Shadows of the Tal'Darim
Shadows of the Tal'Darim is a 3-part 1-10 player RPG for Starcraft 2.
Shadows of the Tal'darim 1.09 features:
- 15 Unique heros
- A hero save system that holds 5 heroes per player
- Content that adjusts difficulty based on how many players are present (Mobs and bosses have +100% life per player)
- Content that drops more loot when there are more players present.
- A Unique Stat-point spending system that allows you to customize your character, and re-spend these stat points freely at any time.
- A talent system that can unlock new abilities or improve existing abilities.
- Diablo style followers that get stronger as you get stronger, and level as you level.
- Over 240 pieces of gear including helms, shoulder, chest, bracer, gloves, boots, rings, shields, trinkets and relics!
- Drive 1 of 4 different types of vehicles!
- A waypoint system similar to Diablo.
- A PVP Arena where 4 or more players can have arena battles and compete for XP and Vespene!
- Released Dec 28, 2010. Updates every week.
Visit the Shadows of the Tal'Darim Forums
- Act I Level 1-25 content
The Protoss and the Tal'darim were fighting above restored Haven. Shortly after the Terran colonists sent up a battlecruiser from the surface, a sub-space Vortex opens up above the planet, engulfing several vessels. Trapped and stranded 85 years in the past, our heroes grow tired of waiting for reinforcements
The Tal'Darim have set up fortifications, while they gather enough materials to launch an assault on Aiur (and through their madness, destabilize time itself!)
- Act II Level 23-50 content
After nearly defeating the Destroyer, our heroes head South in pursuit. Chal'marr and his band of Templars have taken over a nearby Tal'darim outpost. This outpost will serve as a temporary sanctuary for Chal'marr's survivors while they investigate the Tal'darims recent expansion into the region.
- Act III Level 45-80 content.
Near the end of Act 2, one of the Destroyers Dark Archons had mysteriously appeared and stole a powerful crystal artifact that the Destroyer was excavating. The Destroyer was enraged. The Tal'darim Archon opened a time rift and escaped to the present.
With the timelines restored, our heroes return through the temporal vortex, but they pick up a Tal'darim warp trail that leads straight to Korhal! Chal'marr's survivors (on General Larrens Battlecruiser) follow the warp trail to an experimental research facility on Korhal, which is still mostly in ruins after the last Zerg attack.. The Ta'darim Archon (known as Nezzax the Consuming) is harnessing the powers of the crystal to amplify his ability to control human minds!
Post any bugs, comments and suggestions here people! I don't have much spare time this summer, but I will be spending time working on this RPG whenever I can. A lot of players may be wondering 'what happened to the battleground map you were planning?' and 'what happened to Act 4?'
Act 4:
On April 1st I added the Zealot Champion hero, and started sorting out some problems in acts 2 and 3 related to merchants, quests, and bosses. I may work on the hidden Act 3 endgame bosses again, because they're fun fights if you have a good group.
About a week ago I implemented the Tal'darim Ascendant hero, and the Adept hero. Players who have completed Act 2 Can now play the Adept hero, and Slot 4 unlocks. You have to beat Act 2 AFTER the patch I applied a week ago. The Tal'darim Ascendant and Slot 5 unlocks if you beat Nezzax the Consuming in Act 3. After I'm done fine tuning the Adept's Void Stasis I'll be working on a Zealot Champion hero. All of the new heroes have abilities that are intended to feel familiar to the campaign unit, but many other abilities and buffs that require a look over. Some campaign abilities are completely reworked and made to work with a talent.
I am in the process of importing more models to the game by publishing an art mod. I'm getting pretty good results so far. the list includes
I'm posting another update on this new talent system I'm working on. I have been working on the new system 6-7 hours a day, and I currently have 9/12 heroes talent trees working! I need another day or two to complete the last 3 heroes, another day to test the bugs and apply the changes to all 3 maps, and another day to test acts 2 and 3 and make sure the changes transferred properly, because I designed this library in Act 1.
I will be spending a few more days working on this new talent system. I am building a new talent system from scratch, and it won't be ready for 3-4 days. I currently have the medics talents finished, with requirements working fully as intended.
I am aware of some hero loading issues and currently investigating the lobby bug from patch 3.1.2. I will be uploading a Text/string fix for EU players shortly!
I recommend that players load up 7 player games until blizzard can resolve their issues: The one thing I kept noticing was that it was always player 8 that gets disconnected, and everyone else just gets booted from the lobby! This might help players in other arcade maps too :D
I don't know if anyone's heard, but I've implemented a basic duel system, Roach got a new 'charge' ability, and marauder seeker missile got buffed significantly over the last few weeks.
@weshmaniac: Go
I do not post files on this site anymore, I publish only through battle net. You can always play the latest version through battle.net by searching for Shadows of the tal
It sounds like you're trying to use a non-english sc2 client. Download the english starcraft 2 client, resave the map, and under locales, check all of the languages. It will import the text for the other locales.
Hi I've downloaded the Act1_enGB_0.97a version but there is a display problem when i launch it, I get "Param/Value/Lib" and a bunch of numbers pretty much everywhere on the screen.
Any clue what I'm doing wrong?
Development has slowed because I tried to add LotV and HotS dependencies, and now I can't move the objective text out of the way of the hero life bar. I had to revert back to the pre-LotV versions of the maps, and development has slowed for the holiday season, until I can get the LotV/HotS maps fixed.
I just implemented the diablo style lock camera mode, and it works great with cinematics. I have also changed the graphic for potions on the ground, as well as various other minor graphic improvements.
I am in the process of removing the stat point submenu in the command card, and adding diablo style + stat buttons to the stats dialog. This will effectively change how we spend stat points, and serve to simplify the UI hopefully.
I have planned to make a 'use potion' button for all heroes so we can have a hotkey for our potions.
Thanks for your user feedback guys. So it seems like peoples biggest complaints right now are the overly complicated lock camera mode, the stats dialog, lack of hold position/stop buttons, and bugs with the Inventory Buttons. I will slowly start changing MMO camera mode to be more like Diablo. I want to see a more basic lock camera mode, more like the tristram RPG. I am also in the process of pruning unused abilities and replacing them (spectre consumption, roach charge). I need to come up with about 4 WOL dependent spells that AREN'T boring. The stats dialog is working as intended. It will not be receiving an update in quite some time. I would like to get hold position/stop buttons working at least for unlock camera mode.
This project is receiving almost daily updates and is active once again! Be sure to check the latest patch notes http://www.sc2mapster.com/maps/shadows-taldarim/forum/20704-shadows-of-the-tal-darim-complete-patch-changes/?unread
I spent some time this morning going over the Items, their tooltips, and their effects on various heroes weapon tooltips.
I will work hard on hero weapon damage modifiers to get them to display the proper +damage amount, since this is the only absolute way to know your hero's +damage after modifiers (relative to other heros).
I have theorycrafted some acceptable damage/heals to currency conversion formulas for Acts 1 2 and 3, I will be applying them and testing tomorrow hopefully.
in act 1 the formula will be 1 damage per .007 gold/minerals, and by level 25 you're getting .001 gold/minerals per damage:
.007-((Herolevel/120000)*herolevel
In act 2 it will start out 1 damage per .0025 gold/minerals, and by level 50 it will be .0008 gold/minerals per damage in act 2. .0025-(((Herolevel-23)/400000)*(Herolevel-23)
In act 3 you start out getting .0015 gold/minerals, and by level 80 it's .0003 gold/minerals per damage .0012-(((Herolevel-48)/2000000)*(Herolevel-48)=
Shadows of the Tal'darim is now fully updated for LotV. Unless I find any major issues I will only be adding minor changes or more visual 'polish.' I would like to work on Act 1 Stone Zealot cinematic some more.
Also be sure to check out my other active project, 4 Kingdoms Under Siege, which is a recreation of the old Warcraft III map 4 Kingdom AOS by Psycadelicrash. It uses the War3 [GA] mod by Renee2islga
I'm doing an update of these maps for 3.0. Act I has a more lnear quest line, high level players hopefully wont interfere with low level players as much. In Act I there are now 2 quests and 1 optional quest before you get the Stone Zealot quest. Trying to sort out the later quest triggers and fix broken triggers as I see them. There are a lot of problems, but the debugging is going very quickly.
@Wristyearth: Go
There are 3 different maps. You cannot play maps 2 and 3 until you beat the first one. Your hero carries over from act 1 into acts 2 and 3.
I can't find a tutorial or instructions or anything about using anything I find on this site. I'm interested in this map because its alot like one i used to play. But i just cant figure out how i would actually USE it. Any insight or instructions on how to get this so that I can actually play it would be helpful. <<<<NEW GUY
Hey Sharicasmi. I still play I still cant Wait for Act 4 Remember... GAME! ON!~
Still updating this project (when I have time). Feel free to leave comments and suggestions folk.
Over the next few days ill work on the skybox in act 2 (how the screen goes white if you zoom out too far). Phased Zealot mercenary will get his lifestealing nerfed to about half. I'll also issue a quick terrain update for act 1.
I'd also like to address alot of the complaints i'm seeing on battle.net about act 2 mobs having 'too high hp' and 'not dealing enough damage.' Players are allowed to balance their own characters in any way they see fit, by stacking haste, crit, lifestealing or their primary stat (str/agi/int.) If players didn't spend 10-20 points on lifestealing then it wouldn't take 9 hours to clear act 2. With a properly spec'd character (with about 50% primary stat, 30% either haste or crit, and maybe only 2-6 points in lifestealing, you can clear all of act 2 in about an hour and a half.