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    posted a message on SC Expanded: melee mod
    • 2 roaches, no hydra
    • defiler is an alright size, surprised how big it.
    • gardian's scale could be lowered a bit
    • I think i perfer the default devourer's attack (red ball, before I didn't like it beacuse it was used on starbattle for plauge, but now i kind of perfer it and it came with that purple substance that would coat enemys.
    • queen's speed move slow on creep
    • old queen's do not display kill count
    • ultralisk do 25 campain damage
    • I see creep tower and tunneling claws for bannelings were added to zerg
    • roach has 120 health rather than 145
    • nydus worm (1000health building) scale looks big..I think? anyone else notice this?

    (UPDATED)

    • goliath missing upgrades
    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    @SoulFilcher: Go

    then why not make it so only one can be build with a recharge time (a cooldown time/mana cost to kill 4 at the same time or 1 uinit 1/4 the time)

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    Is haveing a call down "lazer/missle" been mentioned in this forum? where a singular building would be be able to instant kill a singular unit for mana/cost anywhere on the map?. I get this idea from the Hammer of Dawn where it's from a satalite and focuses on a target. perpose is it woulde replace the nuke but be able to target turtling defences such as seige tanks, sawrm host, bunkers, cannons, spine crawler from afar. Too think there was a time a suken coloney could instant kill a marine; how defences have changed. It's Wouln't be able to take out a cc, but mabey do up to half damage (so if it was targetted on protoss Nexus, shield would replace the damage. This could go in a faction of itself or a split option for the nuke; nuke is 20sec chance to hit everything or nothing at all while the other option is a instant kill 1 to 4 units. On another note in the far future would it be interesting to have flash freeze and lava rise be added to a map?

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    Kanitala’s model could be a replacement for the oracle (an auir version), where it could have entomb, ability to heal, a normal ground attack, or based on one goal’s version where it gain’s energy from enemy buildings and can produce hallucinations that do weaker damage. Never thought the hurricane was low quality, then again never played it in game. we need a poll on prefered models.

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    how come you won't use the Hurricane BC model as the carrier? if you are planning on doing a carrier

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    the protoss observatory model may fit better for scan sweeps. There is a special battlecruiser model without the "hammer head" and its a lot more easier on the eyes than the big hercules. although taboo, theres always the unsc ship model to consider as a carrier, but do the non-hammer head bc.

    Posted in: Map Feedback
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    posted a message on Texture for a Reaver Model

    although the last post was more than 2 years ago, will the carrier model ever be re-edited? texture seems too golden it doen't seem to patch other units and i dislike the flashy lights. the area between the plates and the top plate seem far appart, i dislike it beacuse you can see the bars and the hollowness of the ship. also would like to see team colour for the bridge similar to as sc1 rather than that V shape. the SC2BW icon looks better than the actural model

    Posted in: Requests
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    posted a message on SC Expanded: melee mod

    When will hots melee units become available? and I never noticed this till now, sc1 carrier had 4 amour at default and todays carrier only has 2. for the 2+ shield, could it also have +2 armour? 150shield with 2 amour is not as great as 300 with +2. For refrence ultras get +2 for 500 health, to put this in prespective.

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    Tyransador unit? is than an ultralisk? what is it, i don't rememeber seeing it, even in the map editor

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    you know its very easy to adjust the scale of units in the editor (reaver? i can't test it; only have old version). Psi Destroyer could be scalled down and have the ability to reduce all units mana to 0, but similar to the artifact, only one, big range, cool down. Or mabey like a scan call down that removes mana, (does it need a warning?). speaking of scans infested should have scan and mules, none of this lore shenanigans. what if blink archon's but only temporary? to test them, and if not what about giving archons a damaging aura, or longer range?. don't give darktemplar decloak; there blink kind of gives away there location(if the effect is visable to other players.) what will happen to the firebat? is it being tossed, or could it be an option to the hellbat/murader? what if we gave it the animation of hellion attack, gave it 6 range with rapid fire of 0.6(no stim), amoured 125 health 1 armour, and raise gas cost to 50, depending on the gas output?

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    @SoulFilcher: Go

    • I think the Hybrid and Tal'darim should be combined, but called Tal'darim.
    • what does "O _ O" mean? does it mean giving it a lot of thought, or disapprovel (cause i might have already said this 10 pages back)?

    @Kanitala: Go

    I like the model, reminds me of a revamp shuttle. my thoughts is a spell caster, ground attacker(protoss has none, excpet the orical), healer, or to replace a model for a ''dark templar' protoss for a faction for a better feel.

    @Kanitala: Go

    • how would the Psionic Destroyer replace the nuke?
    • Primal Zerg, I like the idea kills and something happens. it could be for resources, or kills increases the stats of a unit, or a third resources thats for something.

    @Zetal: Go

    the swarm host (which i think is nick named fatty to avoid confusion) looks like a frog, mabey it should have abduct rather than fungal?)

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    @SoulFilcher: Go

    you should let us know ahead of time of upcoming changes, for feed back. Mass Transfusion for Queens would be more interesting if it was autocastable and to a singular target (25 health and, what was it...15 mana?), like hots campain. the heal 125 now is more usefull in keeping an important unit alive or healing buildings for the viper that would be taking mass damage. The hunterling seems to be able to group together as one unit (they act like air units moving to a point) after charging. Warp prison could use some love and new abilites, have them like the medivac where they would heal shield for mana and be autocastable. For the zeratul's faction where dark templar have blink and conidering high templars are not an option, blink should be extended to archons. Scout was not enabled when i picked the Tal'Darim. With hots out, will there be any new common unit or upgrades that will not require a faction? (add on rather than replacement). The reaver model, though a biased question, which one did you prefer? I prefered the old one (i feel the old one had better shape and texture while the new one seemed kind of, plain).

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    New patch looks good. Image for the shield upgrade of the carrier looks good, if there was a +50 to +100 shield included with the +2 shield upgrade I would consider it, cause instant kill is hard to beat. I know some units from Snowflake Entertainment/Project Revolution where converted to sc2 and are in this map, did the old carrier model (bc and eveything else) ever get converted over as well? I really like the carrier model and it would be sick if it had the right texture and tossed into a faction. Hunterlings die very easily and it would be nice if they had smart cast where they all wouldn't go for the same unit. Kaboomers missing egg and leave shawdow, agian. Möebius Foundation could use A.R.E.S and predators. I wonder why the multiplayer lurker image got replaced with the campain lurker image since the big starcraft patch. I like dark templar blink but there are better choices over it.

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    @rickmary: Go

    how is the Creeper op? needs creep to "teleport" to an area. can only see this as an issue if it pops in on an enemy base(zerg)or "blinks" away when being attacked. In this case a "warm up" would help and teleport only on allie creep[if editor even allows this]. does it itself generate creep? interesting beacuse it increases locust speed, never noticed in the campain.

    @Malzen333: Go

    I like the idea of Feederings falling off when the host dies. zerg attacks and they all die, then feederling all die next and if zerg attacks and win, whatever feederling are still alive are used for the next batch. buff should be constant, i mean +50 health at the cost of 25mineral and 25gas with 0.5 supply seems fair. a % where +5 heallth for a zergling is silly, although for ultras for higher health i would like; it should be % + a set health. I like equation below beacuse zergling gets nice a buff and ultra gets +100 health; 2.5 bonus for zergling and 50 bonus for ultralisk (this is the diference with the % ignoring the +50)

    • 1.1(unit health)+50

    @SoulFilcher: Go hots has sc1 queen, gardian, devourer, and defiler, but only in the editor and they seem incomplete; no sound or wireframe. devourer attack ball should be coloured purple and noticed they (devourer and gardian) look left, attack, look left, and attack again in that order. I konw effects are ont peremant, but Parasite for the overlord as an option should last a longtime, like 5 to 7min or more rather than 1 min, beacuse right now the spy is a better choice and takes less effort.

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    @SoulFilcher: Go

    • zergling king of sit near enemy units and enemy unit take damage; they don't attack (missing attack animation). roach is missing the "move" attack animation, its like they sit there and green stuff pops out.
    • kaboomer got removed? there upgrade is missing
    Posted in: Map Feedback
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