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[D]Anyone want to make a map with HotS Units? - Page 5

Forum Index > SC2 Maps & Custom Games
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Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
October 28 2011 04:44 GMT
#81
Well the charge is more of a blink almost. Also 2x65 is the most ridiculous ridiculous damage. I wonder if we'll see the return of the Reaver drop except with a Thor that 1 shots every single worker.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
ZJAT
Profile Joined October 2011
United States83 Posts
Last Edited: 2011-10-28 12:29:07
October 28 2011 12:17 GMT
#82
After long thought, and strange feelings, I'm glad they are removing the mommaship, and hope the thor gets put back in the factory and remade for anti mech, maybe cheapened up and shrunk down a bit. I hate the war hound, looks terrible. I'd much more prefer a thor, and switch up that (pardon me) retarded 250mm ability with the 330mm, and nerf it down. If it was up to me, that's what I would do - keep the thor, reduce it's cost, and revamp it vs mech, yup, perfect, imo. Btw, the current way the thor builds is on-field, with a worker sacrificing himself to be the unit. (although this creates a trigger error and duplicate models, everything else works fine)

As for the map, someone pm'd me with some very specific stats on the new toss units, build times everything. Including video. Is someone willing to download my map and post to EU? I can post it to my vault later if not. I'll be uploading my map tonight sometime. And @munky - my ultra has zealot charge, the other map uses blink.

+ Show Spoiler +

+ Show Spoiler +

+ Show Spoiler +

+ Show Spoiler +
http://www.youtube.com/watch?v=XS1UCftGo9c


Info:
Arc Shield 25: adds an anti-light weapon on target building. Basically turns your building into a cannon for 20 seconds.
Mass Recall 75: Same spell as mothership. This improves Protoss' ability to harass/attack without getting counter attacked.
Oracle - 200/200/4
flying caster: 80hp 20shield
Phase Shift 50: Target structure is phased out of existance for 45 secs. It cannot be attacked, use abilities, provide power, or provide tech.
Preordain 50: Target an enemy structure to gain vision and knowledge of what it is building for 2 mins.
Entomb 75: prevents harvesting from target mineral field for 45 secs. Can be attacked to be removed. (note: the shield around minerals have 75hp. 1 cast of entomb can cover all mineral patches).
Viper: 100/200/3 - 40s build time
120HP
Spells 25E 75 100 respectively
swarm host
Locusts (~.86 atkspeed and ~14 damage). Summons a pair every 25 secs and they last for 15 secs. Summons only while burrowed. attack-rally spawned
"Experimentation is the key to success, though often requisite is failure." -ZG [Zjat's Project Vault] http://zjat.webs.com
Longerhin
Profile Joined August 2011
Poland3 Posts
October 28 2011 14:39 GMT
#83
Is someone willing to download my map and post to EU?


I haven't done it yet, but it can't be too hard so i'm up for it. If you post a link for download i can do it later today.
RoKetha
Profile Joined July 2010
United States211 Posts
Last Edited: 2011-10-28 17:18:21
October 28 2011 17:16 GMT
#84
I noticed the OP (edit: well, the links in it) lists Blinding Cloud as reducing units to melee range (which is 0), instead of range 1 like it should be. (Ultras do have range 1 and banelings have a short range, but then ultras can also attack over zerglings and the baneling attack range is only for AI purposes.) Dunno if anyone's actually using that for reference though.
ZJAT
Profile Joined October 2011
United States83 Posts
Last Edited: 2011-10-28 17:26:42
October 28 2011 17:22 GMT
#85
RoKetha - Didn't notice that on the OP, but yes melee is .1 range, and ultras have 1.0. As well battle bots have 2, cloud restricts to 1, and archons have 3. :D

I will post my mod + a map to the Vault later today if I can, I will also update the NA server with the same.
"Experimentation is the key to success, though often requisite is failure." -ZG [Zjat's Project Vault] http://zjat.webs.com
Tetl
Profile Joined August 2011
United States4 Posts
October 29 2011 00:31 GMT
#86
Made a few changes since my last post. Regulated the Swarm Host and the Warhound, Baneling burrowed movement works now. I also wasn't aware that Shredder's shutdown mechanic triggered on enemies. Probably some other stuff that I'm forgetting.
Freeze967
Profile Joined August 2011
United States230 Posts
October 29 2011 15:44 GMT
#87
Zjat, arc shield requires gateway, to somewhat hinder something like a cannon rush minus the cannon
MrKenji
Profile Joined October 2011
Germany4 Posts
October 29 2011 15:56 GMT
#88
I was also working on a HotS map. Someone want to share his current version or lets work together via dropbox or so? I am on EU and there currently no HotS maps uploaded. Or lets say search finds none with "HotS".
ZJAT
Profile Joined October 2011
United States83 Posts
October 29 2011 16:10 GMT
#89
Well I updated last night, burrow charge is cool... when it works... lol
For those in EU try downloading this:
http://zjat.webs.com/Zjat's HotS.SC2Mod

Upload it to EU and then take a ladder map (I used xelnaga caverns) and goto dependencies, bnet, search zjat and click the mod, save and publish. If you would name it "Zjat's HotS [mapname]" so that we can keep the map consistent on both realms. thx
"Experimentation is the key to success, though often requisite is failure." -ZG [Zjat's Project Vault] http://zjat.webs.com
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
Last Edited: 2011-10-29 17:34:02
October 29 2011 16:55 GMT
#90
On October 30 2011 01:10 ZJAT wrote:
Well I updated last night, burrow charge is cool... when it works... lol
For those in EU try downloading this:
http://zjat.webs.com/Zjat's HotS.SC2Mod

Upload it to EU and then take a ladder map (I used xelnaga caverns) and goto dependencies, bnet, search zjat and click the mod, save and publish. If you would name it "Zjat's HotS [mapname]" so that we can keep the map consistent on both realms. thx


Uploaded into EU using map Shakuras Plateu

EDIT: althou now that I have tested it, it isnt at all what you said.

Here is complete list of changes I could see your mod did to the game:
-Mass recall for nexus
-Mother ship cost increased by 200 minerals
-Carrier removed
-Thor buildable by scvs costing right aumont and have correct stats, but requieres no tech.
-Warhounds exist (goliaths)
-Helion battle mode
-Baneling burrow movement uprade
-Hydralisk speed upgrade
-Ultralisk burrow charge (but it has 0 range T.T EDIT: 1 range EDIT: it works REALLY WEIRD!)

So its missing quite alot of stuff.
ZJAT
Profile Joined October 2011
United States83 Posts
October 29 2011 17:36 GMT
#91
Yes, I've stated only what I have in it is data edits. I haven't begun working on spells, Tetl knows triggers and has made spells on his map.
The mothership is a for fun change, not part of hots.
Burrow charge is super finicky cause it's jerry-rigged auto-burrow+zealotcharge+autounburrow
I'm working on it being more consistent, but I'm still learning the editor.
"Experimentation is the key to success, though often requisite is failure." -ZG [Zjat's Project Vault] http://zjat.webs.com
MrKenji
Profile Joined October 2011
Germany4 Posts
Last Edited: 2011-10-29 17:48:53
October 29 2011 17:48 GMT
#92
So should we work somehow together? Is it your plan to bring your mod to an end? So that nearly like blizzcon hots except animation and models?
ZJAT
Profile Joined October 2011
United States83 Posts
Last Edited: 2011-10-29 18:03:40
October 29 2011 18:00 GMT
#93
My plan is to do what I can to make a cool hots mod, what I can't do, I'll leave the community to. As for now I've never made a trigger in sc2, and wc3 was hard enough. So since tetl is making trigger spells, the two mods could potentially get combined and be 'more perfect.'
I do not currently plan on making new animations or anything, there's plenty of unit animations in the game to use. But I will personally do my best to use what's in there for animations and attacks such.

My next update will remove the 'special' mommaship I made, I'll be using the momma ship for the Tempest. -> actually scratch that I'll use urun.
"Experimentation is the key to success, though often requisite is failure." -ZG [Zjat's Project Vault] http://zjat.webs.com
MrKenji
Profile Joined October 2011
Germany4 Posts
Last Edited: 2011-10-29 18:18:13
October 29 2011 18:08 GMT
#94
Yeah I also got a version from Tetl where most skills are nearly working as they should. I am currently thinking about putting your (Zjat) version, the version from tetl and mine together. But I can´t do this without your permission and I don´t know if I have Tetl´s newest version.
With all together I think we should nearly have a playable HotS.
ZJAT
Profile Joined October 2011
United States83 Posts
Last Edited: 2011-10-30 05:38:58
October 29 2011 18:38 GMT
#95
Oh yeah, I gave permission a bunch of posts ago (I think), just give credit and I'm okay with it.
I will probably keep mine up though, for testing/editing the individual changes.
I wish I knew art stuff in the editor... Tempest is almost done... Uploading may be a different subject atm tho... crappy net
[e]
BTW... I see that someone uploaded my mod a 2nd time to NA.
Whoever theRealRaRas is, please take it down, no need for it to be double posted. Only need for uploading is on EU, not NA.

[e]I'm going to see if I can extract Tetl's map into a .mod, and sync it to my mod. (Don't do this..nvm)
[e] Weird, temporary files like to reuse themselves in the editor... Looks like everything I made for my map is auto loading thru the editor, lol. Blizzard programming fail...
[e]if you ever link a dependency and then can't get rid of it... delete the dependency, lol
@tetl - Your replicate isn't global like Blizzcon's. And the replicator is a ground unit.
@others - I would suggest using my map for units, damages and costs. The Thor may need to be redone, I'll put it back in the factory, next update. (I hate the uber thor concept tho now)
I'll try to build some more units in the meantime as well. (Swarm host)

@all about combining, I have seriously destroyed some of my work in trying to link stuff. Becareful! Units are using references and if they conflict they will overwrite! Luckily I've only lost about an hour of changes, and most were just figuring things out, but be warned for yourselves!

Data Compilation: http://www.teamliquid.net/forum/viewmessage.php?topic_id=280746
(Although the thread got closed...)

Also someone else randomly came out of the woodwork with "HotS Custom" Aside from a few obvious tooltip/model bugs, it looks 100% better than anything I can do. I haven't tested Tetl's map lately, but this map is very well done.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=280751
"Experimentation is the key to success, though often requisite is failure." -ZG [Zjat's Project Vault] http://zjat.webs.com
ItsTheFark
Profile Joined June 2010
United States158 Posts
July 03 2012 20:45 GMT
#96
So now that the majority of the expected HotS stuff is known, is there any way someone could update the maps with the current form of the game? IE No replicant, and so on?
prOpSnuffe
Profile Joined September 2010
Sweden241 Posts
July 03 2012 20:51 GMT
#97
On July 04 2012 05:45 ItsTheFark wrote:
So now that the majority of the expected HotS stuff is known, is there any way someone could update the maps with the current form of the game? IE No replicant, and so on?


http://www.teamliquid.net/forum/viewmessage.php?topic_id=280751&currentpage=32#631

XenoX101 is already on it should be out in a couple of days according to him
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