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    posted a message on Commander Concept: Zasz and Daggoth

    Commander 4: The Consciousness

     

    Also based on the community project custom race idea with a Shard Of The Consciousness as the TC. Killed enemy structures and heroes drop fragments of the consciousness that when picked up give a bonus to the augmentation item units. Calldowns are Auxillary Conduit which summons a free power network node and Matrix Overcharge which gives 25% temporary damage reduction to all friendly units in a power field for 30 seconds.

     

    Unit wise for light ground there is the Soldier Unit which is a more expensive but durable Combat Drone and has an autocast augment ability that does additional 30 damage in exchange for large amounts of energy. As medium ground there is the SCU which can specialize against an attribute and its upgrade the Clanker which rapidly regenerates its low max cap shield when out of combat. For the heavy ground there is the Dreadnaught which is a slow moving/rotating unit with a high energy drain outside a power field that has a 11 range primary weapons that can shoot in a small arc while moving but has a minimum ground range of 3 and air range of 7 while it has two weak splash side anti ground turrets for stuff under 3 range and can only have one weapon system active at a time. Support 1 is the Thermal Loader which is a modification of the Petard which can spawn stronger but slower to produce versions of the Blasting Charge suicide unit that has more damage and splash radius but can also damage friendlies. Support 2 is the Blitzer which is a modification of the Hauler which is the transport unit losing the ability to move but gaining a global teleport that needs energy and a prepare time dealing moderate splash damage on arrival. For the light air there is the Strategic Bomber which launch multiple splash munitions at air and ground targets which can jump to nearby units to maximise splash. For the heavy air there is the Ironclad which is a more armoured but more energy inefficient modification of the Flying Fortress. As a unique unit there is the Anti-Ballistics System which is a mobile anti missile unit similar to a terran point defence drone but with slower period but sustained defence.

     

    Perks mostly focus on conduit zone control with buffs and debuffs in their area of effect and energy management for units.

     

    Commander 5: Myiastasia

    Custom race themed on parasitic zerg with Brooding Chamber as the TC/basic troop production structure which attracts some mineral critters. Workers are replaced with Slaver Brood structures that periodically spawn wandering but uncontrollable Slaver Drones which zombify critters and weakened enemy units to return them to a dropoff to be converted into resouces. Minerals are used to build supply structures with 2 tiers and Vespene geysers are used to build Pheromone Stalks which "attract" additional critters for the slaver drones to harvest. The anti ground defence structure is the Pit Tunnels which slow enemy movement in their zone of control and randomly root enemies dealing minor damage. Having a ground unit stationed inside the structure adds the damage of the unit as a dot for the duration of the root. The anti air structure is the Scourgeling Roost which deals weak splash damage to air units with a chance to disable the weapons for a duration.

     

    Unit wise the light ground is the Dinergate which is a slower but tankier Zergling that acts as the builder and has an ability to disable the target movement and the caster attack for a duration to stop ground units fleeing. The medium ground unit is the Dorciferon which is a ranged attacker able to launch nearby slaver drones at a weakened target and acts as a mobile unit training structure and dropoff. For the heavy ground there is the Sporant which is slow and low health compared to other T3 ground units but is able to mind control a single enemy unit within a leash range leeching life from it while being able to control the target unit. As Supporter 1 there is the Usurper which can herd Slaver Drones towards a target area, temporarily blind a group of enemies and lay eggs into a target unit slowing it and dealing minor dps but if the target unit dies as a result of the buff some timed life units are spawned with their number based on the phase of the ability. Support 2 is the Phoront which can attach itself to a friendly unitor structure giving it a minor life, armour and life regen stat boost and two tentacle turrets to attack nearby enemies and the caster unit is left unharmed on host death but the ability is put into cooldown, Burrow and move slowly when burrowed and parasitize neemy structures slowing progress abilities by a stacking percent up until a cap where a stukov like spawning structure is created on the enemy st5ructure disabling it until the spawner is destroyed. As the light air there is the Scavenger which is a melee air unit able to hit both ground and air and has an ability to stun targets for a few seconds and has a passive to leave killed units as a paralysed corpse for slaver drones to collect. For the Heavy Air there is the Raider which acts as a carrier except the spawns and the caster both attack and the spawns carry killed units back to a dropoff and the caster acts as a more efficient reusable slaver drone.

     

    Perks are evenly spread for all unit but have several for increasing salvage from parasitism.

    Posted in: General Chat
  • 0.947173308619092

    posted a message on question regarding command card buttons

    Check the filters for the spash of the Damage effect.

    Posted in: Data
  • 0

    posted a message on Commander Concept: Zasz and Daggoth

    Most commanders are meant to have multiple builds which are viable but on the hardest difficulty there is usually only one strategy that most people go.

     

    It will be a long time before I am finished making them.

     

    Commander 1: Commander X (or Valerian)

    Use a command post as an equivalent to the TC and Hellstorm missile turrets for aa. Has a unique economy in that civilians (0 pop) spawned from the TC and supply structures (cap per structure) fill up the economy and unit production structures to increase their operating efficiency to 100% with a level 4 perk to increase efficiency to 125% with more civilians. There is a heroic structure (like Swann's drill) that can be upgraded to give a global aura with the effect depending on if the economy (faster harvesting), offence (attack speed) or defence (armour) morph option is chosen with 3 tiers of each monument (level 7 and 14 perks). There is a level 9 tech cache perk unlocked at level 9 which gives the monuments a static weaker secondary aura effect of build speed, damage and life regen respectively. One of the two calldowns is also determined by the path chosen with offence giving a large area aoe stun that deals minor damage, defence giving life/energy pickup drops to an area and economy hiring some random mercenaries that drop pod in to the location. The second calldown summons a Gorgon battlecruiser that slowly moves from one side of the map to the other along a straight line set by the player and only starts cooling down once it is defeated or reaches the end of the map (max 1 at once).

     

    Unit wise there are Dominion Marines which are lower life but slightly cheaper marines, Warhounds as the medium ground and Wodens (between the Thor and Odin in power but costing more than the Thor and limited in the number able to be owned at once with a level 11 perk to increase the number). Support units are the Spectre and APC (acts as a slow mobile bunker). For air units there are the Valkyrie (similar to SC1 version) and Pride of Augustgrad battlecruisers. As a unique unit/structure there is the Artillery Cannon which has global range but requires the target to be visible and has a random inaccuracy on the impact location but does heavy splash damage to a moderate area.

     

    There is also a Dominion Officer hero unit with a low revive time that acts as a support for the armies with an anti armored grenade ability, the ability to draft civilians in an area into some free marines and an Effect-Instant to boost the max life and range of nearby units for a short duration.

     

    Commander 2: No.1010011010

    Based off a custom race derived from the ideas of the old community project: https://docs.google.com/document/d/1EvVgXVNmu0sHyQSnc0eHajr-oQhpE1lYGVc9GNdCjRo/edit?hl=en_US

    Has Consciousness Simulator as the TC (nothing special other than visual) and Automaton modified worker units which has a ranged attack it can use while moving and can build other automatons. Has 3 calldowns with Smoke Screen which applies a Fog Generator debuff to an area for a 0 sec duration, Sentience Penetration which restores 150 energy to units in a small area and Strike Squad which summons 4 light ground units that start with an energy penalty.

     

    Unit wise for light ground the Vermin is a modified version of the Combat Drone which costs less and is faster but has lower life and range. For the medium ground there is the Walker which is similar to a goliath in that it has aoe anti air and an ability to stun ground units and deal minor damage. For the heavy ground there is the Replicator which is a modified and overpowered Crusher with reduced resource leech and an ability to create another copy of itself on killing enough mechanical units. Under support is the Demolition Droid which can burry to create a mine field around it, damage and disable channelled structures and do an aoe stun+damage after a prepare time. The Engineering Mechanism which is able to cloak and construct temporary support structures which can heal, give radar intel or deal weak long range splash damage with a large bonus to structures and minor bonus to massive. For air there is the Barrager which launches a cloud of aerial mines which deal splash damage on contact and drift outwards from the caster and drops a secondary splash blast to ground units under the mine when it contacts an enemy or reaches the end of the drift radius. With the heavy air is the Flying Fortress which can deal short range heavy damage against ground and able to morph to a ground form where it can deal splash damage against air and has life regen when out of combat in ground form.

     

    Perks mostly focus on improving the defensive structures and reviving units/units used to merge larger units.

     

    Commander 3: Mainframe MkII

    Also based on the community project custom race idea with a Server Core as the TC. Basic merge material production structures gain an extra production slot (like reactor) and augmentation item units no longer have requirements. Calldowns are Auxiliary Support to summon a random augmentation item unit, Viral Hack which disables enemy structures for 15 seconds and chains to nearby structures and Nanite Swarm which does healing over time in a medium area.

     

    Unit wise it has the Combat Drone as a light ground which is able to fire while moving and climb cliffs but has lower range and life than a marine. The Flexible Loadout Unit and its upgrade unit the Defcon are in the medium ground position having less life but 2 more inventory slots than the Standard Combat Unit while the Defcon has reduced max shield and shield regen compared to the Clanker but can morph into a stationary form to project a +5 max +1 regen shield (stacking up to 3 times) to nearby units. The heavy ground unit is the Mark V which is a modified version of the Dreadnaught which loses the long range main frontal cannon for enhanced side turrets and requires individual upgrading to be able to hit air. The Blaster is the first support unit that does a constant stream of low splash damage with a bonus vs shields and energy burn equal to the damage. The second support unit is the Mender which is a flying medic able to heal up to 4 units at once of fewer targets for more that does bonus healing to mechanical and can heal while moving. For the light air there is the Sky Sweeper which is only able to hit air with a low range high attack speed weapon and has an ability to tether itself to the target slowing its escape. As the heavy Air unit is the Fortification Buster which has a slow turning arc and does high damage single target damage with a strafe weapon that has a long period. As a unique unit there is the Threat Assessment System which has the Iterative Combat AI passive which causes enemies nearby to take additional damage based on the number that has already been killed near one of these units (stacking up to a cap), a passive aura that increases friendly units damage against biological units by +2 and a Target Critical Systems ability which deals 20 damage, reduces armour to 0 and reduces attack and movement speed by 10% for 7 seconds.

     

    Perks focus mainly on boosting units using the item units used to customise army stats.

     

    I will add the other two later.

    Posted in: General Chat
  • 0

    posted a message on Commander Concept: Zasz and Daggoth

    Maybe give them the creep launcher unit to allow them to quickly make paths of creep?

    Posted in: General Chat
  • 0.94720592775548

    posted a message on question regarding command card buttons

    Ok then other causes could be the Turret type actor is not being created or you have not set something under the Combat: Weapons fields of the unit.

    Posted in: Data
  • 0.947238506633755

    posted a message on question regarding command card buttons

    Ok the weapon arc must be 0 to give it a reason to use the turret.

    Posted in: Data
  • 0

    posted a message on Commander Concept: Zasz and Daggoth

    I could if you want.

     

    Sounds like a good concept except the lack of creep part since celebrates always are associated with creep. The gaining the creep movement boost when off creep would have to be a high level perk.

    Posted in: General Chat
  • 0

    posted a message on Commander Concept: Zasz and Daggoth

    I also have 5 commander concepts in the works.

    Posted in: General Chat
  • 0.9472710453284

    posted a message on question regarding command card buttons

    Does it shoot at the target? Weapon got an arc of <360?

    Posted in: Data
  • 0.947335811648079

    posted a message on Commander Concept: Zasz and Daggoth

    Well there is a template map for custom commanders so there is nothing stopping you from implementing your idea.

     

    https://www.sc2mapster.com/projects/the-assets-of-evil/files/2619041

    Posted in: General Chat
  • 0

    posted a message on question regarding command card buttons

    What SOp did you use?

    Posted in: Data
  • 0.947368421052632

    posted a message on Loading Screen Creepy Eyes

    That looks like the loading bar from the left 2 die map of blizzard.

    Posted in: General Chat
  • 0

    posted a message on Any idea how to retrieve a lost map?

    Go to the download cache where the bnet maps go and locate the file for your map (it ends with .s2ma). Copy it to be worked on and use MPQ Editor to transfer all the elements (data terrain and text) to a new map. The map script can also be copied and inserted as galaxy into the new map but all the GUI stuff will need to be recreated. Function declarations will also need to be renamed.

    Posted in: General Chat
  • 0

    posted a message on question regarding command card buttons

    Get the Unit actor to create the model actor on actor creation under the events. You then set the host subject for the model actor to the unit actor and give the model actor a SOp(Attachment) site operation for the hosting to attach it to an attachment point on the unit actor that turns with the turret.

     

    Here is a link to my old demo map on the issue: https://www.sc2mapster.com/projects/the-assets-of-evil/files/2499781

    Posted in: Data
  • 0

    posted a message on question regarding command card buttons

    Best to have a model with the attachment point and set the opacity to 0 and then attach your visual onto it as a Model type actor.

    Posted in: Data
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