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[A] HotS Custom - Page 30
Forum Index > SC2 Maps & Custom Games |
StarscreamG1
Portugal1652 Posts
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GenesisX
Canada4267 Posts
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Jetaap
France4814 Posts
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Existor
Russian Federation4295 Posts
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Jetaap
France4814 Posts
On June 20 2012 17:52 Existor wrote: Well, in 1.5.0 it will be fixed Well I just hope it's not too late. The casual player base is much smaller now, and I don't know if HOTS will bring them back. | ||
[]Phase[]
Belgium927 Posts
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Sea_Food
Finland1612 Posts
On June 20 2012 17:52 Existor wrote: Well, in 1.5.0 it will be fixed Nope. All the best modders sayed that they wont produce any sc2 content, because blizzard promised custom map market place, but even though the modders emailed blizzard for months, most presistant for a year, asking when the feature would come, and even are they allowed to make own system that allows that, blizzard never awnsered. This pissed them all off for good. | ||
Existor
Russian Federation4295 Posts
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StarscreamG1
Portugal1652 Posts
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myRZeth
Germany1047 Posts
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chaosftw
24 Posts
now that hots battle reports are coming out, will you be adjusting your custom game to fit their game play.. so for ex, remove the shredder? | ||
eXePensai
Canada56 Posts
On June 24 2012 03:49 chaosftw wrote: hey xenox, now that hots battle reports are coming out, will you be adjusting your custom game to fit their game play.. so for ex, remove the shredder? Did you even read like, the last 3+ pages of the thread... | ||
XenoX101
Australia729 Posts
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Jetaap
France4814 Posts
On June 24 2012 08:07 XenoX101 wrote: Hey guys, I'm still here. I'll try to have a look at the map sometime this week, not sure how long it will take to update the map but I'll try to keep you guys posted. If anyone has any websites/videos/other sources for the new HOTS changes I would greatly appreciate the information, even though I will be looking myself there may be something I miss, and I know from the first versions how helpful feedback can be. Thanks! Hey cool to hear that you are still active on the project! For unit information you can have a look at this thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=343635 And this thread for the video of the battle reports: http://www.teamliquid.net/forum/viewmessage.php?topic_id=343474 I tink that the most difficult thing to do is probably the widow mine, and to a lesser extent the anti-mech missile ability from the warhound | ||
Existor
Russian Federation4295 Posts
Official press-release about new units and abilities http://sclegacy.com/news/23-sc2/1156-mlg-anaheim-press-kit From that press-release and interviews, here are some things, that haven't been shown: * two new Nydus types: one spreads creep from Nydus Network building to spawned head and other atacks ONLY buildings (it can't atack units) * overseer casting Changeling at Siege-tank distantion. Probably like infestor spawning Infested terrans * Overlord creep spread available after Evolution Chamber is built * locusts can atack air too and they are short-ranged unit * tempest has no splash Unit stats: http://scvrush.com/posts/9930-a-zerg-s-thoughts-special-edition-part-2-hots http://sclegacy.com/news/23-sc2/1157-heart-of-the-swarm-unit-stats Also, I think, you should update your logo ![]() ![]() ![]() ![]() ![]() | ||
moskonia
Israel1448 Posts
* Overlord creep spread available after Evolution Chamber is built Holy crap! is that real? where you got that from? this will make spine pushes ever more powerful, I don't think it is a good call. | ||
Existor
Russian Federation4295 Posts
On June 24 2012 10:48 moskonia wrote: Holy crap! is that real? where you got that from? this will make spine pushes ever more powerful, I don't think it is a good call. RTS Guru: Where do you see the game changing the most? Late game, mid game...etc. It seems to me a lot more late game with all the new units having to tech up to get to. David Kim: For example on the Zerg side, the only change we have on the early game is the Overlord creep. That ability got moved from Lair to Evolution Chamber. So we're going to see a little bit there, but probably not too much. For example on the Protoss side, the Mothership Core you probably build pretty quickly, maybe even before your Gateway. Right when you have 50 Gas it's better to build it because the spells it has are so powerful. So for the Protoss we're looking a lot of changes in the early game. So I guess it really depends on the race. I think the focus is not as much on which part of the game is changed, but more so on eliminating the problems that are in Wings of Liberty currently, and fixing those issues using the new units. http://www.rtsguru.com/game/406/article/3262/In-Heart-of-the-Swarm-Battle.net-Gets-Revamped-David-Kim-Interview.html So yeah, Zergs can "photon" too, terrans can build anti-all banelings and Protoss Oracle can cast scanner that reveal area around building and detects stealth units for some time ![]() And every race got some interesting options in early game. Zergs can spine-rush now or speed up their units in some key locations, or deny expand for some time, when protoss can nicely defend themself (Purify), or fully recharge nexus for more chrono-boosts (Energize), or recall their units to reinforce and do heavier push later. Terrans can now use 7-ranged Reapers (that outrange stalkers, marines, queens and roaches), new widow mines (75m25g) from Reactored Factory. | ||
Jacob666
United States285 Posts
On June 24 2012 10:48 moskonia wrote: Holy crap! is that real? where you got that from? this will make spine pushes ever more powerful, I don't think it is a good call. So now Protoss cannot FFE it looks like. | ||
Existor
Russian Federation4295 Posts
But they got purify cannon that can do 60 dmg at Photon cannon speed for 30 seconds | ||
Jackbo
Korea (South)102 Posts
On June 24 2012 10:52 Existor wrote: Terrans can now use 7-ranged Reapers (that outrange stalkers, marines, queens and roaches), new widow mines (75m25g) from Reactored Factory. Reaper is still range 5, the guy who copied down stats just got it wrong. | ||
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