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    posted a message on Map of the Week [Waiting new system before complaining]

    I'd like to help with advertising when its out, at least using the signature or something like that. Also, what do I have to do in order to have my map in that list?

    Posted in: General Chat
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    posted a message on "Multiple PM" bug

    I got some ghost pms too. Have any forum user passed away recently? lol

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

    Yeah, it is. I can upload other blizzard maps as well, I just dont know which ones I should upload.

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

    @Jaxter184: Larger than Abyss? I'd love to have some feedback from you and them ;-)

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

    New unit in progress: Tempest. This unit will replace Carriers for Sargas tribe, giving the Dark Templar a even more unique feel. It may look just like a dark Carrier, but it use a different attack. I'm not sure I'll use that "Shuriken" unit from SC2 alpha. Maybe it could use some kind of suicide unit like the Reaver's Scarab?

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

    @Yukaboy: Its amazing we came with 2 similar abilities. I'm working on the Phase Shift, I guess it was a beta ability (probably for High Templar) and it phases enemies making them immune to damage, but they can't attack. They idea of pushing enemies is what I want for the Repulser Field, I'm not sure if it will stay as a Nexus ability. And pulling enemies is what the Choker's tentacles do.

    Thanks for the bug reports, the Stalker/Dragoon bug has already been fixed. The spelling bug I fixed now.

    EDIT: Updated it today. Preservers got a alpha Phase Shift. It phases one enemy unit for 5 seconds. I'm also thinking about a defensive version, to be cast on friendly units, reducing the damage they take. If the Preserver is the unit that wil have this spell I guess it should be defensive, since he's a Preserver after all.

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

    @AtikLyar: Wouldn't it become useless by the time you get your "mamaship"? And a field would be too powerful for the Sentry, I'd rather make it target a few units in an area.

    How difficult is it to make a buff be negated if the unit is detected? For example, making that Displacement ability in the campaign (Wraith's ability if I remember it right) be "disabled" for players that have a detector nearby. I believe there's something to do with the Damage Response for the behavior, but I still have to go and try it.

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

    Does anyone have a good idea for 1 ability to replace hallucination? It must not be a combat-oriented ability, at least not directly. It must be something like hallucination, useful in and out of combat, capable of luring enemies to take wrong decisions or hiding your true strategies from your enemies.

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

    Thanks for the replies. You pointed out some bugs I hadn't seen. Fixed the Warp Gate issue for the next update. Fixed the Breeding Mound's ability so it no longer requires creep. Stone Zealots were not supposed to detect, fixed that too.

    The visual effect from some attack are complicated and I'm still learning about it. Some units will launch their missiles from the ground until I take the time to learn how to fix it.

    The Nomad's Salvage will undergo several changes as it is rarely used as it is. Basically you have to use your Nomad to attack a mechanical building, when it dies it will spawn a scrap cube, you can pick it with your Nomad and bring bak to your Command Center to get +50 minerals. The Fire-Suppression ability also needs some improvements, Nomads won't be able to use it on buildings that already have drones.

    EDIT: I know Void Seekers are OP, I haven't decided what to do yet. Their "land" animation is there because maybe someone will come with a good idea for it. I was thinking on an alternative stationary mode that gives it some special ability, just like the Warp Prism.

    Fixed the Academy requirements so Infested can no longer build them. Reactors will now look infested, like Tech Labs. The Hercules ability is not short ranged, as you can use it anywhere on the map, as long as the target is revealed to you. I still have to work on it though.

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

    Whoa! I totally forgot to add the Dragoon to the Warp Gate ability! Thanks. I knew about the drop problem. I was planning to change it to another system, since I wanted the ability to drop Zerg from the sky to be a separated ability. In the end I didn't fix it and left it as it were, but I'm going to fix it until I decide what to do.

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

    Maps updated today. The Scout is no longer exclusive to the Akilae tribe, hope they won't get mad at me. Added Delirium's dark units, they won't change color when the tribe is selected (I don't know why), but units created after it will use the dark model.

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

    I downloaded Delirium's Dark Protoss pack. So I'll be able to give them dark versions of all the units.

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

    I've been thinking on some crazy ideas. Most of them don't fit this mod, but some might. Can you guys help me to decide if its worth trying?

    First: Protoss needs more unit options. I think I can take the Scout from the Akilae tribe and make it an option to the Phoenix. I'd focus the Akilae on High Templar, maybe giving them an improved psi storm or something like that, and disable Dark Templars.

    Second: This one is a crazy one. What do you think of giving some faction the ability to lift off Planetary Fortresses, and maybe (just maybe) allow them to attack while flying? It would be a very slow, but powerful, air unit. Maybe it can only attack air while flying.

    Other ideas are: move the Miner unit to the Colonist faction, cause Kel-Morians already get some upgrades to buff their economy, and Colonists aren't supposed to have access to Orbital Commands so they wont be able to use MULEs.

    Enable the A.R.E.S. warbot for some faction and make alternative modes to be unlocked by research.

    Create a "zerg nuke" using that Spore Cannon structure from the campaign. It would shoot that acid ball to the sky and it would fall on the target. I'm not sure how it would be used though.

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

    Change the depencies order, the mod should be on top.

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

    @AtikLYar: Any bugs to report or maybe suggestions?

    Posted in: Map Feedback
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