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    posted a message on SC Expanded: melee mod

    @FreezingAcidRain: Go

    I don't think giving the choker the tentacle grab would work well despite being the creature's original function because of the viper.

    Posted in: Map Feedback
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    posted a message on Marauder/ firebat transformation

    A mod I am creating involves a unit who shifts between the form of a firebat and a marauder. I would like a model that details this transformation. (Mercenary version is optional)

    Posted in: Requests
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    posted a message on Request Heroes of the Storm alpha models

    And if it is possible, will Blizzard allow it?

    Posted in: Art Assets
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    posted a message on SC Expanded: melee mod

    A few ideas for the choker: 1. Give it the ability to drain life/energy from foes and use it to benefit the choker/allies surrounding it. 2. Give the choker a reversed form of the phoenix's ability, pulling air units to the ground and disabling them for a short period.

    Edit: I am also wondering why players are given the choice between the Immortal and the Reaver when the Colossus and the Reaver are much closer to each other in terms of role.

    Posted in: Map Feedback
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    posted a message on Lf-Marine Variant

    I would appreciate this model as well.

    Posted in: Requests
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    posted a message on combined Zerg Splits

    This is for a project I am making. I want to have the models of the Zerg evolutionary strains for zerg units combined into one model. Currently, I only want the Zergling (preferably two- one with the textures used in the campaign, and the other with the texture used by the exp reward.) and the Mutalisk, though if you could do the others, I would very much appreciate it.

    Posted in: Requests
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    posted a message on MSG From Blizzard.

    Feature: Race resource icon Customization

    Priority: 2

    Use: Allow players to choose the UI icons for Resources in the Race data. Despite being a minor change in the context of the game, this change will greatly ease a person's ability in putting the finishing touches on making a new race.

    Posted in: General Chat
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    posted a message on SC Expanded: melee mod

    @nolanstar: Go

    I personally think it would be cool if the Scientist worked like the CNC engineer- can capture enemy structures, but slow and vulnerable. Should also be more expensive and higher on the Tech tree relative to it's CNC counterparts though.

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

    @SoulFilcher: Go

    How about for the infested marine, instead of giving him stim packs, give him a researchable debuff for enemies similar to ensnare only it only affects one unit at a time? (either that or give fatty the ensnare spell)

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod
    Quote from acolight: Go

    @fungod2: Go Now theres one more important aspect of Zerg that seems to be campaign-based: larva generation. Please check that, because I strongly suspect - and my dueling partner does too - that larva spawn time is way faster than in ladder. The reasoning would be that in campaign queens dont inject larva, so hatching speed is higher in order to sustain a more dynamic gameplay. Please look into this, it is somewhat major.

    The spawning of larva is 3 seconds faster in the campaign than in multiplayer. (look up the hatchery's spawn larva)

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

    @FreezingAcidRain: Go

    Didn't filcher say the mod was not all about heroes? If you wanted an RTS like that, go play Warcraft 3 or some MOBA.

    Also, Soul, I remember you saying something a few pages back about making Vikings and wraiths a possible choice for terrans. I have a question though, what advantages and disadvantages will the Viking have over the wraith and vice versa. ill the Viking have a better dps in exchange for only being able to attack one plane of battle at a time, while the wraith has cloak? Also, is it possible to make the wraith a light unit since all terran air units are armored to possibly alter the counters a little?

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

    @SoulFilcher: Go

    Actually, that is one of the criteria for getting on the arcade highlights according to this: Like all of our featured games, Trial of Zeal is available to anyone with the free StarCraft II Starter Edition.

    As for a unit tester, you could if all else fails, create a map specifically for that purpose.

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

    @DEFILERRULEZ: Go

    Also, StarCraft Expanded currently requires heart of the swarm, which breaks another of the criteria- being compatible with the starter edition.

    Posted in: Map Feedback
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    posted a message on Swarm multiplayer exclusives

    @Vietman: Go

    Based on what I know, it may cause various errors. And despite what these guys seem to think, I believe it might be a wise idea to have someone create a campaign mod containing the various contents in the multiplayer that do not exist in the base version as a resource for future map makers.

    Posted in: General Chat
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