@FreezingAcidRain: Go I found was caused the issue with Frenzy. It will be fixed in the next update. No hero can respawn.
Yeah, many factions/broods/tribes aren't "cool enough" yet. Mainly because I don't have new things to giver them. Feel free to suggest new units/structures/abilities.
For the next update Defilers will replace Chokers as the option to Infestors. Chokers will be the special strain for the Tiamat brood.
I do have an idea for this mod, something i'm making (and would be happy to give you for free.
I am currently designing and modding a unit called the Zeus Bomber, It is a fast and expensive small unit. It's attack is different from most units, however. It attacks like the diamond back, by running over the target dropping splash-damaging bombs
The model is just about done, but the in-game design is not. I will be finishing it soon. PM me if you want more details.
@Dentreoss: Go Welcome to mapster, I sent you a PM.
I think I'll give the "Swarm Infestation" ability to Defilers, they need a cheap ability to compete with Infestor's Infested Terrans. But right now I have a lot of possible mechanics for this ability and I can't decide which one is the best or more interesting.
Basically the ability creates a group of small flying units (I call them Wasps for now). These Wasps are shot like missiles from the main flying cluster to attack both ground and air. But what is the best target option for the ability? Friendly structures? Friendly units? Anywhere? Only the caster?
Should the Wasps themselves be targetable so they draw enemy fire? Or should they be a standard missile?
They could be anti-ranged ability, similar to the point defense drone but something that can also backfire. Essentially, anything ranged trying to a shoot a target through the wasp cluster instead hits the wasp cluster. So it'd be a small AoE ranged fire blocker, something that affects both the opponent and yourself. I think it's fine if the Defiler acts differently from the Infestor. In fact, I honestly think this ability should replace Dark Swarm just cause well... Dark Swarm is broken.
Alternatively, if you do want them to be spammable, then what they ought to do is forcefully taunt the enemy into attacking them while also dealing out light damage. Now, anything that slaughters lights would kill the swarm instantly, but if the only ranged firepower the enemy has is, say, void rays, they're pretty much screwed. It might be a little broken if the taunt was a straight passive on the wasp cluster, so perhaps it'd just be an auto-cast taunt everything in 5 range for 1 second, cooldown 2 seconds. That way the enemy is at least capable of running away if they need to.
Just throwin' some ideas out there. As for what the target option is, just a small AoE reticule, aka anywhere.
@Vultorask: Go Thanks for the ideas. How exaclty is Dark Swarm broken? Is there anything I can tweak to balance it? I suggested Swarm Infestation because I want the Defiler to have a cheap ability too. Infestors have 3 abilities and can move while burrowed, Defilers have 2 abilities and can use Consume to regain energy. I feel Defilers need one more ability, not as powerful as Plague or Dark Swarm and not as expensive.
Some ideas of the day for zerg factions/abilties/units:
Creep: slows moment of enemy's units/ slows attack rate of enemy's units / increases attack rate of allie units / damages ground units over a long peroid of time. (1 damage every 5 secs or mabey small patches that do a lot of damage).
creep tumours attack or act like spider mines.
queen upgrade: queen buffed and moves as regular speed on creep on ground
zerg ground units: spawn 1 or 2 broodlings on death
nydus worm: able to spawn mutiable tunnels from one building at the same time or that building that attacks and creates infested terrans/protoss
Baelrog Brood needs a heavy amoured air unit, allow mutalisk to morph into corruptors?
building when destroyed release funga growth to surronding units
decrase the build time on all merchanery units (terran and zerg), they seem to take too long and can the limit (such as 30 calldown limits on a unit) be removed?
i noticed some custom builds of the starcraft 1 hyralisk and ultralisk, perhaps able to be built them using starcraft 1 costs?
gardians do splash damage, devourers never did splash damage.
all ground units able to move while burror
lurker upgrade choice: 3+ range or move while burrowed
also i think the hydralisk icon for +1 range should be updated, I made an icon with a singular purple spine but not sure how to post image files.
levithain attack should behavoir to that of campain rather than arcade (its attacks at nothing and doesn't move to ingage enemy units)
1- The HoTS editor supports more creep buffs, so I think I'll wait for HoTS for new creep bonus mechanics. Right now it is way more complex to add those buffs so it would be pointless. But I surely want to make the broods more unique in the way they benefit from creep!
2- One of my options to the Swarm Infestation ability was to target structures, which would include creep tumors. I think this could be a good option as creep tumors are invisible they make good temporary turrets.
3- One of the Broods give Queens extra speed for free. Have you tried it?
4- It would be op for any unit spawned in great numbers, so I made a research for Queens only. It is called Post-Humous Mitosis.
5- HoTS is bringing new Nydus Worms so again I will wait for Nydus changes.
6- You mean an anti air armored unit? I can't make Mutas morph to Corruptors, Mutas should morph to Devourers, but so far we don't have a model.
7- Sounds like too much. Broodlings can be avoided or quickly destroyed, so any option should be equally avoidable and weak in general. But I like the idea of an option to what happens when a structure dies.
8- Thanks for the feedback. I know I haven't paid enough attention to the mercs. I'll add that to my list.
9- Even though that could be interesting from a lore point of view, from a gameplay point these units would enlarge total file size only to add a very similar role to the ones already in game, so from a game design point they are not interesting. My priority is to add new roles and mechanics. But maybe they can find some space. Air focused broods could have a weaker SC1 ultralisk for example.
10- I'll check that.
11- I'm not sure I understand.
12- That would make Lurkers never unburrow again, removing their main weakness, nobody would pick the range upgrade.
13- I too feel some icons were poorly chosen by Blizzard, but let it be, as long as it's not toally off or still the uncolored old versions, I'm not changing icons.
14- I didn't know it was behaving like that. I'll check it later, thanks.
3. queens still move to slow, speed should be 2.25 off creep or faster
4. could give this to infested terran aberrations, or not
5.model does exist; just involves working around with the gardian and the custom gardian that look more like the one in the map SC2BW. i also prefer the darkswarm look from SC2BW; but too much data for the load time is understandable.
10. sorry, I ment "add" a splash damage
11. i mean the ability to burrow all ground units, move them beneath enemy units or retreat, and then unburrow them. this would be for zerglings, ultralisk, baneling, drones, hyralisk. might be too much work
12. ok, lurker able to move while burrowed but moves very slow and is still visible?
13. you know the hydra's range upgrade? thats the recycled lurker +3 upgraded they used in beta. the missle tier 2 pink zerg upgrade looks better anyways.
if you have 50 raptors attack 50 marines, an odd glich occurs where 1 to 3 raptors loss the abilty to move (move is grey coloured), also it disarms the unit it leaps onto, this is not mentioned in game.
@FreezingAcidRain: Go 2.25 is the "base" speed, that's the max I could give Queens, I cant make an awfully slow unit into something faster than normal. I'll probably settle down with something slower than 2.25 though.
You mean I should use the Swarm Guardian model for the Devourer and another model for the Guardian right? That's possible. SC2BW Dark Swarm is the old SC1 texture applied to a flat model. I agree it is easier to identify, but it doesn't mean it's better.
Burrow move all ground units sound extreme, but I can consider giving the ability to at least 1 or 2 units. But making Lurkers visible while burrow-moving defeats the purpose in my opinion.
Not exactly, the icon called Seismic Spines (the name of the Lurker's upgrade) is the one used by the Spine Crawlers weapon, the green one. That's the one I'm using right now for this upgrade.
I'll check that. All the data used by the leaping ability came from Left 2 Die so I never checked it and it wasn't made for a large number of leapers acting together.
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.
@morgoth780: Go Blizzard is constantly changing and patching them in the beta, I'd have to keep up with their stats, just like I do with the ones included. There are also some other complications like finding proper models, and all the data work that is needed. And in the end they will be included with HoTS anyway so working on them isn't my priority.
I'll try ro update the NA version later today. Its bad that most of you guys are on EU and my EU publisher is unable to update the mod, I know that testing it offline isn't what you guys want. I'm desperate for the global maps Blizzard promised but I think it will only happen with HoTS or later.
Kaboomers:
Do not have eggs, they look invisible when spawning
Leave a permanent hole/shadow where they were spawned
do not have an explode “animation” on death.
also science building ruins do not disappear over time
I've been busy so I decided to update the mod with the changes I had already done rather than wait to fix more things. So the mod on NA is 1.49 now. I fixed game variants for all my maps. Publishers please update your maps too.
Added Megaton to the list of maps.
Rebels' molotov missile fixed.
Virophage attack fixed.
Kaboomer actor fixed.
Kaboomers can't attack while burrowed.
Defiler replaced Choker.
MS Core is now mobile.
Other small changes I can't remember.
@morgoth780: Go Jeez what a crappy editor. Random bugs all the time.
So the EU maps were taken down. I'm looking for a new EU publisher, and one with experience in publishing maps, so there's no need to teach all the dependency stuff all over again.
@FreezingAcidRain: Go I found was caused the issue with Frenzy. It will be fixed in the next update. No hero can respawn.
Yeah, many factions/broods/tribes aren't "cool enough" yet. Mainly because I don't have new things to giver them. Feel free to suggest new units/structures/abilities.
For the next update Defilers will replace Chokers as the option to Infestors. Chokers will be the special strain for the Tiamat brood.
@SoulFilcher: Go
I do have an idea for this mod, something i'm making (and would be happy to give you for free.
I am currently designing and modding a unit called the Zeus Bomber, It is a fast and expensive small unit. It's attack is different from most units, however. It attacks like the diamond back, by running over the target dropping splash-damaging bombs
The model is just about done, but the in-game design is not. I will be finishing it soon. PM me if you want more details.
@Dentreoss: Go Welcome to mapster, I sent you a PM.
I think I'll give the "Swarm Infestation" ability to Defilers, they need a cheap ability to compete with Infestor's Infested Terrans. But right now I have a lot of possible mechanics for this ability and I can't decide which one is the best or more interesting.
Basically the ability creates a group of small flying units (I call them Wasps for now). These Wasps are shot like missiles from the main flying cluster to attack both ground and air. But what is the best target option for the ability? Friendly structures? Friendly units? Anywhere? Only the caster?
Should the Wasps themselves be targetable so they draw enemy fire? Or should they be a standard missile?
They could be anti-ranged ability, similar to the point defense drone but something that can also backfire. Essentially, anything ranged trying to a shoot a target through the wasp cluster instead hits the wasp cluster. So it'd be a small AoE ranged fire blocker, something that affects both the opponent and yourself. I think it's fine if the Defiler acts differently from the Infestor. In fact, I honestly think this ability should replace Dark Swarm just cause well... Dark Swarm is broken.
Alternatively, if you do want them to be spammable, then what they ought to do is forcefully taunt the enemy into attacking them while also dealing out light damage. Now, anything that slaughters lights would kill the swarm instantly, but if the only ranged firepower the enemy has is, say, void rays, they're pretty much screwed. It might be a little broken if the taunt was a straight passive on the wasp cluster, so perhaps it'd just be an auto-cast taunt everything in 5 range for 1 second, cooldown 2 seconds. That way the enemy is at least capable of running away if they need to.
Just throwin' some ideas out there. As for what the target option is, just a small AoE reticule, aka anywhere.
@Vultorask: Go Thanks for the ideas. How exaclty is Dark Swarm broken? Is there anything I can tweak to balance it? I suggested Swarm Infestation because I want the Defiler to have a cheap ability too. Infestors have 3 abilities and can move while burrowed, Defilers have 2 abilities and can use Consume to regain energy. I feel Defilers need one more ability, not as powerful as Plague or Dark Swarm and not as expensive.
Some ideas of the day for zerg factions/abilties/units:
also i think the hydralisk icon for +1 range should be updated, I made an icon with a singular purple spine but not sure how to post image files.
levithain attack should behavoir to that of campain rather than arcade (its attacks at nothing and doesn't move to ingage enemy units)
@FreezingAcidRain: Go
1- The HoTS editor supports more creep buffs, so I think I'll wait for HoTS for new creep bonus mechanics. Right now it is way more complex to add those buffs so it would be pointless. But I surely want to make the broods more unique in the way they benefit from creep!
2- One of my options to the Swarm Infestation ability was to target structures, which would include creep tumors. I think this could be a good option as creep tumors are invisible they make good temporary turrets.
3- One of the Broods give Queens extra speed for free. Have you tried it?
4- It would be op for any unit spawned in great numbers, so I made a research for Queens only. It is called Post-Humous Mitosis.
5- HoTS is bringing new Nydus Worms so again I will wait for Nydus changes.
6- You mean an anti air armored unit? I can't make Mutas morph to Corruptors, Mutas should morph to Devourers, but so far we don't have a model.
7- Sounds like too much. Broodlings can be avoided or quickly destroyed, so any option should be equally avoidable and weak in general. But I like the idea of an option to what happens when a structure dies.
8- Thanks for the feedback. I know I haven't paid enough attention to the mercs. I'll add that to my list.
9- Even though that could be interesting from a lore point of view, from a gameplay point these units would enlarge total file size only to add a very similar role to the ones already in game, so from a game design point they are not interesting. My priority is to add new roles and mechanics. But maybe they can find some space. Air focused broods could have a weaker SC1 ultralisk for example.
10- I'll check that.
11- I'm not sure I understand.
12- That would make Lurkers never unburrow again, removing their main weakness, nobody would pick the range upgrade.
13- I too feel some icons were poorly chosen by Blizzard, but let it be, as long as it's not toally off or still the uncolored old versions, I'm not changing icons.
14- I didn't know it was behaving like that. I'll check it later, thanks.
3. queens still move to slow, speed should be 2.25 off creep or faster
4. could give this to infested terran aberrations, or not
5.model does exist; just involves working around with the gardian and the custom gardian that look more like the one in the map SC2BW. i also prefer the darkswarm look from SC2BW; but too much data for the load time is understandable.
10. sorry, I ment "add" a splash damage
11. i mean the ability to burrow all ground units, move them beneath enemy units or retreat, and then unburrow them. this would be for zerglings, ultralisk, baneling, drones, hyralisk. might be too much work
12. ok, lurker able to move while burrowed but moves very slow and is still visible?
13. you know the hydra's range upgrade? thats the recycled lurker +3 upgraded they used in beta. the missle tier 2 pink zerg upgrade looks better anyways.
if you have 50 raptors attack 50 marines, an odd glich occurs where 1 to 3 raptors loss the abilty to move (move is grey coloured), also it disarms the unit it leaps onto, this is not mentioned in game.
@FreezingAcidRain: Go 2.25 is the "base" speed, that's the max I could give Queens, I cant make an awfully slow unit into something faster than normal. I'll probably settle down with something slower than 2.25 though.
You mean I should use the Swarm Guardian model for the Devourer and another model for the Guardian right? That's possible. SC2BW Dark Swarm is the old SC1 texture applied to a flat model. I agree it is easier to identify, but it doesn't mean it's better.
Burrow move all ground units sound extreme, but I can consider giving the ability to at least 1 or 2 units. But making Lurkers visible while burrow-moving defeats the purpose in my opinion.
Not exactly, the icon called Seismic Spines (the name of the Lurker's upgrade) is the one used by the Spine Crawlers weapon, the green one. That's the one I'm using right now for this upgrade.
I'll check that. All the data used by the leaping ability came from Left 2 Die so I never checked it and it wasn't made for a large number of leapers acting together.
The hunterling was ment to pounce on and stun units, not charge
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.
The latest dependencies don't seem to have all of the HotS units, why did you take them out?
@morgoth780: Go What do you mean? Hunterlings aren't in the game.
@nolanstar: Go Take them out? The mod never had all HoTS units. Currently only Tempests, Widow Mines, and Mothership Cores are included.
@SoulFilcher: Go
oh i thought it had all of them why haven't you added the others?
@morgoth780: Go Blizzard is constantly changing and patching them in the beta, I'd have to keep up with their stats, just like I do with the ones included. There are also some other complications like finding proper models, and all the data work that is needed. And in the end they will be included with HoTS anyway so working on them isn't my priority.
I'll try ro update the NA version later today. Its bad that most of you guys are on EU and my EU publisher is unable to update the mod, I know that testing it offline isn't what you guys want. I'm desperate for the global maps Blizzard promised but I think it will only happen with HoTS or later.
Kaboomers: Do not have eggs, they look invisible when spawning Leave a permanent hole/shadow where they were spawned do not have an explode “animation” on death.
also science building ruins do not disappear over time
@FreezingAcidRain: Go I lost count of how many times I had to fix the Kaboomer actor. I dont know why but it gets screwed faster than I can fix it.
Thanks I'll work on thosae things.
I've been busy so I decided to update the mod with the changes I had already done rather than wait to fix more things. So the mod on NA is 1.49 now. I fixed game variants for all my maps. Publishers please update your maps too.
Added Megaton to the list of maps.
Rebels' molotov missile fixed.
Virophage attack fixed.
Kaboomer actor fixed.
Kaboomers can't attack while burrowed.
Defiler replaced Choker.
MS Core is now mobile.
Other small changes I can't remember.
@SoulFilcher: Go
Command Centers don't have the cancel button when building an scv. Not that major, but really annoying.
@morgoth780: Go Jeez what a crappy editor. Random bugs all the time.
So the EU maps were taken down. I'm looking for a new EU publisher, and one with experience in publishing maps, so there's no need to teach all the dependency stuff all over again.
I played “Bizarro Cloud Kingdom” and “Bizarro Carrier” and thought of some ideas to Add in with [or without] some factions.
in the update choker are not available in game, and anything related to the choker