I knew you were one of the better data designers and especially one of the best spell designers and I also knew you were working on those spells...but I hadn't imagined something quite like that vid.
Im pretty much drained of ideas for a campaign that may not happen...when or if you finally get to a point when you need some more or you are finally finished with the mod, I'll come back for help.
But for now, all I can do is shake in excitement for what this mod could become. Nice work.
I watched the video and was thinking to myself Meh looks very nice but nothing to complex.... Then I saw the clone and thought O....balls....How'd he do that?. Which does raise the question how the hell did you do that. I'd imagine it involves ordering units in a nearby area but I'm not totally sure how you did that. It all does look very clean and fairly refined. All in all very nice.
I watched the video and was thinking to myself Meh looks very nice but nothing to complex....
Yeah, that was on purpose. Besides the clone, these are all supposed to be low-to mid level spells, and I didn't want to go all-out bombastic on them. The alternatives to the clone will probably be a little more flashy, but still, I don't want them to be too spectacular.
Quote:
Then I saw the clone and thought O....balls....How'd he do that?. Which does raise the question how the hell did you do that. I'd imagine it involves ordering units in a nearby area but I'm not totally sure how you did that. It all does look very clean and fairly refined. All in all very nice.
The clone involves re-issuing the orders with triggers. I probably could have done it in data, with separate issue order effects for each command and searching for nearby clones etc etc, but handling this one in triggers seemed to make way more sense to me :D
Nice video, but are we ever going to get to play a mission? Hate to see this filed in the ever-growing "never started, only planned" folder. Hell, I'm on my fourth mission already in my campaign. /brag
This is sort of a thing where kueken isn't solid sure he's goind to dedicate his time to making a campaign. Right now it's sort of a fiddly thing where he spends time here and there to see how he could make it work. I'm merely speculating, but I think this'll go on until like 25% to 50% of the way being done with the mod just by itself and that may take a month or two. Then on top of that, he's also got the missions to do.
EDIT: Haha! Sc2mapster, I don't know when they did this, but they fixed the accidental double posting. Thanks guys!
My problem is mainly, that I don't really do result-oriented mapping. I have fun playing around with things, and I don't really care, if it does turn into a playable map or not. I have/had quite a lot of ideas, which would fit into a campaign, but I don't want to make any promises.
But for now, I am still having fun with it, so we will see, where this goes :)
I like all of the ideas, and the video with abilities is amazing! If there's any help you need, such as ideas for units and missions, my opinion and other stuff, just post it on the forums.
I have found something that could be an inspiration for a Protoss campaign:
To check it out, go to the sc2 Arcade and search for a game called Subjection.
It is a Protoss campaign on the Arcade with 8 missions, special units and voice acting.
A link to the site is here: http://www.sc2mapster.com/maps/starcraft-subjection/
We should not copy stuff from these awesome maps, but learn from them.
Arbeiter would make missions too easy unless you give enemy positions heavy detector coverage. As for mind controlling workers, the HOTS campaign just disabled their Build ability. Do not forget the soul stealer from WOL alpha.
I prefer 3 upgrades per unit. HOTS campaign was originally going to have you could choose upgrades using evolution points and based on how many upgrades you got, it then unlocked evolved forms of the unit. For example with zerglings it was 2 upgrades you can get broodlings while with 3 you could upgrade then to raptors all for an evolution point cost. I would advise a way to get reduced funds by replaying missions so it is possible to get all upgrades by replaying the campaign a few times or maybe difficulty based funding rewards?
For your zealot idea rather call it fanatic instead of beserker and give it a nominal base damage boost while your protectors should only heal some shield on warp else it can easily become rigged since charge is used often.
I propose that non mechanical units are automatically morphed while mechanical ones are given a once per mission choice of upgrade. For example make the mothership core available from the start/robotics facility built and give it a mutually exclusive upgrade that morphs all robotic units and what the factories produce. With high/dark Templars maybe have a WOL style mutually exclusive acquisition mission?
Reaver or Oracle should be gained by a choice mission
Shield battery has a low period shield regeneration aura and can be drained to restore greater amounts but disables aura when doing so. Stacks a few times.
Make shuttle a heavily armored transport with weapon/speed upgrades
Like the champion idea, maybe give them an extra ability too?
Hero wise it would have to be a ground unit with melee being optional based on choice. Unlike HOTS I would avoid making some of the passive abilities affect economy and leave those for the cash brought ones for structures/units. Still first level ability should be melee weapon/lower damage ranged weapon with a splash weapon option being unlocked later.
True down with the generic doomclock countdown missions. One adds importance but more is stressfull. Also would need a good mix of defend (like final zeratul mission in WOL), meleelike (your base vs rival), covert ops (limited troops clearing a base maybe with ally waves helping), offense (heavily entrenched enemy) and race missions (beat the enemy to a relic/number of eggs). As you suggested maps with blends of both elements would have potential. Still think the final mission needs a big all vs one where either you defend vs a lot of foes or you and allies need to take on an unconquerable nemesis.
Evolution Suggestions
Colossus evolutions
Titan: has additional floating weapon platforms that give it 3-4x the number of beams covering a larger area
Cyclops: has a huge central eye that fires a low area but massive damage beam in a line from the unit away from it
Immortal evolutions
Dragoon: loses the damage cap but gains long range high damage single target fire with bonus vs structures.
Guardian: has reduced max damage cap on shield and periodic ability to regenerate shield
Sentry evolutions
A: gains ability to morph into a structure gaining permanent guardian shield but losing weapon/hallucinations deal % original damage
B: guardian shield gains reverse effect of increasing damage taken by enemies
Stalker evolutions
Sniper: longer range and damage but lower attack speed with temp clock for escaping
Assassin: increased speed and cliff jumping with dot attacks
High/Dark Templar evolutions
Archon/Dark archon: High gains some life and shields while dark gain an ability (recall?)
Twilight Archon: High gains energy regeneration while dark gain damage. Mixed spellcaster and damage dealer.
Carrier evolutions
A: interceptors on death kamikaze the killer with splash damage
Tempest: Ammo units do melee splash damage else use new tempest version
Void Ray evolutions
A: chain kill based damage increase
B: slow/ability disable effect on target
Probe evolutions
A: as stated flying probes
B: probes that are their own resource depot/autoharvesting
Warp Prism evolutions
A: ability to recall units within the power radius
B: slow aura within power radius
Observer evolutions
A: gains a weak weapon
B: gains ability to build pylons
Scout evolutions
Pheonix: standard high aa damage
Arbeiter: nerfed cloak to nearby units
Upgrade Suggestions
Stalker
Reduced blink cooldown
Increased attack speed
Cloak whens standing still
High Templar
Increased energy cap
Increased psistorm damage
Able to be built without Templar archives
Dark Templar
Increased damage
Increased movement speed
Increased life
Archon/Dark Archon
Increased range/energy regen
Near instant merge time
Chance to spawn a Hightemplar/Dark Templar on death
Immortal
Increased shield cap
Increased move speed
Chance to be revived at nexus after a period (similar to kerrigans immortal zergling ability)
Colossus
Increased range
Increased armor
Damage does DOT
Carrier
Increased ammo cap
Interceptors can drop bombs on enemies directly below them (anti structure/armored/massive damage)
Increased carrier speed
Void Ray
Reduced time for beam powerup
Reduced supply cost
Able to target a second unit with a weaker beam
Probe
Ability to repair building and robotic units
Faster build
Improved shields
Warp Prism
Larger power radius
Increased life/shields
Gives supply when immobile
Observer
Increased sight range
Ability to recall
Increased speed
Mothership core
Cost reduction
Life/Shields increase
Purify can target other structures
Scout
Increased damage/weapon for arbeiter
Increased speed
Increased detection/energy cap
Reaver
Cheaper ammo
Longer Range
More splash
Oracle
Increased resource gain from void siphon
Ability that makes training units at a structure cost extra/take longer
Entombed minerals gain an extra layer of covering/longer duration
Sentry
Increased damage reduction from guardian shield
Disruption beam applies a debuff to target
Increased force field duration
Shuttle
Weapons
More cargo cap
More life and armor
Nexus
Double probe train
Reduced cost on chronoboost/increased energy cap
Increased shield regeneration for all structures
Pylon
Increased power radius
Decreased build time
Can teleport to visible areas within a distance (has duration during which both places can be attacked dealing damage to it)
Photon Cannon
Increased damage
Increased attack speed
Ability to teleport to area with power (has duration during which both places can be attacked dealing damage to it)
Assimilator
Autoharvest
+25% harvested
periodic regeneration of resources (a little)
Other
Make your summon mothership like kerrigans leviathan summon, an all powerful purifier beam wielding destroyer.
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That's a lot of ideas, and most are good. I think the evolutions should not make units we already know (such as your scout evolution) but add each unit on separate missions, and make the evolutions additions to units, not replacement units.
For the Hero, there could be that you make a choice between high and Dark Templar. Each tier of abilities is one High Templar ability (many various abilities)
Dark Templar ability (mostly offensive abilities), and a Balance-like ability (mostly defensive abilities). This could also apply to the unit upgrades, each having a various upgrade, an offensive upgrade, and a defensive upgrade. These choices should not be locked, but instead make the Dark Templar abilities work well with each other, as well as the High Templar and the Balance abilities.
I suggest making the final mission 'competitive': You can get a high score(or longest survival time, shortest mission time and such) and compete with others for this score.
Already told this, but it would be cool if we actually make a campaign out of it, we could ask Huskystarcraft to play through it on his Youtube channel :).
And I made a list of possible abilities for the hero:
Barrier: Gives allied units in the target area immunity to spell damage for X seconds, or until a total of Y spell damage is absorbed.
Firestorm: Causes many large Fireballs to fall in a large area around the Hero. each Fireball deals X damage in a small area. (ultimate ability?)
Mirage Army: Summons an army of X Ghost Zealots. Ghost Zealots are normal Zealots, but with Ghost-like models. (ultimate ability?)
Illuminate: Gives the Hero a X% chance to block attacks for Y seconds.
Levitate: Creates a small area of reverse gravity for X seconds. Any enemy who steps in it gets lifted into the air for Y seconds.
Insight(passive): Gives a X% chance whenever the Hero casts a spell, the next spell has no energy cost.
Seems like it's borrowing TOO much from the HotS Campaign scheme. Even the WoL and the HotS mechanisms with the Armory/Evolution Pit parallelisms aren't so similar. Protoss Forge (?) should also be dissimilar-but-related in a way.
And also, Colossus takes its inspiration from War of the Worlds, so why not have its "evolution" be called a Tripod? Hehe!
Why would anyone choose the Sentry B option? Maybe you just need to word it better; I think I get what you're saying with that.
Guardian seems too similar to the Immortal, just different stats. If Dragoon is anti-air-and-ground, maybe you could make the Guardian anti-air only. (Choosing to NOT upgrade it would preserve the anti-ground-only Immortal.)
Carrier A sounds like an airborne Reaver.
For the Warp Prism B: would it aura shields or life or both?
Observer A could be a copycat Terran Point Defense Drone.
Arbeiter would make missions too easy unless you give enemy positions heavy detector coverage.
True, but I don't think it would be that much of a problem, since Arbiters would most likely not be available until later in the game, and one could always implement sufficient detection for the enemy. Maybe even new detection possibilities, like Zerg have developed a way to detect everything on creep (probably too harsh) or give the overlords detection like in BW. Terran could have many available or unlimited scans etc etc. We could also just replace the cloaking field with a different ability.
Also, DTs would have the same problem.
Quote:
As for mind controlling workers, the HOTS campaign just disabled their Build ability.
Yeah, that would be the easy way. However, I really like to have the possibility to build up an entire base of another race. Sure it might be imbalanced, but its not easy to pull off and its a singleplayer campaign, so we can afford a little imbalance. Would just be a lot more work, so we will see.
Quote:
I prefer 3 upgrades per unit. HOTS campaign was originally going to have you could choose upgrades using evolution points and based on how many upgrades you got, it then unlocked evolved forms of the unit. For example with zerglings it was 2 upgrades you can get broodlings while with 3 you could upgrade then to raptors all for an evolution point cost. I would advise a way to get reduced funds by replaying missions so it is possible to get all upgrades by replaying the campaign a few times or maybe difficulty based funding rewards?
...
Like the champion idea, maybe give them an extra ability too?
Well, you can easily get too much stuff in a map. With 2 upgrades + 1 hero upgrade (which usually gives them an extra ability) we essentially have 3, since the hero upgrade usually is an aura or something that helps all units of that kind. Add the evolutions, hero spells etc and we could already overwhelm players.
Maybe replay will give additional funds, that would need to be tested. It shouldn't feel necessary to farm missions for funds.
The names were only suggestions. The second sentry option changes the shield from ally buffing to enemy debuffing for offensive players. The guardian upgrade is to improve what it does or exchange defence for offence. The interceptors would only kamikaze when killed for weak non splash damage. With the prism was thinking slow enemy move speed.
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A cool idea for the mind control would be to have an entire mission revolve around mind controlling an enemy drone/scv, and building an army of that race. I have always found mixing in other races "spices things up", and certainly makes them more interesting.
So maybe have a variety of high end protoss casters, but no probes. In order to beat the mission, you have to use an Arbiter to cloak a Dark Archon (or Twilight Archon, whichever it is) in order to stealthily steal a worker. There will be detection units patrolling the area, so you have to time it right. After that, it is about building a strong enough base up before the enemy notices what you are doing, so you have to pick a good position, and have scouting parties.
Maybe even have all of your enemy race units considered neutral by the enemy, until either a, your base is discovered, or b, your units do something suspicious (hang around the enemy base doing nothing, attack something, etc)
Has potential, maybe a unique hero dark archon if twilight lack the mind control. The avoid detector teams was done with the tosh mission. Would make good use of a non replaceable arbeiter.
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Nobody has posted anything here for a while, so i'll go ahead and give a suggestion for another mission.
Mission: Overgrowth
Objective: Secure Terrazine Gas on Sylvan Prime
Possible new unit(s): Colossus
Story: Sylvan Prime is a small planet that has been recently discovered by the Protoss. The terrans also know this, because they had a spy network set up on the Protoss. They know that there is a large amount of Terrazine on the planet, so they sent out a force to claim it. The planet, however, has been untouched since the beginning of times. This caused the Fungal hives to expand freely, covering the whole planet in Fungal Colonies.
Quests:
Destroy the Fungal Hive at the Terrazine Geyser
The Terrans may not reach the Terrazine Geyser
Kill Lesser Fungal Hives (optional)
You start with your hero and some troops. To build a base, you need to clear out a lesser Fungal Hive. All fungal hives quickly spawn many types of Fungal Colonies to attack. These plants all function differently in combat. Some attack your units, others trap them in place and release poisonous gases to kill them. After clearing the Hive, you set up your base. The base will be constantly attacked by groups of Colonies spawned by the Lesser Fungal Hives, which you can take out to stop these attacks (maybe get some kind of currency). The main Fungal Hive near the Terrazine Geyser is surrounded by cliffs, so only Colossi, transports and air units are able to reach it. If you kill the hive, the terrazine is yours and the mission ends. The Terrans will try to reach the Geyser as well, so you need to work fast.
Maybe I'm missing something, but aren't the Protoss highly against messing with the natural order of things? Going into a planet and destroying things... I don't know, it just doesn't feel right to me. Maybe you have to destroy various infestations while preserving a certain % of the planet? Not sure how you would do that. I don't know.
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Just watched the vid...
That looks flipping upside down awesome.
I knew you were one of the better data designers and especially one of the best spell designers and I also knew you were working on those spells...but I hadn't imagined something quite like that vid.
Im pretty much drained of ideas for a campaign that may not happen...when or if you finally get to a point when you need some more or you are finally finished with the mod, I'll come back for help.
But for now, all I can do is shake in excitement for what this mod could become. Nice work.
I watched the video and was thinking to myself Meh looks very nice but nothing to complex.... Then I saw the clone and thought O....balls....How'd he do that?. Which does raise the question how the hell did you do that. I'd imagine it involves ordering units in a nearby area but I'm not totally sure how you did that. It all does look very clean and fairly refined. All in all very nice.
@yukaboy: Go
Thanks :D. I am especially happy with the way the Shield turned out, the model is just awesome.
Yeah, that was on purpose. Besides the clone, these are all supposed to be low-to mid level spells, and I didn't want to go all-out bombastic on them. The alternatives to the clone will probably be a little more flashy, but still, I don't want them to be too spectacular.
The clone involves re-issuing the orders with triggers. I probably could have done it in data, with separate issue order effects for each command and searching for nearby clones etc etc, but handling this one in triggers seemed to make way more sense to me :D
Nice video, but are we ever going to get to play a mission? Hate to see this filed in the ever-growing "never started, only planned" folder. Hell, I'm on my fourth mission already in my campaign. /brag
This is sort of a thing where kueken isn't solid sure he's goind to dedicate his time to making a campaign. Right now it's sort of a fiddly thing where he spends time here and there to see how he could make it work. I'm merely speculating, but I think this'll go on until like 25% to 50% of the way being done with the mod just by itself and that may take a month or two. Then on top of that, he's also got the missions to do.
EDIT: Haha! Sc2mapster, I don't know when they did this, but they fixed the accidental double posting. Thanks guys!
My problem is mainly, that I don't really do result-oriented mapping. I have fun playing around with things, and I don't really care, if it does turn into a playable map or not. I have/had quite a lot of ideas, which would fit into a campaign, but I don't want to make any promises.
But for now, I am still having fun with it, so we will see, where this goes :)
I like all of the ideas, and the video with abilities is amazing! If there's any help you need, such as ideas for units and missions, my opinion and other stuff, just post it on the forums.
Good luck!
I have found something that could be an inspiration for a Protoss campaign: To check it out, go to the sc2 Arcade and search for a game called Subjection. It is a Protoss campaign on the Arcade with 8 missions, special units and voice acting. A link to the site is here: http://www.sc2mapster.com/maps/starcraft-subjection/ We should not copy stuff from these awesome maps, but learn from them.
Good luck!
@Kueken531: Go
Arbeiter would make missions too easy unless you give enemy positions heavy detector coverage. As for mind controlling workers, the HOTS campaign just disabled their Build ability. Do not forget the soul stealer from WOL alpha.
I prefer 3 upgrades per unit. HOTS campaign was originally going to have you could choose upgrades using evolution points and based on how many upgrades you got, it then unlocked evolved forms of the unit. For example with zerglings it was 2 upgrades you can get broodlings while with 3 you could upgrade then to raptors all for an evolution point cost. I would advise a way to get reduced funds by replaying missions so it is possible to get all upgrades by replaying the campaign a few times or maybe difficulty based funding rewards?
For your zealot idea rather call it fanatic instead of beserker and give it a nominal base damage boost while your protectors should only heal some shield on warp else it can easily become rigged since charge is used often.
I propose that non mechanical units are automatically morphed while mechanical ones are given a once per mission choice of upgrade. For example make the mothership core available from the start/robotics facility built and give it a mutually exclusive upgrade that morphs all robotic units and what the factories produce. With high/dark Templars maybe have a WOL style mutually exclusive acquisition mission?
Reaver or Oracle should be gained by a choice mission
Shield battery has a low period shield regeneration aura and can be drained to restore greater amounts but disables aura when doing so. Stacks a few times.
Make shuttle a heavily armored transport with weapon/speed upgrades
Like the champion idea, maybe give them an extra ability too?
Hero wise it would have to be a ground unit with melee being optional based on choice. Unlike HOTS I would avoid making some of the passive abilities affect economy and leave those for the cash brought ones for structures/units. Still first level ability should be melee weapon/lower damage ranged weapon with a splash weapon option being unlocked later.
True down with the generic doomclock countdown missions. One adds importance but more is stressfull. Also would need a good mix of defend (like final zeratul mission in WOL), meleelike (your base vs rival), covert ops (limited troops clearing a base maybe with ally waves helping), offense (heavily entrenched enemy) and race missions (beat the enemy to a relic/number of eggs). As you suggested maps with blends of both elements would have potential. Still think the final mission needs a big all vs one where either you defend vs a lot of foes or you and allies need to take on an unconquerable nemesis.
Evolution Suggestions
Upgrade Suggestions
Other
Make your summon mothership like kerrigans leviathan summon, an all powerful purifier beam wielding destroyer.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Been thinking about this for a while huh?
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
That's a lot of ideas, and most are good. I think the evolutions should not make units we already know (such as your scout evolution) but add each unit on separate missions, and make the evolutions additions to units, not replacement units.
For the Hero, there could be that you make a choice between high and Dark Templar. Each tier of abilities is one High Templar ability (many various abilities) Dark Templar ability (mostly offensive abilities), and a Balance-like ability (mostly defensive abilities). This could also apply to the unit upgrades, each having a various upgrade, an offensive upgrade, and a defensive upgrade. These choices should not be locked, but instead make the Dark Templar abilities work well with each other, as well as the High Templar and the Balance abilities.
I suggest making the final mission 'competitive': You can get a high score(or longest survival time, shortest mission time and such) and compete with others for this score.
Already told this, but it would be cool if we actually make a campaign out of it, we could ask Huskystarcraft to play through it on his Youtube channel :).
And I made a list of possible abilities for the hero:
Good luck!
@DrSuperEvil: Go
Seems like it's borrowing TOO much from the HotS Campaign scheme. Even the WoL and the HotS mechanisms with the Armory/Evolution Pit parallelisms aren't so similar. Protoss Forge (?) should also be dissimilar-but-related in a way.
And also, Colossus takes its inspiration from War of the Worlds, so why not have its "evolution" be called a Tripod? Hehe!
Why would anyone choose the Sentry B option? Maybe you just need to word it better; I think I get what you're saying with that.
Guardian seems too similar to the Immortal, just different stats. If Dragoon is anti-air-and-ground, maybe you could make the Guardian anti-air only. (Choosing to NOT upgrade it would preserve the anti-ground-only Immortal.)
Carrier A sounds like an airborne Reaver.
For the Warp Prism B: would it aura shields or life or both?
Observer A could be a copycat Terran Point Defense Drone.
Alright, some very good ideas in there :D
I won't comment on everything in that post, but a couple of points:
True, but I don't think it would be that much of a problem, since Arbiters would most likely not be available until later in the game, and one could always implement sufficient detection for the enemy. Maybe even new detection possibilities, like Zerg have developed a way to detect everything on creep (probably too harsh) or give the overlords detection like in BW. Terran could have many available or unlimited scans etc etc. We could also just replace the cloaking field with a different ability.
Also, DTs would have the same problem.
Yeah, that would be the easy way. However, I really like to have the possibility to build up an entire base of another race. Sure it might be imbalanced, but its not easy to pull off and its a singleplayer campaign, so we can afford a little imbalance. Would just be a lot more work, so we will see.
Well, you can easily get too much stuff in a map. With 2 upgrades + 1 hero upgrade (which usually gives them an extra ability) we essentially have 3, since the hero upgrade usually is an aura or something that helps all units of that kind. Add the evolutions, hero spells etc and we could already overwhelm players.
Maybe replay will give additional funds, that would need to be tested. It shouldn't feel necessary to farm missions for funds.
WoL-Campaign's Hive Mind Controller also wouldn't let you target Drones, so this is nothing new.
This one requires crazy amount of work to finish....
@Kueken531: Go
Still for perfectionists and not so confident players it is nice to have that option. Before they removed the bug in WOL you could get all upgrades.
@Miles07: Go
The names were only suggestions. The second sentry option changes the shield from ally buffing to enemy debuffing for offensive players. The guardian upgrade is to improve what it does or exchange defence for offence. The interceptors would only kamikaze when killed for weak non splash damage. With the prism was thinking slow enemy move speed.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@Kueken531: Go
A cool idea for the mind control would be to have an entire mission revolve around mind controlling an enemy drone/scv, and building an army of that race. I have always found mixing in other races "spices things up", and certainly makes them more interesting.
So maybe have a variety of high end protoss casters, but no probes. In order to beat the mission, you have to use an Arbiter to cloak a Dark Archon (or Twilight Archon, whichever it is) in order to stealthily steal a worker. There will be detection units patrolling the area, so you have to time it right. After that, it is about building a strong enough base up before the enemy notices what you are doing, so you have to pick a good position, and have scouting parties.
Maybe even have all of your enemy race units considered neutral by the enemy, until either a, your base is discovered, or b, your units do something suspicious (hang around the enemy base doing nothing, attack something, etc)
I think that would be fun, and interesting also.
Great to be back and part of the community again!
@TacoManStan: Go
Has potential, maybe a unique hero dark archon if twilight lack the mind control. The avoid detector teams was done with the tosh mission. Would make good use of a non replaceable arbeiter.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Nobody has posted anything here for a while, so i'll go ahead and give a suggestion for another mission.
-@epicprawntime: Go
Maybe I'm missing something, but aren't the Protoss highly against messing with the natural order of things? Going into a planet and destroying things... I don't know, it just doesn't feel right to me. Maybe you have to destroy various infestations while preserving a certain % of the planet? Not sure how you would do that. I don't know.
Great to be back and part of the community again!