What do you think about changing UI and things like that? I think a hybrid-themed UI would be cool, maybe the zerg UI recolored to be purple-ish, and change button colors.
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.
This is something that I already had ideas of brooding in my head as I played the Campaign. Yuka, Soul, and I have made significant progress already. Stay tuned, everybody! I think we got some really good stuff happening. :)
As for our data, it's really alpha right now. We've got a lot of work to do once we finish designing units.
Hopefully someone will use evolution concept mentioned above.
Also maybe mission which shows how hybrids are created might be interesting. For example, you start with limited resources on map where two powerful protoss and zerg factions are constantly fighting. Your task is to capture a certain number of units of both races (by reducing their hp to certain amount but not killing, and then escorting to your base) - without getting payed too much attention to your weak base in the rpocess, then build cloning vats to turn them into hybrids, distratc enemies while they are being created and after getting reinforcements steamroll both bases
We've been pretty silent so far, and I think we should start giving a bit more info about what's going on, on occasion.
The designers of the tech tree/hybird race are nearly done and about ready to start working on data. Once we get some basic data done, the mappers can start using it. We've worked really hard to establish their "fantasy" and I think it's going very well so far.
On the Campaign Mechanics side of things, we have started coming up with ideas but they need more refinement. So far, we have two ideas we all agree on.
Once we are satisfied with our progress we will reveal it to the mappers, we'll discuss, and if all goes well we'll give a much more detailed description of everything we have in some thread, probably this one.
Story has seen little progress, but I think everybody in the group has some crazy ideas up their sleeves. The way we're doing the Campaign, everybody will probably get a shot at putting their part into it.
I think we want to keep most of the stuff underwraps, but I think Rook might have some things he'd like to share about our progress so far.
Hi everyone. I like to go by Rook, but on these forums you know me by yuka. You already know I've built a fully functional mission 1. The terrain is nearing completion, I will let you know as soon as it's done and when the full thing is out later. Let's get to it.
Now, a somewhat big announcement is we've changed our minds a bit from what we wanted to do early on. Our original plan was to "attach" the hybrid units to the terran/zerg/protoss tech trees maybe with some kind of hybrid mercenary compound, but that didn't feel right to us. We took a step back and realized there was a lot more we could do and we also realized there was actually a lot here in the editor that we could use for hybrid. We eventually decided to make our own new hybrid race just for this campaign. Templarfreak also plans to continue development on a multiplayer version of it as well. Since we're thinking it's time to really explain what's going on, I'd like to give anyone who reads this a "unit tour", but first, let me explain some of the important mechanics of this race...
First, the race has a special power system to limit their base construction. We decided to take a simple approach for this. Nearly all structures provide a sort of hybrid "power field." All structures, apart from your main building and your gas structure, require power when placed. Although all structures need power to place, they do not need it to be maintained. You can remove the power source and they will remain active, unlike protoss buildings. This makes them have a branching or creeping out kind of way of expanding their base. Currently, the main building which we call the "Source" is the only structure that doesn't require power to place, but provides power though we have ideas for maybe adding another.
The next mechanic is the shield mechanic. Hybrid supply structures, which we call "Terrazine Vaults", have a secondary function; they act as a hybrid "moon well" from wc3. These "Terrazine Vaults" passively recharge the shields of nearby allies. This means you can retreat with your army and quickly restore some of their life total so they can get back in the fight. We think this will create some interesting dynamics that we'd certainly like to test ourselves and see if we like it.
Now, for the unit tour!
This is the main building; we call it the "Source". Each Source produces workers and acts like any other normal main building. It acts as a hatchery for the hybrid as it doesn't require power to be placed and produces power on its own. http://i.imgur.com/XDs90P9.jpg?1
Next is the basic worker called the "Drudge". The drudge is the hard working mindless worker of the hybrid and has a beacon that allows it to link to their XelNaga ship which they'll steal early on in the campaign. They use this link to tear a hole through the void and into the ship, allowing passage of anything on the ship and sometimes from the void as well. This allows it to summon temples, shrines, and pillars from the void to be used by the hybrid. Some of those portals linger, forming the production of the hybrid. http://i.imgur.com/WT5wnRQ.jpg?1
Now for the "Terrazine Vault". (Don't worry, we'll recolor the crystals to be purple) The vault stores terrazine that the hybrid use to restore, clone, and maintain themselves without amon and is a precious resource to the hybrid. The vault not only increases their maximum supply, but also acts as a hybrid shield battery, restoring shields to nearby allied units. http://i.imgur.com/Hp5xosd.jpg?1
The three production buildings for the hybrid are the "Breach" (Tier 1), "Rift" (Tier 2), and the "Fissure" (Tier 3). These are maintained void portals that continue to summon your hybrid units after being formed. http://i.imgur.com/8B5BwzI.jpg?1
Here we have the "Plasma Slinger". This familiar and probably overused turret fires an orb of plasma. We haven't fully decided exactly what it does, but imagine something like the photon cannon, but more hybrid-y. http://i.imgur.com/o9sA4pQ.jpg?1
Now for some military units. This is the "Enforcer", a big and powerful tier 1 unit. It costs 200 minerals and is nearly as big as an archon! This starting unit really represents just how large and powerful the hybrid are in comparison to the other races. It's big, tanky, and hits with slow but powerful punches. It can eventually get an upgrade which reduces the armor of enemies hit by its attacks, making it very lasting into the late-game. http://i.imgur.com/kJ3srwW.jpg
For the second military unit, we have the "Executioner", a long ranged sniper type tier 1.5 unit. This guy has the same range as defenses like the photon cannon and missile turret, but it gets better, it can be upgraded to also out-range defenses entirely. It fires several projectiles in a row, making it a little more vulnerable to armored enemies, but combined with the enforcer's armor reduction passive, it can shred through enemies with its high dps. This creates a close relationship between these two units. http://i.imgur.com/hiFQ07N.jpg
The "Hunter" is a tactical anti armored unit; it uses soulfilcher's hybrid hydralisk model. It's very squishy for its cost and its damage is also weak against anything other than light enemies, but it has two special abilities that makes this thing strong. For one, it has blink, allowing it to close in on longer ranged enemies. Also, it has a passive right from the start which makes it take 50% reduced damage for a second after being hit. Though this has a lengthy cooldown, this makes it very strong against large groups of burst attack enemies. http://www.sc2mapster.com/media/attachments/50/93/HybridHydralisk.jpg
With a little reskin, the "Prowler" will look the part as a menacing stealth harassment unit. Although it'll have other applications, the Prowler moves while burrowed and fights while unburrowed, though it can no longer move while unburrowed. It also has an ability to quickly tunnel to a nearby location, like blink. This allows it to avoid pretty much any obstacle and has many opportunities to escape. If you can't manage to catch it, just a few of these guys will shred your mineral line. http://i.imgur.com/V1DQ3Vr.jpg
We've decided to use the "Thrasher" for the race and we've figured out what to do with it. It'll act like a hybrid siege tank, but in a slightly different way. While uprooted, it can move and attack in small areas, dealing low damage, but hitting several targets at once. While rooted, the Thrasher has siege tank range, but only hits single targets with high damage attacks. This creates a unique spin on the siege tank and we expect to see something similar to the siege tank, but perhaps we'll see it in uprooted form a lot more. http://i.imgur.com/8Ua4Xrs.jpg
The last one for this tour is an interesting one, not only the model choice, but also the unit design itself. The "Oppressor" is a lot like what it sounds like. It's a flying harassment unit, though it cannot cloak. Its toughness allows it to take a beating before it goes down, unlike many other air units of its tier. Its attack is a long ranged anti light bolt that it fires from a distance, meant to be more of a poke type attack than an actual long battle type attack. However, its real strength is in its ability. The Oppressor has limited energy, though it regenerates it very quickly. The Oppressor spends this energy at an extreme rate to fire a beam straight down below it, disabling its ability to fight, but otherwise not hindering it in any way. The beam deals devastating damage to groups of enemies below it. Combine all of this together and you have a pretty decent harassment option for the hybrid. http://i.imgur.com/kZLiSj5.jpg
You can see that the race has a lot going on so far. We've got 12 total military units, 3 production structures, 6 tech structures, and more. Although I can't promise anything, we'd also like to add in units specifically for the campaign as well. We've also designed how the race's campaign mechanics will work (Zerg strains, kerrigan progression, terran research, spear of adun progression, selectable protoss units, etc...except for the hybrid) though we won't announce exactly how that'll work just yet. (Still figuring it out)
We've been in the dark so far, but the project just got a whole lot more ambitious and we've been hard at work. For those of you who doubt this'll ever get done, we'll see you at the finish line!
An idea for the Plasma Slinger, rather than have it shoot something, what about having it drain health (maybe a beam attack like an opposite void ray). Something seems fitting about this faction draining their opponents energy as opposed to just shooting at them. Maybe even give them an ability that converts HP to energy and at full energy (if they are still alive), they have a usable ability for a single target nuke like the Annihilator Immortals from LotV.
Rollback Post to RevisionRollBack
Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)
@JayborinoPlays ATM we've got enough complete to the point where we want to get lots of data done. After we've completed most of the data, I think we'll start looking back over all our designs and take suggestions. (This is also when we'll send it off to the Mappers to work with, so they can start getting a better idea on how to incorporate the race into their maps)
Hmm, looks interesting. Though it seems hybrid race has more mech units than actual hybrids… What about reavers, behemoths, dominators, nemesis? And cloning vats – canonic hybrid production building?
Imho void thrasher would make more interesting (and thematically powerful) turret but if you prefer to go with this, it might be able to switch between slowing charges/splash charges modes. So effective either against single powerful targets or crowds but not both
Hybrids hydralisk looks really cool! B) Is not prowler too similar to roach in its role? Oppressor reminds oracle
Maar/Castanar-like hybrids might work as campaign heroes
@SiarX: Go He didn't post all the units. There are more hybrid units than constructs. The Thrasher as it is now is far more interesting than a turret, because we get to use both "modes" we see in LotV.
The Prowler could be compared to the Roach, but it could also be compared to the Dark Templar, it is more focused on harassing the enemy than the Roach, and it can only move while burrowed, making it effectively a cloaked unit until it attacks.
I don't feel that it's fair that you can criticize our design decisions until you've got the whole scope of the race and you've had the chance to experience it yourself. Both you and we can only theorycraft right now, so we don't know what the right call is yet. Perhaps when the mod goes into public testing phase, we can start taking suggestions on changes.
Absolutely, I just noticed the "we're not sure what this is going to do yet" for the Plasma Slinger.
Rollback Post to RevisionRollBack
Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)
Let me clarify by explaining what we have decided on for the defensive structure so far. One of our design philosophies is to have this race match the other races, in a way that it seems like this race could've been made by blizzard, though you can see the flaws of a custom mod throughout as it won't ever be up to their level of polish. We also already have a projectile in mind for what it launches and that's why it's called the Plasma Slinger. Between the two points of matching the other races and that we already have a projectile in mind, maybe you can see why I wasn't satisfied with your suggestion, though I wasn't directly criticizing you. The whole purpose of revealing the information I did about the project is so that others can see the progress we are making (so that you can see we aren't sitting on our butts, twiddling our thumbs) and they can maybe see hints of the playstyle of the race. Some may get excited while others will be disappointed, but regardless, I still stick to waiting until public testing before taking any suggestions for changes. We'd like to get this thing in there first and tested before tearing it apart, otherwise we could be arguing in this forum forever.
Ok, keep doing you bud. Wasn't trying to argue or criticize at any point. Very cool how much steam this has picked up.
Rollback Post to RevisionRollBack
Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)
Imho void thrasher would make more interesting (and thematically powerful) turret but if you prefer to go with this, it might be able to switch between slowing charges/splash charges modes. So effective either against single powerful targets or crowds but not both
It does switch between modes. It starts off as an AoE/Crowd Control support unit, and when it "roots" into the ground, it becomes a power high single-target damage unit at very long range.
I designed the Thrasher to make use of the two different graphics we have for it, the one that walks and the one that is rooted into the portal, as well as to take the nature of the two different modes I felt was what they had. The rooted mode was an insanely long-range single-target seiging unit while the walking mode had an AoE attack/ability. So I kinda stuck with that design idea.
What do you think about changing UI and things like that? I think a hybrid-themed UI would be cool, maybe the zerg UI recolored to be purple-ish, and change button colors.
Awesome idea, love it.
The first level is nearing completion. Is anyone interested in working on the second level?
We've got a nice group here so far that helps each other out, provides feedback, and can help polish up your map. We just need more mappers.
I can give a try to a mission, but I don't promise anything.
Check out my kitbashes! Custom Campaign Initiative: Lots of great Custom Campaigns!! Check out and Support!!
I am up for a mission, probably 3 or 4.
What is your data mod like now?, I offer you the use of mine after a few more days after I "fix" some stuff (HERC Grapple, TC Megalith, etc)
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.
This is something that I already had ideas of brooding in my head as I played the Campaign. Yuka, Soul, and I have made significant progress already. Stay tuned, everybody! I think we got some really good stuff happening. :)
As for our data, it's really alpha right now. We've got a lot of work to do once we finish designing units.
SC2Mapster Unofficial Discord! - https://discord.gg/DXENztk
Hopefully someone will use evolution concept mentioned above. Also maybe mission which shows how hybrids are created might be interesting. For example, you start with limited resources on map where two powerful protoss and zerg factions are constantly fighting. Your task is to capture a certain number of units of both races (by reducing their hp to certain amount but not killing, and then escorting to your base) - without getting payed too much attention to your weak base in the rpocess, then build cloning vats to turn them into hybrids, distratc enemies while they are being created and after getting reinforcements steamroll both bases
Any progress?..
We've been pretty silent so far, and I think we should start giving a bit more info about what's going on, on occasion.
The designers of the tech tree/hybird race are nearly done and about ready to start working on data. Once we get some basic data done, the mappers can start using it. We've worked really hard to establish their "fantasy" and I think it's going very well so far.
On the Campaign Mechanics side of things, we have started coming up with ideas but they need more refinement. So far, we have two ideas we all agree on.
Once we are satisfied with our progress we will reveal it to the mappers, we'll discuss, and if all goes well we'll give a much more detailed description of everything we have in some thread, probably this one.
Story has seen little progress, but I think everybody in the group has some crazy ideas up their sleeves. The way we're doing the Campaign, everybody will probably get a shot at putting their part into it.
I think we want to keep most of the stuff underwraps, but I think Rook might have some things he'd like to share about our progress so far.
SC2Mapster Unofficial Discord! - https://discord.gg/DXENztk
Hi everyone. I like to go by Rook, but on these forums you know me by yuka. You already know I've built a fully functional mission 1. The terrain is nearing completion, I will let you know as soon as it's done and when the full thing is out later. Let's get to it.
Now, a somewhat big announcement is we've changed our minds a bit from what we wanted to do early on. Our original plan was to "attach" the hybrid units to the terran/zerg/protoss tech trees maybe with some kind of hybrid mercenary compound, but that didn't feel right to us. We took a step back and realized there was a lot more we could do and we also realized there was actually a lot here in the editor that we could use for hybrid. We eventually decided to make our own new hybrid race just for this campaign. Templarfreak also plans to continue development on a multiplayer version of it as well. Since we're thinking it's time to really explain what's going on, I'd like to give anyone who reads this a "unit tour", but first, let me explain some of the important mechanics of this race...
First, the race has a special power system to limit their base construction. We decided to take a simple approach for this. Nearly all structures provide a sort of hybrid "power field." All structures, apart from your main building and your gas structure, require power when placed. Although all structures need power to place, they do not need it to be maintained. You can remove the power source and they will remain active, unlike protoss buildings. This makes them have a branching or creeping out kind of way of expanding their base. Currently, the main building which we call the "Source" is the only structure that doesn't require power to place, but provides power though we have ideas for maybe adding another.
The next mechanic is the shield mechanic. Hybrid supply structures, which we call "Terrazine Vaults", have a secondary function; they act as a hybrid "moon well" from wc3. These "Terrazine Vaults" passively recharge the shields of nearby allies. This means you can retreat with your army and quickly restore some of their life total so they can get back in the fight. We think this will create some interesting dynamics that we'd certainly like to test ourselves and see if we like it.
Now, for the unit tour!
This is the main building; we call it the "Source". Each Source produces workers and acts like any other normal main building. It acts as a hatchery for the hybrid as it doesn't require power to be placed and produces power on its own. http://i.imgur.com/XDs90P9.jpg?1
Next is the basic worker called the "Drudge". The drudge is the hard working mindless worker of the hybrid and has a beacon that allows it to link to their XelNaga ship which they'll steal early on in the campaign. They use this link to tear a hole through the void and into the ship, allowing passage of anything on the ship and sometimes from the void as well. This allows it to summon temples, shrines, and pillars from the void to be used by the hybrid. Some of those portals linger, forming the production of the hybrid. http://i.imgur.com/WT5wnRQ.jpg?1
Now for the "Terrazine Vault". (Don't worry, we'll recolor the crystals to be purple) The vault stores terrazine that the hybrid use to restore, clone, and maintain themselves without amon and is a precious resource to the hybrid. The vault not only increases their maximum supply, but also acts as a hybrid shield battery, restoring shields to nearby allied units. http://i.imgur.com/Hp5xosd.jpg?1
The three production buildings for the hybrid are the "Breach" (Tier 1), "Rift" (Tier 2), and the "Fissure" (Tier 3). These are maintained void portals that continue to summon your hybrid units after being formed. http://i.imgur.com/8B5BwzI.jpg?1
Here we have the "Plasma Slinger". This familiar and probably overused turret fires an orb of plasma. We haven't fully decided exactly what it does, but imagine something like the photon cannon, but more hybrid-y. http://i.imgur.com/o9sA4pQ.jpg?1
Now for some military units. This is the "Enforcer", a big and powerful tier 1 unit. It costs 200 minerals and is nearly as big as an archon! This starting unit really represents just how large and powerful the hybrid are in comparison to the other races. It's big, tanky, and hits with slow but powerful punches. It can eventually get an upgrade which reduces the armor of enemies hit by its attacks, making it very lasting into the late-game. http://i.imgur.com/kJ3srwW.jpg
For the second military unit, we have the "Executioner", a long ranged sniper type tier 1.5 unit. This guy has the same range as defenses like the photon cannon and missile turret, but it gets better, it can be upgraded to also out-range defenses entirely. It fires several projectiles in a row, making it a little more vulnerable to armored enemies, but combined with the enforcer's armor reduction passive, it can shred through enemies with its high dps. This creates a close relationship between these two units. http://i.imgur.com/hiFQ07N.jpg
The "Hunter" is a tactical anti armored unit; it uses soulfilcher's hybrid hydralisk model. It's very squishy for its cost and its damage is also weak against anything other than light enemies, but it has two special abilities that makes this thing strong. For one, it has blink, allowing it to close in on longer ranged enemies. Also, it has a passive right from the start which makes it take 50% reduced damage for a second after being hit. Though this has a lengthy cooldown, this makes it very strong against large groups of burst attack enemies. http://www.sc2mapster.com/media/attachments/50/93/HybridHydralisk.jpg
With a little reskin, the "Prowler" will look the part as a menacing stealth harassment unit. Although it'll have other applications, the Prowler moves while burrowed and fights while unburrowed, though it can no longer move while unburrowed. It also has an ability to quickly tunnel to a nearby location, like blink. This allows it to avoid pretty much any obstacle and has many opportunities to escape. If you can't manage to catch it, just a few of these guys will shred your mineral line. http://i.imgur.com/V1DQ3Vr.jpg
We've decided to use the "Thrasher" for the race and we've figured out what to do with it. It'll act like a hybrid siege tank, but in a slightly different way. While uprooted, it can move and attack in small areas, dealing low damage, but hitting several targets at once. While rooted, the Thrasher has siege tank range, but only hits single targets with high damage attacks. This creates a unique spin on the siege tank and we expect to see something similar to the siege tank, but perhaps we'll see it in uprooted form a lot more. http://i.imgur.com/8Ua4Xrs.jpg
The last one for this tour is an interesting one, not only the model choice, but also the unit design itself. The "Oppressor" is a lot like what it sounds like. It's a flying harassment unit, though it cannot cloak. Its toughness allows it to take a beating before it goes down, unlike many other air units of its tier. Its attack is a long ranged anti light bolt that it fires from a distance, meant to be more of a poke type attack than an actual long battle type attack. However, its real strength is in its ability. The Oppressor has limited energy, though it regenerates it very quickly. The Oppressor spends this energy at an extreme rate to fire a beam straight down below it, disabling its ability to fight, but otherwise not hindering it in any way. The beam deals devastating damage to groups of enemies below it. Combine all of this together and you have a pretty decent harassment option for the hybrid. http://i.imgur.com/kZLiSj5.jpg
You can see that the race has a lot going on so far. We've got 12 total military units, 3 production structures, 6 tech structures, and more. Although I can't promise anything, we'd also like to add in units specifically for the campaign as well. We've also designed how the race's campaign mechanics will work (Zerg strains, kerrigan progression, terran research, spear of adun progression, selectable protoss units, etc...except for the hybrid) though we won't announce exactly how that'll work just yet. (Still figuring it out)
We've been in the dark so far, but the project just got a whole lot more ambitious and we've been hard at work. For those of you who doubt this'll ever get done, we'll see you at the finish line!
An idea for the Plasma Slinger, rather than have it shoot something, what about having it drain health (maybe a beam attack like an opposite void ray). Something seems fitting about this faction draining their opponents energy as opposed to just shooting at them. Maybe even give them an ability that converts HP to energy and at full energy (if they are still alive), they have a usable ability for a single target nuke like the Annihilator Immortals from LotV.
Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)
@JayborinoPlays ATM we've got enough complete to the point where we want to get lots of data done. After we've completed most of the data, I think we'll start looking back over all our designs and take suggestions. (This is also when we'll send it off to the Mappers to work with, so they can start getting a better idea on how to incorporate the race into their maps)
SC2Mapster Unofficial Discord! - https://discord.gg/DXENztk
Hmm, looks interesting. Though it seems hybrid race has more mech units than actual hybrids… What about reavers, behemoths, dominators, nemesis? And cloning vats – canonic hybrid production building?
Imho void thrasher would make more interesting (and thematically powerful) turret but if you prefer to go with this, it might be able to switch between slowing charges/splash charges modes. So effective either against single powerful targets or crowds but not both
Hybrids hydralisk looks really cool! B) Is not prowler too similar to roach in its role? Oppressor reminds oracle
Maar/Castanar-like hybrids might work as campaign heroes
@SiarX: Go He didn't post all the units. There are more hybrid units than constructs. The Thrasher as it is now is far more interesting than a turret, because we get to use both "modes" we see in LotV.
The Prowler could be compared to the Roach, but it could also be compared to the Dark Templar, it is more focused on harassing the enemy than the Roach, and it can only move while burrowed, making it effectively a cloaked unit until it attacks.
I don't feel that it's fair that you can criticize our design decisions until you've got the whole scope of the race and you've had the chance to experience it yourself. Both you and we can only theorycraft right now, so we don't know what the right call is yet. Perhaps when the mod goes into public testing phase, we can start taking suggestions on changes.
@yukaboy: Go
Absolutely, I just noticed the "we're not sure what this is going to do yet" for the Plasma Slinger.
Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)
Let me clarify by explaining what we have decided on for the defensive structure so far. One of our design philosophies is to have this race match the other races, in a way that it seems like this race could've been made by blizzard, though you can see the flaws of a custom mod throughout as it won't ever be up to their level of polish. We also already have a projectile in mind for what it launches and that's why it's called the Plasma Slinger. Between the two points of matching the other races and that we already have a projectile in mind, maybe you can see why I wasn't satisfied with your suggestion, though I wasn't directly criticizing you. The whole purpose of revealing the information I did about the project is so that others can see the progress we are making (so that you can see we aren't sitting on our butts, twiddling our thumbs) and they can maybe see hints of the playstyle of the race. Some may get excited while others will be disappointed, but regardless, I still stick to waiting until public testing before taking any suggestions for changes. We'd like to get this thing in there first and tested before tearing it apart, otherwise we could be arguing in this forum forever.
It'll definitely be fun to try the race hands on. It's hard for me to comment on the race when it's just text explanations.
@yukaboy: Go
Ok, keep doing you bud. Wasn't trying to argue or criticize at any point. Very cool how much steam this has picked up.
Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)
It does switch between modes. It starts off as an AoE/Crowd Control support unit, and when it "roots" into the ground, it becomes a power high single-target damage unit at very long range.
I designed the Thrasher to make use of the two different graphics we have for it, the one that walks and the one that is rooted into the portal, as well as to take the nature of the two different modes I felt was what they had. The rooted mode was an insanely long-range single-target seiging unit while the walking mode had an AoE attack/ability. So I kinda stuck with that design idea.
SC2Mapster Unofficial Discord! - https://discord.gg/DXENztk