Hey guys, I'm Verdant, and I've made a melee mod for sc2; just search the arcade for for "VMod" and you'll see it pop up as "VMod Live Test". I'm looking for any kind of feedback on the feel of it. It's a bit of a mashup between WoL and BW, a few new ideas. It's relatively conservative right now, the main changes will come later when I establish a solid base. Anyways, please check it out and tell me what you think!
If anyone's interested, there's also the VMod Feedback chat channel in game, or you could add me at Verdant#11172.
Edit: Use the "Not bad" option as "pretty bad". I can't type. If you leave me a low rating, please tell me why so that I can rectify the problem! Your feedback is important to me, and negative feedback is often times more useful. Be honest! Also, for reference, all the bugs listed below have been fixed.
2022 Edit: I've continued development of the mod now, hoping for a tentative release this year. If you want to join on discord for testing/feedback, you can find the lobby here: https://discord.gg/yBhmbc8JKC
Love it. Has a few bugs, though. Like, building Valkyries, I think, and Vultures, will cause the AI to spawn Liberators and Hellbats respectively, whereas for the player, it only happens half of the time.
Can't build everything I'm supposed to, though, like Adepts, Dark Archons, Tempests...as well as a few others I can't remember. Love some of the new units and abilities, however. Plague is cool now. Roaches, Immortals, Symbiotes, Valkyries, Ghosts, Medivacs, Sentries - I love those, especially the way you changed them. Reavers feel too much like Disruptors, now, though.
Protoss feels like Protoss again! No more silly Mothership Core, Yay! Thank you SO MUCH for that. It feels so weird, but so right, to play Toss now. I no longer feel dirty playing Protoss :)
The liberator and hellbat bug isn't of my doing, those models don't exist within the scope of the mod. There's something weird that happens with cached models when moving between game types that I haven't figured out yet. My best guess is that the engine is cacheing those models from ladder or another map and randomly adding them in on mine somehow.
I removed adepts and tempests, and dark archons are made from fusing two dark Templar.
I'm glad you like the new protoss too. Thanks for the feedback!
What is it about reavers that makes them remind you of disruptors?
1. The liberator and hellbat bug isn't of my doing, those models don't exist within the scope of the mod. There's something weird that happens with cached models when moving between game types that I haven't figured out yet. My best guess is that the engine is cacheing those models from ladder or another map and randomly adding them in on mine somehow.
2. I removed adepts and tempests, and dark archons are made from fusing two dark Templar.
3. I'm glad you like the new protoss too. Thanks for the feedback!
4. What is it about reavers that makes them remind you of disruptors?
1. It's not just the models (IE a Valkyrie with a Liberator model), it's the actual unit that's spawning. Enemy AI can also build them, as well as Adepts and Tempests. I've seen the AI build Goliaths, Hellbats and Liberators, but not Vultures or Valkyries. I'm not sure I've seen Adepts built, but Tempests, I can confirm I've seen under the AI's control.
2. Makes sense, then. I can't merge Dark Archons though, as the button on the command card is not there - It's two blink buttons, instead: the former Shadow Stride blink and the one you added. Trying to click the C hotkey to make two DTs merge also fails to work. I can see the button in the unit guide, though. BTW, I would change up the Adept somehow and make it into a unit, but not in the same OP manner as in LotV.
3. You're welcome :)
4. They only fire one AoE shot and automatically reload that shot. (Only one scarab at a time, you can't hold 5-8 scarabs at once) Having both, especially with the Reaver working like that, seems redundant. I would change up either of them some more. Perhaps the Disruptor should work like it did back during LotV beta? That could make it far more unique to the Reaver.
This is all very strange. I made the mod using only WoL assets and dependencies, and manually added whatever else I wanted, like the reaver and valkyrie. Within the scope of the mod, the engine shouldn't know what hellbats, liberators, tempests, adepts, or disruptors are, much less what they look like or do, or how to create them. The dark templar also shouldn't have the lotv blink, because it's the WoL dark templar. I'm able to merge them into dark archons on the mod. There is an upgrade for reavers that allows you to carry two, but the scarab count is intentionally kept low because of how powerful they are. The disruptor shouldn't exist on the mod, I'm not sure how all these things are making it into your matches. I haven't been able to recreate any of these issues. Are you available to play a match vs ai while I obs right now?
Definitely a lot of fun new mechanics to learn. Would have to play a lot more to get a feel for if things are balanced. A lot of good effects - graphics and sounds and such.
All the macro mechanics seemed good - incubate, merc compound and chrono. I'm not 100% sure how I feel about how quickly the creep disappears - of course playing against it it's nice but I don't know if I played as zerg if that would be a nuisance - can't really think of too many situations that it would be an issue while playing as zerg though. I guess buildings might start taking "no creep" damage a bit sooner?
Anyway, good work and I haven't run into many noticeable bugs that aren't on blizzard's end - ui missing and black, having trouble searching for the lobby.
The creep disappearing quickly is specifically targeting proxy hatch builds. I wanted there to be more punishment for failing a proxy hatch. If you proxy hatch and fail, but the hatch finishes, there's normally quite a bit of time for the creep to recede, which delays the opponent's wall or expansion. That's what I was trying to temper. Thanks for the feedback!
The creep disappearing quickly is specifically targeting proxy hatch builds. I wanted there to be more punishment for failing a proxy hatch. If you proxy hatch and fail, but the hatch finishes, there's normally quite a bit of time for the creep to recede, which delays the opponent's wall or expansion. That's what I was trying to temper. Thanks for the feedback!
K, that's perfect then. Having experienced a cheesy proxy hatch being placed in my secondary, I can totally understand why the quick creep clear makes sense.
I've discovered the cause of the hellbat/liberator bug, and I'm rolling out a fix now. As it turns out, extension mods are actually useless. Whatever changes you make, blizzard overwrites with the multiplayer data of the map your mod is created on. So if you for example delete a LotV unit, and then load the mod onto a LotV map, the unit returns, thus defeating the purpose of an extension mod altogether.
I've discovered the cause of the hellbat/liberator bug, and I'm rolling out a fix now. As it turns out, extension mods are actually useless. Whatever changes you make, blizzard overwrites with the multiplayer data of the map your mod is created on. So if you for example delete a LotV unit, and then load the mod onto a LotV map, the unit returns, thus defeating the purpose of an extension mod altogether.
Which essentially ruins modding, as you told me. But, I'm confused...If it's pointless, how'd you fix it?
What you see is mostly the release version, but I'll be updating pretty frequently once the ball gets rolling with the wiki and website. I plan on implementing a skin system (provided that this is possible), and a few new units. I don't want to deviate too far from the core I have, but the units I have in mind will push the limits of the engine further than anything you've seen so far. That's about all I can say right now.
I'll be rolling out a lot of bug fixes soon. It looks like blizzard has the search bug under control right now, but for some reason the ui keeps disappearing after the first match. It's something to do with the way blizzard unloads maps.
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 used Wings of Liberty dependencies as a base, and imported whatever else I wanted. Either way, I need it in the arcade anyway, to be free for trial players.
Its probably the extension level of the player overwriting the multiplayer dependency. As painful as it would be is updating to a void dependency (I suggest Mod) possible?
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.
Hey guys, I'm Verdant, and I've made a melee mod for sc2; just search the arcade for for "VMod" and you'll see it pop up as "VMod Live Test". I'm looking for any kind of feedback on the feel of it. It's a bit of a mashup between WoL and BW, a few new ideas. It's relatively conservative right now, the main changes will come later when I establish a solid base. Anyways, please check it out and tell me what you think!
If anyone's interested, there's also the VMod Feedback chat channel in game, or you could add me at Verdant#11172.
Edit: Use the "Not bad" option as "pretty bad". I can't type. If you leave me a low rating, please tell me why so that I can rectify the problem! Your feedback is important to me, and negative feedback is often times more useful. Be honest! Also, for reference, all the bugs listed below have been fixed.
2022 Edit: I've continued development of the mod now, hoping for a tentative release this year. If you want to join on discord for testing/feedback, you can find the lobby here: https://discord.gg/yBhmbc8JKC
Love it. Has a few bugs, though. Like, building Valkyries, I think, and Vultures, will cause the AI to spawn Liberators and Hellbats respectively, whereas for the player, it only happens half of the time.
Can't build everything I'm supposed to, though, like Adepts, Dark Archons, Tempests...as well as a few others I can't remember. Love some of the new units and abilities, however. Plague is cool now. Roaches, Immortals, Symbiotes, Valkyries, Ghosts, Medivacs, Sentries - I love those, especially the way you changed them. Reavers feel too much like Disruptors, now, though.
Protoss feels like Protoss again! No more silly Mothership Core, Yay! Thank you SO MUCH for that. It feels so weird, but so right, to play Toss now. I no longer feel dirty playing Protoss :)
The liberator and hellbat bug isn't of my doing, those models don't exist within the scope of the mod. There's something weird that happens with cached models when moving between game types that I haven't figured out yet. My best guess is that the engine is cacheing those models from ladder or another map and randomly adding them in on mine somehow.
I removed adepts and tempests, and dark archons are made from fusing two dark Templar.
I'm glad you like the new protoss too. Thanks for the feedback!
What is it about reavers that makes them remind you of disruptors?
This is all very strange. I made the mod using only WoL assets and dependencies, and manually added whatever else I wanted, like the reaver and valkyrie. Within the scope of the mod, the engine shouldn't know what hellbats, liberators, tempests, adepts, or disruptors are, much less what they look like or do, or how to create them. The dark templar also shouldn't have the lotv blink, because it's the WoL dark templar. I'm able to merge them into dark archons on the mod. There is an upgrade for reavers that allows you to carry two, but the scarab count is intentionally kept low because of how powerful they are. The disruptor shouldn't exist on the mod, I'm not sure how all these things are making it into your matches. I haven't been able to recreate any of these issues. Are you available to play a match vs ai while I obs right now?
We can try in a few hours, after I come back from work, maybe.
Okay, just message me on bnet. Verdant#11172
Definitely a lot of fun new mechanics to learn. Would have to play a lot more to get a feel for if things are balanced. A lot of good effects - graphics and sounds and such.
All the macro mechanics seemed good - incubate, merc compound and chrono. I'm not 100% sure how I feel about how quickly the creep disappears - of course playing against it it's nice but I don't know if I played as zerg if that would be a nuisance - can't really think of too many situations that it would be an issue while playing as zerg though. I guess buildings might start taking "no creep" damage a bit sooner?
Anyway, good work and I haven't run into many noticeable bugs that aren't on blizzard's end - ui missing and black, having trouble searching for the lobby.
glhf
The creep disappearing quickly is specifically targeting proxy hatch builds. I wanted there to be more punishment for failing a proxy hatch. If you proxy hatch and fail, but the hatch finishes, there's normally quite a bit of time for the creep to recede, which delays the opponent's wall or expansion. That's what I was trying to temper. Thanks for the feedback!
I've discovered the cause of the hellbat/liberator bug, and I'm rolling out a fix now. As it turns out, extension mods are actually useless. Whatever changes you make, blizzard overwrites with the multiplayer data of the map your mod is created on. So if you for example delete a LotV unit, and then load the mod onto a LotV map, the unit returns, thus defeating the purpose of an extension mod altogether.
I uploaded it to the arcade, which I would have to have done later anyway.
It's an interesting experiment. Could you elaborate on features / units that you expect to be in the final version but aren't in this build?
What you see is mostly the release version, but I'll be updating pretty frequently once the ball gets rolling with the wiki and website. I plan on implementing a skin system (provided that this is possible), and a few new units. I don't want to deviate too far from the core I have, but the units I have in mind will push the limits of the engine further than anything you've seen so far. That's about all I can say right now.
I'll be rolling out a lot of bug fixes soon. It looks like blizzard has the search bug under control right now, but for some reason the ui keeps disappearing after the first match. It's something to do with the way blizzard unloads maps.
If you have the Void Multi dependency it shouldn't overwrite your mod with multiplayer data.
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 used Wings of Liberty dependencies as a base, and imported whatever else I wanted. Either way, I need it in the arcade anyway, to be free for trial players.
Its probably the extension level of the player overwriting the multiplayer dependency. As painful as it would be is updating to a void dependency (I suggest Mod) possible?
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 already solved the problem by switching it to an arcade map. Are you still having those issues on the arcade version?