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    posted a message on SC Expanded: melee mod

    @SoulFilcher: Go

    According to my recollection of the dialogues from HotS, the Primals only started making Primalisks once the Swarm attacks Zerus. Looking at Dehaka's body structure, I'd say that he's the closest to a non-Swarm Primalisk anyway, if you could change his model to have both of his arms... well, present. D's Spawn would be the right Hydralisk-like unit for the Primals if they have arms of equal size.
    Also, Ravasaur and a Kraith-Mitoscarab mixture (use a smaller Mito's model, add an ability like Kerrigan's Psionic Shift but weaker and automatic) would make eye-catching additions for missing tier units. And don't forget the Quillgor "critters".

    P.S.: Also found these two "Zerg Air Siege" and "Zerg Flyer" models (in that order, left-to-right) under the Characters category of the Editor. Do they have some potential?
    http://img844.imageshack.us/img844/4787/zergmodels.png

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

    @Kanishimi: Go

    You need to find the most up-to-date version of the mod online, download it, and then re-name it to whatever the error screen tells you its name is supposed to be. This happened to me too, and this was the best solution I came up with, and it worked.

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

    @SoulFilcher: Go

    Yes, like a "Vulture" Reaver, only definitely not that fast. I've got a list for possible Protoss unit names that are all un-official, send me a PM if you want ideas.

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

    Vindicators (like the ones from SC:Ghost, right?) could replace Stalkers / Dragoons for a low-tech faction. They'd have ranged attack and can attack both Air and Ground. (As for the SC2 scrapped unit, I dunno how they could be made to be different from the SC:G version.) You could, however, also go in the direction of the Protoss Adept, which appears to be a similar unit.
    Also, Protoss Healers might be a possibility for a Medic-like Protoss unit. Besides, there were found in certain circumstances and had roles similar to the Terran Medics, anyway (hit the link above and read the character articles on Tyrak and Rishagar).
    Another idea would be Phase Mines, which parallels the Terran Spider Mines. Perhaps they would be placed by a smaller, lighter-armored, faster version of the Reaver as their only form of attack?

    Don't you just love StarCraft Wikia?

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

    "Rushlings" for an alternate Zergling name, then.
    Also, I'm quite intrigued in the idea of a Marine melee attack, since some of their models have obvious bayonets, don't they ever use them?

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

    One caveat I've noticed while playing the Citadel level: you could technically play a mission without ever selecting a faction, choosing units (Firebat vs. Marauder, etc.), or picking upgrades. Was this intended, or do you want to require the player to make their selections?

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod
    Quote from nolanstar: Go

    when zealots activate cooking furry they could swap the model for the zealot chef, this can be done easily

    Hehe, I didn't know that furries are involved in this mod. Hehe...

    Posted in: Map Feedback
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    posted a message on SC1 Remake ita (nuovo)

    Questo è quello che io sono qui per questo. :)

    (Stupid Google Translate...)

    Posted in: Project Workplace
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    posted a message on [Showcase] Kailniris's Models

    Brings back so many memories...

    Posted in: Artist Tavern
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    posted a message on SC1 Remake ita (nuovo)
    Quote from Zarxiel93: Go

    I don't think in this mission is possibile, because only 1 of the 3 base have resources...

    Well, it would of course involve some sort modification to the scenario so that all three teams could have their own resources, but maybe it's also possible for a team to share resources, so only one ally needs to harvest? Correct me if I'm wrong, but I think that is possible in Left 2 Die.

    Quote from DEFILERRULEZ: Go

    for mission 8 of episode 2... Is the one that you must stop the dark templars??

    Yep. The one where you use the Overlords to guard the beacons.

    Quote from Zarxiel93: Go

    Si def è quella, ma su 3 basi, solo 1 ha le risorse, inoltre cm diavolo faresti a spostare le unità alleate attraverso i Nydus visto ke puoi farlo solo con le TUE unità e non quelle alleate?

    Forse, perché avresti tre membri del team alleati, non è necessario utilizzare i canali Nydus, o si potrebbe avere una serie di Nydus per ognuno dei tuoi alleati, nel caso in cui richiedere assistenza o qualcosa del genere. Solo un'idea.

    Posted in: Project Workplace
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    posted a message on SC1 Remake ita (nuovo)
    Quote from DEFILERRULEZ: Go

    I had the idea for some coop missions from sc1... But is a work so hard and so long to complete that the team decided to posticipate it

    Lol whut? I think you mean "postpone".

    Quote from Zarxiel93: Go

    We already thought abaut the coop mission, we decided to do with:
    Mission 10 episode 3 (Executor's Fleet and Raynor's Rayders)
    Mission 6 episode 4 (Matriarch's Fleet and Kerrigan's Swarm)
    Mission 8 episode 4 (Zeratul's force and Artanis's force)
    Mercenaries 2 (3 different Mercenary faction)

    I don't know if this has also been discussed:
    Episode 2, Scenario 8 (Possibilities to have a team, each player in charge of one / a set of beacons vs. one powerful A.I.)

    Posted in: Project Workplace
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    posted a message on SC1 Remake ita (nuovo)

    Also, another set of ideas that I've had: Co-op Campaign missions, as possible extras. For instance, co-op "Eye of the Storm" (Episode 3, Scenario 10), among others.

    Especially since you plan on making the Mercenaries II mission (Stukov Scenario 2), which originally has capabilities for maximum 3v4AI combat. Just throwing the idea out there.

    Posted in: Project Workplace
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    posted a message on SC1 Remake ita (nuovo)
    Quote from Zarxiel93: Go

    I already though to insert this 2 missions in the remake, but nobody of the team know how create advenced triggers, the same problem is for Enslavers 2 and Stukov saga, we already have all the maps (exept the installation and space maps) with the units insert, but without triggers.

    If you need to know the ORIGINAL triggers (used in the original maps), I can send you the actual map files (.SCM).

    Quote from TheTorrasque: Go

    Ci avevo pensato pure io a quelle missioni, dopotutto se non sbaglio utilizzano il terreno di Enslavers.

    Sì, entrambe le mappe per quelle due missioni sono state riutilizzate per le missioni Enslavers. Tuttavia, la questione è su ciò che sono le vostre priorità: le campagne originali o quelli supplementari. Naturalmente, allora si potrebbe assolutamente utilizzare altre mappe per le due missioni o anche progettare il proprio.

    Posted in: Project Workplace
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    posted a message on SC1 Remake ita (nuovo)

    Perdonate il mio italiano, sto utilizzando Google Translate.
    Vuole anche essere comprese le due missioni "segrete" di StarCraft Episodio 1, vale a dire "Biting the Bullet" (tra Norad II e The Trump Card) e "Operation Silent Scream" (tra The Big Push e New Gettysburg)?

    Posted in: Project Workplace
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    posted a message on Brainstorming: Protoss Campaign

    Well, then the best we can do is offer suggestions and ideas. That's all I've been doing - or at least, that was my intent. Should be the same attitude for everyone else here (on this forum)

    Posted in: Map Suggestions/Requests
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