@nolanstar: Go I'll have to replay that part then. I guess I simply wasn't paying attention.
Have you found the death models?
@Kanitala: Go I lie your name suggestions. I was thiking about using Primaling and Primalisk before your post. Pack Runner is a great idea! Ohhh the problem isn't giving larvae to primals, the problem is Nolanstar suggested to use the double queue from the Primal Hive and forget larvae, but that simply can't compete with larvae mechanics. I knew the primals would be interesting but hard to make, in the meantime I can work on other things.
@rickmary: Go And where would I find the model for it with transformation and all? It still sounds like 'give vultures their own Hellbat version'. I was thiking about giving them a different type of mine, maybe the Cerberus Mine upgrade from WoL, maybe even the Space Mines from HoTS Hyperion mission? I want it to be different from the Hellion transformation, and still fit a similar role (tanking damage for factory units). Maybe the Cloak they were supposed to have during development, but making is reduce damage while cloaked (displacement field). I don't know... too many ideas.
@rickmary: Go Ohhh I see... but it looses the original role right?
@DEFILERRULEZ: Go Its on my 'To Do' list. Everything is on that list actually lol, including many things you guys didn't mention, like the gas turrets from the first mission, some other turrets as well.
okay the model names are
c:
b:
Couldnt find them, it was 1 am on the post so i probably hallucinated them
THERE IS A PRIMAL LARVA MODEL!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! (not the queen larva)
gas turrets whooo!
can use use the model Hellstorm Missile Turret for a faction, they look so good, maybe for a new dominion group, they could use the hellstorm batterys in the campaign, with rapid fire to balance it (8 is not alot of damage)
since the primals get impaler colonies , maybe the faction switches their model to primalbasedefence.m3, they are simular enought to share death anim
the primal production resembles zerg buildings
b=evo chamber
c=extractor, maybe just visual upgrades for the faction
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 Hellstorm Turrets have already been made into units, they are in my test map, but I haven't added them to a faction yet. They need build and death animations though.
I already made a separate unit for the other colony. I'm not sure how to use each variation or how to make them different from each other, I thought I could use one for the Lost Brood and another for the primals.
I replayed the Zerus part and yeah they have vipers. So I guess the BW Queen will be exclusive to the Lost Brood.
Based on the fact there are only 3 primalproduction models I don't feel like 'wasting' them by simply replacing models of existing structures. I have to keep them for new structures and mechanics.
The Archangel is an RPG boss unit. Its too big with gimmicky abilities. I don't feel like using it right now, but gave it some tests.
EDIT: On a second thought, its possible to scale the archangel down and make it a hero, without all the gimmick of course.
Yeah, it would have a lowered speed and longer acceleration times,
However, since this is a one-way upgrade, it shouldn't lose all capability for it's original purpose, since the Hellion/Hellbat can switch back and forth.
All good points but I think at least some of them are do-able, in particular the primal hive structure I'm sure can be worked out to be balanced and functional.
And I really like my idea of working in the tyrannozor as a per kill upgrade to ultralisk- like you said it's kind of similar to ultras so as a seperate unit it's a bit useless, but if you implement it as a reward to an ultra living/killing certain number of units, it fits the whole "Essence gathering" thing where primals are evolving. Think of it like King-ing in checkers or chess.. I dunno, I like it, but that's me and ultimately this is your game :)
That said I like how your ideas sounds at the moment and I'd be happy with them if that's all they were. IN particular the ability to choose sub groups is a very interesting one.
Oh, and some bugs I noticed late last night:
Can't select Ravens again (for at least Warfield and Raynor factions, possibly all terran).
Thor Immortality protocol does not work. You can select it and upgrade it, but when thors die they just die.
suggestion:Give the shuttle of kaldir mission the rule of the terran hercules with an ability that allow him to go faster near to a pylon power field :)
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.
I've been working on my own map for hots that is very similar to sc expanded and I found that making primals a separate race would be very difficult. It's hard enough to give protoss some units, but the primals would have even less. There's the primal hive and that's about the only building. There's only like 7-10 units in total that COULD be primal, but that wouldn't work.
I showed soul the map some time ago and I have no idea what he thinks of it, but I made the primals an end tier ish sort of extra thing for zerg. I basically gae the primal versions special bonuses that the regular ones didn't have, like primal lings do extra damage vs buildings and primal roaches gain extra armor while burrowed.
Another thing I could have done with primals that could work is to make them their own race and combine them with the infested or something.
For sc expanded, since it's so dramatically different from my map, I'd make the primals unlocked in a similar way to the different strains of the zerglings, roaches, banelings, hydralisks, ultralisks, swarm hosts, and mutalisks. This would also give guardians the opportunity to have their own strain as well.
If you guys wanna check out what I did with the new stuff, just search "hots" and find the map that's titled "HOTS - Melee w Campaign Units (Frostbite Laboratories)" It's a long title, so find the one with the description that has "4v4" in it.
I haven't played sc expanded in awhile, so if it's still based on factions and stuff, make the warhounds the signature unit of the dominion. They fit that bill so well.
@RezE11even: Go The mechanics for primals packs are nearly done. Primals unlock an additional structure, the Pack Refuge, where players can select and train a pack leader, and also have access to exclusive upgrades. I'm trying to keep 5 leaders as options: Brakk, Dehaka, Kraith, Slivan and Yagdra, but in the end I'll eep only the ones that could be balanced or doesn't have important bugs. I also think each pack leader could unlock a new unit, or unit variation, but I'm not sure about that, the only one I can't think of right now is Ash Worm for Yagdra pack.
The bugs you reported will be fixed in the next update.
@DEFILERRULEZ: Go That's pretty much what I plan to do. ;-)
@nolanstar: Go Yes, I know, but that larva looks... weird.
@rickmary: Go No, no fourth race in this mod. That was the original idea back in 2010, but the faction system works sooo much better, because things can be shared among different factions. Players can't even select a new race in the game lobby, Blizzard never added full support for new races. And they aren't that different from standard Zerg after all.
@yukaboy: Go Thank you for dropping by. I enjoyed playing your map, it gave me the fisrt experience with HoTS stuff in multiplayer and now I can plan ahead. At least you understand me that there aren't enough structures/units to make primals a whole new thing.
I'm not making primals that high tier. They will be more spread across the tech tree, with each unit requiring different structures, much like I did with the mercenaries. I do plan to give them some extra stuff. The primals unlock Guardians (and lose access to Brood Lords), so they can have normal and primal guardians.
Yeah, Warhounds are unlocked by Warfield's faction right now. With this new ideas of 'smaller factions' within factions its possible that some things will be unlocked by selecting the Dominion, and some others by specializing into Alpha squadron, Nova Squadron, Royal Guard, and so on.
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.
I'd also like to mension that nydus worms were removed in campaign and replaced with greater nydus worms. I don't know how you are going to fix that, but I'd make these suggestions for some of the factions, I have no idea which ones, you pick.
Nydus Destroyer - (Probably for Yagdra) Defensive structure that can be summoned anywhere, does not replace nydus worm
Creep Tower - (Should honestly not spawn from nydus, but if you want it to...) Summons creep in a line, can unload units like nydus worm, replaces nydus worm
Those are ideas I had for my own map, but I don't have factions, and it would be better with factions, so you can have those ideas.
Hi um i'm having problems testing it offline. everything's there in the supply depots/pylons/spawning pool but the icons are just blank boxes. and the models are white circles. they're all fully functional but the models and icons have problems. i have the left 2 die mod and i extracted all the sc expanded mod files in the mods folder. any help?
When will hots melee units become available? and I never noticed this till now, sc1 carrier had 4 amour at default and todays carrier only has 2. for the 2+ shield, could it also have +2 armour? 150shield with 2 amour is not as great as 300 with +2. For refrence ultras get +2 for 500 health, to put this in prespective.
@nolanstar: Go Strange Creature is Dehaka himself. The other units seem to add new mechanics, but again Tyrannozor is simply a Primal ultralisk with 2500 life, and of course I can't add it without a huge nerf.
@yukaboy: Go Yeah, I realized Worms got replaced. I haven't decided what to do because I still have to fix all the dependency issues, like Swarm Queens replacing Queens, Viper's and Infestor's campaign abilities replacing melee abilities and so on. I do plan to use all Worms, but I think the Creep Tower will only spread creep, as an option to spamming creep tumours across the map.
@jpnzln: Go That's weird, specially since the icons for the selections are in the same mod file as the data so they should appear. I can't suggest anything beyond closing the game, checking all the files, and trying again. If it doesn't work you will have to test it online. Ohhhh and welcome to mapster, and thank you for showing up here!
@FreezingAcidRain: Go When I fix all the new dependency issues, and think I have added enough HoTS stuff to the mod. I can't release the mod as broen as it is right now. And poor protoss still don't have new toys. That's an interesting thought, I think I'll add the +2 life armor to the upgrade.
So I gave it a go yesterday, against an Easy AI so I could have plenty of time to read descriptions and whatnot. I used Infested and the enemy was whatever Protoss faction uses the Dark Protoss skins. Was fun enough, though as I say it was Easy AI ^_^
I especially like how you tinted units and used attachments for infested units without a seperate model :)
One bug I encountered was the Infested Swarm Host, when I tried using his Infested Coccoon ability I just kept getting a 'Can't build there' error, regardless of where I put it.
@nolanstar: Go I'll have to replay that part then. I guess I simply wasn't paying attention.
Have you found the death models?
@Kanitala: Go I lie your name suggestions. I was thiking about using Primaling and Primalisk before your post. Pack Runner is a great idea! Ohhh the problem isn't giving larvae to primals, the problem is Nolanstar suggested to use the double queue from the Primal Hive and forget larvae, but that simply can't compete with larvae mechanics. I knew the primals would be interesting but hard to make, in the meantime I can work on other things.
@rickmary: Go And where would I find the model for it with transformation and all? It still sounds like 'give vultures their own Hellbat version'. I was thiking about giving them a different type of mine, maybe the Cerberus Mine upgrade from WoL, maybe even the Space Mines from HoTS Hyperion mission? I want it to be different from the Hellion transformation, and still fit a similar role (tanking damage for factory units). Maybe the Cloak they were supposed to have during development, but making is reduce damage while cloaked (displacement field). I don't know... too many ideas.
@SoulFilcher: Go
No, I don't mean a transformation.
It would be a litteral upgrade, not a transformers thing.
It would need a custom model, one that seems more high-tech and more powerful. Perhaps using pieces of the Spartan Company and the Hels Angels?
SPoiler Soul what do u think about add the protoss vessel from the mission 2 of kaldir ??
@rickmary: Go Ohhh I see... but it looses the original role right?
@DEFILERRULEZ: Go Its on my 'To Do' list. Everything is on that list actually lol, including many things you guys didn't mention, like the gas turrets from the first mission, some other turrets as well.
okay the model names are c: b: Couldnt find them, it was 1 am on the post so i probably hallucinated them THERE IS A PRIMAL LARVA MODEL!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! (not the queen larva) gas turrets whooo!
can use use the model Hellstorm Missile Turret for a faction, they look so good, maybe for a new dominion group, they could use the hellstorm batterys in the campaign, with rapid fire to balance it (8 is not alot of damage)
since the primals get impaler colonies , maybe the faction switches their model to primalbasedefence.m3, they are simular enought to share death anim
the primal production resembles zerg buildings
b=evo chamber
c=extractor, maybe just visual upgrades for the faction
what about the archangel?
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 Hellstorm Turrets have already been made into units, they are in my test map, but I haven't added them to a faction yet. They need build and death animations though.
I already made a separate unit for the other colony. I'm not sure how to use each variation or how to make them different from each other, I thought I could use one for the Lost Brood and another for the primals.
I replayed the Zerus part and yeah they have vipers. So I guess the BW Queen will be exclusive to the Lost Brood.
Based on the fact there are only 3 primalproduction models I don't feel like 'wasting' them by simply replacing models of existing structures. I have to keep them for new structures and mechanics.
The Archangel is an RPG boss unit. Its too big with gimmicky abilities. I don't feel like using it right now, but gave it some tests.
EDIT: On a second thought, its possible to scale the archangel down and make it a hero, without all the gimmick of course.
@SoulFilcher: Go
Yeah, it would have a lowered speed and longer acceleration times,
However, since this is a one-way upgrade, it shouldn't lose all capability for it's original purpose, since the Hellion/Hellbat can switch back and forth.
All good points but I think at least some of them are do-able, in particular the primal hive structure I'm sure can be worked out to be balanced and functional.
And I really like my idea of working in the tyrannozor as a per kill upgrade to ultralisk- like you said it's kind of similar to ultras so as a seperate unit it's a bit useless, but if you implement it as a reward to an ultra living/killing certain number of units, it fits the whole "Essence gathering" thing where primals are evolving. Think of it like King-ing in checkers or chess.. I dunno, I like it, but that's me and ultimately this is your game :)
That said I like how your ideas sounds at the moment and I'd be happy with them if that's all they were. IN particular the ability to choose sub groups is a very interesting one.
Oh, and some bugs I noticed late last night:
Can't select Ravens again (for at least Warfield and Raynor factions, possibly all terran).
Thor Immortality protocol does not work. You can select it and upgrade it, but when thors die they just die.
suggestion:Give the shuttle of kaldir mission the rule of the terran hercules with an ability that allow him to go faster near to a pylon power field :)
@DEFILERRULEZ: Go
already suggested, sorry you where late XD
PRIMAL LARVA MODEL IN EDITOR
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.
Well, from what I can tell, perhaps the Primals should be made into their own race? a special 4rth race?
Mostly because they are too different.
We wouldn't need to give them factions, the fact that they are a personal race should be enough perhaps.
Edit: I'm probably crazy tho
I've been working on my own map for hots that is very similar to sc expanded and I found that making primals a separate race would be very difficult. It's hard enough to give protoss some units, but the primals would have even less. There's the primal hive and that's about the only building. There's only like 7-10 units in total that COULD be primal, but that wouldn't work.
I showed soul the map some time ago and I have no idea what he thinks of it, but I made the primals an end tier ish sort of extra thing for zerg. I basically gae the primal versions special bonuses that the regular ones didn't have, like primal lings do extra damage vs buildings and primal roaches gain extra armor while burrowed.
Another thing I could have done with primals that could work is to make them their own race and combine them with the infested or something.
For sc expanded, since it's so dramatically different from my map, I'd make the primals unlocked in a similar way to the different strains of the zerglings, roaches, banelings, hydralisks, ultralisks, swarm hosts, and mutalisks. This would also give guardians the opportunity to have their own strain as well.
If you guys wanna check out what I did with the new stuff, just search "hots" and find the map that's titled "HOTS - Melee w Campaign Units (Frostbite Laboratories)" It's a long title, so find the one with the description that has "4v4" in it.
I haven't played sc expanded in awhile, so if it's still based on factions and stuff, make the warhounds the signature unit of the dominion. They fit that bill so well.
Hope this helps.
@RezE11even: Go The mechanics for primals packs are nearly done. Primals unlock an additional structure, the Pack Refuge, where players can select and train a pack leader, and also have access to exclusive upgrades. I'm trying to keep 5 leaders as options: Brakk, Dehaka, Kraith, Slivan and Yagdra, but in the end I'll eep only the ones that could be balanced or doesn't have important bugs. I also think each pack leader could unlock a new unit, or unit variation, but I'm not sure about that, the only one I can't think of right now is Ash Worm for Yagdra pack.
The bugs you reported will be fixed in the next update.
@DEFILERRULEZ: Go That's pretty much what I plan to do. ;-)
@nolanstar: Go Yes, I know, but that larva looks... weird.
@rickmary: Go No, no fourth race in this mod. That was the original idea back in 2010, but the faction system works sooo much better, because things can be shared among different factions. Players can't even select a new race in the game lobby, Blizzard never added full support for new races. And they aren't that different from standard Zerg after all.
@yukaboy: Go Thank you for dropping by. I enjoyed playing your map, it gave me the fisrt experience with HoTS stuff in multiplayer and now I can plan ahead. At least you understand me that there aren't enough structures/units to make primals a whole new thing.
I'm not making primals that high tier. They will be more spread across the tech tree, with each unit requiring different structures, much like I did with the mercenaries. I do plan to give them some extra stuff. The primals unlock Guardians (and lose access to Brood Lords), so they can have normal and primal guardians.
Yeah, Warhounds are unlocked by Warfield's faction right now. With this new ideas of 'smaller factions' within factions its possible that some things will be unlocked by selecting the Dominion, and some others by specializing into Alpha squadron, Nova Squadron, Royal Guard, and so on.
ash worm for yagdra
mitoscarab for kraith
ravasaur for sylven
tyransodor for brakk
strange creature for dehaka
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.
I'd also like to mension that nydus worms were removed in campaign and replaced with greater nydus worms. I don't know how you are going to fix that, but I'd make these suggestions for some of the factions, I have no idea which ones, you pick.
Nydus Worm - Default
Greater Nydus Worm - Takes 10 seconds longer, more hp, instant unload (Currently overpowered)
Nydus Destroyer - (Probably for Yagdra) Defensive structure that can be summoned anywhere, does not replace nydus worm
Creep Tower - (Should honestly not spawn from nydus, but if you want it to...) Summons creep in a line, can unload units like nydus worm, replaces nydus worm
Those are ideas I had for my own map, but I don't have factions, and it would be better with factions, so you can have those ideas.
Hi um i'm having problems testing it offline. everything's there in the supply depots/pylons/spawning pool but the icons are just blank boxes. and the models are white circles. they're all fully functional but the models and icons have problems. i have the left 2 die mod and i extracted all the sc expanded mod files in the mods folder. any help?
When will hots melee units become available? and I never noticed this till now, sc1 carrier had 4 amour at default and todays carrier only has 2. for the 2+ shield, could it also have +2 armour? 150shield with 2 amour is not as great as 300 with +2. For refrence ultras get +2 for 500 health, to put this in prespective.
@nolanstar: Go Strange Creature is Dehaka himself. The other units seem to add new mechanics, but again Tyrannozor is simply a Primal ultralisk with 2500 life, and of course I can't add it without a huge nerf.
@yukaboy: Go Yeah, I realized Worms got replaced. I haven't decided what to do because I still have to fix all the dependency issues, like Swarm Queens replacing Queens, Viper's and Infestor's campaign abilities replacing melee abilities and so on. I do plan to use all Worms, but I think the Creep Tower will only spread creep, as an option to spamming creep tumours across the map.
@jpnzln: Go That's weird, specially since the icons for the selections are in the same mod file as the data so they should appear. I can't suggest anything beyond closing the game, checking all the files, and trying again. If it doesn't work you will have to test it online. Ohhhh and welcome to mapster, and thank you for showing up here!
@FreezingAcidRain: Go When I fix all the new dependency issues, and think I have added enough HoTS stuff to the mod. I can't release the mod as broen as it is right now. And poor protoss still don't have new toys. That's an interesting thought, I think I'll add the +2 life armor to the upgrade.
@SoulFilcher: Go
So I gave it a go yesterday, against an Easy AI so I could have plenty of time to read descriptions and whatnot. I used Infested and the enemy was whatever Protoss faction uses the Dark Protoss skins. Was fun enough, though as I say it was Easy AI ^_^ I especially like how you tinted units and used attachments for infested units without a seperate model :)
One bug I encountered was the Infested Swarm Host, when I tried using his Infested Coccoon ability I just kept getting a 'Can't build there' error, regardless of where I put it.
@nolanstar: Go Damn it!!!! When we will see hots version of sc expanded ??? :3