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    posted a message on SC Expanded: melee mod

    Sorry for the lack of feedback lately, I haven't been able to do much gaming lately. But seeing as how HoTS has so many new units, the Zerg Evos and new terran units will provide an enhanced brood experience. For example there is an entire set of units with the "Mengsk" prefix, my assumption is that they will be something of an honor-guard, perhaps a faction that gets only the Honor-Guard units? More expensive but increased in strength?

    List of "Mengsk" Units:

    • Mengsk Battlecruiser
    • Mengsk Banshee
    • Mengsk Diamondback
    • Mengsk Firebat
    • Mengsk Goliath
    • Mengsk Hellion
    • Mengsk Marauder
    • Mengsk Marine
    • Mengsk Medic
    • Mengsk Merc Compound (Merc Calldown Center)
    • Mengsk Reaper
    • Mengsk Siege Tank
    • Mengsk Viking
    • Mengsk Wraith

    Note the lack of: SCV, Medivac, Ghost, and Raven. They have no caster units.

    I also noticed "Battlecruiser Interceptor" Perhaps the Mobius foundation could use them as prototypes?

    There is also a "Dark Protoss Turret" And some structures with "Hybrid" prefix:

    • Hybrid Cannon
    • Hybrid Temple Obelisk
    • Hybrid Obelisk
    • Hybrid Holding Cell
    • Hybrid Generator

    As for neutral structures there is a "Xel'Naga Healing Shrine"

    For the Colonists faction we get some juicy new units:

    • Militarized Colonist Ship (Flying and Landing)
    • Militarized Colonist Ship Omega (Flying and Landing)
    • Pirate Worker
    • Pirate Capital Ship

    You can comb over these and experiment with them as you like.

    Posted in: Map Feedback
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    posted a message on NA Map Night [Revival]

    Sounds good, the maps that everyone plays in the arcade are terribly boring or flawed.

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

    @SoulFilcher: Go

    I see... The idea behind my "Choke" ability was to be more effective against larger groups, while not copying the Viper's Abduct ability. I have lots of opposition and must think of HoTS units now... What about scrap both of my ideas, but create an ability that works as a hybrid between the Dark Archon's maelstrom and the Queen's(broodwar) Ensnare ability. Covering the units with a cloud/goo that stuns them, the choker would have to continually spray the goo/gas to ensure that it keeps going, the ability would last 30 sec or until the choker cancels/is killed. And another ability that only works while the choker is burrowed, letting him vent up toxic fumes to kill units but at the cost of blowing his location entirely(still requiring detection).

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

    The loss of the Lurker, and now the defiler not belonging specifically to the brood makes me a bit sad. I came up with a "Choke" Ability for the Choker, the ability causes the choker to fire up to 5 tentacles, which then stun the infantry unit they attach to, the units will then have a 5 sec timer until they begin dying.

    Another idea was a thick fume, a modified version of the defiler's dark swarm. The ability would create a cloud of smoke(probably greenish like the smoker's fumes eminating from it's body) that would reduce all units in the cloud to 0 sight range, and serving as a LoS blocker.

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

    I am hoping to get into HOTS Beta, do you think you will port it over to that SoulFilcher?

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

    I got an idea for colonists, the Cargo Truck unit by default would be a small transport able to hold only a few units, however it could be outfitted with different loads in the back, such as vespene canisters for a HE Kamikaze truck, or upgraded with the full close on the back area providing the truck with extra hp/armor.

    Pic:truckspic

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

    @ARMofORION: Go

    Well, if you are playing my map (Ruins of Tarsonis). I havent gotten around to updating it yet, just thought you might want to know,

    (Soulfilcher I still need a list of every faction and their differences for zerg and Protoss)

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

    I haven't gotten a chance to try it, but I came up with yet another variant on the shield buff idea for Zealot as an alternative to charge, in this variant, When the Zealot detects a target(Like with charge) He buffs his shield armor to something like 20, negating large ammounts of damage.

    Another ability idea for Zealot I came up with, is when the zealot chooses a target, that target and any enemy units in a small radius around the target, recieve an attackspeed decrease, letting zealots get closer due to enemies having lower DPS.

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

    @SoulFilcher: Go

    I've been doing some refining of the concept for the "Crusade" ability for Zealot, It is an ability with a 6 second cooldown(can be set to auto-cast) that when activated gives the Zealot 15 shield armor boost that decays over the course of 5 seconds, give one second of normal damage. This would cause the Zealot to lose 3 shield armor per second.

    If anyone has any ideas to help polish this into something nicer, please help.

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

    @Vultorask: Go

    I agree with you about the Dragoons, Dragoons weren't designed around mobility, but rather to be like tanks, with highish health and powerful weapons. Also, SoulFilcher, have you thought about my suggestion for an alternative to charge?

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

    @SoulFilcher: Go

    Perhaps, an ability for zealots to enter a "Heavy Shield", in which they have a high armor rating on their shields, unless the enemy is attacking from within 2.5 range of the Zealot. However so that it doesnt overlap with the Immortal, weapons that do more than 20/25 dammage are only reduced to half their norm damage.

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

    Well, I'm sure I will figure it out with some more searching around. In the mean-time could you PM me how to add hints/tips to a map?

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

    That's odd, I also came across a bug. The map decided that it now wants to auto-start when lobby is full. That can be annoying.

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

    @SoulFilcher: Go

    I figured it out now, Thanks. Ruins of Tarsonis is uploaded. However I am still working wtih Blistering Sands to add "Hints" to the map, that tell players the basics.

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

    You told me to import both local and Battle.net dependancies, resulting in two of every SC Expanded Dependancy, now the editor wont allow publishing due to the fact that there are duplicates. When I removed the local versions from dependancies, without derping the custom units, the editor still claimed there were duplicates.

    Posted in: Map Feedback
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