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[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 States5912 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 States5912 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.
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Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
Yoshi Kirishima
Profile Blog Joined July 2009
United States10364 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 States5912 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.
Feed me more
ooni
Profile Blog Joined March 2010
Australia1498 Posts
October 24 2011 14:29 GMT
#21
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...
Hi!
Siretu
Profile Blog Joined April 2010
151 Posts
October 24 2011 15:07 GMT
#22
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?
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
October 24 2011 15:08 GMT
#23
Go for it. :D Just hope you can publish on NA or something.
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Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
Apoo
Profile Joined January 2011
413 Posts
October 24 2011 15:28 GMT
#24
I would play this the whole freaking day :D

Offtopic: Blizzards Hype is too strong :'(
Siretu
Profile Blog Joined April 2010
151 Posts
October 24 2011 16:28 GMT
#25
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.
Asday
Profile Joined November 2010
United Kingdom388 Posts
October 24 2011 18:04 GMT
#26
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
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
October 24 2011 18:42 GMT
#27
Well if people want to do that, I can try and keep track of stuff in the OP.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
DuckyTheDuck
Profile Joined August 2011
14 Posts
October 24 2011 18:43 GMT
#28
Working on Replicant. Damn that mechanic is amusing.
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
October 24 2011 21:46 GMT
#29
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.
SeanShepard
Profile Joined September 2010
United States48 Posts
October 24 2011 22:10 GMT
#30
plz do this!
Freeze967
Profile Joined August 2011
United States230 Posts
October 24 2011 23:01 GMT
#31
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?
Conquerer67
Profile Joined May 2011
United States605 Posts
October 24 2011 23:08 GMT
#32
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.
I hate when people compare SC2 and rochambeu. One race isn't fucking supposed to counter another one. | Protoss isn't OP. Their units on the other hand....
MindBreaker
Profile Blog Joined March 2011
United States574 Posts
October 24 2011 23:25 GMT
#33
This would be pretty epic its time like these i wished that i knew more about the map editor
Is it weird that I play most of my online games at work? And that it's a pizza place??
Freeze967
Profile Joined August 2011
United States230 Posts
October 24 2011 23:31 GMT
#34
Also, based off the shadow the Replicant makes I think that it's a flying unit, not a ground unit.
MindBreaker
Profile Blog Joined March 2011
United States574 Posts
October 24 2011 23:39 GMT
#35
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
Is it weird that I play most of my online games at work? And that it's a pizza place??
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
October 25 2011 02:11 GMT
#36
Cool, don't forget stuff like this:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=278806
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
Cheekio
Profile Joined October 2011
United States34 Posts
October 25 2011 08:14 GMT
#37
Just bumping with high hopes and plenty of encouragement. Should be awesome to play alpha units first hand, regardless of how balanced they are.
Rocketship to Vomit town
blAke139
Profile Blog Joined February 2011
Switzerland199 Posts
October 25 2011 09:22 GMT
#38
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
Check out my original SC2 Songs: http://www.youtube.com/user/blAkeMusic4Life
Apoo
Profile Joined January 2011
413 Posts
October 25 2011 10:21 GMT
#39
it will have such a big useage, i hope you can get that work
Gladiator6
Profile Joined June 2010
Sweden7024 Posts
October 25 2011 10:32 GMT
#40
Going to be really interesting once it finished, we should have some track status in the op
Flying, sOs, free, Light, Soulkey & ZerO
lololol
Profile Joined February 2006
5198 Posts
October 25 2011 11:29 GMT
#41
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.
I'll call Nada.
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
October 25 2011 14:22 GMT
#42
Since we have the stats, does everyone want to just grab 1 unit and go for it?
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
DuckyTheDuck
Profile Joined August 2011
14 Posts
October 25 2011 15:06 GMT
#43
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?
Matkap
Profile Blog Joined September 2010
Spain627 Posts
October 25 2011 15:35 GMT
#44
well replicants cant morph into massive units so I dont think they will be able to morph into brood lords
A man tells his stories so many times that he becomes the stories. They live on after him, and in that way he becomes immortal.
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
October 25 2011 17:02 GMT
#45
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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Silidons
Profile Blog Joined September 2010
United States2813 Posts
October 25 2011 18:08 GMT
#46
probably need greater spire for rep to morph into brood
"God fights on the side with the best artillery." - Napoleon Bonaparte
Cheekio
Profile Joined October 2011
United States34 Posts
October 25 2011 18:37 GMT
#47
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.
Rocketship to Vomit town
ZJAT
Profile Joined October 2011
United States83 Posts
October 25 2011 18:50 GMT
#48
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.
"Experimentation is the key to success, though often requisite is failure." -ZG [Zjat's Project Vault] http://zjat.webs.com
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
Last Edited: 2011-10-25 19:33:19
October 25 2011 19:32 GMT
#49
If you haven't already, http://www.teamliquid.net/forum/viewmessage.php?topic_id=278603#13 provides quite abit of data. Also 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
ZJAT
Profile Joined October 2011
United States83 Posts
Last Edited: 2011-10-25 21:01:00
October 25 2011 20:01 GMT
#50
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
"Experimentation is the key to success, though often requisite is failure." -ZG [Zjat's Project Vault] http://zjat.webs.com
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
October 25 2011 21:49 GMT
#51
Hmmm. Can you make the pull using recall?
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FeyFey
Profile Joined September 2010
Germany10114 Posts
October 25 2011 21:51 GMT
#52
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.
Fishgle
Profile Blog Joined May 2011
United States2174 Posts
October 25 2011 22:28 GMT
#53
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
aka ChillyGonzalo / GnozL
Eiviyn
Profile Joined August 2010
United Kingdom169 Posts
Last Edited: 2011-10-25 23:04:53
October 25 2011 22:37 GMT
#54
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.
ZJAT
Profile Joined October 2011
United States83 Posts
Last Edited: 2011-10-26 01:13:18
October 26 2011 01:11 GMT
#55
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.
"Experimentation is the key to success, though often requisite is failure." -ZG [Zjat's Project Vault] http://zjat.webs.com
Cheekio
Profile Joined October 2011
United States34 Posts
Last Edited: 2011-10-26 01:57:14
October 26 2011 01:56 GMT
#56
And it begins.
Rocketship to Vomit town
Shootemup.
Profile Blog Joined July 2010
United States1044 Posts
October 26 2011 02:37 GMT
#57
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]

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.
"Dirty Timber Picker" Mity Teem Larquad. "I am a baddie and tango is a smartiepants." -KwarK "When you said you didn't play Invoker I thought you were just being modest"
ZJAT
Profile Joined October 2011
United States83 Posts
Last Edited: 2011-10-26 05:14:24
October 26 2011 04:07 GMT
#58
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 ^
"Experimentation is the key to success, though often requisite is failure." -ZG [Zjat's Project Vault] http://zjat.webs.com
Asday
Profile Joined November 2010
United Kingdom388 Posts
Last Edited: 2011-10-26 05:22:16
October 26 2011 05:02 GMT
#59
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?
XenoX101
Profile Joined February 2011
Australia729 Posts
Last Edited: 2011-10-26 05:50:07
October 26 2011 05:48 GMT
#60
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 .
Eiviyn
Profile Joined August 2010
United Kingdom169 Posts
October 26 2011 09:18 GMT
#61
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.
ZJAT
Profile Joined October 2011
United States83 Posts
Last Edited: 2011-10-26 12:35:40
October 26 2011 12:14 GMT
#62
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.
"Experimentation is the key to success, though often requisite is failure." -ZG [Zjat's Project Vault] http://zjat.webs.com
DuckyTheDuck
Profile Joined August 2011
14 Posts
Last Edited: 2011-10-26 19:31:29
October 26 2011 16:49 GMT
#63
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).
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
Last Edited: 2011-10-26 17:17:12
October 26 2011 17:16 GMT
#64
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.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
Shootemup.
Profile Blog Joined July 2010
United States1044 Posts
October 26 2011 18:07 GMT
#65
On October 26 2011 13:07 ZJAT wrote:
Show nested quote +
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 ^


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.
"Dirty Timber Picker" Mity Teem Larquad. "I am a baddie and tango is a smartiepants." -KwarK "When you said you didn't play Invoker I thought you were just being modest"
ZJAT
Profile Joined October 2011
United States83 Posts
October 26 2011 18:18 GMT
#66
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!
"Experimentation is the key to success, though often requisite is failure." -ZG [Zjat's Project Vault] http://zjat.webs.com
TWIX_Heaven
Profile Joined June 2010
Denmark169 Posts
October 26 2011 18:31 GMT
#67
remember to puplish on EU if you can! - This is awesome indeed!
Tetl
Profile Joined August 2011
United States4 Posts
Last Edited: 2011-10-26 19:19:05
October 26 2011 18:55 GMT
#68
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.

Tetl
Profile Joined August 2011
United States4 Posts
Last Edited: 2011-10-26 18:57:57
October 26 2011 18:57 GMT
#69
Oops, delete pls
ZJAT
Profile Joined October 2011
United States83 Posts
Last Edited: 2011-10-26 19:42:17
October 26 2011 19:32 GMT
#70
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.
"Experimentation is the key to success, though often requisite is failure." -ZG [Zjat's Project Vault] http://zjat.webs.com
TheOGBlitzKrieg
Profile Joined June 2010
United States346 Posts
October 26 2011 21:09 GMT
#71
it already exists, it's called, "sc2 broodwar"

User was warned for this post
TWIX_Heaven
Profile Joined June 2010
Denmark169 Posts
October 26 2011 21:47 GMT
#72
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.
Fishgle
Profile Blog Joined May 2011
United States2174 Posts
October 26 2011 21:56 GMT
#73
On October 27 2011 06:09 TheOGBlitzKrieg wrote:
it already exists, it's called, "sc2 broodwar"


... did you even read the OP?
aka ChillyGonzalo / GnozL
Freeze967
Profile Joined August 2011
United States230 Posts
October 26 2011 22:14 GMT
#74
Elviyn, The damage is 20 DPS for the shredders, if you go over the data we collected earlier, you should notice that^^.
DomiNater
Profile Blog Joined September 2010
United States527 Posts
October 26 2011 22:35 GMT
#75
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!
After I captured the elephant in the room, swept her under the rug for the hell of it... I welcome you to the melting through, of a planet that was selfish in its development of a healthy view.
ZJAT
Profile Joined October 2011
United States83 Posts
Last Edited: 2011-10-27 19:21:36
October 27 2011 00:12 GMT
#76
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.
"Experimentation is the key to success, though often requisite is failure." -ZG [Zjat's Project Vault] http://zjat.webs.com
Freeze967
Profile Joined August 2011
United States230 Posts
October 27 2011 19:27 GMT
#77
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.
Gyro_SC2
Profile Joined November 2010
Canada540 Posts
October 27 2011 20:41 GMT
#78
If this map work perfectly, we'll not need to buy the expansion! Yopi
Malpractice.248
Profile Blog Joined November 2010
United States734 Posts
Last Edited: 2011-10-28 00:29:01
October 28 2011 00:28 GMT
#79
i cant find the Z units for HOTS on his map...?
it only shows the basic units...?
Zjats map that is.
ZJAT
Profile Joined October 2011
United States83 Posts
Last Edited: 2011-10-28 02:21:56
October 28 2011 01:10 GMT
#80
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.
"Experimentation is the key to success, though often requisite is failure." -ZG [Zjat's Project Vault] http://zjat.webs.com
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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