• 0

    posted a message on Some unit icons and wireframes

    Yeah, joined recently. Now I'm taking the time to share some things I've worked on and check some interesting threads here. And, well, those Heart of the Swarm screenshots were useful. So we can use those upgrade icons ;-) I'm using these in my mod already.

    Posted in: Art Assets
  • 0

    posted a message on Some unit icons and wireframes

    Another pack uploaded, this time some ability, upgrades, tips, whatever icons. Based on SC2 originals, Blizzard artwork or some random origin. Here's a pic of what's inside the pack:

    Icons in the pack

    Posted in: Art Assets
  • 0

    posted a message on SC Expanded: melee mod

    New update today. Many small, creepy bugs fixed. Some standard tech tree changes removed. Leviathan nerfed. Medic energy upgrade removed.

    And terrans just got one more tech decision to make: Cloaking Field or Shockwave Battery for Banshees. The other races can't keep up to what the WoL campaign can offer to terrans :-( But I'm going to check the HoTS screenshots for Zerglings and Roaches, maybe I find something there.

    Posted in: Map Feedback
  • 0

    posted a message on The Texture Shop (request icons and textures)

    @wingednosering: Don't know if its too late but I updload a pack with some of the icons you requested.

    Posted in: Art Assets
  • 0

    posted a message on Community Project #2- Data Thread

    Fixed everything I mentioned before. Added the Drillbot unit idea to the Security Node (Named it Crazyhorse, its just my suggestion for now). It has a melee attack that recovers +1 mineral each time.

    I AM FINISHED.

    Posted in: Data
  • 0

    posted a message on EDIT: imported AI files wont work! Need help fixing it!

    I need custom AI for my SC Expanded mod. The AI must be able to select the unit and upgrade options for that race and use them. Also, it would be very nice to make the AI select a faction/brood/tribe and use its exclusive units and abilities. Can it be done with custom .galaxy files? I'd like to avoid using triggers.

    Posted in: Miscellaneous Development
  • 0

    posted a message on SC Expanded: melee mod

    The things is I want players to be able to go on with no factions/broods/tribes if they feel they want to. This way it is also possible to select a faction late in game, after you check what options your enemies selected for example. I don't want to force players to select a faction, if I did I could have created a faction dialog right when the map starts or something like that.

    Some bug fixes for the next upgrade. Nerfed the Leviathan. Hybrid Adept Warp Prisms and Carriers go dark. And one more tech decision for Terrans: Cloaking or area damage for Banshees? I also plan to add some fun things in there before I upload it again.

    Posted in: Map Feedback
  • 0

    posted a message on SC Expanded: melee mod

    1- Problem fixed, thanks for warning me about this (and I had just realized it playing online, I usually test it offline).
    2- Not sure if I understand what you want here.
    3- The Swarm Host is there as a test unit, I still don't know what to do with it. I believe they should be a Zerg unit, but I was in need of more infested units.
    4- I'm working on it, theres a dark carrier model, I just have to make it show in the game. Also, I'm planning to replace the Carrier for the Hybrid Adepts, so I don't know what to do now.
    5- Colonists: I know they're weak, this faction will require lots of work and ideas to be balanced with the others.
    6- The Leviathan is another unit in the "approval" stage. Its OP and I may simply remove, cause I don't want it to be able to spawn units.

    Are these the only problems in your opinion? LOL my list is way bigger. ;-)

    Posted in: Map Feedback
  • 0

    posted a message on Some unit icons and wireframes

    Hey, I'm here to share a few unit icons and wireframes I created for my mod. Feel free to use them, just give credit. You can download the whole DDS pack in the Assets section.

    Here are a few:
    http://www.sc2mapster.com/media/images/33/218/unit-btn-apc.png http://www.sc2mapster.com/media/images/33/220/unit-btn-blimp.png

    http://www.sc2mapster.com/media/images/33/224/unit-btn-nomad.png http://www.sc2mapster.com/media/images/33/226/unit-btn-swarmhost.png

    Next I'm going to upload some ability/upgrade/tip icons.

    Posted in: Art Assets
  • 0

    posted a message on SC Expanded: melee mod

    New considerations to make: Protoss Preserver and Stone Zealot. In my opinion both suck right now. The Preserver gets an useless spell (Sight of Adun) and an OP one (Plasma Surge). What do you think about them?

    The Scientist: this unit is supposed to be a replacement for Ghosts, but it needs new abilities. It cant attack, nut maybe it should. And what can I do to compensate for removing nukes?

    Posted in: Map Feedback
  • 0

    posted a message on Community Project #2- Data Thread

    @DrSuperEvil: The SCU was just a rushed addtional to show the model idea, didn't put much working on it beyong making it look like that. The Smog Generator bugs you mentioned weren't supposed to be there ;-)

    For the Processing Plant, I guess the idea is just like the campaign version, upgrading it will make it harvest by itself, no workers allowed.

    EDIT: Did you test the map? Processing Plant and Security Node's names and descriptions are broken. Town Hall can't build droids but can lift off. Can't build Smog Generator because the requirement is set ofr the previous building. I don't know why they need to be new unit entries, I used entries that will never be used in a melee map.

    EDIT2: All that signal junk was an attempt to make the turret die along with the unit. Something I've never tried before and clearly didn't work. The turret will stay there forever.

    Posted in: Data
  • 0

    posted a message on Image Request

    Open them in the model viewer and get screenshot, will be way easier to remove background.

    Posted in: Artist Tavern
  • 0

    posted a message on Community Project #2- Data Thread

    Here I am again. Added the Processing Plant building. Added resources to the map for testing purposes. Added one more building (T1 units requirement?), using a temporary model.

    EDIT: Added Smog Generator building. Moved the Scout Drone to the Sceurity Node building. Added an S.C.U. unit idea.

    I AM FINISHED.

    Posted in: Data
  • 0

    posted a message on Community Project #2- Data Thread

    Without campaign dependencies we can't use any of the additional assets. Right now we need them. If we are going to use our own assets that won't be a problem, but I'd say its always a good idea to have access to all the games' models, sounds... and pretty much everything else.

    In short: I'd use campaign dependencies.

    Posted in: Data
  • 0

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

    @DrSuperEvil: Yes, I think it is.

    One idea for the Hauler transport: It has 2 modes. The standard air transport mode and a slow ground mode. When on ground mode it opens small slits that allow units to attack from inside, so it would be some kind of mobile bunker. It would be great for bringing reinforcements into battle.

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