@Eph289: Go Ok, I understand you. I'm surprised nobody report such an obivous tooltip error before, thank you.
@nolanstar: Go I will work on the data for Breaching Charge, I already have a good base for it in another map, then we can test it in different units. The Nano-spies ability would bew similar to Ocular Parasite or something different? What would Psi-weave do exactly?
Since everyone would love a Umojan Marine but you are right in that changing the most basic of terran units would be problematic, what if it was an additional unit vs a replacement unit? Higher cost with different stats and any of a variety of abilities. Just off the top of my head from others suggestions and my own ideas, they could either:
-Have a melee attack, or melee attack option/ability like stim(something like Zealot's charge, or even an attack like the Predator's electroshock but that bounces any melee units a few steps back)
-Have a passive "Royal Guard" ability where when in close proximity to any player own structures they gain either range or armor, something like that
-Have either passive or targetable ability where they can disrupt player control over non massive enemy zerg units for several seconds- much like the colonists blimp "broadcast" ability but on a smaller, more specific scale.
-Have shields
Plenty of factions have additional units, I know you worry about unit roles and what not but considering how massively different some of the play mechanics are in certain factions like infested, colonists, etc, and how the various mercenaries and primals work, an extra unit wouldn't be a game breaker, but it would be a fun option and it's clearly something everyone wants!
-Damage: 6/0.86 firerate(some type of energy rifle)
-Upgrades: Rather than Stim, they gain Overcharge, which increases doubles fire-rate and increases damage by 2. Their suits take 10 damage due to system damage.
It doesnt increase movement speed however.
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
@RezE11even: Go Thanks for the ideas, but targetable abilities for a Marine unit is insane, the amount of micro for terran infantry units is already too high.
@rickmary: Go Why 60 minerals? To justify a slightly stronger unit? This overcharge ability is still very similar to stim, and I feel balancing faster attack and no speed bonus would be a pain. I'd rather give it stim and don't worry about it.
@nolanstar: Go About Psi-weave: the harmless behavior could be useless, the only thing it does is to force the enemy to target them manually, how could it replace cloak?
Yeah, I will see what I can use as the Scientist's attack.
I wont give the shield battery another model. The obelisk model is complete in all aspects, needs no extra filesize usage, and I dont think any of the available shield battery models fit the protoss building style.
That's a possibility.
@FreezingAcidRain: Go One nerazim tribe already unlocks Blink for DTs, another ability would be overkill. The other tribe unlocks Dark Archon and I thought giving their DTs extra abilities would make this tech path way too useful and/or versatile.
Hurricane missiles would be more useful if it targeted ground units, which I mean the air attack is limited to mass air and it can be somewhat avoided by air units. yamato cannon can be used twice and instant kill the target even if the unit goes out of range.
how is melee stun overkill? only asking for a stop to the ai runaway from attack from invisible units.
add more units to tooltip, I would like to be able to change the tooltip to my preference and some are not showed
scv has auto repair enabled, I don't believe this is auto enabled in regular multiplayer; I get rushed, try to attack with scvs, then notice when half are dead they are repairing themselves
bannelings still do 40 damage, I thought this got fixed?
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
Splash damage for Sonic Cannons may be a good change, but I'm still waiting for more feedback since I added this new weapon.
@FreezingAcidRain: Go Hurricane Missiles was a simple addition from the campaign, and yes, it is supposed to save Battlecruisers from mass air counters. If air units can avoid it too easily I might have to adjust that.
DTs deal a very good damage, and one of the disadvantages is the melee range, crippling targets allow them to kill faster or possibly deny micro. So I added Blink because it helped in one aspect people complained: DTs fall too easily to detection, they can't escape. I dont like adding too many things for the same unit, specially if they go together, and we only have 2 nerazim tribes, one unlocks blink and the other unlocks Dark Archon.
I believe you mean tooltips are outdated, right? I know I have to update them.
Auto-repair isn't enabled by default for multiplayer, but some players requested that a long time ago, and I thought it wouldn't hurt (much).
I will check the damage, many stats were changed with hots things are still crazy.
@houndofbaskerville: Go I dont see the Scientist as a turret builder. We already have the Raven for that, and the Nomad. Infantry casters are more mobile and I think turrets will fail in this case. I wouldn't make turrets upgradeable, this is SC2 melee after all.
@rickmary: Go I think I already know why. I will try to fix it for the next update.
Now that the maps are set to auto-update to the latest mod version I will try to update it more frequently, but with less changes in each update. I dont have much free time to add things or even fix complex bugs, so I'm focusing on simple bugs and stat tweaks for balance purposes.
i personally liked cluster rockets, could cerberi get them for the ata attack and keep the cannons for atg, also could you lower the turret arc for the cerberi
make sure to use attack anim for cluster rockets and spell for cannons
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
@nolanstar: Go I felt there was no need to keep a generic missile attack when the unit has an original attack with a nice visual effect. And it needed to attack only one target at a time, so the previous attack wasn't very good for that. Let's see what people think of the unit from now on.
I updated the mod today, fewer changes than usual, but some important ones.
LIST
Hotkeys: Some hotkeys changed, specially for unit options or replacements. A few players said there are hotkeys problems, I believe it is about remapping them. Can anyone help me here? I need to know exactly which ones are bugged, so I can at least try to find the source of the problem.
Aberration: Upgrades fixed.
Baneling: Weapon tooltip damage fixed (real damage dealt was already ok).
Impaler Colony: Attack is no longer dodgeable, faster missile, no splash damage.
Preserver: Added Entomb ability.
Scourge: Cost increased to 50/100.
Siege Breaker: Siege damage reduced to 50 +20 vs armored; tank damage changed to 20 +15 vs armored.
Stone Zealot: Can enable/disable air attack.
War Pig: Cost increased to 75/0.
could you set it to use the spell anim then, the missile batteries lighting up looks odd, so does the wide fire arc, which is a visual for bc because it has turrets
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
Before you mentioned other people publishing on other custom maps, where is the current build? zip file I see dates back to Oct 12 ,2012. also, can the hybrids get the harvester/hydra/zealot unit?
@FreezingAcidRain: Go I'm in the process of re-arranging the assets mod, so I still need to update the version on mapster. The public online version is the current version, but the required assets mod isn't public yet, so you can't download a functional version. I know Battlenet stores outdated versions if maps are still using them, but I'm not sure about deleted mods, and that's why I haven't finished the changes. In the next update I'm going to make the temporary assets mod public, so people can update their maps. This way I hope to clear some space in my account.
What is the harvester/hydra/zealot unit you're talking about?
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
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@Eph289: Go Ok, I understand you. I'm surprised nobody report such an obivous tooltip error before, thank you.
@nolanstar: Go I will work on the data for Breaching Charge, I already have a good base for it in another map, then we can test it in different units. The Nano-spies ability would bew similar to Ocular Parasite or something different? What would Psi-weave do exactly?
-> No probability-based effects <-
What "weapon" could the Scientist use?
Since everyone would love a Umojan Marine but you are right in that changing the most basic of terran units would be problematic, what if it was an additional unit vs a replacement unit? Higher cost with different stats and any of a variety of abilities. Just off the top of my head from others suggestions and my own ideas, they could either:
-Have a melee attack, or melee attack option/ability like stim(something like Zealot's charge, or even an attack like the Predator's electroshock but that bounces any melee units a few steps back)
-Have a passive "Royal Guard" ability where when in close proximity to any player own structures they gain either range or armor, something like that
-Have either passive or targetable ability where they can disrupt player control over non massive enemy zerg units for several seconds- much like the colonists blimp "broadcast" ability but on a smaller, more specific scale.
-Have shields
Plenty of factions have additional units, I know you worry about unit roles and what not but considering how massively different some of the play mechanics are in certain factions like infested, colonists, etc, and how the various mercenaries and primals work, an extra unit wouldn't be a game breaker, but it would be a fun option and it's clearly something everyone wants!
I will propose a proper Umojan Marine concept.
-Cost: 60 Minerals 1 supply
-HP: 50/0 armor
-Damage: 6/0.86 firerate(some type of energy rifle)
-Upgrades: Rather than Stim, they gain Overcharge, which increases doubles fire-rate and increases damage by 2. Their suits take 10 damage due to system damage. It doesnt increase movement speed however.
Psi weave is a toggle able harmless behaviour
The scientist could use a experimental device or a nano bot swarm for attack
Also could you give the shield battery a shield battery model,
A suggestion would be to give fatty a toggle able generate creep, as is overlord
http://www.sc2mapster.com/assets/nolanstars-textures/
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
@RezE11even: Go Thanks for the ideas, but targetable abilities for a Marine unit is insane, the amount of micro for terran infantry units is already too high.
@rickmary: Go Why 60 minerals? To justify a slightly stronger unit? This overcharge ability is still very similar to stim, and I feel balancing faster attack and no speed bonus would be a pain. I'd rather give it stim and don't worry about it.
@nolanstar: Go About Psi-weave: the harmless behavior could be useless, the only thing it does is to force the enemy to target them manually, how could it replace cloak?
Yeah, I will see what I can use as the Scientist's attack.
I wont give the shield battery another model. The obelisk model is complete in all aspects, needs no extra filesize usage, and I dont think any of the available shield battery models fit the protoss building style.
That's a possibility.
@FreezingAcidRain: Go One nerazim tribe already unlocks Blink for DTs, another ability would be overkill. The other tribe unlocks Dark Archon and I thought giving their DTs extra abilities would make this tech path way too useful and/or versatile.
I will check the range issue.
There are still bugs to report:
The Cerberus' Weapon, Sonic Cannons could use an Area of effect damage?
Scientist:
place a "turret" that reveals cloaked units
the diameter of effect increases over time or/and upgrades
scientist has to deploy it and upgrade it (stay in range for 3/5 seconds wait for 10/5 seconds for it to be upgradable again)
upgrades: range / armor / other abilities
(no!!! no one brings scvs to built turrets :) )
hmm scientists could place timed life gas turrets...
http://www.sc2mapster.com/assets/nolanstars-textures/
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
ShadowGuard can't launch nukes.
@rickmary: Go
bug or suggestion?
http://www.sc2mapster.com/assets/nolanstars-textures/
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
@nolanstar: Go
Bug.
@dat88: Go I will look into these issues.
I decided not to include the Hivemind Emulator.
Splash damage for Sonic Cannons may be a good change, but I'm still waiting for more feedback since I added this new weapon.
@FreezingAcidRain: Go Hurricane Missiles was a simple addition from the campaign, and yes, it is supposed to save Battlecruisers from mass air counters. If air units can avoid it too easily I might have to adjust that.
DTs deal a very good damage, and one of the disadvantages is the melee range, crippling targets allow them to kill faster or possibly deny micro. So I added Blink because it helped in one aspect people complained: DTs fall too easily to detection, they can't escape. I dont like adding too many things for the same unit, specially if they go together, and we only have 2 nerazim tribes, one unlocks blink and the other unlocks Dark Archon.
I believe you mean tooltips are outdated, right? I know I have to update them.
Auto-repair isn't enabled by default for multiplayer, but some players requested that a long time ago, and I thought it wouldn't hurt (much).
I will check the damage, many stats were changed with hots things are still crazy.
@houndofbaskerville: Go I dont see the Scientist as a turret builder. We already have the Raven for that, and the Nomad. Infantry casters are more mobile and I think turrets will fail in this case. I wouldn't make turrets upgradeable, this is SC2 melee after all.
@rickmary: Go I think I already know why. I will try to fix it for the next update.
Now that the maps are set to auto-update to the latest mod version I will try to update it more frequently, but with less changes in each update. I dont have much free time to add things or even fix complex bugs, so I'm focusing on simple bugs and stat tweaks for balance purposes.
i personally liked cluster rockets, could cerberi get them for the ata attack and keep the cannons for atg, also could you lower the turret arc for the cerberi
make sure to use attack anim for cluster rockets and spell for cannons
http://www.sc2mapster.com/assets/nolanstars-textures/
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
@nolanstar: Go I felt there was no need to keep a generic missile attack when the unit has an original attack with a nice visual effect. And it needed to attack only one target at a time, so the previous attack wasn't very good for that. Let's see what people think of the unit from now on.
I updated the mod today, fewer changes than usual, but some important ones.
LIST
Hotkeys: Some hotkeys changed, specially for unit options or replacements. A few players said there are hotkeys problems, I believe it is about remapping them. Can anyone help me here? I need to know exactly which ones are bugged, so I can at least try to find the source of the problem.
Aberration: Upgrades fixed.
Baneling: Weapon tooltip damage fixed (real damage dealt was already ok).
Impaler Colony: Attack is no longer dodgeable, faster missile, no splash damage.
Preserver: Added Entomb ability.
Scourge: Cost increased to 50/100.
Siege Breaker: Siege damage reduced to 50 +20 vs armored; tank damage changed to 20 +15 vs armored.
Stone Zealot: Can enable/disable air attack.
War Pig: Cost increased to 75/0.
could you set it to use the spell anim then, the missile batteries lighting up looks odd, so does the wide fire arc, which is a visual for bc because it has turrets
http://www.sc2mapster.com/assets/nolanstars-textures/
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
Before you mentioned other people publishing on other custom maps, where is the current build? zip file I see dates back to Oct 12 ,2012. also, can the hybrids get the harvester/hydra/zealot unit?
@nolanstar: Go Will be fixed in the next update.
@FreezingAcidRain: Go I'm in the process of re-arranging the assets mod, so I still need to update the version on mapster. The public online version is the current version, but the required assets mod isn't public yet, so you can't download a functional version. I know Battlenet stores outdated versions if maps are still using them, but I'm not sure about deleted mods, and that's why I haven't finished the changes. In the next update I'm going to make the temporary assets mod public, so people can update their maps. This way I hope to clear some space in my account.
What is the harvester/hydra/zealot unit you're talking about?
I think he means from sc univers
swarmmultifake needs to be updated to bnet version
could you think about a leech upgrade for feral roaches?
http://www.sc2mapster.com/assets/nolanstars-textures/
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.