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    posted a message on SC Expanded: melee mod

    @SoulFilcher:

    Yes, but the Reavers and the Colossi both serve the same role, which is the role of the siege unit. It would make more sense as if you got the option to choose between the range-y (?) colossi or the high-powered reaver as a siege unit, and the Immortal for the counter against Armored units.

    Hybrids: He spoke about both of the hybrids, not just the zerg one.

    Edit: Actually, there is a solution to the mobility problem the Reavers have. They are called Warp Prisms.

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

    Quote from nolanstar:
    I think reavers should be an option to colossi, not Immortal. Maybe you should give Dark Protoss a radar building with the model xel'naga relic or xel'naga artifact. (forget which) It is a tower that looks like the alpha watchtower. The radar "blip" model could be stalkericon
    ----

    Sorry, had to correct it a little bit to understand. You're saying the Reaver should replace the Colossi as a Siege unit?
    Actually, I agree with this question. Why not replace the Colossi with reavers, instead of Immortals being replaced?

    As for the second thing, I assume you are referring to the now replaced Xel'naga Watch Towers as a radar structure for the Dark Protoss?
    Good question. Soul, have you thought about that before?

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

    @SoulFilcher:

    Perhaps combine the units? Personally, I'd just do add the Medic.

    Edit: A friend of mine has a few complaints, mostly regarding the Hybrids. He says they are "Squishier than an Ultralisk trying to kill two bunkers full of marauders, and....."

    Well, to sum up the rest of the rambling, he says they need to be a bit stronger, remarking that they are pretty weak now.

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

    @SoulFilcher: Akilae is the tribe centered on Shakuras, and the leadership of the Protoss. They mostly are the central fighting force of the Khala. I, personally, would not put him in there.

    Odin: MMkay.

    Leviathan: The Behemoth was how the Zerg became able to go into space, so it would make sense that they can deploy from it, but it should really just be limited to the more space-faring broods, in my opinion.

    Tosh's Pirates: Question. What influenced the removal of any unit capable of healing for this faction?

    Infested: If I remember, there was a model for an Infested Battlecruiser somewhere, but I can't remember where.

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

    @SoulFilcher: Brainstormed a bit more, and I have some more ideas.

    Karass: In a quick review over the units, I noticed that he was unused.....Shelak tribe could be a good place to put him, in my opinion.

    Odin: Attach to Alpha? He will require nerfing, and you can possibly use Warfield as portrait.

    Leviathan tribe: Pretty bare, got an idea for drop pod and a few others.
    Zerg Droppod: In a bit of a review of the books I have, I noticed that the brood Kukuklan traveled to Bhekar Ro from Char using a sort of manta ray. I think this could explain that a bit.
    Enhanced Air Carapace/Weapons: Leviathan brood could get this.

    Tal'darim: Perhaps modify the Dark Shrine/Stalkers/Void rays with the new High models? That, or the Zealot slasher.

    Posted in: Map Feedback
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    posted a message on Mapster Madness Hero Creation

    Four heroes for you. First one is a bit of a spellcaster, second is a Tank, third one is a DPS hero, fourth is a Summoner

    Name: Engima
    Model: A.R.E.S
    Type: Spellcaster/Support

    Passive:
    Nano-absorbers: Takes 8% less damage from ranged attacks (No requirements)

    Active:
    Nano-swarm: Deploys a swarm of flesh-eating nano-bots, dealing 5 damage-per-second to any unit caught in the area. Lasts 8 seconds, recharge of 26 (Developed Nanites research needed)
    Specialization: Changes the weapon loadout between Bio (Naplam) Armored (Rockets) and Heroes (Cannons). 10 seconds-per-swap (No research needed)
    Short range for Naplam, fast fire rate. Rockets have long range, slow fire rate. Cannons have medium range, medium fire rate.
    Nanite Symbiosis: Heals 60 to units in a small area. Cooldown of 25 seconds(Bio-Adaption required)

    Special

    Nanite Overload: Engima becomes unable to move or attack, but everything around it gets swarmed by Nano-bots, causing:
    Nearby enemies to receive 10 damage-per-second while in it, and suffer from Nanite Invasion, slow them down for 5 seconds.
    Nearby allies gain 50 health over time while in the area, and gain Nanite Augmentation, speeding them up and increasing their firing rate.
    Lasts 20 seconds, Engima can't move for 30 seconds, 70 second cooldown.

    Name: Azual
    Model: Stank
    Type: Tank

    Passive:
    Serrated Blades: Attack causes enemies to bleed profusely, 1 damage-per-second for 5 seconds (Serration mutator required)
    Tendril mutation: Causes tendrils to grow out of Azual's back, which are able to independently attack targets. (Four levels of the Synapse Muscle mutator required for four tendrils)

    Active:
    Headbutt: Slams head into the ground, stunning nearby enemies and knocking them back. 20 second cooldown (No research needed)
    Throned Carapace: Azual's body gets sharper, returning 5% of his damage to his attackers. Lasts 20 seconds, 80 second cooldown. (Reactive Carapace mutator required)

    Special

    Juggernaut: Increases attack speed, movement speed, armor and health regeneration. Lasts 35 seconds, 90 second cooldown. (Two levels of Synapse Muscle and Reflex Overload mutators required, must be below 30% health to trigger)

    Name: Avartis
    Model: Maar
    Type: DPS

    Passive:
    Hybrid Focus: Detector in a small radius. (No requirements)
    Reflective Mind: Any damage dealt to him has 40% of it returned to the attacker (Gift of the Hybrid required)

    Active:
    Shockwave: Lets out a burst of energy, causing 40 damage to anything caught in it, knocking them back and stunning them for 3 seconds. Cooldown 40 seconds. (Stolen Khalian Necklace required)
    Gravitonic Shift: Units in a small area are instantly killed. (Heroes are dropped to 25% health.) Needs to be channeled for 8 seconds, and Cooldown is 80 seconds. (Aspect of the Zerg required)

    Special
    Singularity: All units, allied or enemy, in a small radius around Avartis are instantly killed, and their life is absorbed into him. Channeled for 15 seconds, Cooldown 120 seconds.

    Name: Alin'ragal
    Model: High Templar (portrait of Artanis)
    Type: Summoner

    Active:
    Psionic Platform: Summons a Psionic Cannon (Uses Mothership rift weapon, looks like the half-made building) Turret lasts 60 seconds, cooldown of 100 seconds.
    Psionic Warrior: Spawns two zealots (hallucinated-looking, does normal zealot damage) They last 80 seconds, with a 95 second cooldown.
    Psionic Enforcer: Same as Psionic Warrior, but spawns Immortals that can hit air and ground.
    Psionic Nightmare: Summons a clone of himself, uses Psi-storm, feedback, plasma blast and Guardian shield. Lasts 60 seconds, cooldown of 100 seconds.
    Re-enforcement Warp-in: Spawns 3 permanent Scouts. Cooldown of 90, only used when there is no other scouts deployed by him.

    Special
    Call of the Khala: Summons a manifestation of the Khala. (Archon, no attack but passively does a psionic shockwave and plasma blast, both from Maar.) Lasts 60 seconds, cooldown of 120.

    Posted in: Map Suggestions/Requests
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    posted a message on SC Expanded: melee mod

    The Hunterling seems to be the best replacement for the Reaper, since Abberation seems to be a replacement for the Marauder and the Swarm Host for the Ghost.

    They do kinda need their own specialist unit building though, to replace the Ghost Academy.

    To be a bit honest, I can see the Shock-trooper Marine (Rocket pods on shoulder) as a Umojan hero, as well as the Spotter being a unit for the Leviathan brood.

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

    @SoulFilcher:MMkay.

    Pygalisk: Well, the Infested already have a melee specialist, but I think I might have a bit of an idea:
    Breeding Dome:
    Infested Bio-dome, able to produce Hunterlings and unlocks Pygalisk
    Has upgrades for both, plus a test upgrade for aberration
    Flexible Carapace: Increases speed .1 and allows the hunterling to jump
    Serrated Blades: Increases the attack speed of the Pygalisk's melee, and adds 2 points to damage
    Enhanced Metabolism: Acid bursts out of the dead Aberration, damaging everything nearby, but slows down the aberration down.

    Virophage: I knew they were a problem, I myself tried to make the Virophage into a turret, but it failed.

    Spore Cannon: Mkay, nice to know.

    Edit: I was having a look at the wireframes that you uploaded, and I notice something interesting.
    The marine w/ rocket pod shoulders caught my eye, the Duran model, the Hydra-Spartan, the Ultra-Viro, and the two zerg structures. Any idea if this might be able to be used?

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

    Thanks for the quick reply.

    Prison Zealot: The suit has augmentations added to it which provides the charge speed boost, if I remember correctly. I, personally, would give it to Tal'darim.

    Infested: Ah, ok. The Swarm Host does need something.

    Got an idea for Pygalisk, mostly a Alpha-Squad or Nova-Squad idea:
    Pygalisk Deployment: Drops off an egg at the target location, which is hostile to everyone. Periodically spawns two Pygalisks that attack anything nearby.

    Swarm Guardian: I would just keep it with the ground broods.

    Side note: Does the Virophage work against enemies? I'm not sure, I tried to attack my Hydras with it, and it did nothing, and had it target a neutral building, and it did nothing.

    Spore Cannon: Perhaps make it like a mortar defense for the zerg, splash anti-air turret, or the zerg drop pod launcher?

    Ok, maps. I went a bit overboard (Like usual) and found maps for FFA, 1v1, 2v2, 3v3, and 4v4 maps.

    4v4: Deadlock Ridge, Fossil Quarry, Lava Flow
    3v3: Arakan Citadel, Cinder Fortress, Temple of the Preservers
    2v2: Discord IV, Khaydarin Depths, Monlyth Ridge, War Zone
    1v1: Blistering Sands, Daybreak, Ohana
    FFA: Antiga Shipyard, Nerazim Cryot, Shattered Temple

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

    I love the work that you did on this mod, Soul!

    Got a few suggestions:

    Zealot Prisoner:
    Shields: 20
    Life: 75
    Armor/Shield armor: Same as basic zealot
    Damage: 6
    Attacks: 2
    Weaponspeed: 1
    Movement speed: 2.7
    Abilities: CHARGE REMOVED
    Precognition: 15% chance to take no damage from attacks (Passive)
    OR
    Rally cry: Nearby allies gain a small attack speed and movement boost (Active)
    Reason: Lore-wise, the armor was a psi-enchancer for the weapons and shields, so less damage/health/shields makes sense, and they move/attack faster with less to weight them down.

    Infested: Researchable upgrade (found in Tech lab; replaces Wretchedness (No clue what it does)):
    Corrosive Glands: Infested Marines', Civilians' and Aberrations' attacks deal the Corrosion debuff, which:
    reduces the armor of the unit being attacked by 1
    OR
    does 5 damage over 2 seconds

    On the topic of the ground brood air: Do you plan on replacing the brood lord for the air siege unit (Swarm Guardian)
    Another thing: It says in the description of the Swarm Host that it has Leech, and it doesn't.
    Finally: Have you updated the other maps with the new version?

    Posted in: Map Feedback
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