Looking at the screenshot for wc3 campaign remakes, are you adding permanent campaign upgrades for it too? If not, I think a quick and simple one would be worth considering, just to make it stand out from actual warcraft 3. Otherwise it would be easier to just play warcraft 3 if they wanted to play the campaign in my opinion.
well, technically Map Feedback is for Authors getting reviews for their maps, and Map Review is just for the gamers who happen to find a map they wanna review. Even if everyone interchanges them lol
Medic / Medivac needs to be nerfed too probably then. Since that made Brutal really easy for me too. I just massed Marines + maybe 2-3 Marauders for Slow, and then Medics and steamrolled almost everything.
I personally like the name Ashbringer, however, most of the other names from warcraft wouldn't really fit. Tell me if you need any help with the scientific parts, I'm majoring in Chemistry and Physics.
Money / research isn't too hard to do, being able to do levels in a different order and have the game remember which ones you did and which ones you didn't however might be complicated.
Probes harvest all resources 25% faster (5 Gas per return and 10 Minerals per return respectively).
Repair Sequence
Probes can now repair damaged Protoss structures (maybe "Mechanical" Protoss units as well?)
Stalker
Stalkers are a mix of basic frontline troops and tactical harassers, so I had one "Mutation" for the tactical aspect, and one for the frontline aspect.
Cloaking Systems
Stalkers can now temporarily cloak, but in exchange give up their Blink. (I'd say maybe like 10-15 second cloak. 60 second cooldown?). Or keep Blink but increase it's cooldown substantially.
Reinforced Shielding
Increases Stalker Shield Defense by 1.
Immortal
Since the Immortal is used as an Anti-Siege Tanker, the "Mutations" I thought of are to patch up the main weakness of the Immortal, mobs of light infantry (e.g. massed Marines with Stim Packs).
Hadron Cannon
Gives the Immortal a small AoE attack which uses up Energy (think Thor's cannon in terms of energy usage, 175 energy out of 250?), dealing 50 damage.
Xel'Naga Cuirass
Increases Shield Armor by 2 (Increase Shield Armor instead of just directly increasing the reduction of Hardened Shields because that wouldn't effect most light infantry). Also +75 normal HP to help last longer once shield goes down.
Void Ray
For Void Rays, since their main weakness was massed small anti-air, I figured one "Mutation" to shore up their weakness and one to strengthen their capability when used as intended.
Diffracted Beams
Instead of firing a single powerful beam, the Void Ray now fires 5 weaker beams at 5 separate targets. Reduce damage from 6 (+4 vs Armored) to 4 (+4 vs Armored) to main target and say 2 (+2? vs Armored) to secondary targets.
Electron Neogenesis Generator
Void Ray beams are strengthened, now dealing 6 damage (+6 vs Armored), and leaving residual electricity in their targets (disables buildings being attacked, kinda like that one Zerg in Left2Die. Also slows attack / move speeds of enemy units if a unit is the one being attacked.) As a result however, energy normally being used to power the Void Ray's shield is siphoned off to the cannon, resulting in -50 shield capacity. So Void Ray's only have half the shield capacity.
Carrier
Advanced Interceptors
Increases Carrier Interceptor capacity to 12 instead of 8. Also increases Interceptor damage by 1 each.
Akilae Destruction Cannon
(The Akilae Tribe of Protoss is known in the lore as the strongest fighting force in the Protoss Race, also having the strongest Psionics)
Gives the Carrier an autoattack while keeping it's 8 Interceptors. 30 damage with a 1.5 second cooldown, bonus vs Massive / Armored.
For Champions, I think you should use a Merc Compound type building like in WoL, but maybe allow a higher squad count than normal (Protoss don't have Medics / Medivacs or SCVs to heal and repair the mercs) because having the first trained unit become a Champion seems like it could mess up the balance quite badly. And for background on Champions, maybe make them legendary Protoss warriors whose bodies were preserved, and brought back for this war? (Like soldiers from the Aeon of Strife for example).
That limitation could be removed if you made this a multi-map project. Each map doesn't necessarily need to be big, but just be separating it into multiple maps, you can use as many tilesets as you want.
Any chance you can upload an older Pre-HotS Version for those of us who haven't gotten HotS yet? Like many others, I plan to get it soon, but I didn't pre-order a copy, and it literally just came out like 24 hours ago lol
well, I'm not sure how big you intend to make each Hive, but judging by how big the map looks in the screenshot, I think you'd easy have room for more Hives.
Also, you might wanna consider scripted events in-game, because otherwise in a map like this, usually when one side has the momentum, they just keep pushing in til they win (once a side takes one base, other side has less forces, leading first side to taking even more bases). Such as timed ones, "After 5 minutes, Zerg research new Variant Type X." Or after Terrans take over first Hive for the first time, a group of elite zerg spawn and push back hard (often taking the base back).
Different difficulties, and maybe different modes? Example: A longer campaign-ish mode, and a more simpler and shorter just kill Hives kind of mode. I'd also recommend a save-load feature if you want replay-ability, maybe one like Undead Assault 2 and 3 where you save account XP, not Hero XP which then unlocks better / more specialized heroes.
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Looking at the screenshot for wc3 campaign remakes, are you adding permanent campaign upgrades for it too? If not, I think a quick and simple one would be worth considering, just to make it stand out from actual warcraft 3. Otherwise it would be easier to just play warcraft 3 if they wanted to play the campaign in my opinion.
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well, technically Map Feedback is for Authors getting reviews for their maps, and Map Review is just for the gamers who happen to find a map they wanna review. Even if everyone interchanges them lol
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Medivacs are kinda costly compared to Medics, but they can heal two units at once, and can transport plus fly.
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Medic / Medivac needs to be nerfed too probably then. Since that made Brutal really easy for me too. I just massed Marines + maybe 2-3 Marauders for Slow, and then Medics and steamrolled almost everything.
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And for out of mission features, I think some kind of permanent upgrade feature like in the single player blizzard campaigns would be nice.
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I personally like the name Ashbringer, however, most of the other names from warcraft wouldn't really fit. Tell me if you need any help with the scientific parts, I'm majoring in Chemistry and Physics.
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Money / research isn't too hard to do, being able to do levels in a different order and have the game remember which ones you did and which ones you didn't however might be complicated.
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I'd like a small amount of linear, maybe first 1/5 of game and last 1/5, and the middle more open with maybe small random linear parts in between?
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Here's the Mutations I've come up with so far.
Mutations
Probe
Resource Efficiency
Probes harvest all resources 25% faster (5 Gas per return and 10 Minerals per return respectively).
Repair Sequence
Probes can now repair damaged Protoss structures (maybe "Mechanical" Protoss units as well?)
Stalker
Stalkers are a mix of basic frontline troops and tactical harassers, so I had one "Mutation" for the tactical aspect, and one for the frontline aspect.
Cloaking Systems
Stalkers can now temporarily cloak, but in exchange give up their Blink. (I'd say maybe like 10-15 second cloak. 60 second cooldown?). Or keep Blink but increase it's cooldown substantially.
Reinforced Shielding
Increases Stalker Shield Defense by 1.
Immortal
Since the Immortal is used as an Anti-Siege Tanker, the "Mutations" I thought of are to patch up the main weakness of the Immortal, mobs of light infantry (e.g. massed Marines with Stim Packs).
Hadron Cannon
Gives the Immortal a small AoE attack which uses up Energy (think Thor's cannon in terms of energy usage, 175 energy out of 250?), dealing 50 damage.
Xel'Naga Cuirass
Increases Shield Armor by 2 (Increase Shield Armor instead of just directly increasing the reduction of Hardened Shields because that wouldn't effect most light infantry). Also +75 normal HP to help last longer once shield goes down.
Void Ray
For Void Rays, since their main weakness was massed small anti-air, I figured one "Mutation" to shore up their weakness and one to strengthen their capability when used as intended.
Diffracted Beams
Instead of firing a single powerful beam, the Void Ray now fires 5 weaker beams at 5 separate targets. Reduce damage from 6 (+4 vs Armored) to 4 (+4 vs Armored) to main target and say 2 (+2? vs Armored) to secondary targets.
Electron Neogenesis Generator
Void Ray beams are strengthened, now dealing 6 damage (+6 vs Armored), and leaving residual electricity in their targets (disables buildings being attacked, kinda like that one Zerg in Left2Die. Also slows attack / move speeds of enemy units if a unit is the one being attacked.) As a result however, energy normally being used to power the Void Ray's shield is siphoned off to the cannon, resulting in -50 shield capacity. So Void Ray's only have half the shield capacity.
Carrier
Advanced Interceptors
Increases Carrier Interceptor capacity to 12 instead of 8. Also increases Interceptor damage by 1 each.
Akilae Destruction Cannon
(The Akilae Tribe of Protoss is known in the lore as the strongest fighting force in the Protoss Race, also having the strongest Psionics) Gives the Carrier an autoattack while keeping it's 8 Interceptors. 30 damage with a 1.5 second cooldown, bonus vs Massive / Armored.
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For Champions, I think you should use a Merc Compound type building like in WoL, but maybe allow a higher squad count than normal (Protoss don't have Medics / Medivacs or SCVs to heal and repair the mercs) because having the first trained unit become a Champion seems like it could mess up the balance quite badly. And for background on Champions, maybe make them legendary Protoss warriors whose bodies were preserved, and brought back for this war? (Like soldiers from the Aeon of Strife for example).
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That limitation could be removed if you made this a multi-map project. Each map doesn't necessarily need to be big, but just be separating it into multiple maps, you can use as many tilesets as you want.
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Storyline A would give more room for development, Storyline B seems easier to design though (albeit a much shorter campaign).
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Any chance you can upload an older Pre-HotS Version for those of us who haven't gotten HotS yet? Like many others, I plan to get it soon, but I didn't pre-order a copy, and it literally just came out like 24 hours ago lol
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well, I'm not sure how big you intend to make each Hive, but judging by how big the map looks in the screenshot, I think you'd easy have room for more Hives.
Also, you might wanna consider scripted events in-game, because otherwise in a map like this, usually when one side has the momentum, they just keep pushing in til they win (once a side takes one base, other side has less forces, leading first side to taking even more bases). Such as timed ones, "After 5 minutes, Zerg research new Variant Type X." Or after Terrans take over first Hive for the first time, a group of elite zerg spawn and push back hard (often taking the base back).
0
Different difficulties, and maybe different modes? Example: A longer campaign-ish mode, and a more simpler and shorter just kill Hives kind of mode. I'd also recommend a save-load feature if you want replay-ability, maybe one like Undead Assault 2 and 3 where you save account XP, not Hero XP which then unlocks better / more specialized heroes.