SC Expanded is a melee mod that gives players some tech-tree options. There are 3 maps published right now, just search for 'expanded agria valley'; 'expanded lost temple' and 'expanded abyss'. Players can select some units, upgrades and abilities avaiable for each race. Also, each race has a list of factions and players are allowed to pick one.
I've been searching for feedback and I've made great improvements following players' opinions. I want it to be more balanced in the future and add more options whenever possible.
Here's a short list of options avaiable now:
-Terran players have 9 faction options. Colonists, Dominion, Infested, Kel-Morian, Mercenaries, Moebius, Rayor's Raiders and Tosh's Pirates.
-Zerg players have 6 brood options. Aiur, Grendel, Hybrid Slaves, Jormungand, Surtur and Tiamat
-Protoss palyers have 5 tribe options. Akilae, Furinax, Hybrid Adepts, Sargas and Shelak.
-Terrans have 3 unit choices to make, and 3 upgrade/ability choices.
-Zerg have 2 unit choices to make, and 2 upgrade/ability choices.
Gave this a try not too long ago and it's very interesting, even against a computer.
There were bugs, but I think that's to be expected with a game that introduces so much new content. Overall it was very fun; I'd like to try playing it with an actual person. Speaking of, SoulFilcher, I sent you a PM here and a Friend Request on Starcraft 2.
@Zetal: Added you on MSN and SC2. I'm going to check your map.
I really need ideas for Zerg and Protoss. Terrans get lots of options and factions because I got many ideas from the campaign. I don't want to wait for HoTS to include more options.
@Soul
I ran into a similar problem, but I think in both of our cases it's become more a lack of appropriate models than anything else. Gameplay-wise, it isn't too ridiculously difficult to add in new structures for Zerg, but then try finding a good model, and you'll get stuck very quickly. It's difficult, to say the least.
Protoss are a little easier, but also hard because when their structures finish buiding, you can see the outline of what it should look like, much as you'd see the same for Zerg buildings when they finish morphing. It makes for awkward construction and breaks the feel of the map, you know?
But: if you need ideas for units, I can help you brainstorm. =)
@Zetal: thanks for all the help man. I managed to fix some bugs I had since I started this mod. And I borrowed some ideas from you map.
I'm working on some balance issues and I'd like to have some feedback. Here are some issues:
-Medics: They're OP and we all know, but I'd like to keep them. What can I do to balance them? I think I'm going to move them to higher tier, add the Academy requirement just like Ghosts, and raise their cost and train time.
-Guardians: Their role overlaps with Brood Lords, but Brood Lords are way better because the Broodlings draw attention. A player came with the idea of making them some kind of Zerg capital ship, what do you think?
-Firebats: Are they a good option to Marauders?
-Void Seekers: The hybrid capital ship is going to replace the Carrier, so it still needs a lot of work and some cool ability. It needs a cool name too, with no "void" on it because of Void Rays.
-Colonist units: Many of them still need work. Some are still useless, like the Blimp. Feel free to share your thoughts on how to make the Colonist faction balanced with the others and keep its funny concept.
Medics: Why not alter their healing speed/efficiency? That's what I did for the Merc medics on my map, anyhow.
Guardians: I like that idea... errr, do you mind if I use that? Haha, I guarantee it won't be the same as yours =) The idea I had for mine is that it would create larva inside of it over time, and they could be dropped using 'charges' to create units, so it would sort of serve as a mothership, but for yours I think it would be more appropriate to give it Aura effects, maybe one that constantly spawns creep and gives higher health regen or something. =)
Firebats: In my experience, firebats completely suck in usual melee games. If they were to replace marauders, they would have to be buffed.
Void seekers: Uum.... I don't know... =x sorry
Colonist: Haven't played around with the colonists yet, sorry!
Edit:
By the way, I played it with a friend and we found a few bugs!
According to my friend, the Kelmorian Miners "Miner" units did not provide any minerals, nor did they subtract any from the resource field. They just sorta made an annoying grinding noise, haha.
Also, Warping in Preservers is busted. The Cooldown time needs to be linked to the proper ability- I had a similar problem with Psi Hunters on my map. It's an easy fix if you know what you're lookin' for.
@Zetal: Altering the heal speed/efficiency is a good idea. You can have capital Guardians too, mine will be more like Carriers or Battlecruisers. What can I do to buff the Firebat? I was thinking about a fire spell like you used for your High Templar.
The Miner is not bugged! The Drill Deep ability makes SCVs get minerals faster from Minerals that are being drilled! 2 Miners drilling the same mineral field make a SCV gather it in half the time. Maybe I can change this ability to something else, like making SCVs gather more minerals each time. But the Idea is that Miners are support units to SCVs, not a worker unit by themselves.
@Zetal: Yes, the ability is displayed on the command card. It's button has info on what it does.
I created a chat room "SC Expanded" So maybe we will find people to join this game ;-)
New update today. Lots of bugs fixed and some tech tree changes. Medics are no longer standard units and Reapers went back to standard tech tree. Medic's upgrades moved to the Academy.
New considerations to make: Protoss Preserver and Stone Zealot. In my opinion both suck right now. The Preserver gets an useless spell (Sight of Adun) and an OP one (Plasma Surge). What do you think about them?
The Scientist: this unit is supposed to be a replacement for Ghosts, but it needs new abilities. It cant attack, nut maybe it should. And what can I do to compensate for removing nukes?
Problem list: 1.) ALL the maps are on different versions of the mods, please update them all to the current version of the mod... 2.) This is more of a suggestion, a player that hasn't or doesn't upgrade the brood/tribe/faction upgrades can build any unit regularly... Make it so you can only build an evolution chamber/forge/engineering bay (you can still build supply depot, and pylons) Also, in order to fix the AI if you do this, make a trigger so they will upgrade a random upgrade in those... 3.) On Agria Valley I played as terran, (I suck at terran btw) So I got infested terran, that was cool. But then it occured to me... In SC2 Alpha the Swarm Host can infest terran and protoss structures... And make infested units... Well, replace the Swarm Host for the infested terran with something else and make it so Zerg can build swarm host, and infest the terran and protoss... I would LOVE that... 4.) The Dark Protoss, theres no dark carrier, etc... Can you put make those? Or just simply not allow Dark Protoss not available to make Carriers, etc. 5 and Final.) When playing as terran, if you choose to play as colonist... Any race can easily destroy them. I played as Colonist againts a Zerg. They had a roach, a queen, and 5 zerglings.. I brought 3 taurens, and maybe 50 rebels. The Zerg won that. I was amazed how underpowered they Colonist were... Theres more problems, but can you fix these first? These are the biggest... Edit: Overall I LOVE these maps, keep up the good work. If you fix the 5 biggest problems I put, maybe you can get on the top 10 most popular map pages on sc2... I will send a screenshot of what I like the most of it... And another problem, the Zerg Leviathan... BIG BIG BIG BIG PROBLEM!!!! You can spawn infinite amount of Zerg Mutalisk and Brood Lords, either this. Make a cooldown, make it cost 25-50 energy each. Or make it so its a 5second cooldown with 50 energy cost...
1- Problem fixed, thanks for warning me about this (and I had just realized it playing online, I usually test it offline).
2- Not sure if I understand what you want here.
3- The Swarm Host is there as a test unit, I still don't know what to do with it. I believe they should be a Zerg unit, but I was in need of more infested units.
4- I'm working on it, theres a dark carrier model, I just have to make it show in the game. Also, I'm planning to replace the Carrier for the Hybrid Adepts, so I don't know what to do now.
5- Colonists: I know they're weak, this faction will require lots of work and ideas to be balanced with the others.
6- The Leviathan is another unit in the "approval" stage. Its OP and I may simply remove, cause I don't want it to be able to spawn units.
Are these the only problems in your opinion? LOL my list is way bigger. ;-)
Nah, thats the top 5...
For #2 I mean, if you dont upgrade you can build regurly, make it so u cant build regurly until you upgrade your brood/tribe/faction for ai, just make a trigger for ai to automatically get that...
The things is I want players to be able to go on with no factions/broods/tribes if they feel they want to. This way it is also possible to select a faction late in game, after you check what options your enemies selected for example. I don't want to force players to select a faction, if I did I could have created a faction dialog right when the map starts or something like that.
Some bug fixes for the next upgrade. Nerfed the Leviathan. Hybrid Adept Warp Prisms and Carriers go dark. And one more tech decision for Terrans: Cloaking or area damage for Banshees? I also plan to add some fun things in there before I upload it again.
New update today. Many small, creepy bugs fixed. Some standard tech tree changes removed. Leviathan nerfed. Medic energy upgrade removed.
And terrans just got one more tech decision to make: Cloaking Field or Shockwave Battery for Banshees. The other races can't keep up to what the WoL campaign can offer to terrans :-( But I'm going to check the HoTS screenshots for Zerglings and Roaches, maybe I find something there.
I'm not getting enough replies on it, but it was updated again today. Protoss now have to choose Dragoons or Stalkers. Zerg choose Bile Ducts or Glial Reconstitution for Roaches. Some bugs fixed and some balance too.
SC Expanded is a melee mod that gives players some tech-tree options. There are 3 maps published right now, just search for 'expanded agria valley'; 'expanded lost temple' and 'expanded abyss'. Players can select some units, upgrades and abilities avaiable for each race. Also, each race has a list of factions and players are allowed to pick one.
I've been searching for feedback and I've made great improvements following players' opinions. I want it to be more balanced in the future and add more options whenever possible.
Here's a short list of options avaiable now: -Terran players have 9 faction options. Colonists, Dominion, Infested, Kel-Morian, Mercenaries, Moebius, Rayor's Raiders and Tosh's Pirates. -Zerg players have 6 brood options. Aiur, Grendel, Hybrid Slaves, Jormungand, Surtur and Tiamat -Protoss palyers have 5 tribe options. Akilae, Furinax, Hybrid Adepts, Sargas and Shelak. -Terrans have 3 unit choices to make, and 3 upgrade/ability choices. -Zerg have 2 unit choices to make, and 2 upgrade/ability choices.
Screenshots, screenshots, screenshots :)
I wanted to check this out but looks like it's not on EU.
Sorry, not on EU. But there's a downloadable version here.
Here are some screenshots:
Faction menu (outdated, showing only 8 factions) here
Dominion uses its most terrifying weapon: the neural resocialization here
Kel-Morian Miners drilling Mineral Fields to help SCVs here
Infested settlement under attack here
Colonists fighting the Zerg invaders here
The mighty Laserdriil Tank against defenseless rocks here
Reapers and their new ability to jump over anything here
New unit: Glideling, it can jump over cliffs and other obstacles like Reapers here
The Glidelings again. Nothing will stay between them and their next meal. here
Chrono Boost being used on Photon Cannons. here
Gave this a try not too long ago and it's very interesting, even against a computer. There were bugs, but I think that's to be expected with a game that introduces so much new content. Overall it was very fun; I'd like to try playing it with an actual person. Speaking of, SoulFilcher, I sent you a PM here and a Friend Request on Starcraft 2.
@Zetal: Added you on MSN and SC2. I'm going to check your map.
I really need ideas for Zerg and Protoss. Terrans get lots of options and factions because I got many ideas from the campaign. I don't want to wait for HoTS to include more options.
@Soul I ran into a similar problem, but I think in both of our cases it's become more a lack of appropriate models than anything else. Gameplay-wise, it isn't too ridiculously difficult to add in new structures for Zerg, but then try finding a good model, and you'll get stuck very quickly. It's difficult, to say the least.
Protoss are a little easier, but also hard because when their structures finish buiding, you can see the outline of what it should look like, much as you'd see the same for Zerg buildings when they finish morphing. It makes for awkward construction and breaks the feel of the map, you know?
But: if you need ideas for units, I can help you brainstorm. =)
But Shh! Not where everyone can see! haha =P
@Zetal: thanks for all the help man. I managed to fix some bugs I had since I started this mod. And I borrowed some ideas from you map.
I'm working on some balance issues and I'd like to have some feedback. Here are some issues:
-Medics: They're OP and we all know, but I'd like to keep them. What can I do to balance them? I think I'm going to move them to higher tier, add the Academy requirement just like Ghosts, and raise their cost and train time.
-Guardians: Their role overlaps with Brood Lords, but Brood Lords are way better because the Broodlings draw attention. A player came with the idea of making them some kind of Zerg capital ship, what do you think?
-Firebats: Are they a good option to Marauders?
-Void Seekers: The hybrid capital ship is going to replace the Carrier, so it still needs a lot of work and some cool ability. It needs a cool name too, with no "void" on it because of Void Rays.
-Colonist units: Many of them still need work. Some are still useless, like the Blimp. Feel free to share your thoughts on how to make the Colonist faction balanced with the others and keep its funny concept.
Medics: Why not alter their healing speed/efficiency? That's what I did for the Merc medics on my map, anyhow.
Guardians: I like that idea... errr, do you mind if I use that? Haha, I guarantee it won't be the same as yours =) The idea I had for mine is that it would create larva inside of it over time, and they could be dropped using 'charges' to create units, so it would sort of serve as a mothership, but for yours I think it would be more appropriate to give it Aura effects, maybe one that constantly spawns creep and gives higher health regen or something. =)
Firebats: In my experience, firebats completely suck in usual melee games. If they were to replace marauders, they would have to be buffed.
Void seekers: Uum.... I don't know... =x sorry
Colonist: Haven't played around with the colonists yet, sorry!
Edit: By the way, I played it with a friend and we found a few bugs! According to my friend, the Kelmorian Miners "Miner" units did not provide any minerals, nor did they subtract any from the resource field. They just sorta made an annoying grinding noise, haha.
Also, Warping in Preservers is busted. The Cooldown time needs to be linked to the proper ability- I had a similar problem with Psi Hunters on my map. It's an easy fix if you know what you're lookin' for.
@Zetal: Altering the heal speed/efficiency is a good idea. You can have capital Guardians too, mine will be more like Carriers or Battlecruisers. What can I do to buff the Firebat? I was thinking about a fire spell like you used for your High Templar.
The Miner is not bugged! The Drill Deep ability makes SCVs get minerals faster from Minerals that are being drilled! 2 Miners drilling the same mineral field make a SCV gather it in half the time. Maybe I can change this ability to something else, like making SCVs gather more minerals each time. But the Idea is that Miners are support units to SCVs, not a worker unit by themselves.
Oh. =x I suppose me and my friend just misunderstood, then. Is the ability displayed on their command card?
@Zetal: Yes, the ability is displayed on the command card. It's button has info on what it does.
I created a chat room "SC Expanded" So maybe we will find people to join this game ;-)
New update today. Lots of bugs fixed and some tech tree changes. Medics are no longer standard units and Reapers went back to standard tech tree. Medic's upgrades moved to the Academy.
New considerations to make: Protoss Preserver and Stone Zealot. In my opinion both suck right now. The Preserver gets an useless spell (Sight of Adun) and an OP one (Plasma Surge). What do you think about them?
The Scientist: this unit is supposed to be a replacement for Ghosts, but it needs new abilities. It cant attack, nut maybe it should. And what can I do to compensate for removing nukes?
Problem list: 1.) ALL the maps are on different versions of the mods, please update them all to the current version of the mod... 2.) This is more of a suggestion, a player that hasn't or doesn't upgrade the brood/tribe/faction upgrades can build any unit regularly... Make it so you can only build an evolution chamber/forge/engineering bay (you can still build supply depot, and pylons) Also, in order to fix the AI if you do this, make a trigger so they will upgrade a random upgrade in those... 3.) On Agria Valley I played as terran, (I suck at terran btw) So I got infested terran, that was cool. But then it occured to me... In SC2 Alpha the Swarm Host can infest terran and protoss structures... And make infested units... Well, replace the Swarm Host for the infested terran with something else and make it so Zerg can build swarm host, and infest the terran and protoss... I would LOVE that... 4.) The Dark Protoss, theres no dark carrier, etc... Can you put make those? Or just simply not allow Dark Protoss not available to make Carriers, etc. 5 and Final.) When playing as terran, if you choose to play as colonist... Any race can easily destroy them. I played as Colonist againts a Zerg. They had a roach, a queen, and 5 zerglings.. I brought 3 taurens, and maybe 50 rebels. The Zerg won that. I was amazed how underpowered they Colonist were... Theres more problems, but can you fix these first? These are the biggest... Edit: Overall I LOVE these maps, keep up the good work. If you fix the 5 biggest problems I put, maybe you can get on the top 10 most popular map pages on sc2... I will send a screenshot of what I like the most of it... And another problem, the Zerg Leviathan... BIG BIG BIG BIG PROBLEM!!!! You can spawn infinite amount of Zerg Mutalisk and Brood Lords, either this. Make a cooldown, make it cost 25-50 energy each. Or make it so its a 5second cooldown with 50 energy cost...
1- Problem fixed, thanks for warning me about this (and I had just realized it playing online, I usually test it offline).
2- Not sure if I understand what you want here.
3- The Swarm Host is there as a test unit, I still don't know what to do with it. I believe they should be a Zerg unit, but I was in need of more infested units.
4- I'm working on it, theres a dark carrier model, I just have to make it show in the game. Also, I'm planning to replace the Carrier for the Hybrid Adepts, so I don't know what to do now.
5- Colonists: I know they're weak, this faction will require lots of work and ideas to be balanced with the others.
6- The Leviathan is another unit in the "approval" stage. Its OP and I may simply remove, cause I don't want it to be able to spawn units.
Are these the only problems in your opinion? LOL my list is way bigger. ;-)
Nah, thats the top 5... For #2 I mean, if you dont upgrade you can build regurly, make it so u cant build regurly until you upgrade your brood/tribe/faction for ai, just make a trigger for ai to automatically get that...
The things is I want players to be able to go on with no factions/broods/tribes if they feel they want to. This way it is also possible to select a faction late in game, after you check what options your enemies selected for example. I don't want to force players to select a faction, if I did I could have created a faction dialog right when the map starts or something like that.
Some bug fixes for the next upgrade. Nerfed the Leviathan. Hybrid Adept Warp Prisms and Carriers go dark. And one more tech decision for Terrans: Cloaking or area damage for Banshees? I also plan to add some fun things in there before I upload it again.
New update today. Many small, creepy bugs fixed. Some standard tech tree changes removed. Leviathan nerfed. Medic energy upgrade removed.
And terrans just got one more tech decision to make: Cloaking Field or Shockwave Battery for Banshees. The other races can't keep up to what the WoL campaign can offer to terrans :-( But I'm going to check the HoTS screenshots for Zerglings and Roaches, maybe I find something there.
I'm not getting enough replies on it, but it was updated again today. Protoss now have to choose Dragoons or Stalkers. Zerg choose Bile Ducts or Glial Reconstitution for Roaches. Some bugs fixed and some balance too.
I tried this out a while back. I enjoyed some of the options, mostly infected terran and dark toss. Didn't try zerg yet.