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    posted a message on VMod: BW/WoL Hybrid Melee Mod - Searching for Feedback

    Loving the Nerazim skin pack. More like "Dark Protoss from WoL", but still nice. I like the idea of having skins in a mod.

    Posted in: Map Feedback
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    posted a message on BW remakes

    You won't need to remake anything, SC Remastered is a paid upgrade for SCBW. The original SCBW is free, but you have to pay to get the higher resolution graphics. It's the exact same engine :)

    Posted in: Map Suggestions/Requests
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    posted a message on [Solved] How to restrict player race choice in mod?

    nevermind, changed my mind about the joke, please delete this.

    Posted in: Triggers
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    posted a message on [Protoss Dark - Shakuas - Nerazim. Effect Colours? ]

    Purifier really should be orange IMO

    Posted in: Art Assets
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    posted a message on University of Montreal vs UConnecticut live on Twitch tonight, for Collegiate Starleague!

    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!

     

    Stream:

    https://www.twitch.tv/cstarleague2

    Posted in: General Chat
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    posted a message on New SC1 ALPHA screenshots!
    Quote from Alevice >>

    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?
    Posted in: General Chat
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    posted a message on New SC1 ALPHA screenshots!

    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!
    http://www.blizzardarchive.com/pub/index.php?id=starcraft

    Posted in: General Chat
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    posted a message on New SC1 ALPHA screenshots!

    Well lookie here, I found this on Reddit:
    http://blizzardarchive.com/pub/Images/Screens/Sc1_2/clean.html

     

    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)

     

    Posted in: General Chat
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    posted a message on Mass Recall v6.0 Silver

    Thanks, great to hear! And you're welcome :)

    Posted in: Project Workplace
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    posted a message on Mass Recall v6.0 Silver

    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:
    https://www.halopedia.org/List_of_Blitz_cards

    http://www.halopedia.org/User:CIA391/Sandbox#Unofficial_Blitz_artbook

     

    Here's some more images for unit ideas, all from a Supreme Commander: Forged Alliance mod called "BrewLAN":

     

    Purifier AA robo unit:

     

    Shield Projectors:

     

    Purifier/Protoss:

     

    Terran/UED:

     

    Xel'Naga:

    Posted in: Project Workplace
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    posted a message on Mass Recall v6.0 Silver
    Quote from GnaReffotsirk >>

    @GhostNova91: Go Thanks Ghost. I'll be posting more updates as soon as I'm rested up and settled.

    @AlexO6: Go

    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:
    http://www.tauniverse.com/forum/attachment.php?attachmentid=33852&stc=1&d=1458685914
    Posted in: Project Workplace
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    posted a message on Request | Alpha Robotics Facility (SC1)

    You should ask Gnareffotsirk, he does some pretty good reconstructions/remakes of old Protoss stuff.

    Posted in: Requests
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    posted a message on [Showcase] AV Reinforces

    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

    Posted in: Artist Tavern
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    posted a message on [Campaign] Outbreak

    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...

    Posted in: Project Workplace
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    posted a message on VMod: BW/WoL Hybrid Melee Mod - Searching for Feedback
    Quote from VerdantSC2 >>

    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?
    Posted in: Map Feedback
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