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    posted a message on SC Expanded: melee mod

    Awesome, always nice to hear about new updates.

    Also, just a thought. If you're still planning on keeping the Tauren Marines as the 'tanking unit' of the colonists, I was just thinking of a few things.

    1. Make them more expensive, but buff them up a bit more. That way, people would be encouraged to mix them with the other units. (And there wouldn't be giant armies of them that might hurt the whole SC feel.)

    2. Also, maybe give them an ability like their WoW racial, War Stomp? An AoE stun with a long cooldown? It would set them apart from normal Marines better, and allow for some more hit and run tactics with them.

    3. I remember you mentioned that one of the toss tribes was supposed to have golden Void Rays. Did you ever get around to doing that? Because if not, I could try to alter the textures a bit for it...

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

    Well now, the LOS blockers were certainly interesting. It was a little depressing how quickly they died, but I can see the balance reasons for it.

    Honestly, I wish I was actually good at SC2 now.... lol

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

    Maybe the names of the models are altered by the different language and the editor has trouble finding them?

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

    @SoulFilcher: Go

    I don't have any way to record video, and my comp can only play SC2 on the low settings... so no from me, sorry.

    As for features that I think should definately be included? The Hybrids, the Dark Protoss, the Infected Terran, and probably large battles showing off various units added in the mod...

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

    @SoulFilcher: Go

    Pretty much, rofl.

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

    @nolanstar: Go

    I was thinking about how there should be a similiar use against toss and zerg.... then I thought of a convict scaling and riding a colossus or ultra... and I laughed...

    Posted in: Map Feedback
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    posted a message on Mod to add all campaign units

    For all of the storymode upgrades and such, you can add them with triggers, or make buttons and upgrade abilities for them.

    That's all I've got for you. *shrug*

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

    @SoulFilcher: Go

    For the LOS blockers, I was thinking things like debris and walls, looking like they were thrown up quickly, like poor barricades.

    The convicts would have that sorta "Throw bottles" style too? That's kind of a shame. I was thinking of them as the Colonist's version of the Ghost almost. Basically, they would require a special building that has their upgrades, and then could be trained at the bars or something.

    My initial thought for them was a big, beefy melee unit that just sorta rams into the other army and pounds their faces in, but I'm not sure if that would work with the animations.

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

    @SoulFilcher: Go

    Yeah, I was thinking about the Tauren Marines, and I actually think they kinda fit pretty well.

    I mean, the fiction lvl700ETC album in the one commercial? It's a Tauren Marine and a Murloc... seems like they might very well exist in the SCverse, if in very small numbers.

    Maybe give the Taurens a research-buff where a Murloc Marine shows up on their shoulder and attacks with them? Might be kind of cool, and add to the Units usefulness.

    As for another unit idea for the colonists, I seem to remember some convicts that have a model (which shows up in Tosh's one mission.) Not sure if they have animations or not, but might be an interesting Colonist Unit (releasing convicted criminals to help with the rebelion.)

    I think the thing with the Colonists is you need to make them like a real gang of rebels... let them build LOS blockers to hide behind and such, so they can get around the map without being noticed or something. And maybe let their main base, instead of lifting off like a normal CC, instead drop down underground, and mining stops, but the building itself is cloaked?

    Posted in: Map Feedback
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    posted a message on Weekly Data Exercise #23 - It came from the vents

    Grrr....

    So, I was trying to make it a unit that morphed from the Roach, like banelings do with zerglings....

    Unfortunately, it decided that is was going to change the name of the roach, and make me unable to change it back.... so now I have to start my work over.... *headdesk*

    I was taking a look at the moving validators, and they will definately help.

    I think I might take a bit of time to try to hunt down the texture for this thing, and maybe fix it up to be a bit more zerg-like, if that is allowed in this thing...

    Posted in: Data
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    posted a message on Weekly Data Exercise #23 - It came from the vents

    Currently working on something for this, just out of interest.

    I'm looking in the actor commands, trying to find a way to make the animation pause when the unit itself stands still... but can't quite figure it out...

    Also.... I'm going to go the defensive spellcaster route, since there are no attachtment points on the model, so it would be hard to add any proper-looking attacks...

    Posted in: Data
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    posted a message on [Challenge] Make a Protis Sniper and Academy

    I'm not going to lie, that things is freaking awesome... 0.0

    Posted in: Project Workplace
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    posted a message on 1v1 Melee: Enter the Drag

    To publish on the EU servers requiers you to have an account on them (from buying an EU copy of the game)

    Lucky for me, I'm on the NA servers.

    Posted in: Map Feedback
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    posted a message on 1v1 Melee: Enter the Drag

    Is this on Battle.net? I would love to try it out.

    Posted in: Map Feedback
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    posted a message on Comprehensive List of Melee Tips and Tricks
    Quote from zeldarules28: Go

    Suppose I will throw this out there, not sure if anybody else has said it. If you select an area of terrain, you can copy and paste it. And then if you go to edit >> flip/rotate, you can flip or rotate the terrain. Use this to get perfectly mirrored maps.

    So... I've been trying to make melee maps... and this is the part that keeps killing me.

    Any attempts at an angled map especially, as the pasting will cut off a portion of the center and all around make it look ugly.

    But I have had an extremely hard time lining up maps the are mostly horizontal or vertical also...

    Does anyone have any tips of more accurate copy/pasting? Are there any downloadable programs I can grab to help me?

    Posted in: Melee Development
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