Loving the Nerazim skin pack. More like "Dark Protoss from WoL", but still nice. I like the idea of having skins in a mod.
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Mar 28, 2017AlexO6 posted a message on VMod: BW/WoL Hybrid Melee Mod - Searching for FeedbackPosted in: Map Feedback
Mar 20, 2017AlexO6 posted a message on [Solved] How to restrict player race choice in mod?Posted in: Triggers
nevermind, changed my mind about the joke, please delete this.
Mar 13, 2017AlexO6 posted a message on [Protoss Dark - Shakuas - Nerazim. Effect Colours? ]Posted in: Art Assets
Purifier really should be orange IMO
Feb 16, 2017AlexO6 posted a message on University of Montreal vs UConnecticut live on Twitch tonight, for Collegiate Starleague!Posted in: General Chat
Hey everyone, my StarCraft 2 team from University of Montreal is playing tonight in Collegiate Starleague at 10:00 PM Eastern, 7:00 PM pacific, vs University of Connecticut, come watch us! Players include Jig, Kraken, Goon & the legendary Semper!
Feb 1, 2017Posted in: General Chat
The german scans have some nice info, at least on the protoss:
Probe Droid: The little "flying thing" (mostly used for recon) is equipped with light armor and an almost cute photon cannon
Dragoon: Protoss fighters who are severely wounded in battle and therefore stop fully functioning (what???) may choose to become Dragoons. The brain and all the still functioning parts are installed into giant combat robots
Zealot: Young, dynamic, aspiring wannabe warriors who enlist for the army out of their own motivation are put into special combat suits crammed with modern technology.
Templar: If there is one unit in the Starcraft universe that commands respect through its mere appearance, then it's certainly the "Templars". Their supernatural energy is so highly concentrated that they don't participate in battle themselves. Their killing would cause a catastrophe of unprecedented severity. Thus they travel safe and sound aboard the Arbiter, casting their spells from there.
Archon: This ominous unit is one of surprises in the story and is revealed during the campaign
Scout: These high speed cruisers instinctively find even the most hidden enemy outpost
Carrier: The "battleships" among the Protoss units are the leaders of the army – Little wonder with THAT weaponry, THOSE shields and THAT armor. Not even the strongest enemy phalanx can defy their power/superiority for long. In the back of the carrier, there are a maximum of 5 small Interceptors that are made and repaired there.
Inceptor: Small, agile and rather annoying: A swarm of interceptors can throw off any enemy army. Five interceptors fit into a Carrier. Losses are recovered after a short production time.
Assuming the journalist who wrote that didnt add too much of his own we can infer that:
Probes werent the original worker units, shuttles were.
Scout had detector abilities. This is mentioned in another scan in english too. Given no mentions of the observer, I guess that unit was a late addition.
Archon might have started as a campaign only unit
Apparently the Arbiters were crewed by Templars, who could only attack from there.
No mentions of reavers.
Zealots were more enthusiastic and not machines of eternal rage. This is the one that seems more like a creative liberty by the author tho.Interesting...Do you think you can translate the Terran and Zerg units, as well?
Feb 1, 2017Posted in: General Chat
Was surprised as well to see some new ones. I dismissed the whole thing at first, then upon taking a second look...Wow.
EDIT: OMG, you can actually download the beta!
Jan 30, 2017Posted in: General Chat
Well lookie here, I found this on Reddit:
Things that stand out:
- Some Terran starport unit called "Spy Satellite"...Looked like a Widow Mine
- Better picture of all alpha units
- Alpha Siege Tank design, both deployed and undeployed (looks REALLY SICK!)
- Science Vessel started out as an air unit early on, became a land unit, then again an air unit in beta.
- Terran Marines (called "Marauders") were actually not wearing power suits back in really early alpha
- Command Center in the early alpha looked like an old, rusty Comsat Station
- Cleaner, sharped, clearer picture of all the Terran buildings, including the alpha and beta ones that were removed afterwards.
- Protoss could build Pylons on water! (Reminds me of the abandoned "Water StarCraft/Aqueous Rift" mod)
Jan 23, 2017Posted in: Project Workplace
Here's a list of Blitz Cards from Halo Wars 2...Perhaps some of these can inspire interesting gameplay mechanics or visual designs for units:
Here's some more images for unit ideas, all from a Supreme Commander: Forged Alliance mod called "BrewLAN":
Purifier AA robo unit:
Jan 16, 2017Posted in: Project Workplace
Cloud and liquid both. Liquid is easier, cloud would require particles. We'll see when we get to them.
Thanks Alex. Those Metal Omega designs would be nice for a UED faction and sub-factions.So...Yeah, I made a document with lots of designs and ideas for the UED...Here it is:https://drive.google.com/file/d/0ByDj29jsUbyVb2NyWkt3YTEwSFk/view?usp=sharing
Let me know if you can't download it. Downloading it should allow you to zoom in and see more of the concept art.Also, here are some pictures from a Total Annihilation mod. Should give you some ideas for other unit designs / visuals:
Jan 12, 2017Posted in: Artist Tavern
Tagal remind me of the Covenant from Halo, notably the Elites/Sangheili. I am absolutely loving your work :)
EDIT: Ok, so that was the point. I was hoping for a Banished faction in SC2, but looks like you're not a fan of the Brutes. Oh, well :P
Jan 10, 2017Posted in: Project Workplace
I would add a few more units, like Infested Liberators, Infested BCs, Infested Bunkers, Abominations and Volatile Infested. Perhaps even the Apocalisk.
Right now, their unit roster seems pretty small compared to the other races...
Jan 9, 2017AlexO6 posted a message on VMod: BW/WoL Hybrid Melee Mod - Searching for FeedbackPosted in: Map Feedback
I've discovered the cause of the hellbat/liberator bug, and I'm rolling out a fix now. As it turns out, extension mods are actually useless. Whatever changes you make, blizzard overwrites with the multiplayer data of the map your mod is created on. So if you for example delete a LotV unit, and then load the mod onto a LotV map, the unit returns, thus defeating the purpose of an extension mod altogether.Which essentially ruins modding, as you told me. But, I'm confused...If it's pointless, how'd you fix it?
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