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    posted a message on Cliff,Ramp Doodad problem

    In the Doodads list, Cliff and Ramps is an doodad with name Wall Docking Bay. Is it possible to make units to walk over it ? If yes, how?

    Thanks!

    Posted in: Miscellaneous Development
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    posted a message on Insane Starcraft 2 idea

    Hello to everyone. My friend have the beta and I have see the editor and it was very difficulty. I have some ideas here to inspirit map makers and to know which ideas are possible in the new Galaxy editor. Additional give me a difficulty levelfor every idea.

    Protoss

    Phoenix: -remove the +5 bonus damage vs. light. Abilities: Argus Flare (passive) -phoenix strikes twice Independent Weapons (passive) -the phoenix can strike one ground and one air unit at once. (Colossus will be target with all weapons).

    Carrier: Hangar level 1 and 2 (upgrade) - for every upgrade the carrier capacity will be increased. Plated Shields (self buff)(on/off)(like defend of footmen) -the carrier concentrate the ground shield to reduce the incoming GTA attacks, but it reduce air shield level and the move speed of the carrier. (only for the shield points). -All incoming ATA attacks of the enemy are increased by + 6 damage. (In case of the plasma shields level)( + 6 damage by plasma shields level 0; + 5 damage by plasma shields level 1; + 4 damage ……………………..)

    Reaver: Null Void Implosion (passive) - after the scarab explodes a implosive field takes in the splash area of all units (maybe only of enemy) 20 energy and 20 shield points and are transferred to 40 damage (like feedback). Forced Shields (passive) - as long the reaver have more than 50% of his shield points, all incoming ATS (and colossus) attacks will be extremely reduced.

    Archon: Psionic Sparkling (passive) -all melee units that attack the archon will take 3 damage for every strike.

    Mothership: Armament: Pulse Disruptor (the early one in the first gameplay early and not the second one) 12 shots that does 5 damage with random targets like the original one, if the mothership don't have a concretely attack order. Abilities:

    Regalia Cannons (autocast) 25 energy -the mothership has a additional attack (the momentary Purifier beams 6x6damage) that can have a different attack target as the normal mothership armament, as long the mothership don't have a concretely attack order. Purifier beams damage are increased by the normal weapon upgrades.

    Strike Fighter Escort -Cost 45 energy, and reduce the max energy bar by 45 energy for every fighter you have. The max energy bar will be restored for every fighter do you lose.The fighters are carried like the carrier interceptor and receives upgrade bonuses.(Armament Photon blasters).The fighters have a different attack order as the pulse disruptor and purifier beams,as long they don't have a concretely attack order or no other targets.

    Time Bomb -Create a field (the bigger variation of the Time Bomb) for 15 seconds. -reduce the move speed of all enemy units in the field by 25% -all friendly units (only air maybe) become a buff called Phase (Time or Warp) Shift, this buff hold on for 15 second (as long the Time Bomb exist) or the buff charges are empty. -Phase Shifted units will be don’t damaged from the first two incoming attacks.(Also the Phase Shift buff has only two charges)(The units can go out of the Time Bomb, but the buff will be active)(Unit that don’t have a buff and go inside of a ready Time Bomb will don’t become a Phase Shift buff)(Only units that are in the field of activation of the Time Bomb will be buffed).

    Is the early Planet Cracker in the editor?

    Terran

    Firebat: Fire Whip (Armament) – 8 (+ 4 vs. Light) x 2 attacks (small splash area). Fire Lance (autocast) - like the charge of the zealot, but the effect should be a bigger and stronger fire wave. (10 (+ 16 vs. light) damage (larger than the Hellion splash wave) and a cooldown of 20 seconds).

    Thor: Valhalla Mode (transform) -the Thor transform like the Siege Tank in a static mode and lose his GTS attack, but become a longer range and a bigger, stronger splash GTA attack.(Ragnarok Missiles). Multilock Targeting System (passive) -the Thor can attack air and ground units at once.

    Charon Boosters (upgrade): - increase the range of all rocket striking units by +1 range (Javelin Missiles and Ragnarok Missiles (Thor); Longbolt missiles (Missile Turret); Lanzer Torpedoes (Viking); Backlash cluster rockets (Banshee)).

    Ghost: Lockdown: -like inSC1 but the freeze time for Mechanic units is lower than Robotics.

    Orbital command: Air Strike: Cost 150 energy and 225 minerals and 225 gas -select a revealed terrain. In 15 seconds will come from the space 3 fast but very cheap bombers (with evasion bonus) that do as small splash damage in the selected area and return back in the space.( The bombers strike a linear splash damage and shoots 3 Shark bombs) It should have a cooldown animation like the nuclear strike. After the bombers are returned you resources will be returned. (For every life bomber 75 gas and 75 minerals)(It should be taken resources for damaged bombers, like repair cost).

    Battlecruiser:

    Burst/ Phalanx weapon charger (switcher) (if that’s the right definition) (ability) (I hope very much to hear that this is possible)(Most favorite idea for me)

    -the attack of Battlecruiser can be switched between Laser Phalanx and Burst Lasers. Burst Lasers do 8x8 damage and have + 10 damage vs. light. (Small lasers that are yet) Laser Phalanx do 32x2 damage and have + 10 damage vs. light. (The awesome laser like in the first gameplay trailer) I don’t know how to make the cooldown so that when the Battlecruiser is in one of these modes, to do the same damage at the same time.(Don’t want to see that the BC in burst laser mode will do in 20 second more damage as the laser phalanx). The only damage different in a period of time should only be in the bonus damage. (Equivalent in normal damage and different in bonus damage).

    Zerg

    Lurker: Seismic Sense (passive) -the Lurker can strike in range of 4 all invisible ground units without to reveal them.

    Leviathan (Kraken or Sepialisk)

    Devourer Scourge (passive)(Armament) Like the Brood Lord , the attack of the Leviathan is a Devourer Scourge that is very slowly produced (cooldown of 22 seconds).The Devourer Scourge is a suicide armament that can be shoot down (low life and extreme carapace) and do a splash damage with + 20 vs. Massive and release acid spores like the Devourers Corrosive acid.

    Dragonfly Breed (passive) - every 20 second the Leviathan spawn one Dragonfly (the green fly known as the razor swarm) The Leviathan can carry 5 Dragonfly (maybe more).

    Razor Swarm -turn one Dragonfly to a Razor Fly (for every click on this button).The Razor Fly has a small life amount and do a weak ATA melee damage. (Primary hunting down interceptors)(They can be shoot down by Point defense drone).

    Victim Swarm - turn one Dragonfly to a Victim Fly (for every click on this button).The Victim Fly acts as a life shield to the Leviathan. (they cannot attack units, they only take damage to defend the Leviathan.

    Spore Crowd 200 energy -the Leviathan make a big spore dust (like dark swarm) in range of 5 at least 10 second and make so that enemy units will receive +2 damage additional for every attack(only air).

    Queen Infest 150 energy -select one enemy building with low HP, the building turn in a infested mass (Stationary unit acts like a turret and can attack ground and air units), and spawn 5 broodlings. Brood Pheromone(Aura) -all ground zerg units in range of 5 will increase they attack by 1 point.

    How are my ideas? I want know which ideas are possible in the new editor. Sorry for bad English. Thanks.

    Posted in: Miscellaneous Development
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