• 0

    posted a message on Hybrid Collaboration Campaign

    Really enoyed this first map. Very atmospheric, just how abandoned secret facility is supposed to be. And with nice bits of lore there and there. Will be looking forward to further adventures^^

    Posted in: Project Workplace
  • 0

    posted a message on SC Expanded: melee mod

    Imho jumping at units is enough for Raptors to stand unique and interesting. Cliff jumping only makes them gamebreaking, and your suggestion is too similiar to already existing blink Burrow charge might be either costly upgrade of have long recharge time or both

    Swarm Hosts... Deep Tunnel is probably fine from pov of game design though sometimes OP. Flying locusts is not smth new, maybe make them slow or poison hit enemies instead? At least someone should get standart SH. And likely not Kerrigan since her brood is about unusual units, right?

    Posted in: Map Feedback
  • 0

    posted a message on SC Expanded: melee mod

    Imho torrasques and noxilisk are fun to play, so they deserve their plave in mod, if nerfed a bit. Raptors which can only be morpherd from lings and dont have cliff jumping ability - whuich is the one design breaking (only simple jump) - are probably fine, too Kerrigan brood might have impaler And where such dislike for roach strains comes from? Just make them cost more...

    Posted in: Map Feedback
  • 0

    posted a message on Hybrid Collaboration Campaign

    Hmm, looks interesting. Though it seems hybrid race has more mech units than actual hybrids… What about reavers, behemoths, dominators, nemesis? And cloning vats – canonic hybrid production building?

    Imho void thrasher would make more interesting (and thematically powerful) turret but if you prefer to go with this, it might be able to switch between slowing charges/splash charges modes. So effective either against single powerful targets or crowds but not both

    Hybrids hydralisk looks really cool! B) Is not prowler too similar to roach in its role? Oppressor reminds oracle

    Maar/Castanar-like hybrids might work as campaign heroes

    Posted in: Project Workplace
  • 0

    posted a message on Hybrid Collaboration Campaign

    Any progress?..

    Posted in: Project Workplace
  • 0

    posted a message on Hybrid Collaboration Campaign

    Hopefully someone will use evolution concept mentioned above. Also maybe mission which shows how hybrids are created might be interesting. For example, you start with limited resources on map where two powerful protoss and zerg factions are constantly fighting. Your task is to capture a certain number of units of both races (by reducing their hp to certain amount but not killing, and then escorting to your base) - without getting payed too much attention to your weak base in the rpocess, then build cloning vats to turn them into hybrids, distratc enemies while they are being created and after getting reinforcements steamroll both bases

    Posted in: Project Workplace
  • 0

    posted a message on SC Expanded: melee mod

    Actually disruptors are not really sieged unit, they are closer to HT in terms of rolw well, I said befiore that it doesnt really make sense to separate them... And I doubt anything would fit "mothership slot" other than mothership

    Posted in: Map Feedback
  • 0

    posted a message on SC Expanded: melee mod

    Warp Robotics and Warp Stargate could compensate lack of Furinax`s strength in other terms. Probably not imba if late in researches I still think hybrids both in terms of style and gameplay would better fit in separate zerg brood Scout-Arbiters make sense. Avenger imho is fine, as long as his stats are nerfed (the same with nerazim DRs), it is really original unit Which factions will have Disruptors - Purifiers? (similiar question about Ravager, Cyclone, Herc, etc) Purifiers obviously cannot have templars but their robotic analogue might be like Shredder (with activated ability which instantly hits everything around, and another with temporary boost to armor, maybe) Warden might be cool as mobile repair ship; but instead of autorepair it has powerful linear attack which heals rather than deals damafge, so it would be manually-target but very good support... Maybe Star Relic should temporarily stun attacked target, protss already have too much Aoe anyway Warp jump copies BC ability, how about short-timed invulnerability? Nerazim might have Shadow archon as siege, though obviously non-robotical unit

    Btw can Taldarim/Furinax use orbital beam from campaign as advanced defence? maybe XelNaga temple sentinels could be used somewhere, too... Also Soul Hunter (if he has proper model)? and maybe those http://starcraft.wikia.com/wiki/File:ProtossSnakeHead_SC2-HoTS_Rend1.jpg http://starcraft.wikia.com/wiki/File:Zerg_Artillery_SC2-HoTS_Rend1.jpg http://starcraft.wikia.com/wiki/Creep_tower

    Posted in: Map Feedback
  • 0

    posted a message on SC Expanded: melee mod

    I think it makes sense. But would not giving Monolith (very powerful long-ranged defence) makes fractio which already has very very good units (ilke immortal and void ray) too broken?

    Posted in: Map Feedback
  • 0

    posted a message on Hybrid Collaboration Campaign

    Hmm, allies? More like aforementioned pirates would be willing to use them to deal with their enemies. But since even pirates know that "all hybrids are bad", and they know nothing about human relationships, later they would be in nasty surprise when pirates decide to "sell" them to nearest Dominion base (or someone else)...

    Posted in: Project Workplace
  • 0

    posted a message on Hybrid Collaboration Campaign
    Quote from SoulFilcher: Go

    @yukaboy: Go Some specific structures would be nice.

    Yeah, for example Void thrasher would make very unusual tower imho. And that void portals...

    How much weaker though? On the level of Utter Darkness or even lower?

    Posted in: Project Workplace
  • 0

    posted a message on Hybrid Collaboration Campaign

    Creating the whole faction would be very long and complex process indeed. Thats why I suggested dominating over some zerg broods (since hybrids are very tough and obiously very expensive but their damage does not really correlate with their toughness - though dominators compensate it by their special abilities. Thats why they are supposed to be tanks in faction which has cheap dpsers... like original zerg). They need some sort of weak, massable ally to be competitive. Like enslaved zerglings. Or 3rd way - to make them all weaker and cheaper, which however doesnt make much sense lorewise. Here there are some possible concepts for hybrid faction: http://www.sc2mapster.com/forums/general/general-chat/59101-fourth-race-idea-hybrids/#p1

    Posted in: Project Workplace
  • 0

    posted a message on Hybrid Collaboration Campaign

    Very nice to see such topic and that many people approve this concepts While I am not mapmaker, I would be more than happy to share ideas and thoughts

    Quote from yukaboy: Go

    @SoulFilcher: Go

    Probably a good idea anyway, but for example, I have no clue as to what allies Subject 1115 will be gathering apart from other hybrid. Surely there's not enough hybrid to make them any more than just heroes and major units, right?

    Yeah, there are so far only 5 types (+several hero units) which is not nearly enough. That said, it would be very cool if your allied hybrid could evolve after reaching certain amount of kills (or smth else?): reavers into Castanar=like types (bigger model and ability for temporal invulnerability), then into LotV behemoths; destroyers into Maar-like type (with bonus abilities and bigger model), then into LotV dominators (with more abilities and new model). It would make player cherish each unit much more than usually. Probably their stats have to be tweaked, though Hybrids may seek control over independent zerg tribes, certainly there are some left and zerg should not be hard to dominate after killing their broodmother. But mission where you have to stuff similiar what Maar did in order to make enslaved protoss attack terrans (those who pursue you through missions?), so that they blame them in vile strike and start to fight protoss, letting you escape their attention More importnant question is whats their ultimate goal...

    Posted in: Project Workplace
  • 0

    posted a message on Map Ideas Thread
    Quote from yukaboy: Go

    Both.

    PS: Mod is as done as it needs to be for level 1 and the first 2 minutes of the level are ready for testing.

    Cool!

    Posted in: Map Suggestions/Requests
  • 0

    posted a message on Map Ideas Thread
    Quote from yukaboy: Go

    If you guys can really convince me, I might find a few free hours to make level 1. :)

    PS: I like the idea.

    You mean compilation uidea or hybrids idea?

    Posted in: Map Suggestions/Requests
  • To post a comment, please or register a new account.