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    posted a message on Lotv protagonist

    should zeratul have been the protagonist? that would've changed up the story a lot but I was expecting a zertaul story. Nobody knew anything bout artsy Artanis before this game and the lotv story seemed a bit like an anime plot especially the epilogue, even tho it worked. 

     

    Nevermind ghat, at least selendis had some minor roles in prior games, dunno bout hots but definitely wol. I mean in the Utter Darkness mission zeratul was the one unifiying the Protoss not artanis so it didn't make sense to me at first

    Posted in: General Chat
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    posted a message on Chaos in Arms - War of the Four

    Oh lol he's been busy and bored out of his wits with SC2 for some reason. I don't think he's gonna bother until maybe summer time. 

    Posted in: Map Feedback
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    posted a message on Chaos in Arms - War of the Four

    I created new Actors for each unit and edited those. For the Tal'darim archon I created a new actor for the Archon Beam and increased the scale (I also added tint). For the Dark psi storm I duplicated the high Templar storm actor and tinted it

     

    Most of the simple visual stuff is easy to do with Actor Events.

    Posted in: Map Feedback
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    posted a message on Chaos in Arms - War of the Four

     

    A video I made displaying the Archons for each faction. Let me know if you guys think this is imba and should be removed or not, but obviously tell me if you think they'd be interesting additions to the factions that don't have them. Skip to 5:30 for the second Avatar of Haldyna demonstration. At 5:30 I use the Dark Psi Storm (deals more damage than the regular)

     

    P.S. I forgot to record this in HD :/

    Posted in: Map Feedback
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    posted a message on Multiple Factions (Chaos in Arms - War of the Four)

    Not at all in terms of units. I'll change stats and a few mechanics for each sub faction. I'll just try and give each subfaction some identity and uniqueness.

    Posted in: Data
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    posted a message on Multiple Factions (Chaos in Arms - War of the Four)

    I'm inquiring about a project I am considering. Look for it in the Map Feedback section if you want some background.

     

    I would like to know, as I am having four different subfactions for Protoss fight each other, whether I have to create brand new units to prevent data conflicting or I can do something with triggers to enable the training of certain units and buildings as well as the application of faction skins.

    Posted in: Data
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    posted a message on Chaos in Arms - War of the Four

    Turmoil has run rampant within the ranks of the unified Protoss. Strings pulled by Alarak, the uncertainty of a Purifier Fenix, and the waning trust of Vorazun have caused the once unified Protoss to split into total war. The Purifiers see the others as inferior, contaminating lifeforms. The Tal'darim seek revenge and dominance for their defeats, and the Nerazim are still jealous of the majority Khala superiority in the hierarchy.

     

    So this is my new plan for a set of scenario, or if I can commit, a campaign. I don't have a good track record with properly making campaigns or even finishing them sufficiently so I'm looking more towards a set of scenario maps where the player takes the role of Matriarch Vorazun, Highlord Alarak, Hierarch Artanis, or Fenix in a four-way war with their respective factions. Nothing is set in stone yet, so I'd like to take this time to confirm nobody else has this idea, as I do not want to sound like a cheap knockoff copying something good. Below are unit lists for each race. Modifications to stats are stated. If there are no changes, I will just put the name.

     

    Of course, let me know whether this is something you're interested in seeing.

    --------------------
    * All Subfactions have same or similar structures as well as Observers and Phase Prisms.

    Purifier:
    Sentinel
    Adept: Increase cost significantly. Two fuse to form Cyber Archon.
    Energizer: slight HP decrease and DMG increase.
    Instigator: Increased HP, Armor, DMG, fire rate, cost closer to Immortal. RoboBay unit.

    Disruptor

    Colossus
    Mirage
    Tempest
    Cyber Archon (from base Archon): Hardened shields, HP boost to 50, life armor +2, shield decrease to 225, shield regen +0.5, mvmt speed boost

     

    Khala:

    Aiur Zealot
    Dragoon: Flip shield and HP values. Slightly boost fire rate.
    Sentry
    Immortal: Minor speed decrease.

    Reaver: life armor +1

    Avenger: attack speed increase, shield regen +1

    High Templar > Twilight Archon

    Phoenix

    Carrier

    Twilight Archon: Shield +50, shield armor +1, attack speed decrease, short cloak time and small energy pool.

     

    Nerazim

    Disciple: light Zealot with 50 HP and 50 shields. No Charge/Zealotlegs, costs 1 supply.

    Centurion: mineral cost increase, vespene cost. +25 shields.

    Stalker

    Dark Templar > Dark Archon

    Oracle

    Annihilator

    Corsair

    Shuriken: melee interceptors, +1 shield armor and regen to Carrier.

    Dark Archon: Chaotic Torrent deals 40 flat dmg, shield decrease to 175. Energy regeneration and pool increased (+1 regen, +50 energy).

     

    Tal'darim

    Zealot: Rage - passive attack speed boost when shields are drained.

    Stalker

    Havoc

    Blood Hunter: speed boost, Blink.

    Ascendant > Chaos Archon: Doubled costs and supply from regular HTs. Cannot be warped.

    Vanguard

    Wrathwalker: Slight damage decrease and atk speed increase.

    Destroyer: damage increase, range boost.

    Mothership

    Chaos Archon: Larger AOE, Dark Psi Storm, increased damage, HP, armors, shields, and attack speeds. Range increase to 4, but stupidly slow.

    Posted in: Map Feedback
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    posted a message on Map Ideas Thread

    Idk this might be a dumb suggestion but has anyone tried making a survival from the perspective of Zerg or Protoss?

     

    its really repetitive (NOT boring) to keep seeing straight Terran survival teams. Before anyone asks, I know about Zurvivor Zerg but I don't think that counts a single Zerg or Protoss survival. 

     

    Unless im missing something and it's already been made

    Posted in: Map Suggestions/Requests
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    posted a message on Deltron's Recorded Feedback and Testing of Custom Campaigns

    I've missed so much!

     

    I'm glad this effort is still alive and growing at quite a fast pace for a non-mainstream game like SC2. Also, I will make a personal note that people are continuing to reinvent and reimagine the SC2 universe.

     

    Thanks to the folks that use Mapster and help keep it running!

    Posted in: Map Feedback
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    posted a message on [WIP] Moebius Lab | "Outbreak" | Stukov Campaign Idea

    I didn't want to communicate the wrong idea. Terrain stuff is perfectly fine here, I just made the suggestion since I didn't see a Project Feedback thread.

     

    Sorry for the confusion.

    Posted in: Terrain
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    posted a message on [WIP] Moebius Lab | "Outbreak" | Stukov Campaign Idea

    I don't want to chase you or anything but please create a thread under the Map Feedback section for this WIP Project as the Terrain section is not really appropriate for feedback related things as opposed to technical issues within the Editor.

     

    I will say, however, that it looks really pretty and fits the dark background of Moebius Corps.

     

    Edit: People are more likely to check this thread if it's under Map Feedback, that way you can keep us posted on everything that goes on.

    Posted in: Terrain
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    posted a message on Multiplatform Mapster

    Oh this community is very much alive, I was just bored XD

     

    thanks anyway lol

    Posted in: General Chat
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    posted a message on Cant gather from minerals fields, they are hostile???
    Quote from InsaneMst >>
    Quote from ksnumedia >>

    I feel like you might've had the Hostile player set when you placed them using the Unit Palette. If that's not the case, go into Data > Units/Structures > Mineral Field > look up "neutral" or "hostile" and get back to me. You might have an error in the default AI response for this object, since all resources default to neutral.

     Quote. I did this mistake once when developing my AI. I wondered for a while why it didn't work... till I found this :P
     Glad I could help ^^
    Anyways BozoOvermind try what DOOMEDEARTH, breakthewind, and I suggested. Honestly, they're pretty much different ways to tackle the same problem. Whichever works for you mate.
    Posted in: Melee Development
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    posted a message on Multiplatform Mapster

    To be honest, I was pretty bored. Some folks joined, I was just curious if anyone wanted to as well.

     

    Take it as a casual invitation as opposed to a request.

    Posted in: General Chat
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    posted a message on Multiplatform Mapster

    In an effort to keep Mapster multiplatform, I'd like to remind everyone that I created a Google+ community over six months ago. If you would like to, please join and keep the old sucker active 'cause he was reeeeeeeaaaaaallllllly about to die.

     

    SC2Mapster on G+

    Posted in: General Chat
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