress since HotS's release. I am curious about the purifier faction on the protoss. All my buildings seem to be looking for a texture that they are unable to locate. Is this a known bug or possibly an issue on my end? My brother had the same issue.
there's a map called "hots custom map support mod" (should be right) that has the said models for spore beast. they also have this tentacle monster unit doesn't seem to have any animations though. oh and fatties are cool too i wonder what it was made for...
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.
whoah, you are here too!? cool! are you still working n your mod? its one of the better ones to include campaign units, would definitely want to see it improved ^^
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.
Definitely! Nice to know you're still on it, its definitely one of the better canpaign unit mod out there, already posted sime ideas and questions in your mod's forums :)
Found some pictures of the tentacle monster and spore beast, plus a player made model named tyrant that is pretty well made, this guy could probably replace one of the ultralisk model copy units like omegalisk or the small zergling sized ultralisk unit :)
Kanitala's link actually provides great info on faction types if you choose to apply them in the factions it would make it easier for both you and your contributors, but of course its up to you whether it fits the playstyle your aiming for :)
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@DEFILERRULEZ: Go It is already using LotV and protoss tribes are way better now.
I can already feel the hype, i will play it asap! There are also Zerg and Terran changes?
@DEFILERRULEZ: Go There are, but not that much, for Zerg try Amon's Brood or Primals. Remember to select test mode in lobby so you can use stuff that are not in the standard mode yet.
Glad to hear you are open to suggestions! dividing the factions into 5 is a good move i remember the first game we played, spent a whole lot of time just reading what each faction has to offer, An Idea would be auto pausing the game and only starting once everyone has chosen their faction and read all they need? I'm talking in the perspective of casual multiplayer custom games between friends so I might not have considered some stuff.
TERRAN:
I see more than 5 factions on terran in the mod, I have the sc2 field manual and on the back it lists exactly 5 factions: Kel Morian Combine, United Earth Directorate, Dominion, Umojan Protectorate and "Others". The "Others" consist of mercenaries, pirates, private security companies and fringe colonist militias, I think you can safely put this one as Raynor's Raiders.
ZERG:
I am more suited to give advice on zerg since i mainly play them and rarely play the other races (my other two siblings main them). as far as dividing the broods, what i can think of is:
KERRIGAN's BROOD: focuses on specialist strains like the raptor, hunter, vile, viper, impaler, noxious carrion strain for swarm host is a little tricky since the LoTV made the locusts already able to fly. what I'm thinking is killing the fly ability for ZAGARA's creeper strain, take it all back to HoTS.
ZAGARA's BROOD: kerrigan's counterpart, focuses on the alternate strains that swarm the enemy. swarmlings, splitter, corpser, brood lord, lurker, torrasque
STUKOV's BROOD: I'm thinking sc1 zerg play for stukov: defilers, scourge, guardian, devourers, old queen, infested terrans (the exploding one), sunken and spore colony.
DEHAKA's BROOD: primal zerg in itself has a lot of varieties already though you might have to add the bosses and scale them down so they are on par in terms of options with the zerg swarm, some odd units can probably fit here.
AMON's BROOD: not sure how you plan to go with this brood but the way i see it the wierd zergs could probably fit here as there are stil more zerg not included above. some i can think of would be chokers, kaboomers, brutalisks, hunterlings, stank, spotter, swarm guardian, spore beast (swarm guardian and spore beast look awesome, saw it in another mod so I'm thinking the models for these are still available?). not sure if you can still find the models for these (or if tehy even exist): bone wasp, dracolisk, cobra, fiend, fury, infested protoss, larval queen, spore beast.
PROTOSS:
great job here, was wondering what the fifth race would be, separating Khalai and the Templar was a good move, I initially though the two were the same. As for the Khalai maybe they could focus on sc1 units? since their more comfortable with the old ways. the other factions prolly have their own stuff in the campaign already.
Will try to add more stuff along the way once i get your reply :]
I was wondering if there was a reason for disabling the cocoon function of the infested terran fattys. Are you taking the infested faction in a different direction? I really enjoyed the infested using the terran spawns, but now that that function is gone I find myself not using them as much. If you didn't like the idea of cocoons spawning them you could potentially use infested garrisons to spawn them. Give them like a .5 supply cost and auto spawn them to rally points.
@emsez51: Go I will not use the UED, they are not an organized faction during SC2, we only see scattered units (mainly mercs) here and there. Raynor's Raiders already received what was Tosh's units before. Mercs are their own faction now. I know I will have a hard time deciding Terran factions.
I do plan to give Kerrigan some of the campaign strains, but I doubt it will include Hunters or Raptors, they are simply too powerful for multiplayer. I have Raptors currently but they cost gas, they are not a zergling buff. This is a problem that kept the campaign strains underused until now, many are simply too strong while others are redundant with current multiplayer compostion (like carrion, lurker, and mutalisk strains).
I have the same idea for Zagara but again all these extra units need to have a cost to be balanced, or they won't be included. It is easy for Swarmlings, but not for Corpsers. What I can do in some cases is to make their special abilities replace something the original unit has, but it needs to be something equally strong.
Stukov and the infested terrans are currently a terran faction and not a brood. I see no reason to give him SC1 units, those belong to Amon. Blizzard planned to give Amon's Zerg all SC and BW units, but once more they failed to deliver and only added the ones that were ready to use: Queens, Scourge and Guardians. If I were to give Stukov zerg units, they would be the Left 2 Die special strains, as they were leading a huge infestation.
Primal zerg are nearly finished in terms of units. I used the bosses before but I have no reason to add them now, the exception being Slivan, I thought I could add it as a tech structure with a special ability to spawn, but I'm not sure I will do that.
As I said Amon's brood is the one with old zerg strains, plus hybrid units. I want to add Swarm Guardians, I used the model before for the SC1 Guardian unit, and then with HotS it was removed. I don't know this Spore Beast. My idea for the Larval Queen was just to use the model as a larva variation for a brood, probably primals (they need their own larva that doesn't die off creep).
The Khalai and Templar will need to share a few units, but Khalai focus on upgrading robotic units (like the sensor array upgrade for Observers) and Templar on replacing units and upgrading biological units (Khaydarin Amulet and possibly others). Khalai will probably get changes for the Sentry while Templar will keep the standard one. I believe Blizzard will add Karax to coop at some point so maybe I will have more options to work with.
@RavenCurow: Go They were far too strong, like Swarm Hosts turned up to eleven. I had no idea what to do so I removed them. I'm planning different uses for the infested civilian unit to make it feel they are swarming in large numbers, but some will require time.
Hmmm, it seems you have most of the stuff already figured out, i mean you already know pretty much what you want. To contribute i wanna know your thought process, i wanna start with the zerg since thats where im most comfortable, any brood that is pretty much done? I'll check the primal race later, I often play casually and definitely not great in the competitive scene so itd take me a while to understand the balancing thing :) but with so much factions it would seem you might be doing the balance issues forever haha :) are you more concerned on balancing within factions or how they will interact with the other races? Oh, the upgrade and unit choices beside the faction option, whats your main idea on it? Wont giving the upgrades and units to their factions function better? How do you decide what to put in them and not in the factions? :)
@emsez51: Go I have only directions I'd like to go, some ideas I haven't added yet, but I can't say I have everything figured out. Of course perfect balance is impossible for this mod, there are too many variables and not enough feedback to keep track of how good or bad things are, so what I do is to compare new units/abilities/upgrades with what they replace or what could fit a similar role and try to stay close to that in numbers. If players report something is too strong or too weak I try to tweak the stats a little, unless it is something completely broken and in that case it gets removed until I can figure out what to do (it happened to the infested cocoon, you could win the game with Fatties alone if your enemy didn't make air units asap).
The upgrade and unit choices are old, some where added when I first released the mod in WoL, but I have been removing them and some to factions. At first I started giving Terrans unit and upgrade options that didn't belong to a specific faction, for example firebats. Back then I thought every faction could eventually use firebats so I made them an option outside the faction system, and the whole thing grew from that. Now I see the 2 systems are in direct competition and this independent unit/upgrade system would be better for a separate mod that focus on that, with the player building his own tech tree.
So as general rules: I'm trying to add more changes to existing factions, keeping them at around 5 factions per race now (this is not a final number, if we get enough content to have more, I can totally add more). The decision of what should be added is usually 1- an existing unit/ability/upgrade could be used and it needs to go to the faction where it makes most sense (official lore is important here) or 2- an existing faction needs more content, what do I have available that could fit them?
Replacements are preferred over simple additions or removals but can be done. Powerful new abilities or upgrades to existing units will probably replace an existing one to keep the unit a little more balanced. Unit replacements usually try to fill a similar role and have a similar amount of passive/active abilities and upgrades, but not always. The more important (or core) a unit is, the more it needs to be replaced by a similar unit.
New units are preferred over simple recolored units, so a dragoon vs stalker is a good replacement, but most Tal'darim units are not that interesting in my opinion. New abilities and upgrades will be, whenever possible, something that existed in the campaigns or in other blizzard maps (as people say canon content), even scrapped content like the Reaper's Battlefield Awareness. I also try to do that for units, but existing blizzard models can be used for units even if they never appeared, like the Laserdrill Tank or Swarm Guardian, but I won't add a custom model to make it a custom unit (the only model currently in the mod that isn't an existing unit is the Nullifier, a scrapped WoL unit).
I think I never explained it all in such details before, so if you keep those as guidelines you can avoid suggestions that won't fit what I try to add. By those rules the current "crazy" factions are the Colonists and the Infested.
awesome! its a very good explanation, now the only thing left i think is what your expectations is for each zerg brood, gameplay, units, etc. so far we have 4 broods set: kerrigan, zagara, dehaka and amon. personally i think stukov fits in more with the zerg (he is allied with the zerg rather than the terran) but there are other options to consider. izsha and abathur couldn't lead their own broods lore-wise, which leaves us with the other broodmothers as options.
overall:
stukov - left 2 die strains would fit him well now that you mentioned it.
niadra - the broodmother that was created and left on the protoss ship after killing every protoss inside, fast evolution/tech based gameplay?
ryloth - kept the zerg out of harm until the queen returned, this could translate into a defensive zerg gameplay, definitely a unique one.
rokkar - a brood rich in mutalisk, I'm thinking air superiority? giving this one the guardian and devourer would be very fitting.
kilysa - has low troop size but a good amount of leviathans. I am thinking high trading efficiency troops would be great with her, high cost units but versatile.
naktul - helped kerrigan when she just started taking back the swarm and represented the last brood mothers that joined the swarm... i dunno, seems like a well rounded broodmother maybe with a well rounded brood selection?
actually if you take in the 4 broodmothers and zagara it would make a nice brood theme since all of these are part of kerrigan's, pretty diverse set too. then again amon's sc1 troops and the left 2 die ones would probably put in one of them not to mention its hard to put primals in one of them so we'll probably end up choosing one of the 6 on the list. so what do you think. theme wise i think stukov wins, i'd love to hear your thoughts on the confirmed broods.
@emsez51: Go The decision to make the infested a terran faction was a practical one. You select the faction and all of a sudden your structures need to become infested, so it was way easier to infested terran strcutures and go from there than trying to figure out what to do with zerg. It was not based on who he is allied with, that doesn't actually matter much. So the infested can look and feel much more unique if they come from infested structures than if they spawned from larvae.
Kylisa's brood has been removed from the game in the last week of so, the Leviathan was moved to Kerrigan's brood.
I focused Niadra's brood on stealth, she can get burrowed move for Banelings and improve burrowed movement speed for Infestors, among other things.
Rokkar was in my list but I guess she would have overlapped with Kylisa with the strong air role, and Kylisa was more important during the campaign.
Naktul also used Nydus worms, which were rarely used during HotS if you consider how often we see them as strategical assets in missions. I gave her the Creeper worm. I think I also gave her the Swarm Queens that are unlocked by her brood.
To be honest none of these alone would make a very good brood when I'm trying to make each brood as different from standard tech tree as possible. I think these should be merged into a single brood and have one of the broodmothers as the hero unit, probably Niadra as she's the one with an interesting unit.
I'm finally starting to get the directioin you want for the mod, sorry for asking a lot of stuff but i find them very insightful in providing you with helpful suggestions. right now i guess i only have a few more questions, the most important would be to know your vision on the 5 broods. correct me if i'm wrong on these assumptions ^^
Niadra - based on your comment i think Naktul's units can be safely integrated into Niadra effectively making it 5 broods, considering nydus worms revolve on a similar tactic as burrow movement. so im seeing stealth as the main focus on Niadra? strategies that employ striking the enemy's weak spots by using specialized zerg units. her brood would probably rely heavily on countering opponents to be greatly effective in early mid and lategame.
Kerrigan - I'm quite unsure how she would work, leviathan definitely makes sense on her though current leviathans arent that strong in my opinion, with that said im thinking high cost, high efficiency/versatility units that build her up into a powerful mid to late gameplay? early game would suggest her to be defensive to transition nicely but going on offense should still be viable with the right tactic.
Zagara - I'm thinking you visualize her as having units to mainly overwhelm the enemy, with speed as one of its main strategical focus definitely an early game focus, but similarly deadly mid game and late game with greatly skilled players.
for the zerg strains it would probably be integrated more into either kerrigan, zagarra or niadra, since dehaka's primals already provides their own gameplay and amon's sc1 units alone already gives tons of uniqueness to amon's brood. if you categorize their gameplay, kerrigan would be defensive, zagara would be offensive and niadra would be in the middle going defensive on certain strategies and offensive on others. i hope im not to far away with these conclusions XD
I wonder if this might be of help to you Filcher:
http://tvtropes.org/pmwiki/pmwiki.php/Main/ACommanderIsYou
It's basically a summary of common types of race and faction gameplay in strategy games, I thought perhaps it could be handy for conceptualizing the different factions/give you some inspiration :)
I just rediscovered your mod when I started playing again a few days ago. Epic amount of progress since HotS's release. I am curious about the purifier faction on the protoss. All my buildings seem to be looking for a texture that they are unable to locate. Is this a known bug or possibly an issue on my end? My brother had the same issue.
there's a map called "hots custom map support mod" (should be right) that has the said models for spore beast. they also have this tentacle monster unit doesn't seem to have any animations though. oh and fatties are cool too i wonder what it was made for...
@emsez51:
That's my mod, the tentacle monster is animated, the spore beast is not.
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.
whoah, you are here too!? cool! are you still working n your mod? its one of the better ones to include campaign units, would definitely want to see it improved ^^
@emsez51:
Lets keep this thread to SC:Expanded, but yes I am working on it.
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.
Definitely! Nice to know you're still on it, its definitely one of the better canpaign unit mod out there, already posted sime ideas and questions in your mod's forums :)
Found some pictures of the tentacle monster and spore beast, plus a player made model named tyrant that is pretty well made, this guy could probably replace one of the ultralisk model copy units like omegalisk or the small zergling sized ultralisk unit :)
Kanitala's link actually provides great info on faction types if you choose to apply them in the factions it would make it easier for both you and your contributors, but of course its up to you whether it fits the playstyle your aiming for :)