24 hours left. Just remember, it's only a third we're getting, but it sure looks promising.
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Mar 25, 2016Posted in: General Chat
One that'd get a very good PR for StarCraft II and Blizzard, I repeat, definitely would be an Alarak DLC, especially now that his lieutenant Ji'Nara was introduced recently in the new Co-Op map 'Chains of Ascension'. But I won't rule out others having their shots, though I think one which will represent Zerg in the DLC level is Za'gara - The Nova DLC itself set up the resurgence of Zerg attacks as a plot base, and if anything is to go by, Blizzard might use whatever they got cooked to set the plot from Nova's arc, only it's Za'gara, this time. Either this or a coup attempt plot, though I'd think this one would go better with Alarak.
If there'd be a Talandar story, it'd more likely be in trying to prevent the Purifiers from leaving or revolting against the Daelaam, mostly out of old grudges. Remember the 'Enslavers II' campaign for BW? Mostly the same plot.
Quote from SamsaraNoMas: Go
Thats actually interesting.. they could make prequel story's like the overmind in his early years or anther faction... maybe even the UED on their home planed. Or go crazy and make alternate reality's. Or a hybrid campaign but then you had to sue blizzard for copyright because your team where first! :D
If there'd be UED or Hybrid, they'd be left for far future StarCraft III (As we got Warcraft IV to go). You can't just let it all out, there's a reason to hoard vital content for the next game. Business strategy as usual.
Mar 15, 2016Posted in: General Chat
Quote from SamsaraNoMas: Go
Everyone seems to like alarak. I find him interesting...i dont know what is it about him ? :D
- Finest Sith design
- Devious voice
- Intentions of his own, just using Artanis as a proxy
- He's everything Artanis (And Jim Raynor, if he ever met him) stands against
- Delicious, poisonous sarcastic humor
- Knew too well the Tal'Darim Hierarchy and when to depose Ma'lash, making him crafty
- Best of the playable characters in 'Return of the Templar', made even better when paired up with Vorazun
- Unlocks the clearly superior of the Void Rays, the most likeable Sentry and an unique High Templar xD
/edit The defense rests.
Mar 15, 2016Posted in: General Chat
Well, time to warm up the fingers for a 'first impressions' review. Though a shorter one, I wanna get some real content done when all 3 packs are launched.
And please, if we're having a next DLC pack, let the next one be Alarak. Seriously, guys love playing Tal'Darim more than Daelaam, and let's give DeLancie some work, alright?
Mar 7, 2016Posted in: Map Suggestions/Requests
In an overall plot design, you should check out the BW campaigns Vision of the Future and EDAST at Campaign Creations. Though one of them is incomplete, checking the story synopsis should give you a rough idea of mayhaps what you want...
Feb 14, 2016Posted in: Map Feedback
Definitely expecting the major changes to be the waterflower city blocks, as well as some major workout on the city's lower entrance. Other than that, there's few changes but the ramps at the Executor's Citadel as well as bridges included post the 'entrance' arc.
Feb 5, 2016Posted in: Map Feedback
It's just awaiting confirmation from Curse, but this is virtually the final version of it. And when I mean by 'actual', this means it's been designed with a LOT of research and consideration of a lot of factors seen in ladder/matches: Rush distances, expansion locations, sites for watchtowers, the works.
If anyone could test and give a bit of feedback, I'd be appreciated.
/edit It's in: DL and check it out: http://www.sc2mapster.com/maps/stellar-yin-yang/
Jan 26, 2016Posted in: Map Suggestions/Requests
So, well, the dust has kind of settled. We've seen the end of the most confusing 'love story' arc of all time, the end of the Hybrid menace, as well as the end of Amon and most of the Hybrids. Most, because not all will have died with merely the battle for Aiur or the destruction of Revanscar, but they'll be in often critical numbers and still using Moebius remnants for their purpose. Kind of like a crippled Burning Legion after WoL. And while they definitely warranted more units than a spellcaster or a flying one, even some sort-of structures, this is now irrelevant.
What is relevant is that there was some absence that, in a sense, would warrant even a covert visit - With so many things happening (Kerrigan's downfall and return, the fall of Korhal and the appearance of the Hybrid menace), it'd be logical that the UED would send their own forces to either forcingly take control or manipulate events through a very influential person (Like an OC character mine for this situation, extremely inspired on the WH40k Librarians). And, now with a stronger engine, the capacity to import custom models and even data, they'd have units of their own, as well as a few buildings. Still, because Blizzard wanted and things would get a bit confusing, they didn't show up even with EVERYTHING happening in the K-Sector.
But, well, we can at least imagine a little bit how their units would be, from appearance, to design, as well as actual gameplay function. While many could argue it just could be another Koprulu Terran faction, we must remember that the UED mostly used the local colonial forces as their backbone, when back at home they had 'bigger, better guns'. I wanna talk about these bigger guns, ships, structures and such, as well as some designs of their own. I did a bit of a brainstorming of my own, relating this, and how they'd work in a logical way.
- Obviously they'd make use of Terran mechanics like transformation and Lift-Off to their maximum, applying it even to structures of their own. These structures would virtually turn into medium/large capital ships, though with lighter defense and less weapons to compensante for the production capabilities when deployed at ground. However, they would also carry a small amount of supplies per such structure, meaning less stationary supply depots on the ground.
- The UED would need something akin to the advanced tech of the Protoss, particularly warp tech. However, unlike Moebius, whom powers teleporting machines with stolen Pylons, the UED can't directly warp-in forces into the field, yet. This would mean that they would need teleporter structures connected to either orbiting capital ships, which house existing forces, that can also connect like Zerg Nydus Worms, from a base to another. While their structures usually aren't as dependant on power as Protoss structures are, they can still build Power Generators which'd boost production speed by approx. 10%, though these can't overlap. If there were shielding technology, it wouldn't be as durable or as easy to recharge as Protoss shields, and would constantly depend on a large battery which is inevitably stationary, not allowing shield recharging units as well.
- Besides the Protoss, the UED would also need to be on par with the Zerg and their multiplying abilities. While this is still viable with cloning facilities or experimental military-only nano-assemblers, these would be very large and very expensive structures (About +100 above CC cost), and like the supposed shield batteries, would be stationary and incapable of transforming. Alternatively, their infantry and smaller vehicles would be capable of deploying into durable cocoon-like shields when in extreme danger. These cocoons prevent them from attacking or moving, but would restore a bit of health. However, it'd be a long cooldown and, unlike Hatchery Zerg eggs, would be resistant but easy to crack under concentrated heavy firepower.
Obviously, like the Hybrids, this wouldn't do so well, with three races virtually polarizing balance. But it'd be worth a try, if further worked. Here, I talked about the comparisons to the three Koprulu races and how the UED could capitalize on this, but we can talk about it's own characteristics as well:
- Workers with specific roles - While the UED units can and should be able to do multiple things at once as Terran infantry does, the UED also believes that total dedication to a singular role/combat preference ensures total efficiency. This is totally demonstrated by their *two* worker units, a miner and a constructor - Because the Terran SCV and other workers have multiple functions, their efficiency is not as optimal as they could've been. While this separation would be unnecessary, this ensures maximum efficiency, allowing both UED worker units to mine more minerals and build faster than other races' workers.
- Units with multiple functions - While the Workers truly are relegated to specific functions, most UED units are capable of handling multiple combat situations, from both ranged and melee combat, as well as both air and ground fights for some vehicles. The UED Marauder of sorts can fight off heavier forces, but should he be surrounded by say, a pack of Zerglings, he could fire flamethrowers, without needing to transform like Terran Hellions/Hellbats need to. Alternatively, the UED assault mech can battle units on the ground and air at the same time (AKA, the WoL campaign Goliath upgrade). However, some units can transform, but rather for a matter of mobility versus firepower.
- Interchangeable defense - Remember in the SC2 alpha, where Photon Cannons could transition and then this was changed to Zerg defenses? Or when the Sensor Tower could transform in a Radar Tower? So, this concept is taken to the UED defenses, at least the most basic ones. You could still build artillery cannons and anti-BC guns but these couldn't change. The only two ones I can think of is the basic AA, which can turn into a machine gun/light laser to counter worker harass on the ground, as well as a Bunker than can lift off and be mobile (Not new, this was already used in Atrox), though units inside can't attack neither unload.
- Tac warfare without needing Ghosts - While the UED can use spotters for the missiles, this is more for a faster Nuke launch and detonation. The UED, on the other hand, need only a visible terrain to launch their missile without a Ghost-ish unit around to spot it, but it'd take much more longer, meaning there's time for an emergency mobile force to move in and kill the Nuke structure before it lands. If the structure or the Ghost are killed, the nuke is off, normally.
This is normally what I'd envision, a bit. I'm still to think a bit more on the units, particularly the advanced ones, but you can post some ideas as well. That's what's brainstorming is for, right?
Jan 26, 2016Posted in: Map Feedback
While we could agree the Purifier Stalker deserved some gameplay chance, I believe it just wouldn't be appealing enough when you already have Blink Stalkers with Shield regen.
One thing that Blizzard could've done to make the singleplayer Adept more interesting was making either their attack bounce or allowing their 'Shades' to attack with impunity, with half the damage. 'Balance' reasons can be taken out of the picture in this situation, we're only dealing with AIs here.
Jan 12, 2016Posted in: Map Suggestions/Requests
If you're going to make it, ensure that you already have it all fleshed out in Notepad (Or Word, depending on your text editor) and that you're prepared in spirit to carry it out big time. Also, I'd suggest drawing some terrain sketches (Even if they turn out awful) in paper so you can get a rough sketch of what exactly you're envisioning for your playground. Finally, try and not make it too complicated you can't wiggle it out, like I did (That map I PMed you being an example.).
Jan 2, 2016Posted in: Project Workplace
So I played through the three missions, and I have a lot to say about them.
- The terraining is nicely done, combining traditional open terrain with decorations, something I grew to realize as I did terraining over and over. My only gripe seems to be with the temple walls at mission 2, where you use the same model again and again.
- Gameplay is just too easy, I could just mass up and start grinding the map. The only apparent pace change was the Zerus mission but there were few surprises there, as well. BTW, I think the Zerus mission was the only one with some degree of difficulty, especially with the Primal Hives (The big Zerg) defending. Also, there's nearly no music, anywhere, but the ending and intro.
- Radgar should have a bit more of micro, IMO, to value those powers of his more and more. The powers are fine, it's just they don't make this much difference in the macro gameplay, with a lot of Roach/Queen/Hydra besides you.
- Grammar definitely needs some check-up.
Yeah, that's rushed and a tad much harsh, but I'm kinda about to leave the house now, so if you want it we can talk later. Hoping to see more.
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