The Nerazim Holdout
This map is not a campaign!
Donť expect much from this. I cant even compare this to anything i know, its just some different.
This is my First map: https://www.sc2mapster.com/projects/the-colony
What will you see in the map:
Custom units and buildings
Custom Upgrades
Custom passive abilities
An A.I. ally to rescue in bonus objective.
If you have any ideas how to make this better, write suggestion below.
Revelation's hidden under the Oracle's engage pulsar beam, along with the Shield Battery's 100 hp shield ability not showing up on the command card. You should probably go over the unit's command cards to look over the buttons.
Generally it's not that good, with the loss of most Nerazim units like the Void Ray or the Stalker or the Corsair. Adding those units back could make it nice, along with refluffing the upgrades to be more Nerazim-like.
The mechanics seem a bit Tal'darim-y with the spell-casters draining life from their comrades to cast spells. Could have them only regenerate if they enter a "void" state, wherein they can't do anything but regen and are invulnerable.
In reply to KillWithNapalm:
Pretty cool, Thanks for those bugs,
u r right about those abilites. I will remake it to make sense :D