• 0

    posted a message on SC Expanded: melee mod

    Oh yeah, I feel like a community member already ;-)

    1- I want to make Zerg drop pods better.This ability won't stay as the Breeding Mound's way of delivering units. I want it to be a whole new ability for the Zerg. My own plan for it: Drones can mutate into a structure that launches drop pods to the sky. Zerg ground units would enter this structure just like they do for Nydus, and then they would be delivered by this drop pod at the target. Each structure would have its own cooldown. Using it for placing Creep Tumors is totally possible. The main problem is that it requires a model for the building and animations for launches. This would be an awesome ability, but I can't add it.

    2- I may think about it. Its a good idea and Protoss need more stuff in general. But that Xelnaga Turret doesn't look "Protossish" enough for me and it lacks good animations. At least the upper part should work like a turret.

    Posted in: Map Feedback
  • 0

    posted a message on SC Expanded: melee mod

    @yukaboy: Have you tested the Kaboomer? Yeah, the fact that Banelings are optional is a problem for them. I never pick Banelings.

    1- I will give Zealot upgrades for at least one tribe. I wont add a unit option to the Zealot, but maybe a tribe could get a replacement.
    2- The Akilae tribe needs upgrades for the Templar and maybe the Archon. Using Karass weapon is a good one. I may add an option to Psi Storm, as Protoss need tech option ASAP.
    3- I've seen more than once mods that give the Immortal some kind of anti air weapon or ability. Maybe because Protoss lack a higher tier ground unit to counter air. I kind of avoided this decision, I don't know what to do.

    Posted in: Map Feedback
  • 0

    posted a message on Yukaboy's "Wars and Battlefields"

    What about "AI upgrades" for your units? Something that makes your unit more efficient or use special abilities. Or maybe buildings can spawn units with specific orders, and players have some options to apply to these units. Maybe new AI options can be unlocked by upgrades.

    Posted in: Project Workplace
  • 0

    posted a message on SC Expanded: melee mod

    New update today. Surtur brood can maerge Banelings to create Kaboomers. Sargas tribe will warp in Tempests intead of Carriers. Tempests have the same stats as Carriers now, but they will get another unit to replace Interceptors later.

    @yukaboy: your ideas for the Pygalisk are cool. The second idea sounds very fun, they would be like "underdeveloped twins" for Ultralisks lol. Better than spawning them on death.

    Posted in: Map Feedback
  • 0

    posted a message on Force 2D Portraits

    @GnaReffotsirk: Not entirely true. Try using a model, like a unit's model, as a portrait. It will show up. You just need to work on the new model to make it look ok and no need for portrait cameras.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Force 2D Portraits

    I created a topic in SC2 forums once about this exact issue. I hope someone from Blizz heard me. My idea for them was to create one checkbox for portrait models "always use 2d file" or something like that. But since we can't do that by ourselves I suggest you find a modeller willing to create a simple plain model where you can use your 2d images as textures. You would need to have many new models like this, one for each portrait.

    Posted in: Miscellaneous Development
  • 0

    posted a message on SC Expanded: melee mod

    Well, let's keep it going.

    1-Zerg need a low tier anti air unit, I've seen people complaining about it. The Hydra should've never been moved to higher tier. I don't want to give the Roach some anti air upgrade, it would benefit one brood anyway. Maybe it will be addressed by Blizzard? I don't know.
    2- Yeah, I've seen those models, I've already included the Dragoon. One brood mutates Mutalisks to the lost viking's Guardian as if it were the original Guardian.
    3- The old Queen abilities were moved to other units, If I bring the old Queen back I'd give it these abilities: Ensnare, Parasite and Spawn Broodlings. And then I'd have to think about new abilities for the Choker.
    4- Pygalisks are cool, but I don't know where to place them and what role they would have. They're supposed to be related to the Ultralisk and probably require Ultralisk Cavern. Maybe make Ultralisks spawn Pygalisks on death?
    5- No, it would be stronger than Neural Parasite and we would see waves of suicide Corruptors. It doesn't fit the unit's concept.
    6- The Brood Lord will stay as it is. The Guardian will be modified to be some kind of capital ship. Some ideas are already being tested.
    7- The Power Field idea is the first that comes to mind, I thought about it, and I think its best to leave it for the Warp Prism. From your ideas I'd probably go with C or D.

    Posted in: Map Feedback
  • 0

    posted a message on SC Expanded: melee mod

    @yukaboy: Man, your head is full of ideas. You should join a team or some project. I'll just pick the ones that fit my mod ok?

    1- You mean upgrade each building to be cloaked permanently? I'll add it to the pool.
    2- Again, I don't know if I'll add upgrades for multiple units.
    3- Even faster Zerglings? I don't know, I need to check how many zergling upgrades are already in. I'd rather make the Adrenal Glands upgrade better for one brood.

    Don't take me wrong, its not just balance. I get very positive feedback from players about this mod, and I feel I need to stay "picky" about what I add to it. I think over any new idea and I have to decide if it fits the mod. Your ideas are good, but some of them may suit other mods/maps better.

    1- Yeah, thats what that Nydus Young unit does right now, I'd only have to give it transport.
    2- Nice idea. I wuoldnt give it the ability to generate creep though. The only problem: There are no zerg builbing models left.
    3- I want to use Creep Colonies for the Aiur brood. But using the SpĂ­ne Crawler and Spore Crawler models for Sunken Colonies and Spore Colonies is just wrong.

    The Roach gets one upgrade option. I'll wait fot HoTS to think about Roach morphs (one is the Prowler, I don't remember the other one). The ability to jump over cliffs is used by the Glideling and by Left 2 Die's Hunterling. I may add the Hunterling as an option to Roaches, but not morphed from them.

    Posted in: Map Feedback
  • 0

    posted a message on SC Expanded: melee mod

    1- The Prison Zealot unit is another one I don't know how to use. I've been "keeping" them for Protoss "mercenary" units. Protoss with timed life? How would I explain that?
    2- It would have to need an upgrade. If they still require to be placed within a power field there's no great deal about it (and that annoying executor would still remind you that it requires a power field lol)
    3- I'll repeat what Blizzards said: Terrans are already the most versatile race. Even though it sounds interesting they can already build a Command Center in their base and lift it off to any other place in the map. They are usually the first to get island expos. So I guess its a no, no outposts for Terran.

    I'm working on the Kaboomer merge. Depending on the results I may update it today.

    Posted in: Map Feedback
  • 0

    posted a message on SC Expanded: melee mod

    @yukaboy: I cant add one more brood right now, as I have some broods with almost no changes. Every new addition must go to some of these broods, unless lore says it needs to be a new brood.

    I dont like much the idea of merging existing units into one new unit. New units must have their own abilities and their own roles in the game. But I still have to think about what to do with that Left 2 Die Spotter unit, so you may get some kind of "special Overseer".
    Rapid Genesis is one of HoTS upgrades I added to this mod, But I may add the Swarmling upgrade to another brood.
    Your "Death Baneling" unit idea remembers me of the Left 2 Die Kaboomer. I was trying to add all Left 2 Die units to the mod, but I didn't know how. Merging 2 Banelings to get a Kaboomer may be a good idea.
    The Omegalisk was renamed to its SC1 original name "Torrasque", its Tiamat's heroic unit. I probably won't add more Ultralisk variants (The Stank's Headbutt ability may be used by the Torrasque).
    One of the broods unlocks a structure armor upgrade. I don't feel there is need to give hatcheries/lairs/hives +25% life, they're already hard to kill unless they're undefended.
    Mass Evolution: I don't know if its a good idea to upgrade all units like that, but I may think about it.

    Keep the ideas coming, there's a long road ahead for this mod.

    Posted in: Map Feedback
  • 0

    posted a message on Yukaboy's "Wars and Battlefields"

    Add a special checkpoint that orders the unit to go back to a previous checkpoint, so you can get patrolling units ;-)

    Posted in: Project Workplace
  • 0

    posted a message on SC Expanded: melee mod

    Phase Cannon? You mean that alpha version of the Photon Cannon that could move? And another structure to produce larvae. I'll add it to my list of ideas.

    Posted in: Map Feedback
  • 0

    posted a message on Community Project #2- Data Thread

    Cables will probably look better than simple energy flow as I used. Now we need to work on some designs for the Town Hall and Power Line to figure out where they will attach.

    Posted in: Data
  • 0

    posted a message on Community Project #2- Brainstorming/Design Thread

    We can put both to test in game. The blueprint idea, and the standard flyer transport, maybe with the ability I suggested for it, an alternative ground mode that would be a "slow-moving" bunker. We can do it for most cases we have more than one idea for the unit. Over time we will have enough feedback to decide which version is going to be used. And I think it is going great, since we actually have more ideas than we can use, better than lacking good ideas ;-)

    Posted in: Project Workplace
  • 0

    posted a message on Community Project #2- Brainstorming/Design Thread

    @AtikLyar: Thats what I'm trying to say the whole time. There are many things in common for the 3 races. In my opinion the 4th race should stick to that. Workers, the building that unlocks the first combat unit and higher tier buildings, an upgrade building that unlocks a turret, a transport flyer, a detector flyer, a second upgrade building for higher tier, and so on.

    EDIT: Attached a picture so we can plan the tech tree, I used the blueprint as a start. The Fusion Reactor is one idea I had, so players wont need to rely on their town halls as their only power source. It would be morphed from the standard power line structure and would be cheaper than a town hall.

    Posted in: Project Workplace
  • To post a comment, please or register a new account.