• 0

    posted a message on Pokemon-style game with SC2 Units + Full Banking

    If I may offer a simple suggestion;

    Psychic - Abra/Kadabra/Alakazam family
    -Zealot Chef
    -High Templar
    -Tassadar
    Zealot Chef usually lacks the hat, depending on the version. And he sort of looks harmless. Could work nicely.
    -

    I'd suggest having Murloc Marine and Tauren Marine as trade or safari zoners myself.

    Good luck :D

    Posted in: Project Workplace
  • 0

    posted a message on Pokemon-style game with SC2 Units + Full Banking

    Absolutely love the concept and how it's coming along! I'll definitely be playing this when it comes out :)

    Posted in: Project Workplace
  • 0

    posted a message on The Nemoid - Fourth Army of SC2

    A very reasonable concern.

    Metroid Space pirates are more like lizards though; http://metroidprimed.b40webdesign.com/wp-content/uploads/2011/01/SpacePirateModel.jpg

    Well, I'll basically talk about why they look this.

    Originally when brainstorming for a race, I was wanting to do a robotic army... but with the amount of Thors, Vikings, Colossus, etc, I thought it may be hard to make them seem unique. So, I settled on the old space-pirate archetype. A sort of nomadic race that's been exiled from a home world.

    I went around searching for some classic space archetypes, and came across Cthulhu [http://images.wikia.com/lovecraft/images/1/1b/Kraken-cthulhu.jpg]. I decided to base the Nemoids on him, but made them basically with more of almost an exoskeleton.

    -

    You're right, Yaos. The three races are balanced so magnificently. Terrans have their defensive traits, protoss elite, zerg swarm. It'll be a fun challenge to make Nemoids unique. :)

    Posted in: Project Workplace
  • 0

    posted a message on The Nemoid - Fourth Army of SC2

    Slot for editing.

    Posted in: Project Workplace
  • 0

    posted a message on The Nemoid - Fourth Army of SC2

    This is an open recruiting call for the Nemoid army mod for Starcraft II. I have a concept artist, designer, and modeller all ready to work. We just need someone to get into the nitty gritty of the project. Unit Editor basically has to be able to program the units and their special abilities into the SC2 editor.

    The Project;
    http://img854.imageshack.us/img854/7691/nemoidcon2.jpg
    Nemoids are a race of Space Pirates from the Tursobis Sector. Their sudden appearance in the Koprulu Sector has shocked the local races.

    Army Features;

    • Building Drop- Nemoid Buildings are summoned from orbit by a worker. They slam into the ground within range of the Capital where they can be assembled.
    • Plunder- Nemoids make up for their lack of resource gathering by their Plunder Ability. If a Lophin worker is involved in Building Destruction, 50% of the cost is recouped by the Nemoid.
    • Repurposement- The Capital can be converted to a Capital Ship, the pride of the Nemoid Fleet. However, this leaves behind only a Landing Zone, which can receive minerals, but cannot create. Frigates can be repurposed from Troop Frigates.
    • Piracy- Nemoid ground troops lack the heavy hitting troops of other armies, but make up for this by their hit-and-run specialties.

    Units:

    Lophin- The worker class unit. Lophins are simple-minded creatures used in the fleet for their salvaging and repair proficiency.
    Buccaneer- Standard Infantry unit. Considered the lowest status in the fleet, Buccaneers are nonetheless fearsome and brutal in their own respect. They wield Scrap-shots, which fire refuse metals at the enemy.
    Aeronaught- In space battles, these daring soldiers are charged with boarding. But in warfare, they soar above friendly troops, firing down on enemy units. Aeronaughts are considered air units for targeting purposes but cannot fly over buildings or cliffs.
    Zelgauss- In any fleet, the Zelgauss form the elite core of trained Nemoids. They wield heavy weapons which fire on enemies and cause splash damage.
    Saurex- A product of Nemoid Science, which is known for lacking morality, the Saurex are bio-mechanical lizards. They are controlled by a Nemoid rider. These fast creatures are widely feared for their ferocity. Fast melee unit, can jump down cliffs.
    Trilob- Another bio-mechanical creation, Trilobs are armored troop transports which travel along the ground and can scale cliffs up to two levels high.
    Draco- The Draco is a flying dragon-style alien, it can shred apart enemy air units using melee. Special Ability allows them to slam down on the ground for and area of effect attack.
    Archimedes- Ground Support unit. Can lay flame traps and detect cloaked/burrowed units.

    Frigate- Nemoid vessel that holds four gunners [upgrade allows +1]. Turrets fire independantly of each other on ground units.
    Galleon- Primary air, can attack both air and ground.
    Dutchy- Spectre ship which can conceal itself for brief periods. Can also opt to train Buccaneers which drop out and can attack.
    Capital Ship- Mega Ship. Can select one of two attack modes, Bombardment shells the ground, Broadside levels other air units.

    Posted in: Project Workplace
  • 0

    posted a message on Team Wanted for New Starcraft Race Project
    Appreciate the interest. :) So far the plan for the Capital Ship is that it has two main modes of attack. Broadside- Broadside diverts full power to its auxilliary guns, which in turn light up the sky in a fury of AA blasts. Bombardment- Unleashes a constant stream of explosive rounds which cause wide splash damage and is used against ground targets. This way, the Capital Ship is a dominant force in both Air and Ground... but only one at a time. And it takes quite a while to switch. So in big battles, the Capital Ship can be used to even the odds where you are outmatched.
    Posted in: Team Recruitment
  • 0

    posted a message on Team Wanted for New Starcraft Race Project
    I have a night class coming up soon, so hopefully we'll be able to chat sometime. -- Still looking for a unit/data editor. Basically someone to join up and basically work with us to create the units with their abilities. :)
    Posted in: Team Recruitment
  • 0

    posted a message on Team Wanted for New Starcraft Race Project
    Saeris, I'd be very happy to discuss design w/ you. I'll be in a mapster channel on Starcraft 2 chat for a while here. I'll leave the window up, so I may not respond right away. I'm wary about flying workers and things like that, but I'm willing to discuss it.
    Posted in: Team Recruitment
  • 0

    posted a message on Team Wanted for New Starcraft Race Project
    Ah, nice to see another idea... My concern with this army though, is it seems to retread very familiar ground in borrowing elements like the void, templar, twilight, feralisk sounds very zerg. I'd be wary to make a protoss-zerg-void sounding army, especially given the possibility of a Xel'Naga/Hybrid army coming out in later expansions. Just my two cents. I wish him the best though. :)
    Posted in: Team Recruitment
  • 0

    posted a message on Team Wanted for New Starcraft Race Project
    @Xan0: I would like to do a campaign, but melee is definitely where I'll limit it for the time being.
    Posted in: Team Recruitment
  • 0

    posted a message on Team Wanted for New Starcraft Race Project
    @zeldarules28: Well, I don't like to post something unless there's definitely some substance to it. I'll be posting a tech tree soon.
    Posted in: Team Recruitment
  • 0

    posted a message on Team Wanted for New Starcraft Race Project
    I did some thinking and in retrospect, it might be more beneficial to have other sets of eyes looking over the army list rather than rely on one. ===== Army Specialties ===== For Reference, this is the other given Race specialties according to the SC2 homepage; Terran: Lift-Off Build Anywhere Specialists Protoss: Heavy-Hitters Warp-In Shields Psionics Zerg: Numbers Creep Burrow Nydus Some of those seem arbitrary but it gives a good idea. ==== Supply System ==== Nemoid Pirate fleets are held together by their fierce lust for material gains. And in charge of these gains are the Paymasters. Paymasters are a ground unit that are quite fragile, so should be housed in the Treasury at all times. If paymasters are killed, the units furthest from the Capital may start to mutiny. In this case, they will not respond to commands but will defend themselves. ==== Capitals and Frigates ==== Capitals may upgrade into Capital Ships later in the game. These constitute the pride of the Nemoid pirate fleet. The Troop Frigate may also become Frigates, and may train up to four Nemoid Gunners. ==== The Blitz ==== Nemoid troops can attack from unexpected angles, while they lack an air transport vessel, they can move surprisingly well. The impenetrable Trilob may deflect high impact shots, Kinetic Launchers fire troops across the battlefield, and the terrifying Draco can land for a brief period to wreak havoc on ground troops. ==== Piracy ==== Lophin workers may engage the plunder ability to begin tearing down a red-state enemy structure. The building mineral and gas cost is halved and given to the Nemoid player. This is in lou of a mineral gathering ability like Mules, Crono boost, or mass drones. Seems like it might not be as useful though? ===== Army List ===== Lophin- Worker unit, calls down Buccaneer- Standard Unit. Has a harpoon gun that can be upgraded to do more damage to biological. Zelgauss-Mid-tier infantry unit. Wields a sort of Gatling gun weapon, takes a few moments to warm up. High armor. Aeronaught- Infantry unit that counts as flying. Fast unit, but actually can't jump cliffs. Suicide-dives upon death. Saurex- Bio-tech unit, nemoid raptor cavalry. These are used by the Nemoid to run down civilians and wreak havoc. Draco- High tier unit. Flying AA melee attacker. Special ability is to impact land, where it slams down and can melee units for a short time before having to fly again. Frigate- Has four turrets operated by gunners that can attack seperate targets. Capital Ship- Paymaster- Ground supply unit. Should be hidden in a treasury. Trilob- Carries units across the battlefield, can climb up and down cliffs. Ground based transport. Druid- Religious/Morale officer. Wields a pair of hooks. Has a series of abilities which can augment nearby troops. Such as marking a specific target that will take additional damage. So, theres the basic look at units. I'm sure there's problems. But, we can work through it. :) EDIT- Oh absolutely, balance is going to be a big issue later down the line.
    Posted in: Team Recruitment
  • 0

    posted a message on Team Wanted for New Starcraft Race Project

    Basically how I was thinking it would work, is after they've built the Drydock, then Admiralty Board, they can upgrade the Capital and it becomes a ship. Same goes for Troop Frigate but to a weaker degree. So in a sense, later in the game, yeah.

    Posted in: Team Recruitment
  • 0

    posted a message on Team Wanted for New Starcraft Race Project

    Haha, some nice ideas so far in here. I will say what I've come up in regards to your ideas.

    Base Buildings

    Grounded ships is actually quite similar to what I was thinking. However, I don't want to take the liftoff ability from the terrans. The worker builds something by selecting the drop zone and waving a beacon to a colony ship implied to be in orbit. The ship then detaches the particular structure and it soars down to the surface. The worker CAN survive if the player moves him when its done 'building', but otherwise will get crushed when the piece lands, as well as any other unit in the target area.

    That said, the Capital [their command center style place] is actually a landed ship with struts attached. After they build a certain building, the Capital can get a slight upgrade, and it lifts off to become a Capital Ship. However, once it does so, the base can no longer make units. The shell it leaves behind can receive minerals only.

    Same goes for the troop frigate, their gateway equivalent. It becomes a more standard air vessel, while the Capital is massively powerful.

    Nemoid

    The race looks mostly like... well this; Your text to link here... Pic done as request by zelaznostopy of deviant art. That's without any armor of clothing, btw. I'll probably get the headcrest changed to more like the original to draw away the imagery from a Hydralisk's crest.

    Their technology is stolen from other races, cobbled together ships. Theres also one building called the Biotech Lab which makes units based around wild animals they've found on raids, and enfused them with bio-mechanical elements to make them useful. Like the Saurex which is much like raptor cavalry, and the Draco, which is just totally awesome but I'll keep a secret for now..

    Distribution

    Alright here's the plan... Basically what I'm going to try and do is get it on a well balanced official blizzard melee map. And just pop it into Custom games like any other custom map. If we can, it'd be great to have a map selection feature too, but I'm not sure how that would work.

    Think I addressed everything, if not, yell at me ;)

    Posted in: Team Recruitment
  • 0

    posted a message on Team Wanted for New Starcraft Race Project

    There was one idea I had that was called the Kinetic Launcher. It's a small 'building,' you set the point where a marker shows up [to warn of a possible base insertion], pop some troops in and it fires them through the sky over cliffs and into the base. This, combined with an armored APC-like walker, makes up for the fact they won't have an aerial transport. :)

    Posted in: Team Recruitment
  • To post a comment, please or register a new account.