This is a post from the Bnet forums. You all are probably familiar with Zone Control, so maybe skip that.
<<quote>>A tall, gigantic stomach with legs that vomits sky-ward, showering the army below.
Stats:
Morphed from 3 roaches with 100 gas additional cost (total cost 225m, 175g, 6 supply)
Morph time 30s
Lair Research required (100m 100gas 90s)
Range: 15 Sight Range: 3
Weapon: none
Special weapon: -1 armor debuff in an area of 4 for 8 seconds (does not stack)
Special weapon fire rate: 5 seconds
Root required (creep required)
(Fired like a normal weapon, just without damage)
The PAL (Puke A Lisk) plays the role of a Zone Control unit for zerg.
Zone Control
Zone Control is the concept where the player who arrives at a location first can “control” it by bringing more firepower to bare. The siege tank is the major Zone Control unit in SC2. In TvT, if you attack into sieged tanks you need a much army to overcome the firepower of the sieged tanks.
In BroodWar, Lurkers offered Zone Control, to some extent. But they were not included in SC2, for reasons I can appreciate. One of the major reasons is that a bunch of Zone Control units can make for slow, boring, and turtly games. That does eSports no favors!
The PAL behaves so differently than any other conventional Zone Control unit, though. I don’t see it taking away from SC2’s viewer-experience quality, but adding to it by creating a clear objective. Let me explain that.
Battle Lines
I don’t know about you, but I love to watch me some TvT. One of the reasons is because I can look on the minimap and see battle lines drawn. It’s almost like that area is “owned” by one player or the other (with missile turrets and Siege tanks). I think its easier for a casual view as well: the concept of gaining territory, no man’s land, and losing territory is something everyone is going to be more familiar with.
PAL isn’t going to create that exact scenario, but something like it. Anything within the range of a PAL is risky to attack into. It creates some of that “ownership” effect. But it goes beyond that: it creates a cheering-point for the fans.
A Clear Objective!
Since the special attack of a PAL doesn’t stack, having more than one or two in a region is wasteful. But this means that, if there’s only one or two in a region, the attacking player can send out “hit squads” to snipe the PAL, and instantly that “ownership is gone”.
Suddenly, the objective is clear. Sometimes in SC2 battles its hard to know whats going on, but here it’s simple: the Zerg wants to keep their PAL alive and have that advantage, the attackers want to snipe it without losing their forces. This focuses the action the same way mineral fields do, by being an important point. Between condensing the action, creating a focus point, and making a clear objective, I feel the inclusion of this unit would benefit SC2 as spectator sport.
But how does it work?
Goop from the sky
Its like hocking a giant lugy into the sky. The ball of green goop splashes down on the enemy units. Now, whenever they are attacked, they take an extra point of damage, as if they had +1 armor and lost it, or as if the Zerg had an extra +1. PAL has to work up another lugy (convulsing to do so), so it has a slow fire rate, almost twice the length of a siege tank. 5 seconds. The effect lasts for 8 seconds, so units return to full strength shortly after the PAL is killed. But until then, the attacking units are made vulnerable.
But! As you see, it does no damage. Zerg has to have an army there to follow up. And it can’t even see for itself, meaning overlords, creep or an army must spot for it. And it’s not like you can siege a base with these: only strengthen at attack IF you manage to place creep well and burrow it before the player strikes. That’s a dangerous window, limiting the PAL’s offensive capability.
But Z OP, right?
Nerf Fungal!
I main as Zerg. I’m not talking from a win-loss point of view, but from a gameplay point of view: it has been my experience that this strong of a fungal growth weakens the game. Especially in ZvZ, in my experience, it feels way too strong.
For instance, I was playing against my masters friend today. He did EVERYTHING better than me, except for his infestor micro. And yet, I dominated him. If you wish, check out the replay. He spends his money better than me, his timings are better (my 10 minute ling speed FTW), and takes bases more aggressively. There were other factors as to why he lost, but, as I understand it is overwhelmingly the power of fungal growth. (My little brother and I traded accounts, he played terran to practice his mechanics, ignore him. I am playing as Shadicar vs the Master zerg player cDgSeiryuu )
The PAL would enable a nerf to fungal, while bringing all the other benifits I mentioned above.
ZvZ
One area I can see it clearly benefiting is helping the ZvZ matchup become more diverse more often. +1 lings with aid of a PAL actually have a fighting chance against roach, but aren’t some sort of auto-win. Using Zerglings to snipe the PAL could provide all kinds of excitement.
ZvT
The PAL wouldn’t buff banelings or fungal growth (whatever strength it ends up at) one bit, a relief to Terrans I’m sure! (And you guys know most of you want a fungal nerf). What it will do is make air control important in Tank vs PAL! Siege tanks will be able to deal out the hurt to any ground unit trying to spot for the PAL. So long as Terran keep the Zerg’a vision back, the PAL sits useless.
However, siege tank lines get to feel a little uncomfortable! The PAL out-ranges tanks, and can nail the front section with a lugy in preparation for an attack. Fortunately, using the siege method where they’re space further and further will still be helpful. That, and keeping your marines out of the range of the PAL until the Zerg engages.
That, or just go kill it with banshees.
ZvP
Protoss can abuse the PAL’s lack of sight or detection with DTs, blink stalkers, or other forms of hit-and run, making sure the Zerg only has the PALs he can defend with his army. It encourages branching play from the Protoss and discourages pure death-ball tactics. On the zerg side, he has to worry about retination of his army when using PALs. If he loses the army, the PAL is useless for zone control, and the protoss can simply walk up and kill these expensive units!
More-over, the huge supply cost of the PAL keeps it from being a no-brainer.
Y U NO WANT?
Between encouraging protoss multitasking, creating focus points for the action, zone control, and the sort of Siege Tank vs PAL game of chicken (will he pull back the gooped tanks, or won’t he?), I feel like the Puke-A-Lisk would add to every part of SC2. And with demanding control and defense of the PAL and potential nerf to Fungal, it's far from a Zerg Buff.
Also, needs a new name ^_^.
What do you think?
(Also, Bliz, I heard you collect feedback from the community every week and give it to the devs. Maybe this will help?)<</quote>>
People (who have the attention span to read it) have responded very positively. Several suggest I make a map with it. I can set unit stats and such, but I can't even duplicate a unit in a way that doesn't shower me with error messages T.T . Since there is already a campaign model that will do (spore cannon), this would be child's play for some of you. Does this concept get any of you excited enough to aid?
So basicly you want the fatty model and it's attacks to add a -ve 1 armor buff (or a % damage increment) as a damage response to targets with certain damage effects excluded?
So what you having probelsm with when it comes to making it?
I want the spore cannon model and its attack to adda -1 armor debuff, root and unroot like a spine crawler, morph from 3 roaches, and require research before using.
I'm having problems:
Duplicating the sporecrawler model (tried)
Attaching the Spore Cannon model to the spore crawler (have not yet tried)
Restricting morph until research (tried with a different ability; the research is there but the ability wasn't restricted until after the research was done, and the research button would not disappear after researching)
Creating a 3-unit morph and applying it to roach post-research (have not yet tried)
The weapon (no idea where to begin, haven't tried yet)
Successes:
Spore cannon and spore crawler model scale and impact radius adjustment
Fungal changed to 36 damage over 6 seconds
All of the Spore Cannon's stats adjusted to the desired specifications (excluding weapon and weapon speed)
I also know how to tint the firing unit, but will have to do a little research to tint the effected units. So, uh, that's where I'm at. Since I couldn't even figure out how to properly duplicate a spore crawler after numerous tries, I was feeling a little in-over-my-head, if you will.
You do not need to dupe the model even though I think you should consider the fatty model (unused in game). To root and unroot you will need 2 units for the rooted and unrooted form and a Morph and Morph (Placement) abilities which might cause issues with animations since the spore crawler lacks any legs (maybe consider having it as an attachment?). With the needing 3 to morph you need to get your Effect - Instant ability to use a Search Area effect with a max count of 2 that uses a Create Persistent effect with a Unit Type validator that uses a rapid periodic Issue Order effect to use the Move ability to the caster unit and then uses an Apply Behavior effect to apply a Buff behaviour that after a duration as it's final effect uses a Search Area effect with an Enumerate Area validator to detect there are enough in the area which orders the nearby unit to suicide and apply a counter buff stacks with a low duration to the caster. Once the unit has 2 counter buff stacks it then automatically morphs to the unit due to requirements for the counter buffs and the Stats - Flags set to Automatic.
I advise having the spore crawler actor unit as the main unit with the spore cannon as the attachment with a Site actor to use for launching attacks via the fields of an Action actor. To attach the spore cannon model to a spore crawler you need to create the spore cannon as a model type actor and set the Hosting - Host - Subject to your spore crawler actor and then set the Hosting - Host Site Operations - Operations to a SIte Operation (Attachment) that attaches to the TurretZ attachment point and a SIte Operation (Local Offset) to get it to look right. Under the events you need to get the attachment to be created on unit birth and destroyed on unit death. A Site Operation (Explicit Rotation) SOp should not be needed. To restict the use of the intitial ability (the automatic morph exculded) needs requirements which are pretty easy to set up or do you mean button showing?
Weapon wise I think the marauder would be a good basis for the weapon logic in that it does damage on attack and applies a buff. In your case the buff would not slow but simply cause -1 armor. In short a legacy weapon that has a Launch Missile effect that on impact applies a Set effect. The set effect then applies a Damage effect which can have splash and an Apply Behavior effect (a Search Area effect is needed before that if buff aplication is also to be splash).
For tinting units just go the the actor for the unit and set the events up so that it is Actor Creation>Set Tint Color and adjust the colour to whatever.
Silly question, do you have campaign dependencies enabled (addes campaign units and models with associated actors)?
Making the unit and creating it as a dependency and in return I photoshop you an awesome name/pic for a map? I don't want a handout, but I also don't want to learn and troubleshoot all this stuff when I'm not going to be using it much. Something like that, some kind of trade perhaps?
Another possibility is for me to watch over-the-shoulder through skype (or another screen-sharing service) while you do it, if that's something you'd be interested in doing.
How about you try to make it and if you hit a snag I will tell you where you went wrong. Creating the first unit is always the hardest, but once you understand the basics you find most stuff is so similar it becomes easy.
Also It is your unit so only you know exactly how you want it to look.
At least you are not trying to create a scatter shot like missile that fragments at several parts of the movement path because that is more work than it looks.
As I mentioned I am always there to give advise if you are really stuck. Although if you read my instructions you should have no significant issues. Do not forget there is the Wiki at the top of the SC2 mapster webpage that has info in it about what the various fields do.
Sorry meant cannon there not crawler in that case. I advise copying and pasting each individual data asset as you need it. Start with the unit and unit actor, then make the attachment model and SOp (Offset). Then make the weapon by working from the last effects backwards and then finally make the actors involved in the weapon like the action actor, site actor for launching from, missile actor for your projectile and maybe a model actor for an impact effect.
Here you go. With the merging of the 3 roaches to make it less buggy I had to add a few more effects and validators.
Also the irony was compared to the 3 unit morph the rest paled in comparison difficulty wise. On the plus side it could be easily modified for any combination of any number of units.
WOw, I'm looking that the unit right now, and it looks so awesome! You're right, the fatty model was a great choice for the base (I thought you meant to use him as the entire unit). The turning animation you made for the burrow and unburrow look specatacular.
Just slowed the units natural burrow. Although a spine crawler also could have made an ok set of legs. As I said earlier to just have a spore cannon moving around would have looked weird because it lacked legs.
This is a post from the Bnet forums. You all are probably familiar with Zone Control, so maybe skip that.
<<quote>>
A tall, gigantic stomach with legs that vomits sky-ward, showering the army below.Stats:
Morphed from 3 roaches with 100 gas additional cost (total cost 225m, 175g, 6 supply)
Morph time 30s
Lair Research required (100m 100gas 90s)
Range: 15
Sight Range: 3
Weapon: none
Special weapon: -1 armor debuff in an area of 4 for 8 seconds (does not stack)
Special weapon fire rate: 5 seconds
Root required (creep required)
(Fired like a normal weapon, just without damage)
Move speed: 1.2 (2.2 on creep)
Root time: 12s
Health: 300
The PAL (Puke A Lisk) plays the role of a Zone Control unit for zerg.
Zone Control
Zone Control is the concept where the player who arrives at a location first can “control” it by bringing more firepower to bare. The siege tank is the major Zone Control unit in SC2. In TvT, if you attack into sieged tanks you need a much army to overcome the firepower of the sieged tanks.
In BroodWar, Lurkers offered Zone Control, to some extent. But they were not included in SC2, for reasons I can appreciate. One of the major reasons is that a bunch of Zone Control units can make for slow, boring, and turtly games. That does eSports no favors!
The PAL behaves so differently than any other conventional Zone Control unit, though. I don’t see it taking away from SC2’s viewer-experience quality, but adding to it by creating a clear objective. Let me explain that.
Battle Lines
I don’t know about you, but I love to watch me some TvT. One of the reasons is because I can look on the minimap and see battle lines drawn. It’s almost like that area is “owned” by one player or the other (with missile turrets and Siege tanks). I think its easier for a casual view as well: the concept of gaining territory, no man’s land, and losing territory is something everyone is going to be more familiar with.
PAL isn’t going to create that exact scenario, but something like it. Anything within the range of a PAL is risky to attack into. It creates some of that “ownership” effect. But it goes beyond that: it creates a cheering-point for the fans.
A Clear Objective!
Since the special attack of a PAL doesn’t stack, having more than one or two in a region is wasteful. But this means that, if there’s only one or two in a region, the attacking player can send out “hit squads” to snipe the PAL, and instantly that “ownership is gone”.
Suddenly, the objective is clear. Sometimes in SC2 battles its hard to know whats going on, but here it’s simple: the Zerg wants to keep their PAL alive and have that advantage, the attackers want to snipe it without losing their forces. This focuses the action the same way mineral fields do, by being an important point. Between condensing the action, creating a focus point, and making a clear objective, I feel the inclusion of this unit would benefit SC2 as spectator sport.
But how does it work?
Goop from the sky
Its like hocking a giant lugy into the sky. The ball of green goop splashes down on the enemy units. Now, whenever they are attacked, they take an extra point of damage, as if they had +1 armor and lost it, or as if the Zerg had an extra +1. PAL has to work up another lugy (convulsing to do so), so it has a slow fire rate, almost twice the length of a siege tank. 5 seconds. The effect lasts for 8 seconds, so units return to full strength shortly after the PAL is killed. But until then, the attacking units are made vulnerable.
But! As you see, it does no damage. Zerg has to have an army there to follow up. And it can’t even see for itself, meaning overlords, creep or an army must spot for it. And it’s not like you can siege a base with these: only strengthen at attack IF you manage to place creep well and burrow it before the player strikes. That’s a dangerous window, limiting the PAL’s offensive capability.
But Z OP, right?
Nerf Fungal!
I main as Zerg. I’m not talking from a win-loss point of view, but from a gameplay point of view: it has been my experience that this strong of a fungal growth weakens the game. Especially in ZvZ, in my experience, it feels way too strong.
For instance, I was playing against my masters friend today. He did EVERYTHING better than me, except for his infestor micro. And yet, I dominated him. If you wish, check out the replay. He spends his money better than me, his timings are better (my 10 minute ling speed FTW), and takes bases more aggressively. There were other factors as to why he lost, but, as I understand it is overwhelmingly the power of fungal growth. (My little brother and I traded accounts, he played terran to practice his mechanics, ignore him. I am playing as Shadicar vs the Master zerg player cDgSeiryuu )
Replay:
Link Removed: http://www.mediafire.com/?ku3p5g7cndak2vc
The PAL would enable a nerf to fungal, while bringing all the other benifits I mentioned above.
ZvZ
One area I can see it clearly benefiting is helping the ZvZ matchup become more diverse more often. +1 lings with aid of a PAL actually have a fighting chance against roach, but aren’t some sort of auto-win. Using Zerglings to snipe the PAL could provide all kinds of excitement.
ZvT
The PAL wouldn’t buff banelings or fungal growth (whatever strength it ends up at) one bit, a relief to Terrans I’m sure! (And you guys know most of you want a fungal nerf). What it will do is make air control important in Tank vs PAL! Siege tanks will be able to deal out the hurt to any ground unit trying to spot for the PAL. So long as Terran keep the Zerg’a vision back, the PAL sits useless.
However, siege tank lines get to feel a little uncomfortable! The PAL out-ranges tanks, and can nail the front section with a lugy in preparation for an attack. Fortunately, using the siege method where they’re space further and further will still be helpful. That, and keeping your marines out of the range of the PAL until the Zerg engages.
That, or just go kill it with banshees.
ZvP
Protoss can abuse the PAL’s lack of sight or detection with DTs, blink stalkers, or other forms of hit-and run, making sure the Zerg only has the PALs he can defend with his army. It encourages branching play from the Protoss and discourages pure death-ball tactics. On the zerg side, he has to worry about retination of his army when using PALs. If he loses the army, the PAL is useless for zone control, and the protoss can simply walk up and kill these expensive units!
More-over, the huge supply cost of the PAL keeps it from being a no-brainer.
Y U NO WANT?
Between encouraging protoss multitasking, creating focus points for the action, zone control, and the sort of Siege Tank vs PAL game of chicken (will he pull back the gooped tanks, or won’t he?), I feel like the Puke-A-Lisk would add to every part of SC2. And with demanding control and defense of the PAL and potential nerf to Fungal, it's far from a Zerg Buff.
Also, needs a new name ^_^.
What do you think?
(Also, Bliz, I heard you collect feedback from the community every week and give it to the devs. Maybe this will help?)<</quote>>
People (who have the attention span to read it) have responded very positively. Several suggest I make a map with it. I can set unit stats and such, but I can't even duplicate a unit in a way that doesn't shower me with error messages T.T . Since there is already a campaign model that will do (spore cannon), this would be child's play for some of you. Does this concept get any of you excited enough to aid?
Thanks!
Concept feedback also welcome.
So basicly you want the fatty model and it's attacks to add a -ve 1 armor buff (or a % damage increment) as a damage response to targets with certain damage effects excluded?
So what you having probelsm with when it comes to making it?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
I want the spore cannon model and its attack to adda -1 armor debuff, root and unroot like a spine crawler, morph from 3 roaches, and require research before using.
I'm having problems:
Successes:
I also know how to tint the firing unit, but will have to do a little research to tint the effected units. So, uh, that's where I'm at. Since I couldn't even figure out how to properly duplicate a spore crawler after numerous tries, I was feeling a little in-over-my-head, if you will.
Thanks doc.
You do not need to dupe the model even though I think you should consider the fatty model (unused in game). To root and unroot you will need 2 units for the rooted and unrooted form and a Morph and Morph (Placement) abilities which might cause issues with animations since the spore crawler lacks any legs (maybe consider having it as an attachment?). With the needing 3 to morph you need to get your Effect - Instant ability to use a Search Area effect with a max count of 2 that uses a Create Persistent effect with a Unit Type validator that uses a rapid periodic Issue Order effect to use the Move ability to the caster unit and then uses an Apply Behavior effect to apply a Buff behaviour that after a duration as it's final effect uses a Search Area effect with an Enumerate Area validator to detect there are enough in the area which orders the nearby unit to suicide and apply a counter buff stacks with a low duration to the caster. Once the unit has 2 counter buff stacks it then automatically morphs to the unit due to requirements for the counter buffs and the Stats - Flags set to Automatic.
I advise having the spore crawler actor unit as the main unit with the spore cannon as the attachment with a Site actor to use for launching attacks via the fields of an Action actor. To attach the spore cannon model to a spore crawler you need to create the spore cannon as a model type actor and set the Hosting - Host - Subject to your spore crawler actor and then set the Hosting - Host Site Operations - Operations to a SIte Operation (Attachment) that attaches to the TurretZ attachment point and a SIte Operation (Local Offset) to get it to look right. Under the events you need to get the attachment to be created on unit birth and destroyed on unit death. A Site Operation (Explicit Rotation) SOp should not be needed. To restict the use of the intitial ability (the automatic morph exculded) needs requirements which are pretty easy to set up or do you mean button showing?
Weapon wise I think the marauder would be a good basis for the weapon logic in that it does damage on attack and applies a buff. In your case the buff would not slow but simply cause -1 armor. In short a legacy weapon that has a Launch Missile effect that on impact applies a Set effect. The set effect then applies a Damage effect which can have splash and an Apply Behavior effect (a Search Area effect is needed before that if buff aplication is also to be splash).
For tinting units just go the the actor for the unit and set the events up so that it is Actor Creation>Set Tint Color and adjust the colour to whatever.
Silly question, do you have campaign dependencies enabled (addes campaign units and models with associated actors)?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Awesome help man, thanks. It feels so over my head ATM, >.<. Lol.
Just curious: did it take you longer to explain that than it would to do it?
Depends if there are complications or not, also with actors like any form of art, the devil is always in the detail.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Would you be interested in say...
Making the unit and creating it as a dependency and in return I photoshop you an awesome name/pic for a map? I don't want a handout, but I also don't want to learn and troubleshoot all this stuff when I'm not going to be using it much. Something like that, some kind of trade perhaps?
Another possibility is for me to watch over-the-shoulder through skype (or another screen-sharing service) while you do it, if that's something you'd be interested in doing.
How about you try to make it and if you hit a snag I will tell you where you went wrong. Creating the first unit is always the hardest, but once you understand the basics you find most stuff is so similar it becomes easy.
Also It is your unit so only you know exactly how you want it to look.
At least you are not trying to create a scatter shot like missile that fragments at several parts of the movement path because that is more work than it looks.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
So no deal?
"Sure, making the first unit will be a royal pain, but all the other units you're not going to make after that will be really easy!" T.T
lol
As I mentioned I am always there to give advise if you are really stuck. Although if you read my instructions you should have no significant issues. Do not forget there is the Wiki at the top of the SC2 mapster webpage that has info in it about what the various fields do.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
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Kk, I'm trying. First bump:
What? The spore Crawler (Unrooted) so has legs.
Also, how am I not supposed to duplicate a unit and follow the steps you've given? Do I try to make those two units from scratch?
First time I've ever heard that saying. Did you think it up or is it a common saying among artist?
"The devil is in the details" is a very common saying, actually. "Awesome" is also in the detail, IMO ^_^.
Sorry meant cannon there not crawler in that case. I advise copying and pasting each individual data asset as you need it. Start with the unit and unit actor, then make the attachment model and SOp (Offset). Then make the weapon by working from the last effects backwards and then finally make the actors involved in the weapon like the action actor, site actor for launching from, missile actor for your projectile and maybe a model actor for an impact effect.
Thought you only wanted to make one unit?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
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Just on a side note I made a working copy lacking the morph and death art incase you are still struggling in 17 hours time.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
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Here you go. With the merging of the 3 roaches to make it less buggy I had to add a few more effects and validators.
Also the irony was compared to the 3 unit morph the rest paled in comparison difficulty wise. On the plus side it could be easily modified for any combination of any number of units.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
WOw, I'm looking that the unit right now, and it looks so awesome! You're right, the fatty model was a great choice for the base (I thought you meant to use him as the entire unit). The turning animation you made for the burrow and unburrow look specatacular.
Just slowed the units natural burrow. Although a spine crawler also could have made an ok set of legs. As I said earlier to just have a spore cannon moving around would have looked weird because it lacked legs.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg