Maybe, but I already used a huge attackspeed buff as one of the tech choices, also Zealots are your main tanks in the front lines for a long time, so adding some armor just made sense gameplay-wise. This could change at any point anyway.
I decided that I needed more room for typing, so I made this a separate post, I know I can edit, don't yell at me!
Versus Terran Level Designs
"Cloud Station Invasion Title Thingy" (Cloud Terrain)
In this level, your hero is now a flagship, abilities are similar, but modified to work better for a ship. Also, this is probably a later level where you've already unlocked most of the ships. The objective of the mission is to strategically use different types of ships or ground units to attack different locations of a cloud station. Destroying generators will disable defenses, allowing you to access more areas. There was a similar mission back in brood war where you get artanis and a few shuttles with hit squads in them. Some features of the mission are reinforcements can't join you until you complete certain objectives, like destroying generators, defeating the captains, and so on.
"Prison Escape" (Prison-like Terrain)
In this level, your hero has been captured for whatever reason and you have to try and get him/her out. Once you have made your final decision on what units will be in the game, pick whatever non-dark templar covert unit you want to have in this level. (Replicant, dark archon, etc) The idea in this one is to use your new unit to rescue your hero and once you have your hero, you can use him/her to assist you. The first objective is to get inside. To do so, you may either attack a convoy to release protoss prisoners or stealthily take control of it somehow. Then you either fight or sneak your way inside. As long as you remain stealthy, you will earn an extra bonus, perhaps experience for your hero? If you desire fighting or you get caught, you have the opportunity to get things you normally couldn't while beign stealthy, including extra units. Once you free your hero, you will notice that the hero can't attack, but can use some abilities, maybe all. That's because you need to get your hero's equipment. Once you do so, your hero can attack. Your final objective is to escape.
"Tactical Siege" (Korhal or something Terrain)
In this mission, you have set up a hidden base outside a terran fortress and you want it to stay hidden until your forces can finish warping in. Scouts will appear sometimes and you will have to kill them before they can get away. At the same time, you will have to expand so you can get more money to warp in troops, but doing so will mean expanding your defenses to kill scouts that find those expansions. Every time a scout escapes, a small army will attack you. You must do your best to grow your army for 10-20 minutes or once you max out. After time is up, your hero decides you have enough troops and we can't wait any longer. At that point, your enemy is completely alert and will attack you with everything they have. Your mission is to destroy their base. You can still expand and build, but it'll be much harder.
Versus Zerg Level Designs
"Cerebrate Remains" (Jungle Terrain)
The idea behind this mission is to unlock dark templar, but how to make them the main idea? Cerebrates... Since there are no more cerebrates, in this level, there just so happens to be cerebrate remains in the way of an item you are trying to collect. Just for this mission, dark templar can attack invulnerable units and the cerebrate remains are invulnerable. There is a zerg brood mother between you and the remains as well and she has a lot of detection and defenses. Your mission is to push out and destroy the remains with your cerebrates. Each hit from a dark templar deals 1% damage to it and there'll be a countdown timer showing you how much hp it has left. The brood mother will try to protect it and you must continue to try and destroy it until it's destroyed. Doing so will win you the level.
"Epic Battle" (Whatever Terrain)
I've always wanted this since sc brood war on the first protoss mission, a massive scale battle between protoss and zerg. In this mission, 2 protoss allies are constantly sending forces to attack the zerg and the zerg constantly attack them and you as well. Sometimes, the protoss allies will send you soldiers that are given to your control but stay their color, which looks cooler, I think. Why are they sending some to their death and some to you? They need some to protect themselves, but they know you are a better executor or whatever rank you are and so they are sending everything they can. Once they mine out their bases, they will send you a bunch of the new unit you are supposed to unlock for that level. They then get invaded and the map opens up to show several expansions and the zerg base. By this time, you have finally built your base and built some form of production. Your mission now is to expand and grow your army and destroy the zerg base.
Versus Protoss Level Designs
"Nightfall" (Temple Terrain)
This is one of the first missions. In this one, you unlock a gateway unit, probably stalkers or dragoons. In this one, you start off with your hero and a few zealots. This is a night time wave based mission with a twist. You will have to hold off 2 entrances from protoss cultists who want to take the temple, not for learning, but for growing an empire to eliminate the dark templar. While defending, you must also send probes to open gates into the temple. The more probes, the faster it will open. Each door you open will make the cultists send more powerful waves of units. Unlocking all the doors will summon several immortals that you will start mass producing several levels later. This plays some cinematic where the immortals don't die, so they run away or something...
"The Mothership" (Jungle Terrain)
This is a later mission where you unlock the mothership. In this mission, you must defend your base fromt he Taldarim until the mothership finishes warping in. Once it's here, you have to try and use it to destroy the enemy's bases. Doing so will summon the Taldarim mothership. You will then destroy the enemy mothership and win the level.
These are my ideas for some levels, I'm tired of typing now, so I'm going to post other designs later. Enjoy the long read.
For many years, ultralisks have been fighting for power on this icy world ever since the overmind was destroyed and one was victorious. This one evolved over it's battles to become a torrasque, an infinitely reviving monster. Your forces arrive to find a long lost artifact, but this wakes the torrasque. In this mission, you can't really kill the torrasque, he's just like your hero, infinitely reviving and super powerful. He consistently attacks your base and you must try to hold it off and build a strong army. Once you do so, you must push against a zerg base and reach the torrasques lair (a cave) and plant a device there. You must kill the torrasque one last time and when the torrasque revives, it is now under your control. That's the end of the level.
Versus Terran Level Design
"Shield of the Swarm" (Ice Terrain)
This is level following the one above. In this one, some of duran's remaining forces including ex-dominion ex-UED and hybrid are trying to destroy the torrasque using hybrid powers to subdue the torrasque's reviving capabilities. In this level, you realize that the artifact you are looking for is contained within the torrasque. You goal is to keep the torrasque from being destroyed by hybrid. You also get control of some zerg and the torrasque. When the torrasque is killed, it turns into an egg and takes a minute to revive into a torrasque again. The torrasque is really powerful, but you have to try and keep it from being killed again while it's in an egg. Destroying the dominion (mech based army) and the UED (air based army) will result in victory.
Some new ideas...
Versus Protoss
Changeling Colony (Swamp Terrain)
This makes for an interesting level because it makes for a mirror matchup, but it's actually a a zerg team, but they use protoss units. The idea is they have a protoss base entirely made up of changelings. This is a sort of mid-tier mission where you're just starting to get air units and robotics units.
The goal of the mission is to destroy the 3 overseers that are creating protoss fake units. They will not attack you at first, but they will defend themselves and destroying an overseer will result in the others beginning their assault on you. Each overseer has a different style. One will have a scout-based army, the second will have a slower, but stronger army, the last will have an average speed army and will use air and ground infantry. The faster army will contain chargelots and stalkers. The slower one will have zealots, immortals, and sentries. The last one will have zealots and scouts or some other anti air and anti ground air unit.
Destroying all but one of the overseers will result in tier 3 units for that army. The fast army gets dark templar, the slow one gets colossus, the air army gets carriers. Destroying the last overseer wins the mission.
Versus Zerg
Protoss Installation (Protoss Ship Terrain)
I've always loved the classical starcraft installation missions. This one has to kind of be designed on the spot, in-game, but the general idea is to make the entire level have miniature minigames all throughout the entire thing. One thing sc2 campaign installation missions lack is a lot more doors, traps in the walls, locked doors that need keys, and lots and lots of terminals. The goal of the mission is to get through the ship and destroy all the nydus tentacles that have pierced the ship.
Versus Terran
Tower Defense...almost (Any Outdoor Terrain)
I was thinking an actual tower defense mission would be funny, but there's only one defensive structure for the protoss, besides, we have enough tower defense games.
The idea behind this one is it's based on tower defense games, but it isn't. The terrans are sending SCVs with infantry escorts to try and reach a valuable crystal (Recolored mineral field) to try and mine it. The amount of resource it has divided by 5 (because scvs mine 5 at a time) is how many lives you have remaining. At first, they just send SCVs, then they start adding in different things like marines, marauders, firebats, medics, ghosts, etc.
Since you would be able to mine the crystal as well if you could build a base and have workers, you will get reinforcements over time and you will have to try and manage them and keep them alive. Eventually, the terrans will send a final wave. Defeating the final wave wins you the level.
Don't worry, I saw them. Certainly some good concepts, however it takes some time to review all of them, and for now I am working more on the units and upgrades n stuff. I will get back to these when it comes to mission design.
The idea for a Protoss campaign before Legacy of the Void is cool. Here's my ideas on the Protoss units and their upgrades. With "cost" at the abilities it means the cost in credits, like it was in WoL.
Stalkers are a mix of basic frontline troops and tactical harassers, so I had one "Mutation" for the tactical aspect, and one for the frontline aspect. Cloaking Systems
Stalkers can now temporarily cloak, but in exchange give up their Blink. (I'd say maybe like 10-15 second cloak. 60 second cooldown?). Or keep Blink but increase it's cooldown substantially.
Stalker
role: mobile ranged support
stats: same as normal
initial abilities: Blink
upgrades:
Cloaking Systems (as above)
cost: medium
effect: cloaks the Stalker for 15 seconds. Has a cooldown of 60 seconds. Replaces Blink.
Leg Enhancements
cost: low
effect: Increase Stalker movespeed by about 1 (passive)
Phase Charge
cost:low
effect: Increase Stalker attack range by 1 (passive)
Champion Version
name:?????
bonus: +50% damage, life and shields, Cloak upgrade does not replace Blink, has Cloak regardless of researched or not
Sentry
role: support caster
stats: +10 shields and +10 health, others same as normal
initial abilities: Force Field, Guardian Shield
upgrades:
Hallucination
cost: medium
effect: gives the Hallucination ability.
Restoration Beams
cost: medium
effect: gives the Restoration ability, which works like the Medic's heal.
Energy Reactor
cost:low
effect: increases the Energy regen of the Sentry by about 2.
The Sentry has no Champion Version
Dark Templar
role: cloaked assassin
stats:same as normal
initial abilities: permanent cloaking, morph to Dark Archon
upgrades:
Cloak of Shadows
cost:High
effect: DTs become invulnerable for 3 seconds after being Detected. Can happen only once every 15 seconds.
Phantom Blades
cost: medium
effect: DTs have a chance to deal double damage on an attack.
Shadow Shift
cost: High
effect: DTs get the Shadow Shift ability, which functions like a teleport version of the Zealot's Charge ability.
Champion Version: Dark Prelate
bonus: +75% damage, +33% life and shields, cannot morph to Dark Archon
High Templar
role: offensive Spellcaster
stats: movement speed increased, others same as normal
initial abilities: Feedback, Psi Storm, morph to Archon
upgrades:
Mastery of Lightning
cost: high
effect: Psi Storm deals 50% more damage in 50% less time. Psi storm costs 100 energy instead of 75.
Feedback upgrade (need a better name)
cost: medium
effect: Feedback no longer costs Energy, but has a 10 second cooldown.
Psi Shield
cost: medium
effect: gains the Psi Shield ability, which increases Shield capacity by 160 for 20 seconds. costs 75 energy and has a 25 second cooldown.
Champion version: High Prelate
bonus: 50% more health and Shields, Psi Storm has a 50% larger AoE.
Sorry for the over-use of the dots, i don't really know how it works yet :P
I will check this forum sometimes so I can give more ideas.
Good Luck!
Here's some ideas on some of the units that I KNOW you haven't gotten to yet because they're boring necessity units, but I have ways to make them interesting...
Probe (You may have gotten to this already, not sure...)
Upgrades...
Advanced Robotics: (PASSIVE) Improves the AI of the probe, increasing its movement speed and acceleration.
Energy Alignment: (PASSIVE) Increases the gather speed and production speed of probes.
Master Link: (PASSIVE) Buildings now warp in 25% faster. (ACTIVATE) The probe can now help warp in structures and units. (Effectively scv repair and nexus chrono boost combined) This can be targetted on warping in structures or structures currently producing something, doubling the output rate. NOTE: The probe is disabled while doing this.
Observer
Upgrades...
(The speed upgrade that you normally get from robotics bay): (PASSIVE) Increases the speed of the observer.
Long-Ranged Scanners: (PASSIVE) Increases the sight radius and detection radius of the observer by 3.
Warp Prism
Upgrades...
(The speed upgrade that you normally get from robotics bay): (PASSIVE) Increases the speed of the warp prism.
Pylon Hybrid Functions: (PASSIVE) Increases the radius of the power field of the warp prism to equal the pylon.
Shadow Technology: (PASSIVE) Warp prism is cloaked while in transport mode. (ACTIVATE) While in warp mode, the warp prism can warp to any location you can see. Takes 2 seconds to charge up and has a 30 second cooldown.
I will post below about the units you are uncertain about and say what I think you could do with them...
Mothership Core: I think this should be unlocked pretty early in the campaign. It'll just be a defensive type summonable hero. I think it should be left at default, except change some of the abilities as you please.
Mothership: I think this should be unlocked later in the campaign and it should probably feel way more powerful than it is right now. I'd like to have that massive mothership I saw in alpha. It should get time bomb and planet cracker. I'd suggest making it shoot lots of smaller projectiles like it used to as well, kind of like a battlecruiser.
Phoenix: I'd suggest keeping this unit the same as default, except give it maybe 1 more ability.
Scout: Default, but give it upgrades for being better vs ground rather than air so it doesn't overlap the phoenix.
Dragoon: I'd suggest making the dragoon a more defense based version of the stalker, which is more of a striker type unit. To do this, you could make the dragoon start with a bit more range, but a bit less speed. Then you could add an upgrade that makes the dragoon work like the mutalisk so it hit multiple targets. You could also add an upgrade to give it a shield bonus so it's kind of like an immortal, which makes sense.
Reaver: You seem to really want this one to happen, so I'll let you have the creative freedom for this one.
Sentry: I suggest doing something similar to epicprawntime's suggestion where it's really good with supporting your army.
Oracle: I suggest, for this one, give it 3 abilities, like normal. Here are some ideas...
Wisdom Beam/Chaos Beam: One or the other is always active and chaos beam is active at default. Because it would be way to much micro to control your entire army and them at the same time, make it autoswitch. The idea is wisdom beam deals low damage, but regenerates energy and the chaos beam deals medium-high damage, but degenerates energy. When energy is full, it autoswitches to chaos and when energy is empty, it autoswitches to wisdom.
(Healing/Shield Recharging Ability): Creates a field of healing at the target area over 5 seconds. Depending on what you want, it could either recharge their life, shields, energy, 2 of those or all 3 of those.
Shadow Cloud: Creates a cloud of shadow around the oracle. All air and ground allied units are cloaked while in this cloud. (If you are currently selecting multiple oracles, they will all use this ability at once)
Tempest: You could take this multiple ways. You could make it do AOE, you could make it a long ranged artillery unit...it totally depends on what you decide to do. I suggest making it default, but then allow players to get upgrades to increase its range and give it another upgrade so it does AOE.
Arbiter: I never liked the arbiter, but I remember it was always like a time machine, so maybe you can do something with that.
Dark Archon: Default from sc1 would be amazing enough. I'd suggest making its mind control not able to cast on workers or heroic units.
Twilight Archon: I don't know what you'd do with this idea, but I would like to see something happen.
Shuttle: sc1 or hots versions...doesn't REALLY matter to me. I think sc1 shuttle doesn't have many options to make it interesting. The hots version has some potential for some interesting things. What I did for a mod of my own was I made it a protoss hercules, but it wasn't enough for me, so I also made it a mobile stargate/robotics that can make basic air units. I don't think either shuttles would work well, though.
Shield Battery: I honestly can't see any possibilities... :/
Replicant: I've always pondered at how you could make it work, but all the ideas seem like they would take a lot of work. The ideas I had all had te same concept though...make the replication only temporary. Here's a few ideas for what I mean...
Clone Unit (Replicate): Creates the target unit near the replicant with timed life. Costs energy each time.
Temporary Replication (Replicate): Transforms the replicant into that unit for 30 seconds or so and returns back to normal. Has a 30 second cooldown.
...If you were to do either of these, I might suggest giving it maybe 1 more ability that relates to replicating things. There is also the issue with the model. I'm sure someone will manage to make a good model soon, I wouldn't worry about it. I'd suggest giving it a temporary sentry model with maybe a blue tint so you can tell the difference.
I like Yukaboy's ideas a lot, especially the idea to make a mobile stargate out of the Shuttle, i worked that idea out below :)
Shuttle
Trained at: Stargate
Requires: Fleet Bacon
Cost: 450 Minerals, 350 Gas, 8 Psi
Life: 450
Shield: 300
Attack: None
Speed: Very Slow
Abilities:
Warp Bay: Morphs the Shuttle to a Warp Bay. Takes 15 seconds to morph.
Note: You can have a maximum of 2 Shuttles.
Warp Bay
Morphed from Shuttle
Health: 700
Shield: 500
Attack: Repulser Cannons: 10 Damage, 3 attacks every 2 seconds. Has a range of 6.
Speed: Immobile
Abilities:
Shuttle: Morphs the Warp Bay back into a Shuttle. Takes 15 seconds to morph.
Warp Link: Creates a Warp Link between the Warp Bay and one of your Stargates. Any unit created by the Stargate will spawn at the location of the Warp Bay. A maximum of 2 Stargates can be linked to a Warp Bay at once.
Fighter Squad: Creates a squad of 5 Corsair fighters. The squad costs 125 minerals, lasts up to 100 seconds, patrols in a circle of 15 range around the Warp Bay, and attacks air units along the way.
Upgrades:
Corsair squads consist of 6 corsairs, last 20 seconds longer, and can attack both ground and air units.
Up to 3 Stargates can link to the Warp Bay. In Shuttle Form, can carry 10 unit slots of units, which are also dropped when the Shuttle morphs.
The Warp Bay's Repulser Cannon has 8 range instead of 6, launches 4 attacks instead of 3, and the Warp Bay becomes a Detector.
Those are my ideas for the Shuttle. Tell me what you think about them. Good luck!
I am working at quite a slow pace for now, added some stuff to a demo map I might upload at some point. Mostly warpgate units for now.
My currently used upgrade system consists of
2 basic upgrades, researched by some currency. Usual stuff, more hp, armor, damage, other little things. Both can be researched simultaneously, however in the finished campaign, the maximum funds would limit you to only upgrade a fraction of all available units, I am thinking 50-75% of the available upgrades, varying maybe with side missions and optional targets.
2 mutually exclusive tech choices. Not sure yet, if these should cost funds as well. Should be meaningful choices. For example I have the Stalker choose between a mutalisk-like bouncing attack (I found this to be way more fitting on a Stalker than a Dragoon tbh :D. Looks very natural as well), and a shorter cooldown of blink + the ability to store multiple charges of blink, so you can blink up to four times in quick succession. Or Dark Templars can choose between Lenassa (sneaky blade guys) and Zer'atai (dual-scythe berserks), the former getting an ability to become undetectable for a short time, while the latter lose their cloaking, but gain splash damage and massively increased hitpoints and armor.
Champions. Up to 3 levels per unit. Each level provides an additional Champion and gets successively more expensive. Champions usually have higher hp, shields, armor, damage. Also energy and energy regeneration for casters and a different model, for the warpgate units mostly their dark counterparts for now. Champions are warped in instead of standard units whenever available, if a Champion dies, next unit trained will be a Champion again.
Champion tech. One upgrade which only applies to the Champion. Gives him some kind of ability or aura, usually only affectim himself or the basic units of their kind. For example the Sentry Champion Tech makes the Guardian Shield a passive ability for the Champion only, so as long as you have a living Champion nearby, you won't need to spend energy on that. Or Champion Stalkers slowly regenerate health for nearby stalkers (and stalkers only). Great combined with good blink micro ;). Only available after acquiring at least 1 champion for the unit type, but not limited otherwise.
if you need any help with ideas for units, tell me on this forum because i'm only thinking of random things here, if i know what you need i can get way better ideas :P
By the way, what are the heroes in the campaign? is Zerathul the main hero? or someone else?
Thanks alot epicprawntime! I really like that design for the shuttle. Never thought about morphing it between things. Maybe it switches between the sc1 shuttle
model and hots shuttle model?
I feel this leaves the robotics facility without warp ins...so...
I'll use epicprawntime's format...
Arbiter (Time machine...with a twist...get it?...it's a time warp...and it's got a twist...aww forget it...)
Trained At: Robotics Facility
Requires: The arbiter used to need an arbiter tribunal, so make it require a robotics bay
Cost: 100 minerals, 350 gas, 4 psi, and 160 time to build (Right from a wiki)
Life: 200
Shield: 150
Energy: 200
Attack: Basically a photon cannon with 10 damage per shot
Speed: somewhere between 1.88 - 2.25
Abilities: Well...all the abilities that the arbiter USED to have are all taken up except for stasis field, but in a campaign...not useful.
1): Bullet-Time Shield: Creates a temporal rift around the arbiter, slowing down projectiles to 5% of their normal speed and freezing units entirely.
2): Mass Rift: Creates a portal between the arbiter's location (must be pathable for ground - use the vortex model) and the target location. Allows ground units to move quickly between the two locations. Rift lasts for 10-30 seconds.
3): Rewind: (This would be insane, but I think what you could do is make the arbiter create a behavior every second that lasts for a duration of 5 seconds. This behavior marks the arbiters current hitpoints, shields, NOT ENERGY, and its location, and everything else it needs to do this) Teleports the arbiter to where it was 5 seconds earlier and returns it to the stats it was previously, except energy, that would be unfair.
If you want to do it the REALLY easy way, make it regenerate life and shields to full and teleport to the target location.
Ohh that makes me so mad. I had a nice and neat setup for the replicant all typed out...
Basically...the replicant has 100 shields and 50 life and 200 energy. It has the speed of a marine. It comes from the robotics and doesnt require anything. It costs 175 of each resource and takes 120 seconds to build. It has two abilities...
Replicate: Transforms the replicant into the target enemy unit for 30 seconds. Can't be used on workers or heroics. 30 second cooldown after it returns to a replicant.
Clone: Clones the target non massive, worker, and heroic enemy unit over 10 seconds, disabling the replicant during that time. If it is successful, it will create a permanent clone of the unit. Costs 100 energy.
EDIT: I just now realize the dark archon would overlap the replicant, so it might be better if the replicant didn't have the clone ability at all. Instead...give it this...
Clone (Version 2): Duplicates the target non worker and non heroic owned unit. This duplicate has a timed life of 60 seconds. Costs 100 energy.
EDIT 2: Make the replicate ability cast when you right click an enemy with the replicant.
Renamed clone...
Duplicate: Clones the target non worker and non heroic owned unit. This duplicate has a timed life of 60 seconds. Costs 100 energy.
Sad that your setup for the Replicant failed :( but the ideas for the arbiter and replicant are nice. I think the Time-shield should affect missiles only, or it would bee too OP. i made a list below for all used units. The list is quite long, but there should be added a few more.
Tier 3
carrier
shuttle
tempest
colossus
arbiter
reaver
mothership
dark templar
high templar
archon
dark archon
buildings
nexus
pylon
shield battery
assimilator
gateway
cybernetics core
photon cannon
robotics facility
stargate
robotics support bay
fleet bacon
twilight council
dark shrine
templar archives
There should also be another tech structure, a new one, to allow different kinds of units. Or you could simply unlock everything with the same few tech structures :(
I'd honestly like to see the dragoon unlocked first and at tier 1, then the stalker unlocked a few levels after...though depends on player's choice on which level they want to play first.
Dark templar, high templar, dark archon, archon, and twilight archon are all tier 3.
You put tempest in there twice.
EDIT: My idea for the arbiter's time shield was to try and make it not overlap the mothership's time bubble. I think I figured out how to fix this...
Time Shield (Arbiter): Creates a shield around the arbiter in a radius of 5 that slows all enemy projectiles and enemy units inside the shield to 35% of their normal speed.
Time Bubble (Mothership): Creates a bubble at the target location with a radius of 5 that slows all enemy projectiles and units inside the bubble to 10% of their normal speed.
The idea is the arbiter creates a field around him that isnt as effective, while the mothership THAT YOU CAN ONLY GET ONE OF creates a bubble at a target location that is more effective.
I've been thinking over the past hour on various ideas for what I could design next and I realize that Kueken...first of all is really good at the data editor...second of all, he's doing gateway right now and we've already discussed the sentry in detail and dragoon doesn't take much design, just do what I suggested...
So...what about the hero? I feel it almost deserves its own model and its own background story etc etc. This is probably the most important unit to design. Any ideas?
Atleast Zerathul should be in the campaign, a cool hero would be like a Templar who is the apprentice of Zerathul as Zerathul learns him to become a Templar. Zerathul can then be the adjutant in your missions, warning of enemy attacks and such, and also a playable hero on some missions.
I also forgot the Void Ray in the units list, also removed the second Tempest. It would be a good idea, that when we have a few maps finished, we could ask Husky to play them on his Youtube channel. That will make the campaign more popular and we get to hear his opinion :P.
Now about the Campaign missions. There's a total of 25(?) units by now, and if we can introduce 4 units in 3 missions, the campaign would have about 18-20 missions. I think it is the best for the campaign missions to be 40% basic missions: destroy that base/ destroy that unit, and 20% micro management missions, where you don't get a base. 15% defense missions, 15% timed missions (race against the clock) and 10% special missions. The campaign should hard to play, but not too hard. Maybe even add a difficulty system.
I've discussed the hero thing with kueken a little bit and he'll come and talk about it when he wants...
But the main idea is he's using the preserver model and its a male. Not much else is decided, but it will work very similar to kerrigan in the way this character functions. Kueken mensioned the hero will start with a melee attack and get a passive that makes him ranged. He also mensioned summoning a mothership as a final ability and another final ability that I will let him reveal later.
For now we can discuss story and abilities and such.
If you want to talk about missions, read my post at the top of this page first. It has A LOT of ideas in it. I'd also like to note that having sc lore heroes is the last thing we'd want in this type of campaign. I'd rather have this take place with characters not in the campaign, but I don't know what keuken wants. He did say he didn't care too much, so I think it might be up to us. :D
So, some ideas for background story...
1 year earlier than the start of this campaign...
Praetor (hero's name) was tasked with defending a secret protoss science facility on a distant moon. It was a boring job, but important, due to the fact that what they were experimenting with was one of the most powerful weapons that the protoss have ever developed. It just so happened that on this day, the terran faction known as the Conquest Legion has managed to finally track down the protoss science facility. This terran faction was known for stealing powerful technologies in order to raid the dominion and steal a lot of money. Only recently, this faction managed to spot the protoss weapon and the protoss have had to keep moving bases. But now, the protoss were outgunned and with the remaining forces that (hero's name) had, he warped back to shakuras. They couldn't lose that secret weapon, so (hero's name) was sent on a mission to find the Conquest Legion and return the weapon to the protoss. Now he's finally caught up with them and that's where the campaign begins.
That's an amazing story for a campaign. I already have ideas for the missions:
Mission 1: The Hunt Begins
units: Praetor, Zealot, Dragoon
mission type: micro-management
objective: Reach the High Templar Arilar
bonus objective: Rescure the Dragoons (3)
tileset: terran installation
Storyline:
The Praetor has met his old friend Arilar, a high templar. Together they decided to raid the Conquest Legion to make the Secret Weapon the Protoss scientists were planning to make. They have begun their assault on a large Terran Installation on the planet Dartan, at the border of the Koprulu Sector. Arilar has started earlier than the Praetor and has already set up a base. You will meet up with him, and start your attack together.
Mission:
you start with the Praetor and four (less on harder difficulty) Zealots in the bottom west corner. After a small engagement, three Dragoons show up and kill the following squad from the high ground. The Dragoons greet Praetor and tell him they are one of Arilar's strike forces. They join your group and fight other Terran squads.
To be continued........
Any feedback is appreciated. :) I will make more soon.
I'd like to see mission 1 have just the hero and thats it.
Some designs...
The First Scent: Prologue
In this mission, you get JUST the hero and occasionally get zealot allies that are not under your control. The idea is you have to fight through a science vessel. You start off in the hangar, fighting off their first line of defenses with an army of zealots. As the mission progresses, you will complete different objectives to disable their defenses and help get closer to their navigation room. Once you eventually reach it, you find that they have a hidden base on Dartan. But, just as you were going to make your escape with this information, the science vessel starts going on meltdown. This marks the second half. You have somewhere between 10 and 20 minutes to escape, less if harder. Once you return to the hangar, you win.
I'd also like to mension that I already thought up an ending and that would require 3 other characters. An executor, a dark prelate, and a judicator. I've already come up with the judicator's name, Exardoss, and the dark prelate's name, Vaxor. I will explain what I think the ending should be soon...
They're called Zealots, wouldn't something along the lines of a Psionic Warcry increasing attack speed of nearby Zealots be more fitting?
Maybe, but I already used a huge attackspeed buff as one of the tech choices, also Zealots are your main tanks in the front lines for a long time, so adding some armor just made sense gameplay-wise. This could change at any point anyway.
In case you didn't catch my suggestions...
Some new ideas...
Versus Protoss
Changeling Colony (Swamp Terrain)
This makes for an interesting level because it makes for a mirror matchup, but it's actually a a zerg team, but they use protoss units. The idea is they have a protoss base entirely made up of changelings. This is a sort of mid-tier mission where you're just starting to get air units and robotics units.
The goal of the mission is to destroy the 3 overseers that are creating protoss fake units. They will not attack you at first, but they will defend themselves and destroying an overseer will result in the others beginning their assault on you. Each overseer has a different style. One will have a scout-based army, the second will have a slower, but stronger army, the last will have an average speed army and will use air and ground infantry. The faster army will contain chargelots and stalkers. The slower one will have zealots, immortals, and sentries. The last one will have zealots and scouts or some other anti air and anti ground air unit.
Destroying all but one of the overseers will result in tier 3 units for that army. The fast army gets dark templar, the slow one gets colossus, the air army gets carriers. Destroying the last overseer wins the mission.
Versus Zerg
Protoss Installation (Protoss Ship Terrain)
I've always loved the classical starcraft installation missions. This one has to kind of be designed on the spot, in-game, but the general idea is to make the entire level have miniature minigames all throughout the entire thing. One thing sc2 campaign installation missions lack is a lot more doors, traps in the walls, locked doors that need keys, and lots and lots of terminals. The goal of the mission is to get through the ship and destroy all the nydus tentacles that have pierced the ship.
Versus Terran
Tower Defense...almost (Any Outdoor Terrain)
I was thinking an actual tower defense mission would be funny, but there's only one defensive structure for the protoss, besides, we have enough tower defense games.
The idea behind this one is it's based on tower defense games, but it isn't. The terrans are sending SCVs with infantry escorts to try and reach a valuable crystal (Recolored mineral field) to try and mine it. The amount of resource it has divided by 5 (because scvs mine 5 at a time) is how many lives you have remaining. At first, they just send SCVs, then they start adding in different things like marines, marauders, firebats, medics, ghosts, etc.
Since you would be able to mine the crystal as well if you could build a base and have workers, you will get reinforcements over time and you will have to try and manage them and keep them alive. Eventually, the terrans will send a final wave. Defeating the final wave wins you the level.
Hope to hear what you think of these...
Don't worry, I saw them. Certainly some good concepts, however it takes some time to review all of them, and for now I am working more on the units and upgrades n stuff. I will get back to these when it comes to mission design.
I think I may post more designs here, I enjoy that kind of thing.
If you need more ideas, I'm here.
The idea for a Protoss campaign before Legacy of the Void is cool. Here's my ideas on the Protoss units and their upgrades. With "cost" at the abilities it means the cost in credits, like it was in WoL.
Champions like the Mercs in WoL are cool, I will add the champion versions too :)
Sorry for the over-use of the dots, i don't really know how it works yet :P I will check this forum sometimes so I can give more ideas. Good Luck!
Here's some ideas on some of the units that I KNOW you haven't gotten to yet because they're boring necessity units, but I have ways to make them interesting...
Probe (You may have gotten to this already, not sure...)
Upgrades...
Advanced Robotics: (PASSIVE) Improves the AI of the probe, increasing its movement speed and acceleration.
Energy Alignment: (PASSIVE) Increases the gather speed and production speed of probes.
Master Link: (PASSIVE) Buildings now warp in 25% faster. (ACTIVATE) The probe can now help warp in structures and units. (Effectively scv repair and nexus chrono boost combined) This can be targetted on warping in structures or structures currently producing something, doubling the output rate. NOTE: The probe is disabled while doing this.
Observer
Upgrades...
(The speed upgrade that you normally get from robotics bay): (PASSIVE) Increases the speed of the observer.
Long-Ranged Scanners: (PASSIVE) Increases the sight radius and detection radius of the observer by 3.
Warp Prism
Upgrades...
(The speed upgrade that you normally get from robotics bay): (PASSIVE) Increases the speed of the warp prism.
Pylon Hybrid Functions: (PASSIVE) Increases the radius of the power field of the warp prism to equal the pylon.
Shadow Technology: (PASSIVE) Warp prism is cloaked while in transport mode. (ACTIVATE) While in warp mode, the warp prism can warp to any location you can see. Takes 2 seconds to charge up and has a 30 second cooldown.
I will post below about the units you are uncertain about and say what I think you could do with them...
Mothership Core: I think this should be unlocked pretty early in the campaign. It'll just be a defensive type summonable hero. I think it should be left at default, except change some of the abilities as you please.
Mothership: I think this should be unlocked later in the campaign and it should probably feel way more powerful than it is right now. I'd like to have that massive mothership I saw in alpha. It should get time bomb and planet cracker. I'd suggest making it shoot lots of smaller projectiles like it used to as well, kind of like a battlecruiser.
Phoenix: I'd suggest keeping this unit the same as default, except give it maybe 1 more ability.
Scout: Default, but give it upgrades for being better vs ground rather than air so it doesn't overlap the phoenix.
Dragoon: I'd suggest making the dragoon a more defense based version of the stalker, which is more of a striker type unit. To do this, you could make the dragoon start with a bit more range, but a bit less speed. Then you could add an upgrade that makes the dragoon work like the mutalisk so it hit multiple targets. You could also add an upgrade to give it a shield bonus so it's kind of like an immortal, which makes sense.
Reaver: You seem to really want this one to happen, so I'll let you have the creative freedom for this one.
Sentry: I suggest doing something similar to epicprawntime's suggestion where it's really good with supporting your army.
Oracle: I suggest, for this one, give it 3 abilities, like normal. Here are some ideas...
Wisdom Beam/Chaos Beam: One or the other is always active and chaos beam is active at default. Because it would be way to much micro to control your entire army and them at the same time, make it autoswitch. The idea is wisdom beam deals low damage, but regenerates energy and the chaos beam deals medium-high damage, but degenerates energy. When energy is full, it autoswitches to chaos and when energy is empty, it autoswitches to wisdom.
(Healing/Shield Recharging Ability): Creates a field of healing at the target area over 5 seconds. Depending on what you want, it could either recharge their life, shields, energy, 2 of those or all 3 of those.
Shadow Cloud: Creates a cloud of shadow around the oracle. All air and ground allied units are cloaked while in this cloud. (If you are currently selecting multiple oracles, they will all use this ability at once)
Tempest: You could take this multiple ways. You could make it do AOE, you could make it a long ranged artillery unit...it totally depends on what you decide to do. I suggest making it default, but then allow players to get upgrades to increase its range and give it another upgrade so it does AOE.
Arbiter: I never liked the arbiter, but I remember it was always like a time machine, so maybe you can do something with that.
Dark Archon: Default from sc1 would be amazing enough. I'd suggest making its mind control not able to cast on workers or heroic units.
Twilight Archon: I don't know what you'd do with this idea, but I would like to see something happen.
Shuttle: sc1 or hots versions...doesn't REALLY matter to me. I think sc1 shuttle doesn't have many options to make it interesting. The hots version has some potential for some interesting things. What I did for a mod of my own was I made it a protoss hercules, but it wasn't enough for me, so I also made it a mobile stargate/robotics that can make basic air units. I don't think either shuttles would work well, though.
Shield Battery: I honestly can't see any possibilities... :/
Replicant: I've always pondered at how you could make it work, but all the ideas seem like they would take a lot of work. The ideas I had all had te same concept though...make the replication only temporary. Here's a few ideas for what I mean...
Clone Unit (Replicate): Creates the target unit near the replicant with timed life. Costs energy each time.
Temporary Replication (Replicate): Transforms the replicant into that unit for 30 seconds or so and returns back to normal. Has a 30 second cooldown.
...If you were to do either of these, I might suggest giving it maybe 1 more ability that relates to replicating things. There is also the issue with the model. I'm sure someone will manage to make a good model soon, I wouldn't worry about it. I'd suggest giving it a temporary sentry model with maybe a blue tint so you can tell the difference.
I like Yukaboy's ideas a lot, especially the idea to make a mobile stargate out of the Shuttle, i worked that idea out below :)
Those are my ideas for the Shuttle. Tell me what you think about them. Good luck!
I like those ideas, keep em coming :)
I am working at quite a slow pace for now, added some stuff to a demo map I might upload at some point. Mostly warpgate units for now.
My currently used upgrade system consists of
Great!
if you need any help with ideas for units, tell me on this forum because i'm only thinking of random things here, if i know what you need i can get way better ideas :P
By the way, what are the heroes in the campaign? is Zerathul the main hero? or someone else?
Good luck!
Thanks alot epicprawntime! I really like that design for the shuttle. Never thought about morphing it between things. Maybe it switches between the sc1 shuttle model and hots shuttle model?
I feel this leaves the robotics facility without warp ins...so...
I'll use epicprawntime's format...
Arbiter (Time machine...with a twist...get it?...it's a time warp...and it's got a twist...aww forget it...)
1): Bullet-Time Shield: Creates a temporal rift around the arbiter, slowing down projectiles to 5% of their normal speed and freezing units entirely.
2): Mass Rift: Creates a portal between the arbiter's location (must be pathable for ground - use the vortex model) and the target location. Allows ground units to move quickly between the two locations. Rift lasts for 10-30 seconds.
3): Rewind: (This would be insane, but I think what you could do is make the arbiter create a behavior every second that lasts for a duration of 5 seconds. This behavior marks the arbiters current hitpoints, shields, NOT ENERGY, and its location, and everything else it needs to do this) Teleports the arbiter to where it was 5 seconds earlier and returns it to the stats it was previously, except energy, that would be unfair.
If you want to do it the REALLY easy way, make it regenerate life and shields to full and teleport to the target location.
Ohh that makes me so mad. I had a nice and neat setup for the replicant all typed out...
Basically...the replicant has 100 shields and 50 life and 200 energy. It has the speed of a marine. It comes from the robotics and doesnt require anything. It costs 175 of each resource and takes 120 seconds to build. It has two abilities...
Replicate: Transforms the replicant into the target enemy unit for 30 seconds. Can't be used on workers or heroics. 30 second cooldown after it returns to a replicant.
Clone: Clones the target non massive, worker, and heroic enemy unit over 10 seconds, disabling the replicant during that time. If it is successful, it will create a permanent clone of the unit. Costs 100 energy.EDIT: I just now realize the dark archon would overlap the replicant, so it might be better if the replicant didn't have the clone ability at all. Instead...give it this...
Clone (Version 2): Duplicates the target non worker and non heroic owned unit. This duplicate has a timed life of 60 seconds. Costs 100 energy.EDIT 2: Make the replicate ability cast when you right click an enemy with the replicant.
Renamed clone...
Duplicate: Clones the target non worker and non heroic owned unit. This duplicate has a timed life of 60 seconds. Costs 100 energy.
Sad that your setup for the Replicant failed :( but the ideas for the arbiter and replicant are nice. I think the Time-shield should affect missiles only, or it would bee too OP. i made a list below for all used units. The list is quite long, but there should be added a few more.
Tier 1 probe zealot stalker mothership core sentry dragoon
Tier 2 observer warp prism immortal replicant scout phoenix oracle voidray
Tier 3 carrier shuttle tempest colossus arbiter reaver mothership dark templar high templar archon dark archon
buildings nexus pylon shield battery assimilator gateway cybernetics core photon cannon robotics facility stargate robotics support bay fleet bacon twilight council dark shrine templar archives There should also be another tech structure, a new one, to allow different kinds of units. Or you could simply unlock everything with the same few tech structures :(
Good luck!
@epicprawntime: Go
I'd honestly like to see the dragoon unlocked first and at tier 1, then the stalker unlocked a few levels after...though depends on player's choice on which level they want to play first.
Dark templar, high templar, dark archon, archon, and twilight archon are all tier 3.
You put tempest in there twice.
EDIT: My idea for the arbiter's time shield was to try and make it not overlap the mothership's time bubble. I think I figured out how to fix this...
Time Shield (Arbiter): Creates a shield around the arbiter in a radius of 5 that slows all enemy projectiles and enemy units inside the shield to 35% of their normal speed.
Time Bubble (Mothership): Creates a bubble at the target location with a radius of 5 that slows all enemy projectiles and units inside the bubble to 10% of their normal speed.
The idea is the arbiter creates a field around him that isnt as effective, while the mothership THAT YOU CAN ONLY GET ONE OF creates a bubble at a target location that is more effective.
I've been thinking over the past hour on various ideas for what I could design next and I realize that Kueken...first of all is really good at the data editor...second of all, he's doing gateway right now and we've already discussed the sentry in detail and dragoon doesn't take much design, just do what I suggested...
So...what about the hero? I feel it almost deserves its own model and its own background story etc etc. This is probably the most important unit to design. Any ideas?
Atleast Zerathul should be in the campaign, a cool hero would be like a Templar who is the apprentice of Zerathul as Zerathul learns him to become a Templar. Zerathul can then be the adjutant in your missions, warning of enemy attacks and such, and also a playable hero on some missions.
I also forgot the Void Ray in the units list, also removed the second Tempest. It would be a good idea, that when we have a few maps finished, we could ask Husky to play them on his Youtube channel. That will make the campaign more popular and we get to hear his opinion :P.
Now about the Campaign missions. There's a total of 25(?) units by now, and if we can introduce 4 units in 3 missions, the campaign would have about 18-20 missions. I think it is the best for the campaign missions to be 40% basic missions: destroy that base/ destroy that unit, and 20% micro management missions, where you don't get a base. 15% defense missions, 15% timed missions (race against the clock) and 10% special missions. The campaign should hard to play, but not too hard. Maybe even add a difficulty system.
I've discussed the hero thing with kueken a little bit and he'll come and talk about it when he wants...
But the main idea is he's using the preserver model and its a male. Not much else is decided, but it will work very similar to kerrigan in the way this character functions. Kueken mensioned the hero will start with a melee attack and get a passive that makes him ranged. He also mensioned summoning a mothership as a final ability and another final ability that I will let him reveal later.
For now we can discuss story and abilities and such.
If you want to talk about missions, read my post at the top of this page first. It has A LOT of ideas in it. I'd also like to note that having sc lore heroes is the last thing we'd want in this type of campaign. I'd rather have this take place with characters not in the campaign, but I don't know what keuken wants. He did say he didn't care too much, so I think it might be up to us. :D
So, some ideas for background story...
1 year earlier than the start of this campaign...
Praetor (hero's name) was tasked with defending a secret protoss science facility on a distant moon. It was a boring job, but important, due to the fact that what they were experimenting with was one of the most powerful weapons that the protoss have ever developed. It just so happened that on this day, the terran faction known as the Conquest Legion has managed to finally track down the protoss science facility. This terran faction was known for stealing powerful technologies in order to raid the dominion and steal a lot of money. Only recently, this faction managed to spot the protoss weapon and the protoss have had to keep moving bases. But now, the protoss were outgunned and with the remaining forces that (hero's name) had, he warped back to shakuras. They couldn't lose that secret weapon, so (hero's name) was sent on a mission to find the Conquest Legion and return the weapon to the protoss. Now he's finally caught up with them and that's where the campaign begins.
That's an amazing story for a campaign. I already have ideas for the missions:
Storyline: The Praetor has met his old friend Arilar, a high templar. Together they decided to raid the Conquest Legion to make the Secret Weapon the Protoss scientists were planning to make. They have begun their assault on a large Terran Installation on the planet Dartan, at the border of the Koprulu Sector. Arilar has started earlier than the Praetor and has already set up a base. You will meet up with him, and start your attack together.
Mission: you start with the Praetor and four (less on harder difficulty) Zealots in the bottom west corner. After a small engagement, three Dragoons show up and kill the following squad from the high ground. The Dragoons greet Praetor and tell him they are one of Arilar's strike forces. They join your group and fight other Terran squads.
To be continued........
Any feedback is appreciated. :) I will make more soon.
I feel as though that should be mission 2?
I'd like to see mission 1 have just the hero and thats it.
Some designs...
The First Scent: Prologue
In this mission, you get JUST the hero and occasionally get zealot allies that are not under your control. The idea is you have to fight through a science vessel. You start off in the hangar, fighting off their first line of defenses with an army of zealots. As the mission progresses, you will complete different objectives to disable their defenses and help get closer to their navigation room. Once you eventually reach it, you find that they have a hidden base on Dartan. But, just as you were going to make your escape with this information, the science vessel starts going on meltdown. This marks the second half. You have somewhere between 10 and 20 minutes to escape, less if harder. Once you return to the hangar, you win.
I'd also like to mension that I already thought up an ending and that would require 3 other characters. An executor, a dark prelate, and a judicator. I've already come up with the judicator's name, Exardoss, and the dark prelate's name, Vaxor. I will explain what I think the ending should be soon...