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    posted a message on Brainstorming: Protoss Campaign

    Some ideas for some spells for the hero...

    Vivid Sight: Creates a large area of sight at the location of the hero. (does not follow him) Reveals over cliffs.

    Radiant Prestige: Causes all nearby enemies to fear the hero. Enemies in fear will randomly run in circles for 5 seconds.

    Psionic Tempest: Creates a massive gold psionic storm at the target location.

    Psionic Lash: (works like viper) Pulls the target area of enemies to the hero.

    Flash: Warps the hero to the target nearby location and stuns enemies near the location that the hero warped to for 2 seconds.

    Aurora: Heals and recharges the life and shields of all allies at the target area for x amount over 5 seconds.

    Posted in: Map Suggestions/Requests
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    posted a message on Brainstorming: Protoss Campaign

    Again, kueken said in first post that story wasn't his top priority and since nobody has rejected the story design we've been doing, I think we'll continue with just the two of us with the story...

    Here's some story design behind each individual character and how they are going to react throughout the story.

    Praetor Jaedur: The original idea was he made a mistake and I wanted that to be important to the story because it bites him in the butt later. In order to try and redeem himself, he tries to find and catch the retreating terrans. In the first mission, you catch a scent of where they are going and throughout the story, you continue fighting through different obstacles, until finally, at the 5th to last mission, you finally catch them in a space battle. Then, in the 4th to last mission, you reclaim the secret weapon. I had no plans for what the weapon could be, but I wanted it to be small and I feel a mothership is too big.

    Judicator Exardoss: This guy is like your boss throughout the story. He was the original guy that sent the expedition and now, since you messed his plans up, he wants you to do all his work for him. I think it's fine if he does special stuff that you need along the way. Anyways, his behavior towards Jaedur is going to be rudeness, anger, and vengeance. At the end, on the 3rd to last mission, he betrays you and takes the weapon for himself. His plan, all along, was to decimate, not only the Conquest Legion, but also the Dominion, Raynor's Raiders, the Swarm, and every enemy in his way. Throughout the last 3 missions, you get closer and closer until you finally defeat him.

    Executor Urakunn: I wanted this guy to be your adjutant, mainly because that's his normal job in every melee game you'll play. Besides that, maybe he could play a role as a merchant or something for upgrades, I don't know.

    Dark Prelate Vaxor: I wanted this guy to be a playable hero in maybe 1 mission. I kind of wanted him to be like tosh from WOL. I wanted him to be an ally that you get somewhere in the middle of the campaign and then use him in a mission later on. That's all the background really. (He uses the mohandar ship and maybe a different portrait, not sure)

    Dark Templar Arilar: I didn't design this guy, but you can make him whatever you please for the campaign and so far, I'm ok with it.

    Posted in: Map Suggestions/Requests
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    posted a message on Dogfighters

    I love your maps and my favorite is still build your own maze, I like creative stuff, but man this looks cool.

    I'm speechless. I guess all I can say is I want more. :) I'll hopefully see you on sc2 sometime.

    Posted in: Project Workplace
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    posted a message on Sabotage mission - need some assistance

    I actually had ideas for my own campaign that included you playing as every single race and in some missions, you play as multiple races...though I haven't found the time lately and the mod I've been developing for it still isn't done yet.

    Posted in: Map Suggestions/Requests
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    posted a message on Sabotage mission - need some assistance

    @EivindL: Go

    I posted the least interesting idea... I'm in the mood but drained of ideas while posting on this thread...

    http://www.sc2mapster.com/forums/player-zone/map-suggestions-requests/50498-brainstorming-protoss-campaign/?page=3#p44

    ...Anyways, when I'm more refreshed, I can give better ideas.

    Posted in: Map Suggestions/Requests
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    posted a message on Sabotage mission - need some assistance

    Make the defenses VERY hard to break. Then add side objectives to make the job easier. Then make gates in the way and make soldiers infinitely reinforce that gate. Then add in bosses that you have to fight to get keys. Then make those keys open the doors. Then add in COMPLETELY impossible to defeat guards that patrol and you can take cover from them...no...you HAVE to take cover from them.

    The list goes on and on buddy.

    Posted in: Map Suggestions/Requests
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    posted a message on Brainstorming: Protoss Campaign

    @epicprawntime: Go

    I think since Jaedur is a high templar that his abilities should all be high templar related. So, dark shift I think should be renamed "power shift" or something related because kerrigan already has psi shift.

    I'd also like to mension that kerrigan could have 7 abilities total. 4 of them were either activatable or passive and the other 3 were always passive.

    I know kueken is thinking about having choices for which abilities you want at a time, so perhaps 2 choices are high templar and 1 choice is dark templar and all the dark templar stuff unlocks later. (Based on kerrigan in the hots campaign)

    Posted in: Map Suggestions/Requests
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    posted a message on Brainstorming: Protoss Campaign

    Hero Abilities, Hero Name, and maybe some more missions...

    EDIT: I've figured out the names...

    Judicator Exardoss, Dark Prelate Vaxor, Executor Urakunn, and...Praetor Jaedur ('J' - 'drr')

    Hows that sound?

    Posted in: Map Suggestions/Requests
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    posted a message on Brainstorming: Protoss Campaign

    I feel as though that should be mission 2?

    I'd like to see mission 1 have just the hero and thats it.

    Some designs...

    The First Scent: Prologue

    In this mission, you get JUST the hero and occasionally get zealot allies that are not under your control. The idea is you have to fight through a science vessel. You start off in the hangar, fighting off their first line of defenses with an army of zealots. As the mission progresses, you will complete different objectives to disable their defenses and help get closer to their navigation room. Once you eventually reach it, you find that they have a hidden base on Dartan. But, just as you were going to make your escape with this information, the science vessel starts going on meltdown. This marks the second half. You have somewhere between 10 and 20 minutes to escape, less if harder. Once you return to the hangar, you win.

    I'd also like to mension that I already thought up an ending and that would require 3 other characters. An executor, a dark prelate, and a judicator. I've already come up with the judicator's name, Exardoss, and the dark prelate's name, Vaxor. I will explain what I think the ending should be soon...

    Posted in: Map Suggestions/Requests
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    posted a message on Brainstorming: Protoss Campaign

    I've discussed the hero thing with kueken a little bit and he'll come and talk about it when he wants...

    But the main idea is he's using the preserver model and its a male. Not much else is decided, but it will work very similar to kerrigan in the way this character functions. Kueken mensioned the hero will start with a melee attack and get a passive that makes him ranged. He also mensioned summoning a mothership as a final ability and another final ability that I will let him reveal later.

    For now we can discuss story and abilities and such.

    If you want to talk about missions, read my post at the top of this page first. It has A LOT of ideas in it. I'd also like to note that having sc lore heroes is the last thing we'd want in this type of campaign. I'd rather have this take place with characters not in the campaign, but I don't know what keuken wants. He did say he didn't care too much, so I think it might be up to us. :D

    So, some ideas for background story...

    1 year earlier than the start of this campaign...

    Praetor (hero's name) was tasked with defending a secret protoss science facility on a distant moon. It was a boring job, but important, due to the fact that what they were experimenting with was one of the most powerful weapons that the protoss have ever developed. It just so happened that on this day, the terran faction known as the Conquest Legion has managed to finally track down the protoss science facility. This terran faction was known for stealing powerful technologies in order to raid the dominion and steal a lot of money. Only recently, this faction managed to spot the protoss weapon and the protoss have had to keep moving bases. But now, the protoss were outgunned and with the remaining forces that (hero's name) had, he warped back to shakuras. They couldn't lose that secret weapon, so (hero's name) was sent on a mission to find the Conquest Legion and return the weapon to the protoss. Now he's finally caught up with them and that's where the campaign begins.

    Posted in: Map Suggestions/Requests
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    posted a message on Brainstorming: Protoss Campaign

    I've been thinking over the past hour on various ideas for what I could design next and I realize that Kueken...first of all is really good at the data editor...second of all, he's doing gateway right now and we've already discussed the sentry in detail and dragoon doesn't take much design, just do what I suggested...

    So...what about the hero? I feel it almost deserves its own model and its own background story etc etc. This is probably the most important unit to design. Any ideas?

    Posted in: Map Suggestions/Requests
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    posted a message on Brainstorming: Protoss Campaign

    @epicprawntime: Go

    I'd honestly like to see the dragoon unlocked first and at tier 1, then the stalker unlocked a few levels after...though depends on player's choice on which level they want to play first.

    Dark templar, high templar, dark archon, archon, and twilight archon are all tier 3.

    You put tempest in there twice.

    EDIT: My idea for the arbiter's time shield was to try and make it not overlap the mothership's time bubble. I think I figured out how to fix this...

    Time Shield (Arbiter): Creates a shield around the arbiter in a radius of 5 that slows all enemy projectiles and enemy units inside the shield to 35% of their normal speed.

    Time Bubble (Mothership): Creates a bubble at the target location with a radius of 5 that slows all enemy projectiles and units inside the bubble to 10% of their normal speed.

    The idea is the arbiter creates a field around him that isnt as effective, while the mothership THAT YOU CAN ONLY GET ONE OF creates a bubble at a target location that is more effective.

    Posted in: Map Suggestions/Requests
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    posted a message on Brainstorming: Protoss Campaign

    Ohh that makes me so mad. I had a nice and neat setup for the replicant all typed out...

    Basically...the replicant has 100 shields and 50 life and 200 energy. It has the speed of a marine. It comes from the robotics and doesnt require anything. It costs 175 of each resource and takes 120 seconds to build. It has two abilities...

    Replicate: Transforms the replicant into the target enemy unit for 30 seconds. Can't be used on workers or heroics. 30 second cooldown after it returns to a replicant.

    Clone: Clones the target non massive, worker, and heroic enemy unit over 10 seconds, disabling the replicant during that time. If it is successful, it will create a permanent clone of the unit. Costs 100 energy.

    EDIT: I just now realize the dark archon would overlap the replicant, so it might be better if the replicant didn't have the clone ability at all. Instead...give it this...

    Clone (Version 2): Duplicates the target non worker and non heroic owned unit. This duplicate has a timed life of 60 seconds. Costs 100 energy.

    EDIT 2: Make the replicate ability cast when you right click an enemy with the replicant.

    Renamed clone...

    Duplicate: Clones the target non worker and non heroic owned unit. This duplicate has a timed life of 60 seconds. Costs 100 energy.

    Posted in: Map Suggestions/Requests
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    posted a message on Brainstorming: Protoss Campaign

    Thanks alot epicprawntime! I really like that design for the shuttle. Never thought about morphing it between things. Maybe it switches between the sc1 shuttle model and hots shuttle model?

    I feel this leaves the robotics facility without warp ins...so...

    I'll use epicprawntime's format...

    Arbiter (Time machine...with a twist...get it?...it's a time warp...and it's got a twist...aww forget it...)

    • Trained At: Robotics Facility
    • Requires: The arbiter used to need an arbiter tribunal, so make it require a robotics bay
    • Cost: 100 minerals, 350 gas, 4 psi, and 160 time to build (Right from a wiki)
    • Life: 200
    • Shield: 150
    • Energy: 200
    • Attack: Basically a photon cannon with 10 damage per shot
    • Speed: somewhere between 1.88 - 2.25
    • Abilities: Well...all the abilities that the arbiter USED to have are all taken up except for stasis field, but in a campaign...not useful.

    1): Bullet-Time Shield: Creates a temporal rift around the arbiter, slowing down projectiles to 5% of their normal speed and freezing units entirely.

    2): Mass Rift: Creates a portal between the arbiter's location (must be pathable for ground - use the vortex model) and the target location. Allows ground units to move quickly between the two locations. Rift lasts for 10-30 seconds.

    3): Rewind: (This would be insane, but I think what you could do is make the arbiter create a behavior every second that lasts for a duration of 5 seconds. This behavior marks the arbiters current hitpoints, shields, NOT ENERGY, and its location, and everything else it needs to do this) Teleports the arbiter to where it was 5 seconds earlier and returns it to the stats it was previously, except energy, that would be unfair.

    If you want to do it the REALLY easy way, make it regenerate life and shields to full and teleport to the target location.

    Posted in: Map Suggestions/Requests
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    posted a message on Brainstorming: Protoss Campaign

    Mothership Core: I think this should be unlocked pretty early in the campaign. It'll just be a defensive type summonable hero. I think it should be left at default, except change some of the abilities as you please.

    Mothership: I think this should be unlocked later in the campaign and it should probably feel way more powerful than it is right now. I'd like to have that massive mothership I saw in alpha. It should get time bomb and planet cracker. I'd suggest making it shoot lots of smaller projectiles like it used to as well, kind of like a battlecruiser.

    Phoenix: I'd suggest keeping this unit the same as default, except give it maybe 1 more ability.

    Scout: Default, but give it upgrades for being better vs ground rather than air so it doesn't overlap the phoenix.

    Dragoon: I'd suggest making the dragoon a more defense based version of the stalker, which is more of a striker type unit. To do this, you could make the dragoon start with a bit more range, but a bit less speed. Then you could add an upgrade that makes the dragoon work like the mutalisk so it hit multiple targets. You could also add an upgrade to give it a shield bonus so it's kind of like an immortal, which makes sense.

    Reaver: You seem to really want this one to happen, so I'll let you have the creative freedom for this one.

    Sentry: I suggest doing something similar to epicprawntime's suggestion where it's really good with supporting your army.

    Oracle: I suggest, for this one, give it 3 abilities, like normal. Here are some ideas...

    Wisdom Beam/Chaos Beam: One or the other is always active and chaos beam is active at default. Because it would be way to much micro to control your entire army and them at the same time, make it autoswitch. The idea is wisdom beam deals low damage, but regenerates energy and the chaos beam deals medium-high damage, but degenerates energy. When energy is full, it autoswitches to chaos and when energy is empty, it autoswitches to wisdom.

    (Healing/Shield Recharging Ability): Creates a field of healing at the target area over 5 seconds. Depending on what you want, it could either recharge their life, shields, energy, 2 of those or all 3 of those.

    Shadow Cloud: Creates a cloud of shadow around the oracle. All air and ground allied units are cloaked while in this cloud. (If you are currently selecting multiple oracles, they will all use this ability at once)

    Tempest: You could take this multiple ways. You could make it do AOE, you could make it a long ranged artillery unit...it totally depends on what you decide to do. I suggest making it default, but then allow players to get upgrades to increase its range and give it another upgrade so it does AOE.

    Arbiter: I never liked the arbiter, but I remember it was always like a time machine, so maybe you can do something with that.

    Dark Archon: Default from sc1 would be amazing enough. I'd suggest making its mind control not able to cast on workers or heroic units.

    Twilight Archon: I don't know what you'd do with this idea, but I would like to see something happen.

    Shuttle: sc1 or hots versions...doesn't REALLY matter to me. I think sc1 shuttle doesn't have many options to make it interesting. The hots version has some potential for some interesting things. What I did for a mod of my own was I made it a protoss hercules, but it wasn't enough for me, so I also made it a mobile stargate/robotics that can make basic air units. I don't think either shuttles would work well, though.

    Shield Battery: I honestly can't see any possibilities... :/

    Replicant: I've always pondered at how you could make it work, but all the ideas seem like they would take a lot of work. The ideas I had all had te same concept though...make the replication only temporary. Here's a few ideas for what I mean...

    Clone Unit (Replicate): Creates the target unit near the replicant with timed life. Costs energy each time.

    Temporary Replication (Replicate): Transforms the replicant into that unit for 30 seconds or so and returns back to normal. Has a 30 second cooldown.

    ...If you were to do either of these, I might suggest giving it maybe 1 more ability that relates to replicating things. There is also the issue with the model. I'm sure someone will manage to make a good model soon, I wouldn't worry about it. I'd suggest giving it a temporary sentry model with maybe a blue tint so you can tell the difference.

    Posted in: Map Suggestions/Requests
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