Under Swarm.sc2campaign or Swarmstory.sc2campaign? Under the first one, all I can find is the Primal Hive, in the Models section of the data editor. Nothing else in the cinematic editor, either.
I would suggest the Gorgon model for a Terran carrier due to the rectangular shape with the (proportionately) smaller hammerhead evokes the look of a real world supercarrier to a certain degree.
What I haven't heard anybody talk about yet is the protoss transmitters from the first ice world mission in the campaign. Protoss tend to have a very light defense, so...it would be interesting if you turned it into some sort of defensive structure. Again, I haven't played sc expanded in a long time, too busy, so I don't know how much defenses protoss have, but it's an idea.
Some roles the transmitter could play is something like the terran sensor tower or a protoss siege tank. Rather than doing another photon ball as the projectile, you could do this...
There's 2 models for the tempest projectile right now. One is anti ground and one is anti air. In melee, this is true, but for the campaign, it is not. Depending on how you fixed your dependencies, I would suggest making the tempest use it's anti air projectile for both air and ground, then give the anti ground projectile to the protoss transmitter.
You could also just copy the purify model that sits above the nexus while purified and see if you can change it's tint, then put that above the transmitter as well so it doesn't just suddenly appear.
@yukaboy, i would keep the balance the same, but there are lots of unused effect, maybe he could find on
e
maybe the psi spires as a tracking structure, the have an attack that does the oracles spell efect that gives you vision, so you see were the units retreat to
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.
Hi guys, I'm afraid I have some bad news for you. You probablyl don't know it but I'm a Brazilian biologist, and I was looking for a job for some time. Now I found a good opportunity, in the Amazon Forest, but I won't have internet connection there. The nearest city with internet is a few hundred kilometers away.
So, as I won't be able to play SC2 or publish maps, I won't release the HoTS version of this mod. I'll just fix some of the bugs in the current WoL version and it will be considered final. Thank you for your support and all the ideas. Too bad I won't be able to work on them.
Hi guys, I'm afraid I have some bad news for you. You probablyl don't know it but I'm a Brazilian biologist, and I was looking for a job for some time. Now I found a good opportunity, in the Amazon Forest, but I won't have internet connection there. The nearest city with internet is a few hundred kilometers away.
So, as I won't be able to play SC2 or publish maps, I won't release the HoTS version of this mod. I'll just fix some of the bugs in the current WoL version and it will be considered final. Thank you for your support and all the ideas. Too bad I won't be able to work on them.
I'd be happy to take over, first key feature of the new Expanded Melee Mod: Unit variations for the Warhound - The Wardog, the Warhusky, the Warpoodle...
@yukaboy: Go Ohhh the Psi Spires, I didn't think about using those. They are supposed to be communication structures, so what would they 'communicate'?
I plan to revert everything to melee stats, so the Tempest attack will be the Tempest attack. Thank you for reporting that.
@nolanstar: Go The militarized APC and Hercules are in my list. I just don't know if I should simply replace the WoL versions or do something else instead.
The more varied units the better- Herc and APC are literally my two favorite units from the entire game, so I'd love to see a couple more of them available as options.
Glad to see we'll be getting a terran carrier, whatever unit you wind up deciding upon- both are cool but I have a soft spot for Hercules, but I'd like at least one to remain a super transport ship!
I was mentioning that the psi spires could function either like a protoss sensor tower or a long ranged defensive structure, like the photon cannon, in which case it would be cool to give the tempest's anti ground projectile to the psi spire and make the anti air projectile for the tempest be used for both against air and ground.
@RezE11even: Go I guess I could mae the Hercules replace the Medivac, and Zeus replace the Battlecruiser. This way colonists would get more Greek-named units ;-) But I don't know how to proceed with APC.
I don't plan this 'carrier' unit for Colonists. In the campaign they appear for Hyperion and mercenaries, and if I remember right the Kel-Morian ship didn't have them. I'd like to stick to campaign lore whenever possible and give it to mercenaries, but the Gorgon BC seems to be a better option right now.
@yukaboy: Go The Spire is too big and looks 'too important' to be a Sensor Tower. Maybe a type of protoss Orbital Command? Unlocking new abilities that also come from orbit?
Here is one more model I'm working on, salvaged from a death model found in the editor. Its a defensive structure.
I just saw that model on your model thread. That might be a good choice for a new defense.
3 designs for an "important" structure that the psi spire could be...
Protoss Orbital Command - Has 3 orbital based abilities, one would probably be economy based, one would be tactical, one would be defensive
Warp Center - Supports warp gates: unlocks warp gate upgrades, provides pylon power, and/or allows you to warp nearby units to a target pylon powered location
Protoss Nydus Canal - Kind of like the warp center, but it works exactly like zerg nydus; allows you to transport units over a long distance, quickly
@yukaboy: Go My ideas for the Spire are: Proton Charge, or whatever is was called, the alpha Nexus ability before they replaced it with Chrono Boost. It made workers gather faster or more minerals per trip, I'm not sure which. And the ability to give a protoss structure a weak attack for a duration, another ability I think was scrapped during HoTS development. It would still be able to produce Probes, but it wouldn't have the Chrono Boost ability.
@yukaboy: Go I'm not sure I can make it an upgrade from the Nexus. It would need special animations for upgrading and stuff like that. So I think it could be an option. Only one tribe would have access to it.
Yeah, I'm trying other protoss destructibles right now in the editor. Protoss Reliquary looks awesome.
My personal favorite is the protoss mobile satellite.
I will downrate your mod to pieces if you don't implement it somehow.
Edit: Terran have enough already, but the archangel is a great model and should be considered for later development. Only issue is it dissappears when it turns into fighter mode.
Oh, I didn't necessarily mean just for the colonists SF- Another faction with a herc styled dropship or an APC could be cool too. (Yeah I know the infesteds have herc, but I always thought they should have infested BC Helios). Super excited to see what you've been up to! I know everyone's excited about the zerg changes coming, but I'm really excited to see updates to Kel Morians, Mercs, and Moebius over the coming months.
Oh, and a minor bug I noticed- newly created units for the mod (ie Raynor's Raider) don't register as "Army" units for when you hit select all army units. Not really important at all, but there it is just in case. Slightly more pressing, Mercs still don't get upgrades and Ravens can't be selected :P
Any custom units made before HotS don't have the Army Select unit flag. I think it was a Unit Flag anyhoo.
Concerning the Psi-link spire. I actually intend on rigging the pod from the Protoss Escape pod up to the Terran Drop Pod animations so that might be of use for you ^_^
Another thought: Not sure if they'd be different enough or if you already have a faction who could use the name but two forces from the campaign that seems like they could be interesting are Warfield's forces and/or Prometheus Company who are said in one of the Evolution missions to be the Dominion's anti infestation specialists (and are also the Mengsk Elite Firebats). Prometheus would probably have a lot of flame and anti organic weapons I would think :)
Edit: Also concerning the Archangel/Viking Titan (Thor replacement for a faction?) the model is there for the air mode, it's used in the bombing run ability, it just goes invisible due to data.
Also, I'm sure you could find use for the Protoss Thermal shield effect models from the earlier version of the Kaldir mission where the Psi-link spires were a type of shield that made the Protoss immune to flash freeze. The models are still in the archives :)
@DEFILERRULEZ: Go
Under Swarm.sc2campaign or Swarmstory.sc2campaign? Under the first one, all I can find is the Primal Hive, in the Models section of the data editor. Nothing else in the cinematic editor, either.
EDIT: Nevemind, found them all.
I would suggest the Gorgon model for a Terran carrier due to the rectangular shape with the (proportionately) smaller hammerhead evokes the look of a real world supercarrier to a certain degree.
What I haven't heard anybody talk about yet is the protoss transmitters from the first ice world mission in the campaign. Protoss tend to have a very light defense, so...it would be interesting if you turned it into some sort of defensive structure. Again, I haven't played sc expanded in a long time, too busy, so I don't know how much defenses protoss have, but it's an idea.
Some roles the transmitter could play is something like the terran sensor tower or a protoss siege tank. Rather than doing another photon ball as the projectile, you could do this...
There's 2 models for the tempest projectile right now. One is anti ground and one is anti air. In melee, this is true, but for the campaign, it is not. Depending on how you fixed your dependencies, I would suggest making the tempest use it's anti air projectile for both air and ground, then give the anti ground projectile to the protoss transmitter.
You could also just copy the purify model that sits above the nexus while purified and see if you can change it's tint, then put that above the transmitter as well so it doesn't just suddenly appear.
What about the zeus lander, he wants a part
SLOTH, militarized transport
@yukaboy, i would keep the balance the same, but there are lots of unused effect, maybe he could find on e
maybe the psi spires as a tracking structure, the have an attack that does the oracles spell efect that gives you vision, so you see were the units retreat to
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.
Hi guys, I'm afraid I have some bad news for you. You probablyl don't know it but I'm a Brazilian biologist, and I was looking for a job for some time. Now I found a good opportunity, in the Amazon Forest, but I won't have internet connection there. The nearest city with internet is a few hundred kilometers away.
So, as I won't be able to play SC2 or publish maps, I won't release the HoTS version of this mod. I'll just fix some of the bugs in the current WoL version and it will be considered final. Thank you for your support and all the ideas. Too bad I won't be able to work on them.
Noooo D:,good luck with your job dude,i hope to see you sometimes on this form on the future :D
Time for a team of modders to take over...
Good luck with your work. I'll see if I can't incorporate some of these ideas into my own map.
Hopefully we'll see you around someday!
I'd be happy to take over, first key feature of the new Expanded Melee Mod: Unit variations for the Warhound - The Wardog, the Warhusky, the Warpoodle...
@Kanitala: Go
Shh...
@DEFILERRULEZ: Go @yukaboy: Go @Kanitala: Go
You April's Fools!
Ok, back to business. lol.
@yukaboy: Go Ohhh the Psi Spires, I didn't think about using those. They are supposed to be communication structures, so what would they 'communicate'?
I plan to revert everything to melee stats, so the Tempest attack will be the Tempest attack. Thank you for reporting that.
@nolanstar: Go The militarized APC and Hercules are in my list. I just don't know if I should simply replace the WoL versions or do something else instead.
The more varied units the better- Herc and APC are literally my two favorite units from the entire game, so I'd love to see a couple more of them available as options.
Glad to see we'll be getting a terran carrier, whatever unit you wind up deciding upon- both are cool but I have a soft spot for Hercules, but I'd like at least one to remain a super transport ship!
@SoulFilcher: Go
You fooled me only until I realized the date.
I was mentioning that the psi spires could function either like a protoss sensor tower or a long ranged defensive structure, like the photon cannon, in which case it would be cool to give the tempest's anti ground projectile to the psi spire and make the anti air projectile for the tempest be used for both against air and ground.
@RezE11even: Go I guess I could mae the Hercules replace the Medivac, and Zeus replace the Battlecruiser. This way colonists would get more Greek-named units ;-) But I don't know how to proceed with APC.
I don't plan this 'carrier' unit for Colonists. In the campaign they appear for Hyperion and mercenaries, and if I remember right the Kel-Morian ship didn't have them. I'd like to stick to campaign lore whenever possible and give it to mercenaries, but the Gorgon BC seems to be a better option right now.
@yukaboy: Go The Spire is too big and looks 'too important' to be a Sensor Tower. Maybe a type of protoss Orbital Command? Unlocking new abilities that also come from orbit?
Here is one more model I'm working on, salvaged from a death model found in the editor. Its a defensive structure.
I just saw that model on your model thread. That might be a good choice for a new defense.
3 designs for an "important" structure that the psi spire could be...
Protoss Orbital Command - Has 3 orbital based abilities, one would probably be economy based, one would be tactical, one would be defensive
Warp Center - Supports warp gates: unlocks warp gate upgrades, provides pylon power, and/or allows you to warp nearby units to a target pylon powered location
Protoss Nydus Canal - Kind of like the warp center, but it works exactly like zerg nydus; allows you to transport units over a long distance, quickly
@yukaboy: Go My ideas for the Spire are: Proton Charge, or whatever is was called, the alpha Nexus ability before they replaced it with Chrono Boost. It made workers gather faster or more minerals per trip, I'm not sure which. And the ability to give a protoss structure a weak attack for a duration, another ability I think was scrapped during HoTS development. It would still be able to produce Probes, but it wouldn't have the Chrono Boost ability.
So you're saying it'll be an upgrade from the nexus?
Will the purify ability from the mothership core work on the psi spire as well?
Also, wasn't there another ability for the nexus that was scrapped? Some kind of large shield with a range of 10 or something?
Ohh...I didn't know about this...search "Protoss Psi Broadcaster", can that also be incorporated?
@yukaboy: Go I'm not sure I can make it an upgrade from the Nexus. It would need special animations for upgrading and stuff like that. So I think it could be an option. Only one tribe would have access to it.
Yeah, I'm trying other protoss destructibles right now in the editor. Protoss Reliquary looks awesome.
My personal favorite is the protoss mobile satellite.
I will downrate your mod to pieces if you don't implement it somehow.
Edit: Terran have enough already, but the archangel is a great model and should be considered for later development. Only issue is it dissappears when it turns into fighter mode.
Oh, I didn't necessarily mean just for the colonists SF- Another faction with a herc styled dropship or an APC could be cool too. (Yeah I know the infesteds have herc, but I always thought they should have infested BC Helios). Super excited to see what you've been up to! I know everyone's excited about the zerg changes coming, but I'm really excited to see updates to Kel Morians, Mercs, and Moebius over the coming months.
Oh, and a minor bug I noticed- newly created units for the mod (ie Raynor's Raider) don't register as "Army" units for when you hit select all army units. Not really important at all, but there it is just in case. Slightly more pressing, Mercs still don't get upgrades and Ravens can't be selected :P
@RezE11even: Go
Any custom units made before HotS don't have the Army Select unit flag. I think it was a Unit Flag anyhoo.
Concerning the Psi-link spire. I actually intend on rigging the pod from the Protoss Escape pod up to the Terran Drop Pod animations so that might be of use for you ^_^
Another thought: Not sure if they'd be different enough or if you already have a faction who could use the name but two forces from the campaign that seems like they could be interesting are Warfield's forces and/or Prometheus Company who are said in one of the Evolution missions to be the Dominion's anti infestation specialists (and are also the Mengsk Elite Firebats). Prometheus would probably have a lot of flame and anti organic weapons I would think :)
Edit: Also concerning the Archangel/Viking Titan (Thor replacement for a faction?) the model is there for the air mode, it's used in the bombing run ability, it just goes invisible due to data.
Also, I'm sure you could find use for the Protoss Thermal shield effect models from the earlier version of the Kaldir mission where the Psi-link spires were a type of shield that made the Protoss immune to flash freeze. The models are still in the archives :)