And no, I don't mean the High Templar ability. I have worked on this map for MONTHS and it has gotten 200+ downloads, and no comments!
I really need people to download it, play it, and post comments so I know where the problem areas are, how well of a job I did, etc etc.
INFORMATION ABOUT THE MAP (Because people say I don't post it)
It is a standard Melee map, heavily modified from Agria Valley. There are so many changes, so I will list a few and let you find the rest out for yourself ^^
-Lurkers.
-Reavers.
-All kinds of Terran units.
-Increased energy and Zealots have health regen.
-High Templars have been given Kerrigan's Orange Pew Pew Ball attack.
-I took away the Mothership's Cloaking Field, gave her the Planet Cracker.
-Hydralisk projectiles use the Acid Saliva model, as a tribute to Starcraft and Brood War.
-Ultralisks have the Deep Tunnel Ability, which work like the Stalker's Blink. My suggestion is that when you are busting up an enemy's ramp, move your Ultralisks in front, backed up by Mutas, and march the Hydras in from behind and use the shift key to queue up a move command on the Ultras, then use the Deep Tunnel ability and basically treat it like a super buffed Stalker of death and Zerg-y slice-yness.
-IT IS NOT PUBLISHED. People ask, "Is it published?" so there's that.
- "Are Marines bullshittedly OP?" Thankfully, no. Mass Marines still stomp anything in their path, but I balanced the Zerglings and Zealots to counteract them (50 minerals, 1 supply,17 second build time) so they are basic infantry like the otehr two. They also do not have stimpack.
Like I said at the start of this... I need people to give me comments. This way, I can implement any mportant changes in version 2.0. This map is perfect for Green Tea AI and for practicing Funday Monday challenges. Have fun.
Edit: Might help if I post the link so you can download it. Derp.
And no, I don't mean the High Templar ability. I have worked on this map for MONTHS and it has gotten 200+ downloads, and no comments!
I really need people to download it, play it, and post comments so I know where the problem areas are, how well of a job I did, etc etc.
INFORMATION ABOUT THE MAP (Because people say I don't post it)
It is a standard Melee map, heavily modified from Agria Valley. There are so many changes, so I will list a few and let you find the rest out for yourself ^^
-Lurkers.
-Reavers.
-All kinds of Terran units.
-Increased energy and Zealots have health regen.
-High Templars have been given Kerrigan's Orange Pew Pew Ball attack.
-I took away the Mothership's Cloaking Field, gave her the Planet Cracker.
-Hydralisk projectiles use the Acid Saliva model, as a tribute to Starcraft and Brood War.
-Ultralisks have the Deep Tunnel Ability, which work like the Stalker's Blink. My suggestion is that when you are busting up an enemy's ramp, move your Ultralisks in front, backed up by Mutas, and march the Hydras in from behind and use the shift key to queue up a move command on the Ultras, then use the Deep Tunnel ability and basically treat it like a super buffed Stalker of death and Zerg-y slice-yness.
-IT IS NOT PUBLISHED. People ask, "Is it published?" so there's that.
- "Are Marines bullshittedly OP?" Thankfully, no. Mass Marines still stomp anything in their path, but I balanced the Zerglings and Zealots to counteract them (50 minerals, 1 supply,17 second build time) so they are basic infantry like the otehr two. They also do not have stimpack.
Like I said at the start of this... I need people to give me comments. This way, I can implement any mportant changes in version 2.0. This map is perfect for Green Tea AI and for practicing Funday Monday challenges. Have fun.
Edit: Might help if I post the link so you can download it. Derp.
http://www.sc2mapster.com/maps/charvalley/files/5-version-1-5/
Its anoying indeed that people wont give feedback...its same for pretty much everyone.
too bad Im not interested in melee or modified melee, otherwise I would test it.
To each his own, I always say :)