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    posted a message on Ironically: In the End Obeying Saved the Day
    Quote from ArcaneDurandel: Go

    @SolidSC: Go

    Perhaps, but that is always the main flaw of villians: They have a master plan, but they overlook a crucial detail. In this case, the detail being the actions of Adun, which saved the Dark Templar. Amon's plan would have worked perfectly, if not for the existence of the dark templar. Same flaw with the zerg. Amon overlooked the creation of a being that would not be entirely constrained by the strictures he placed upon the Overmind. And such actions undid everything.

    He could not have foreseen a Protoss so dedicated as to be willing to die to preserve those not bound by Khala. Tassadar being the second instance of such a being.

    First I want to say that Amon is not really the villian here, Amon is neutral and just is trying to create its own existence through the use of exploiting other races and machinery of its own creation and we are just that part of his plan that goes against the wind of its will. We are the rebels here and this can be expressed by Amon end plan for Protoss where we can clearly see it did not want the Protoss after a certain point of its plan is completed. The fact that the Protoss can disconnect with the Khala Amon is very well aware of this fact with reason for the fact that the Dark Protoss do exist and it is here we can see why Amon is so resenting of the Protoss. Now Zeratul visions that he gave to Raynor made him see the key to defeating Amon is to make sure Kerrigan does not die even thought she had been a very Brutal towards her own race with good reason. The Overmind is the real reason why Amon's plan went down the drain. For the Overmind is what manifested the tool for Amons destruction, Kerrigan. The Overmind figure everything out before Zeratul did and we can see this with the Zeratul Vision mission that he gave to Raynor and the fact is there because Xel'naga in the from of Tassadar appeared before Zeratul when he touch the Overmind and only the Xel'naga could appear before Zeratul like that like for the same reasons the preserver could tap in to Amon thought through the Khala and do the same. The Overmind was a bridge for Zeratul to communicate with the Xel'naga in the from of Tassadar because his nerve cords were cut. Now you can see that Nerve cords cut or uncut it make no difference.

    Posted in: General Chat
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    posted a message on Ironically: In the End Obeying Saved the Day

    Amon sounds not so smart after all.

    If the Protoss was truly under Amons control it would be in the best interest of the controller Amon to secure his control over the Protoss and it is in that regard Amon had nothing.

    So when all control is lost through the Khala what was Amon objective.

    Amon is suppose to have this plan that was suppose to be foolproof and it turns out not so fool proof after all and with that it just doesn't make sense in that regard because Amon contol over the Protoss was to easy to prevent/remove overall. Amon should have foreseen this.

    Posted in: General Chat
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    posted a message on Story discussion (spoilers!)

    @Mozared: Go

    That is interesting response. I see the comparisons your making here with Zerg. However, for the Protoss I believe your forgetting to include how the pylon function. That Pylon uses the Psionic matrix and then there is mission 17 where your destroying the crystals to ultimately destroy the Psionic matrix. What I think the Protoss should have been doing is the opposite here and should have been overhauling the Psionic Matrix by infusing it with Technological powers from the Keystone so that the Protoss can be more restive if not entirely immune to the powers of Amon when on Auir. That is why I see Zeratul's early death as something that made absolutely no sense to me. It was at this point I was thinking the Blizz writers just wanted to have that heroic sacrifice in the story line just because is was fashionable and look good for the story and that why I say the LOTV story certainly created an alternate reality for the game. If anything those WOL Zeratul mission was just there to tell Jim and us (the players) that Kerrigan is the solution to stop Amon and nothing more. That was all Zeratul was there for in the story just to guide others so that they make the proper decisions while he gives his life without any confirmation that he was right. If Zeratul was so into the future why didn't he just save Auir and the rest of the Protoss himself with out dying needlessly to Artanis because he obviously knew what he was doing more then Artanis ever did. The fact he says go get the keystone from Jim to Artanis as his last words had me dumbfounded. Why didn't Zeratul just get the Keystone in the first place himself if it was so important to the cause and then when he is on the ship he doesn't come empty handed and has proof to tell Artanis and the rest of the protoss hey look what I got its called the keystone and this is the key to get Auir back. Would have made a much better campaign in the sense that you are seeing the revelation Zertaul has envisioned come to fruition with Zeratul in the picture.

    Posted in: General Chat
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    posted a message on Story discussion (spoilers!)

    The LOTV story certainly created an alternate reality for the game. Tho I prefer the one where Zeratul lives and the nerve cords dont need to be Severed. Just think about this for a moment Terran with their Technological abilities can make a Hive mind emulator to control the Zerg but Protoss is just helpless to resists the powers of Amon. Also the Keystone/Artifact is obviously like the Monolith from that movie called 2001 space odyssey but in it own unique way. So this leaves me with this after thought, In the game the Protoss are know as the Firstborn but in the Movie 2001 its known that the Firstborn created the Monolith along with the technology that can transfer their consciousness onto computers so thus they became thinking machines. For the Protoss they share many similarities with this theme but not entirely for here their not the creator of the keystone device. So with that bit of reason this Keystone can do what ever Logic it wants to because it Ultra Advance Tech and that means it can protect the Protoss from Amon's thoughts invading/controlling their minds.

    Posted in: General Chat
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    posted a message on Jayborino's YouTube Feedback/Schedule Thread

    @JayborinoPlays: Go

    Great, I put a lot of effort in making this map. It has went through several design phase since when I made this map in WOL time frame and my goal is that once LOTV comes out that I will start making some improvements to it and doing more with the map. Here I will give a description of this map. This temple base has some mysteries to it figure out. Remember this is a Temple and stuff of resource value is around. Overall it has 6 bases and the idea is to get each of these bases mining up quickly as possible. The entrance of the base is the most critical part that is where most of your focus and Zeratul (hero unit) will be at the most. The Air wave in this map are important to figure out how to shut them down so you can keep focus on the attack wave coming at the front of the temple and when fighting the Hybrid Boss. I also made improvement to how protoss can play here. There is lots of stuff to say about this, I will just say that one of my improvement is that I increased the total number of motherships that can be built in the game to 3 just for the fact that the Zerg attacks is coming in 3 directions at the temple base. So many of my protoss improvements for the game are made around that kind of sense. Thanks.

    Posted in: Map Review
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    posted a message on Jayborino's YouTube Feedback/Schedule Thread

    Hi there Jaybornino, how good is your Protoss. I ask this because I wonder if you would you be interested in playing one of my custom campaign maps, It is called Protoss Temple Survival and it is a very intense hero base defense map. This game hits hard and fast and will certainly feel like there is too much to deal with and just because of that I put in the energy nova from the game so you can clear the map from any Zerg units so you can regroup and build/rebuild defenses. It certainly has that impossible feeling to it but I can guarantee you that it is beatable by anyone with decent overall understanding about this game. From the causal perspective your going need to embrace that mind set in that it will take multiple go's at it in order to master each scenario so you can effectively beat it overall. The idea of the map is to build a defense that is the most efficiently and effectively at dealing with the attacking Zerg waves so this means you need to be greedy with both economy and technology at the start which ultimately means sacrificing the build up of your army so you can make these leaps and strides over the zerg and this is why the Hero's role is important to the map because the Hero is the defining factor on the ability to play that greedy and ultimately determines Win or Defeat in that regard.

    It was one of my first maps I created so I wasn't to fancy with the story elements and I try to use the lay of the land to speak for itself. I made a game guide so people can get the idea on how to play the map from an older version of the map, http://www.sc2mapster.com/forums/player-zone/map-feedback/44898-protoss-temple-survival/#p2 And if you make a playthrough for the game I will put your video in the game guide so new comers can see how to play it.

    And I end this post with this picture of the map. http://www.sc2mapster.com/media/images/61/627/Terrain_001.jpg

    Posted in: Map Review
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    posted a message on What is this and why do protoss wear it in their face

    Might be a chin strap.

    Posted in: General Chat
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    posted a message on [Data] Duplicating Units for Alternate Models Patch 3.0

    Interceptor

    Now that the Taldarim Carrier has been created, it's time to make the Taldarim Interceptors for it. To make this interceptor variation I will duplicate the Interceptor Unit in the same fashion as the Carrier and then change the Interceptor models over to the Taldarim versions. Again its important to remove the Dark Protoss Death Model in the Actor so the Duplicate Interceptor will not change it death animation when the Dark Protoss Upgrade is in effect.

    First step it to duplicate Interceptor.

    Next is to Swap the interceptor Model and Death Model to the Taldarim version exactly how I did with the Carrier. Now I've encounter an Error with the Taldarim Interceptor death animation preventing it from creating the actor and in order to correct this you will need to adjust the variation count from 2 to 1. This is a quick fix.

    Now the next step in order to get the Taldarim Carrier to release the Taldarim Interceptor the Carrier Hanger Ability will need to be duplicated so the Interceptor can be swap out with the Taldarim version. Only the Carrier Hanger ability will be needed to be duplicated here leave everything else unchecked.

    Once the Carrier Hanger Ability is duplicated. Go an open up the Build/Ammo Command and go to the bottom where the box is in the picture and change the original interceptor unit to the interceptor copy. This will make the Duplicate Carrier Hangar ability to use the Taldarim Interceptor variation instead of the original one.

    Now the Carrier ability is done, All that is left to do is add the newly made Carrier Hangar ability to the Taldarim Carrier and insert it into the command card structure so the Taldarim interceptors can now be built and deployed from it and that will complete the Unit duplication for making the Taldarim Carrier along with interceptors.

    Now if you look closely at the picture of the Taldarim Interceptor you can see that the attack still has the Blue Beams in it and that is because its apart of the original one also. However, once you have the Dark Protoss Upgrade in effect the Taldarim Interceptor Attack also changes to Green beams as well as the original interceptor attacks.

    Posted in: Tutorials
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    posted a message on [Data] Duplicating Units for Alternate Models Patch 3.0

    Tutorial made during Patch 3.0.1. and was done from WOL/HOTS dependency and not the LOTV.

    The goal of this tutorial is to duplicate specific Units and apply the alternative models on them. First I will start with duplicating several Protoss units to swap of to the Taldarim Protoss Models. My first project is to duplicate the Carrier and then duplicate the interceptor so I can swap the Carrier Copy to the Taldarim Carrier and interceptor model.

    Carrier Model Swap

    First part is to Duplicate the Carrier and then check off what you want to Copy, I say this because there potentially could be other stuff that you might want to copy over that is not describe here, But since this is about duplicating specific Units for Alternative in-game models I will keep it simple as I can the Bare essentials to make this Model swap happen.

    After duplicating the Carrier Unit you should have created 1 new actor and 2 new models and 1 new unit. Details are in the picture below.

    Go to the Carrier Copy model you copied over this is where you will swap the Carrier Unit Model over to the Taldarim Carrier. In the picture below look at the row where the arrow is. This is the Art: Model row and this is where to replace the Carrier Model to the Taldarim Carrier model for the duplicated Carrier unit. Go in the Model files in the Object and search for the "Carrier_Taldarim" for the alternative Taldarim Carrier model.

    Here is a picture of what the end result is of replacing the Carrier model with the Taldarim Carrier alternative. Now all that is left to do is click Ok and the Carrier Copy now appears whats is in the picture below.

    [

    Now the second part is to swap the Carrier Death Model for the Taldarim Carrier Death Model and that is done the same way as the previous Model swap happened. Just go to Carrier Death Copy Model and go to the Art: Model row and select the Carrier Death Model and replace it with the Taldarim Carrier Death Model in the same fashion as before.

    Once this is completed now the Carrier Model set has been converted over to the Taldarim Carrier model set. Now there are some more work that is needed to be done so the Taldarim Carrier Death Model is always in action. I have notice that when the Dark Protoss Upgrade is in effect that the Taldarim Carrier Death Model gets switched over to the Dark Carrier Death Model and to correct this we need to go to the Carrier Copy in the Actor tab and remove the Dark Carrier Death from the Actor so this model does not go into effect when the Dark Protoss Upgrade has been establish. To do this go to the (Combat: Custom Death-Model) field and open up the Objects and remove the Dark Carrier Death from the list and that is it.

    Now all that is left to do is to change the name of the Carrier Copy to the Dark Taldarim Carrier. Its important to change the name of the Unit Copy in the Editor: Editor Name in the Object field so it don't mess things up and the model comes up Null. I have made a box around this field in some of the pictures so you can get the idea on where to change it.

    Now the next part for the Taldarim Carrier is making the interceptor and I will save that for another post.

    Posted in: Tutorials
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    posted a message on Taldarim Archon texture

    Thanks, I just had to check if that was the one. Took me awhile to find it considering it doesn't appear under Taldarim phrase unlike the rest of the Taldarim Protoss do. I'm glad its was in there.

    Posted in: Artist Tavern
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    posted a message on Taldarim Archon texture

    Excellent, Is this the Taldarim Archon that you have been wanting?

    Posted in: Artist Tavern
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    posted a message on Dark Archon Model

    I know I'm necroing a dead thread up but it should be fair to say that With Patch 3.0 Blizzard has finally fixed the Dark Protoss upgrade for the Archon.

    Posted in: Data
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    posted a message on Swarm 3.0 Coming
    Quote from deltronLive: Go

    @SolidSC: Go

    For those getting better performance, are you playing from the arcade or from the editor? Also are you using 32 or 64 bit? I was playing on the arcade and was getting some lag with the game showing 0 fps (64 bit).

    Graphics have improved in both the Editor and in Arcade. Right now I'm thinking that the patch has optimized the graphic setting for my computer.

    Quote from sgtnoobkilla: Go

    @SolidSC: Go

    I'm confused about this as well. It wasn't until I finished the prologue campaign that I saw that my recommended settings got downgraded from Extreme to High, even though I could've sworn that it was on Extreme by default. I can also still change it back to Extreme and have no performance drops in either SP or online (tested on both 32 and 64-bit clients).

    So did the auto-detect or is it just a bug?

    Interesting that the recommended graphic settings are getting change around like this. I believe the graphic settings got altered by the patch. Now everything in my map is popping out and shiny along with better map details. I didn't have graphics up to quality before everything were more rustic and bland.

    Posted in: General Chat
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    posted a message on Swarm 3.0 Coming

    There might be some hope to recover your lost work guys and gals. Would it be possible to restore the computer to an earlier date before the 3.0 patch to get your deleted work back.

    Quote from egodbout: Go

    alright guys, idk if its only me, but with this patch my map have increase performence SO MUCH!!!! i am using tons and tons of triggers and with this patch the performance is SO MUCH BETTER! wow!

    It happening to me too! My graphics now can handle the game on Ultra settings way better then it did in the past versions. Before I was barley able to play a full game on High graphic setting before my computer over heats and crashes. Performance is certainly so much better now. Unbelievable for my 2009 laptop.

    Edit: Well it turns out my Graphics setting was never on Ultra graphics. This is strange because the graphics are so great I thought I have been playing the game on Ultra graphic setting after the patch. Well I've added a picture of my graphic settings and it turns out that the graphics are not on ultra but on medium...This is mysterious to me because I clearly see that the Graphics have change to for the better from what was before. What is going on here? any Ideas?

    Posted in: General Chat
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    posted a message on Hell it's about damn time

    Excellent, I cant wait to check it out! Finally now we can see the games that are single player. Great time for me to better the information on how to play my single player base defense maps. Right now my maps have the impossible feeling to the novices because they lack understanding about some of the finer aspects on how to play the game.

    Posted in: General Chat
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