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The issue is that nobody has any of the stats written down -_-.
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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.
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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).
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You don't need exact stats I suppose since most of the skills people care about are skills rather than raw stats.
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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
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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.
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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.
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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.
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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)
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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.
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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
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Oh wow, now we just need a map maker to convert the unused units to the new units!
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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?
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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.
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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?
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Go for it! I'll cheer you on! *cheer* M to the O to the D to the COMMUNITY!
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It would not be very hard but I don't have the time :/
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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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On October 24 2011 16:49 Dudemeister wrote:Show nested quote +On October 24 2011 05:39 Siretu wrote: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? Data -> Periodic Effect -> Apply Force O-o; Actually it's quite easy to program that through data editor
The problem is, we need to know the cost, and weapon cool down =_=;; Two of the most important stats...
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On October 24 2011 17:48 DuckyTheDuck wrote: 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. I disagree :D I'll give it and try and see if I'll share your opinion after trying.
On October 24 2011 23:29 ooni wrote:Show nested quote +On October 24 2011 16:49 Dudemeister wrote:On October 24 2011 05:39 Siretu wrote: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? Data -> Periodic Effect -> Apply Force O-o; Actually it's quite easy to program that through data editor The problem is, we need to know the cost, and weapon cool down =_=;; Two of the most important stats...
That's smarter than what I had in mind. I was thinking about some missile with return(like spine crawler's attack) with some teleport effect teleporting to the location of the missile. I wasn't really sure it would work though.
On October 24 2011 20:47 Dudemeister wrote: It would not be very hard but I don't have the time :/
This, but after thinking about it, I think it wont take that much time. I'll give it a try.
So, if I do this. What map should I do it on?
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Go for it. :D Just hope you can publish on NA or something.
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I would play this the whole freaking day :D
Offtopic: Blizzards Hype is too strong :'(
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Eh, I just remembered I have to get my other custom map playable within a week. I can't do this right now.
If someone else wants to try, PM me and I'll send what I did.
Here's a google document showing what I've done. The finished things are in green. https://docs.google.com/document/d/1H8-CeeYSzOTQkr_xbVX_HhnzwpVOgwXuIwVRnJ1jvKQ/edit?hl=en_US
If there is no map within 2 weeks, I'll start working on it again, but I think someone else will have finished it by then.
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Might I suggest people collaborate on this instead of trying to race to have the first HotS map out.
If you're bored at home with the editor, just make one of the units, or one of the abilities, and upload the map somewhere, and people can put them all together. :D
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Well if people want to do that, I can try and keep track of stuff in the OP.
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Working on Replicant. Damn that mechanic is amusing.
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HAHAHHAAHAH, I am so amused, warhammer will be extremely easy to make. Just put in the goliath and your set. I think it even has the same damage stats. Vipers can be done with behaviors, and an ability that gives behaviors for giving other units detect. Automaton can be used as the model for the shredder. Size up the corsair for the new toss capital ship. Oracle seems like the most tricky to do in the data editor.
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Over the weekend I'll try to work on some of this. I have a little experience with the map editor. Any place we should try and post all of our works so far?
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On October 24 2011 03:13 Sea_Food wrote:Show nested quote +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.
If you want to be a technicalities whiner, it's alpha at this point.
/trollface
Also, just remember that that most of the stuff they showed they said was still under construction, in that they are basically making tweaks to it in their play testing almost every day, but if you want to go with the blizzcon stats, then go ahead.
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This would be pretty epic its time like these i wished that i knew more about the map editor
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Also, based off the shadow the Replicant makes I think that it's a flying unit, not a ground unit.
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On October 25 2011 08:31 Freeze967 wrote: Also, based off the shadow the Replicant makes I think that it's a flying unit, not a ground unit. Probably more of a hovering unit also it comes out of the robo
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Just bumping with high hopes and plenty of encouragement. Should be awesome to play alpha units first hand, regardless of how balanced they are.
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So, are all you mappers now working together or not? You guys should totally set up something that you can make this happen! It should then be up in no time
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it will have such a big useage, i hope you can get that work
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Going to be really interesting once it finished, we should have some track status in the op
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You need the stats and nobody from the thousands of blizzcon even wrote down the cost of the warhound, for example.
You would also need splash areas for the warhound and tempest and those can't be seen anywhere in the game and you don't know not only the area, but % damage as well, since some splash weapons/abilities deal 100% in the full aoe, while others deal 100%/50%/25% in 3 different areas.
If you try to guess the missing stats, then you'd have no idea how strong the actual unit would be.
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Since we have the stats, does everyone want to just grab 1 unit and go for it?
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Got two question about replicas: -Should Corruptors be able to morph into Broodlords? (Same with Overlords->Overseers (even though Overseers gonna get cut)); -Should Overlords be able to generate Creep?
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well replicants cant morph into massive units so I dont think they will be able to morph into brood lords
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I'm thinking Corruptor but not brood lord but you can morph. After all you can do a worker and build them the hard way.
Overlords still generate creep. Viper builds out of eggs or at hatch?
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probably need greater spire for rep to morph into brood
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On October 26 2011 00:06 DuckyTheDuck wrote: Got two question about replicas: -Should Corruptors be able to morph into Broodlords? (Same with Overlords->Overseers (even though Overseers gonna get cut)); -Should Overlords be able to generate Creep?
I'm pretty sure the current dogma is "Sure, why not", more is definitely better at this stage.
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Working on the same. Getting no help from Bnet forums, glad to see this here. I'm compiling a list of all the data I can on units, movement, damage, abilities, durations, etc
As for splash on warhound, I did a .5 radius with a 50% damage; compared to thor's 1 radius and 50% I have't attempted to make the shredder (abilities are my weakness currently), but I have my guesses from watching the video over and over that it has a range of 6-7, and only damages bio units, since it is radiation, and I'm basing that assumption from Irradiate.
I will be uploading my information as "Zjat's HotS" and in a .mod form, probably later this week, if anyone wants to use the information in it. I will be slow as a one man team, but I <3 modding melee. I also suggest that anyone else that works on this project upload their work publicly, to share with the community. It is a suggestion, nothing more.
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I don't know how to use triggers... But a suggestion for Viper's pull - Neural parasite copy, turns unit invunerable for 1-2 seconds while being turned into an air mover, until it lands. As for the phase shift ability or w/e it is on the oracle - turn the building into neutral. Set a tick to every x seconds to reset this until timer dies... possibly to avoid add on recovery. However, making the unit non-targetable may also solve this.
{Edit} Also, I have seen both those data sources. Thanks though, if you see more, send them here :D @munky Vipers spawn from eggs, as do hosts from what I've heard. {e} http://us.battle.net/sc2/en/forum/topic/3430935454 <<Swarm Host extra
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Hmmm. Can you make the pull using recall?
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not hard to do with triggers, so a unit tester map should be no problem :p. But i don't really see a need to bother with it, as some of the mechanical changes aren't possible in WoL, atleast to work out on a melee map, that goes above one base play.
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I think using triggers for abilities is the wrong way to go, will lead to lots of bugs and possibly lag.
Someone's going to have to man up and learn to use the Data Editor, MissileMover, etc
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On October 24 2011 17:48 DuckyTheDuck wrote: 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.
Entomb makes use of Conjoined behaviours to link the health of each of the mineral patch shields. Other than that, it's just a simple search effect that applies a behaviour which stops harvesters from accessing the patches (probably flags then as in stasis).
The Phase Shift probably changes the target unit's owner to neutral for the duration (like a reverse Neural Parasite) and flags the target as invulnerable.
Abduct applies a behaviour that disables collision and a force effect that draws the target to the caster.
Replicate I believe uses new tech. It's easy in triggers (replace unit with target unit), but impossible in data as far as I know. However, this won't apply upgrades to the replicated units. I'm not sure how they did that.
I'd make it myself but I have my own UMS project.
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Zjat's HotS is up! Okay, it's really crap atm, but you might be able to test burrowed banelings, hellion morph (it doesn't change model yet, but I'll get it to change into firebat eventually), War Hound (missing projectile to ground units, but damage to ground and air should be accurate...) Mass recall unchanged and moved to nexus so far... Hydra movespeed is in
Some notes: Hellions require blue flame, I saw this as 'obvious' based on the damage of a BFH (8+11) compared to Battle mode Goliath/War Hound requires armory and tech lab, as far as I could guess this made sense. Nothing is perfect, I've only spent like 2 hours on this! But it is up, see what works and what doesn't and say something eh?
Ps. I'm building this as a mod, so you can use it for what you want, the mod is also public. I don't plan on building a 'test map' I'm just using xel naga caverns with dependency. Search zjat or hots.
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I just played ZJAT's Mod, its the only one of three with actual unit stats lol, and I have to say, i hope the Warhound's AA gets buffed, cause its a joke lol. Here is a rep of them vs carriers.
![[image loading]](http://www.gamereplays.org/community/uploads/repimgs/repimg-33-238245.jpg)
But as for your map ZJAT, pretty good work so far, the battlemode seems to work fine, but you may want to make battlemode a separate upgrade, i think thats how it was at Blizzcon. Warhounds worked fine.
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pretty good work so far It's terrible... imo. War hound does 50% dmg to armored, also the hellion battle mode... is well not visual, but yes it works pretty well. Idk about it requiring an extra tech, can you link that info? Or did you go to blizzcon / have a good source?
Hydras are broken, banelings don't work... (I have both these fixed, but not uploaded) Soooo... yeah... Working on it, but abilities are my weakness. There is another HotS mod uploaded to bnet, and it's public... I will be using it to see how to do some stuff, it's got most of the spells, but some dmg's are missing on stuff. {e} http://www.sc2mapster.com/forums/general/team-recruitment/27450-heart-of-the-swarm-community-created-melee-game Apparently we aren't the only ones ^
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FIIIIIIIIIIINE, I'll try and make something.
Gonna try and make the viper. Stuff like removing overseers and carriers 'n' shit will be easy, so I'll do that too.
Ok, I wanna know some things: I saw the Shredder doesn't deactivate in range of other deployed shredders; does the shredding stack? If so, is it a normal attack reducable by armour? If so if so, what's its duration?
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I'm currently working on this with a friend, so far I've done
Shredder Warhound Battle Hellion Swarmhost 1/2 Viper
Still need to do all the upgrades and protoss units, PM me if you're interested in collaborating, especially if you've figured out a clean way to implement the Oracle .
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On October 26 2011 14:02 Asday wrote: FIIIIIIIIIIINE, I'll try and make something.
Gonna try and make the viper. Stuff like removing overseers and carriers 'n' shit will be easy, so I'll do that too.
Ok, I wanna know some things: I saw the Shredder doesn't deactivate in range of other deployed shredders; does the shredding stack? If so, is it a normal attack reducable by armour? If so if so, what's its duration?
Shredding doesn't stack. "Magic" damage in SC2 ignores armour, and radiation seems pretty "magical" to me. Doesn't have a duration. Probably applies a non-stacking behaviour which deals damage every 0.5s (Blizzard seem to use this for most of their dots).
All guesses.
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For the shredder I would use a self targetting 'channeling' razorstorm animation, in .5 ticks, and then use a trigger for on/off. Idk triggers though so, someone else can build that :D And a thought for viper's blinding cloud is irradiation's animation.
Please share your stuff eh? And post what it's called? I like learning the editor... :D btw : xzjatx.526 feel free to msg me or add as friend, test, chat, w/e.
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If anyone would want to blast some marines with replicated tanks feel free to try out this map: http://www.mediafire.com/?mdg2zkjsc2kxx5m Edit: Since it all is just for fun I added my Replicants mod into Metalopolis. Search for "Ducks Metalopolis" on EU. Replicants do pretty much everything they're supposed to do and in in addition they can copy spell units (mules, changelings and inf. terrans ->just for fun).
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Heh, I guess we will have a collection of maps in the end. Can a mod rename this thread to:
'HotS Mod Maps List'
or something more appropriate.
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On October 26 2011 13:07 ZJAT wrote:It's terrible... imo. War hound does 50% dmg to armored, also the hellion battle mode... is well not visual, but yes it works pretty well. Idk about it requiring an extra tech, can you link that info? Or did you go to blizzcon / have a good source? Hydras are broken, banelings don't work... (I have both these fixed, but not uploaded) Soooo... yeah... Working on it, but abilities are my weakness. There is another HotS mod uploaded to bnet, and it's public... I will be using it to see how to do some stuff, it's got most of the spells, but some dmg's are missing on stuff. {e} http://www.sc2mapster.com/forums/general/team-recruitment/27450-heart-of-the-swarm-community-created-melee-gameApparently we aren't the only ones ^
Yea, i meant your map lol, obv the HotS demo is pretty bad rofl. As for the battlemode upgrade, i just assumed there was one. It just seemed kind of odd to have BF upgrade give both BF and battlemode, but I wasn't at Blizzcon so I don't know for sure.
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From what I've heard from people that went to blizzcon, lot's of things actually didn't require anything. The battle hellion was free like the viking morph, the warhound required nothing but the factory... So I'm making some basic assumptions that these are either wrong, or were made that way for testing at blizzcon. While other things like baneling burrow move, was mentioned in actual articles as requiring hive tech. I'm just doing my best to get everything set up. I do know that the BFH and the battle bot have the same damage 8+11, so I went with a basic idea of it requiring the ignite for prevention of unrealistic timing advantage.
However, if you find out more, post it!
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remember to puplish on EU if you can! - This is awesome indeed!
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Oh boy. My map is almost functionally complete, in addition to being aesthetically embarrassing. You can find it on NA Bnet under the name "HotS in WoL - Tal'Darim Altar." Be warned - I abandoned the data editor a few hours in.
Currently, it's missing 1) Attackable Entomb fields 2) Baneling Burrowed Movement 3) Preordain for Zerg units - as well as a decent method for relaying Preordain information - currently it just puts a tiny, neutral "token" unit on the ground. Usage for Preordain is also suboptimal - the Oracle must be in melee range of the target structure - not sure why, because it's clear that the spell has range. 4) Proper spell effects 5) In some places, proper unit statistics 6) Rally point for the Swarm Host 7) BC Sprint
The Replicant works perfectly - as far as I can tell. Phase Shift denies tech as intended, though it also cancels research.
I've been learning the editor as I go. Apparently I don't understand Actors at all, because I've been unable to apply any sort of spell effect to my spells. The fact that I can't get Baneling Burrowed movement to work bewilders me - none of my additions to Baneling (Burrowed) are appearing in game. There seems to be something very different about the implementation of the Roach's burrowed form and that of the Baneling.
I'll see what I can do in a bit, try to add a missile to Abduct etc.
Edit: It just occurred to me that most of my triggers only work if the caster is Player 1. Ouch. I'll fix that.
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Tetl, I figured this out last night, I used your mod as a reference point post publishing mine. (I found yours while testing mine on bnet), and noticed immediately... that you abandoned the data editor. And that's where most of my strengths currently lie. For burrowed movement, you have to change the baneling (burrowed) movement to the same as burrowed roaches. It's in some pathing type area or something. Works perfectly on my unpublished version atm. I like what you have done, but prefer to use the data editor as much as possible, knowing little to nothing about triggers in wc3 and less about them in sc2.
As a note... I plan to implement something into my map that is not part of hots...but I love carriers... so... you'll see when I enable them (maybe today for fun)
Oh PS. To find my mod or his mod, type 'hots' and they both will show up. This is how I originally found his mod - looking for my own.
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it already exists, it's called, "sc2 broodwar"
User was warned for this post
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can you maybe upload the map to some sharing site if you are unable to puplish on EU? I would love to test it out and give feedback, and i cant build stuff like this my self.
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On October 27 2011 06:09 TheOGBlitzKrieg wrote: it already exists, it's called, "sc2 broodwar"
... did you even read the OP?
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Elviyn, The damage is 20 DPS for the shredders, if you go over the data we collected earlier, you should notice that^^.
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On October 27 2011 04:32 ZJAT wrote: Tetl, I figured this out last night, I used your mod as a reference point post publishing mine. (I found yours while testing mine on bnet), and noticed immediately... that you abandoned the data editor. And that's where most of my strengths currently lie. For burrowed movement, you have to change the baneling (burrowed) movement to the same as burrowed roaches. It's in some pathing type area or something. Works perfectly on my unpublished version atm. I like what you have done, but prefer to use the data editor as much as possible, knowing little to nothing about triggers in wc3 and less about them in sc2.
As a note... I plan to implement something into my map that is not part of hots...but I love carriers... so... you'll see when I enable them (maybe today for fun)
Oh PS. To find my mod or his mod, type 'hots' and they both will show up. This is how I originally found his mod - looking for my own.
I just played both your map and Tetl's. Your's is the on on Xel Naga right? I couldn't get the burrowed banelings to move.
Also, the Hydra speed upgrade is hilariously broken. It makes your Hydra's literally "creep" on creep. Like..... they don't move at all. You can faintly see them moving a fraction of a space. Pretty funny to watch lol. I had to use Ovie's to load them up and take them off the creep. Once I did that they were fast as hell! I Like!
Tetl. I also couldn't get the burrowed banelings working on your map. The Swarm host was dope and extremely OP, but you have to target fire with it since it doesn't auto-fire currently. I think the amount of zerglings spawned need to be nerfed or their HP lowered or something.
I positioned the Viper over water/air on TalDarim and tried grabbing a Hellion. It completely disappeared when I used the grab spell since I was over water/air.
Only tried out Zerg so far but damn good job to both of you guys! Great work!
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Yeah, I know, I needed to re-publish. Hopefully banelings and hydras are working now. I can't publish from home, so updates from me might be slow, as in the one I just uploaded 5 minutes ago, will be my last til monday or tuesday. Okay, republishing atm. The one a few minutes ago works for banelings and hydras. Ultraslisks now should work also, however, I'm not sure if their pathing is going to change, I think it should, but they won't burrow+charge yet. What I think it should do based on what I've done with zealot charge is: charge from farther away than a zealot would, and (hopefully) turn off ultra's normal pathing during the charge. Although I post often, I can't publish or work on it that often, so hopefully what I Can do is useful :D
{e}My head is spinning... it's been one of those days... http://www.reddit.com/r/starcraft/comments/lm7e8/a_complete_list_of_all_multiplayer_hots/ http://sc2armory.com/forums/topic/23069 http://www.teamliquid.net/forum/viewmessage.php?topic_id=278713 http://us.battle.net/sc2/en/forum/topic/3430935454 If those aren't posted, they are now.
{e} wow.. pls ignore my map's name is znc and not xnc.. lol, typo >_<
To the OP... Not all units are added, just most non-casters have been modified.
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Dominator, I think how it blizzard would make it work in the end is just drag the unit as far to the cliff as it would normally go, then just stop.
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If this map work perfectly, we'll not need to buy the expansion! Yopi
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i cant find the Z units for HOTS on his map...? it only shows the basic units...? Zjats map that is.
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I haven't added everything.
Most of what I'm adding is the 'easy' data editor stuff. Working on a thor right now. SCV builds/pilots thor hehe. (I never saw word if it was actually built from the factory) 600/300 is the cost I have pieced together - damage is 65x2 (this sounds ridiculously high), and 330 barrage is his spell. 125 energy, 12 seconds 41 dps AOE (Storm is 20). I also have an extremely basic ultralisk charge, however it inconsistent, and although range is set to 9, it still doesn't work until the unit is attacked... w/e... it's jerry-rigged.
These comments are Non-published. Trying to publish, if it works it'll be a dice roll... but if it does check out the following units: Ultra Thor Mommaship (yes I know she's being removed...) *ugh it's not gonna upload, crappy net... but in the mean time you can head over to 'zjats balance [mod]' thread. This is the origin of where I learned to use the editor... I'm still pretty newb.
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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.
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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
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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.
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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.
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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.
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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.
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Zjat, arc shield requires gateway, to somewhat hinder something like a cannon rush minus the cannon
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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".
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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
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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.SC2ModUpload 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.
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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.
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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?
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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.
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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.
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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
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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?
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