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Active: 11734 users

[D]Anyone want to make a map with HotS Units?

Forum Index > SC2 Maps & Custom Games
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Antisocialmunky
Profile Blog Joined March 2010
United States5913 Posts
Last Edited: 2011-10-26 17:18:07
October 23 2011 17:57 GMT
#1
Since we can make things like SCII:BW, would anyone be up to making map with what we know about HotS so far? It would namely be for seeing what the current alpha build of HotS would play like. It would put to rest a fair amount of mindless theorycrafting.

Maps so far:
-Zjat's map, search for zjat or hots. All units added.
-Replicator Map: http://www.mediafire.com/?mdg2zkjsc2kxx5m

HotS Stats:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=278603#13
http://www.gamefront.com/blizzcon-2011-starcraft-2-heart-of-the-swarm-new-multiplayer-unit-stats-and-abilities/
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
GinDo
Profile Blog Joined September 2010
3327 Posts
October 23 2011 18:10 GMT
#2
The issue is that nobody has any of the stats written down -_-.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
October 23 2011 18:13 GMT
#3
On October 24 2011 03:10 GinDo wrote:
The issue is that nobody has any of the stats written down -_-.


Yeah. Srsly wtf people at blizzcon with accsess to beta there but wont write down stats.
Cheekio
Profile Joined October 2011
United States34 Posts
October 23 2011 18:21 GMT
#4
I'm actually sitting down this afternoon looking for this exact map. I'm pretty sure it's only a matter of time until someone puts a decent UMS map out with the units spoken about in play, although there are a couple of new abilities that seem difficult to mod in (the viper's unit grab being the first that comes to mind).
Rocketship to Vomit town
Antisocialmunky
Profile Blog Joined March 2010
United States5913 Posts
October 23 2011 18:30 GMT
#5
You don't need exact stats I suppose since most of the skills people care about are skills rather than raw stats.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
Yoshi Kirishima
Profile Blog Joined July 2009
United States10383 Posts
October 23 2011 19:15 GMT
#6
i am surprised as well no one seems to really have shared too many stats

it would be great to see a map though, even if it's just roughly
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Praetorial
Profile Blog Joined May 2011
United States4241 Posts
October 23 2011 19:22 GMT
#7
On October 24 2011 03:30 Antisocialmunky wrote:
You don't need exact stats I suppose since most of the skills people care about are skills rather than raw stats.


Stats make a huge difference, though. Not enough is known about the Shredder's radius, the research for Battle Hellions, the range of the Warhound, or the duration of the Oracle's abilities. Without this, it can't be done.
FOR GREAT JUSTICE! Bans for the ban gods!
Arko.is
Profile Joined March 2011
Iceland35 Posts
October 23 2011 19:51 GMT
#8
shredder radius is shown at the main video of it.
Warhounds range is 7 and was put like that to give them a fighting chance against tanks.
Oracles abilities are 45 sec. Do not know the hp of them though.
Spammish
Profile Joined December 2010
United Kingdom42 Posts
October 23 2011 20:13 GMT
#9
I've found a page with a lot of the stats on, don't know how reputable they are though.
"tahts halo, don't worry O_O" - LiquidHuK, MLG
Siretu
Profile Blog Joined April 2010
151 Posts
October 23 2011 20:39 GMT
#10
On October 24 2011 03:21 Cheekio wrote:although there are a couple of new abilities that seem difficult to mod in (the viper's unit grab being the first that comes to mind).


The viper grab wouldn't be that hard to make. Worst-case scenario: do it in the trigger editor.
Watercrystal
Profile Blog Joined May 2011
58 Posts
October 23 2011 21:49 GMT
#11
On October 24 2011 05:13 Spammish wrote:
I've found a page with a lot of the stats on, don't know how reputable they are though.


Looks good to me.
I calculated the Tempest's AA Damage from the video Blizz showed and those stats given on this site matches my calculations. It took the Tempests 6 shots to kill a Mutalisk, so they do 21 to 25 [Site says 22] Damage to them per shot (120 HP / 6 = 20 , but the Mutas regen 1HP [remember Infestors and Ghost snipes, the Infestor survives 2 of them with 1 HP], so it has to be 21, same with the max.DMG calc)
PSIDefenseUp
Profile Joined January 2011
United States251 Posts
Last Edited: 2011-10-23 23:43:28
October 23 2011 23:42 GMT
#12
The sooner something like this releases the better.

I don't believe it's possible for not one person who attended Blizzcon to have recorded the stats, so hopefully once those show up in detail and someone decides to put some work into this we can get a taste of HotS.
EternaLAniMe1991
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2011-10-24 02:27:04
October 24 2011 02:26 GMT
#13
Copied from r/Starcraft, most comprehensive list i've seen yet:'
+ Show Spoiler [HotS Changes] +

Health: 60 hp/60 shields

Cost: 200/200 (4 supply)

No attack
Seems to be some confusion here, so I'll just say, it is a GROUND unit by default, even though it appears as if it floats.
Requires Robotics Facility
Copies a non-massive targetted unit(yes, including workers), including abilities and upgrades, in your vision (possibly infinite range as long as you have vision of the unit you're copying?)
All upgrades enabled, including ones that have not yet been researched by the opponent

Oracle:

Gameplay video

Health: 80 hp/20 shields

Energy: 200

Cost: 150/200

Entomb - Creates a bubble around a group of mineral patches (possible to cover all patches), making them inaccessable for 45 seconds or until destroyed (bubble, not Oracle)
Preordain - Reveals what enemy buildings are producing (reported 2 minute duration and short range cast, not sure)
Phase Shift - Temporarily "warps out" buildings for 45 seconds, Players not have access to tech for warped out buildings (still blocks pathing, offensive to disrupt production, defensive to stop attacks, seems to be general consensus that you can't use this on Capital buildings [CC, Nexus, Hatch])

Tempest:

Gameplay video

Health: 300 hp/150 shields

Cost: 300/300

Air attack: 22 damage (large splash)
Ground attack: 35 damage (single target)

Terran:

Warhound:

Gameplay video

Health: 260 hp

Requires Factory
Smaller, faster version of WoL Thor
Anti-mechanical
Air attack: 4 damage, +4 to light
Ground attack: 10 damage, +10 to mechanical, 7 range

Battle Hellion:

Gameplay video

Health: 135 hp

Transforms between "battle" form and the form of the hellion we currently have
"Battle form" slower than normal hellion form, short, cone style attack, similar to firebat from Singleplayer
Attack does 8 damage, +11 to light
"Battle form" has more health than normal Hellion form

Shredder:

Gameplay video

Health: 180 hp

Mobile AoE turret (both air and ground)
20 DPS
Built from factory
Will only attack if no friendly units are near

Zerg:

Viper:

Gameplay video

Health: 120 hp

Energy: 200

Cost: 100/200 (3 supply)

Requires Lair tech (Not Spire)
Ocular Parasite - Grants permanent detection to a non-massive ally(seems to be energy based, some sources say it's only one cast per viper)
Abduct - Pulls a unit (friend or enemy) to it's location(100 energy, unit has 200 max)
Blinding Cloud - Reduces range of all units in the cloud to melee range, units in cloud unable to use energy-based abilities

Swarm Host:

Gameplay video

Health: 120 hp

Cost: 200/100 (3 supply)

Requires Infestation Pit
Does not require burrow upgrade to burrow
Spawns 2 Locusts(110 hp, 14 melee attack, last 15 seconds) about every 24 game-seconds(~17 real-time seconds, judging by gameplay video) while burrowed

Other:

"Collapsible rocks", can be broken down to close a path, rather than opening it up, like Destructible rocks.
New Maps: Image1 Image2 Image3

Changes to Existing Units:

Protoss:

Carrier removed
Mothership removed
New Nexus ability "Arc Shield" grants buildings a 20 damage vs light attack as well as additional shields and armor(25 energy, 20 sec, for early game defense, requires Gateway to prevent cannon rush abuse)
Nexus has mothership's old Mass recall ability(75 energy, radius reduced, units unable to move for a short time after)
Low ground pylons no longer power high-ground areas, even if they are within the power radius (this prevents some cannon/warp-in cheese)

Terran:

Battlecruiser sprint type ability, called "Redline Reactor"
Reaper loses building attack
Reaper gains HP recovery skill (passive)
Ghost cloak is now time based, costs a set amount of energy
Thor costs 600 minerals, require fusion core
Thor loses air attack, gets "Bombardment" (150 energy?), which requires a 1-2 second delay before actually firing to "Set up"
Thor attack/HP increased
Can only have 1 thor out at a time

Zerg:

Overseer removed
Hydra speed increased by 50% off creep (So speed is equal on and off creep. Hive tech upgrade, cost 150/150)
Burrowed banelings can move (hive tech upgrade, cost 150/150)
Ultras have a burrow-chargelike ability, called "Burrow Assault", no required research (including burrow), 30 second CD [Gameplay video]
Corrupters no longer have the ability "Corruption"
Corrupters now have a channeled ability "Siphon" against buildings that does 1 dps and converts damage done to minerals

Sources & Links:

New HotS Units/Abilities in Blizzcon(Team Liquid)
My brother just sent me a picture of the new Zerg units from Blizzcon! (Also includes Protoss, Terran)
Carrier and Mothership gone!
New Blizzcon Maps
Official list of unit changes in Starcraft II’s Heart of the Swarm expansion
Blizzard's Heart of the Swarm FAQ! Lots of the questions for Dustin Browder already answered!
Screenshots from the New Units Trailer [Imgur Album]
Just got all the new Zerg units stats: Armor, HP, Speed, Attacks, etc.
StarcraftIGN's Youtube channel
Creep now grows on enemy buildings (and some other visual effects)
Blizzcon 2011: Starcraft 2 Heart of the Swarm – New Multiplayer Unit Stats and Abilities
HotS: low-ground pylons DO NOT grant power to high ground

I posted a short version of this early on in the weekend and updated it over time, but it got lost under all the single update threads, so most of the updates weren't seen. Figured I'd post again so people can see all of the updates in one place.

EDIT: Anyone know any costs for the Terran units? I haven't been able to find anything.


Source
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Antisocialmunky
Profile Blog Joined March 2010
United States5913 Posts
October 24 2011 04:22 GMT
#14
Oh wow, now we just need a map maker to convert the unused units to the new units!
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
Dudemeister
Profile Joined July 2010
Sweden314 Posts
October 24 2011 07:49 GMT
#15
On October 24 2011 05:39 Siretu wrote:
Show nested quote +
On October 24 2011 03:21 Cheekio wrote:although there are a couple of new abilities that seem difficult to mod in (the viper's unit grab being the first that comes to mind).


The viper grab wouldn't be that hard to make. Worst-case scenario: do it in the trigger editor.


How else would you do it?
DuckyTheDuck
Profile Joined August 2011
14 Posts
Last Edited: 2011-10-24 11:13:32
October 24 2011 08:48 GMT
#16
After trying to remake abilities I came to conclusion that it's not as easy as it would seem at first glance. In fact Abduct/Replicate/PhaseShift/Entomb and Preodrain seem to be pretty hard in current editor.
GL to whoever will try to recreate them.
courtpanda
Profile Blog Joined May 2011
866 Posts
October 24 2011 09:23 GMT
#17
sorry for not knowing much about sc2 editor. if this is completely impossible im sorry

to emulate the viper, could you have a flying unit with a neural parasite, and once you cast neural, it would trigger a blink on the victim unit towards the viper?
blAke139
Profile Blog Joined February 2011
Switzerland199 Posts
October 24 2011 09:55 GMT
#18
Go for it!
I'll cheer you on! *cheer*
M to the O to the D to the COMMUNITY!
Check out my original SC2 Songs: http://www.youtube.com/user/blAkeMusic4Life
Dudemeister
Profile Joined July 2010
Sweden314 Posts
October 24 2011 11:47 GMT
#19
It would not be very hard but I don't have the time :/
Iatrik
Profile Joined August 2010
Germany159 Posts
October 24 2011 14:05 GMT
#20
Already thought about it (Since i do stuff like this for every patch)
You just have to look for abilities from the campain. There's a lot of stuff that works in a kind of same way.

I'll give it a shot, once i'm back from work.
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