[A] Starbow - Page 3
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Randomaccount#77123
United States5003 Posts
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AdrianHealey
Belgium480 Posts
On January 22 2012 09:20 EternaLLegacy wrote: Ok, everyone. I've just had a length meeting with Kabel about the actual direction this project can take. The map currently listed is what I would call a "proof of concept" and it shouldn't be taken seriously as any sort of finished product by anyone. Anyone who has expressed interest in the project in this thread shall receive a PM from me detailing a little about the project and what our goals are with it. If you PM'd Kabel, feel free to PM me as well so I can fill you in. Anyone who still wants to help is GREATLY encouraged to send me/Kabel a PM. The more the merrier. I'm interested as someone who can test for issues. However; I am only a platinum zerg, but maybe if all little things can help? | ||
EternaLLegacy
United States410 Posts
On January 22 2012 10:34 AdrianHealey wrote: I'm interested as someone who can test for issues. However; I am only a platinum zerg, but maybe if all little things can help? Looking primarily for people fluent in the editor to help code. Testers are nice too but I'd rather have people who mechanically capable, so probably masters/C- iccup or so. Can you work with the editor? | ||
AdrianHealey
Belgium480 Posts
On January 22 2012 10:52 EternaLLegacy wrote: Looking primarily for people fluent in the editor to help code. Testers are nice too but I'd rather have people who mechanically capable, so probably masters/C- iccup or so. Can you work with the editor? Not to an extend necessary for this. So I guess I am out. ![]() | ||
whoopsome
Norway41 Posts
what did u do to unit movement? | ||
deanyo
United Kingdom206 Posts
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EternaLLegacy
United States410 Posts
On January 22 2012 09:38 Barrin wrote: no firebat? no hellion? only good ground splash is tanks and spider mines, both of which can splash friendly? I cannot test right now, but I have grave concern of zergling strength in ZvT. Don't worry about testing it. The amount of changes that are to come are simply astronomical. | ||
Pucca
Taiwan1280 Posts
Also for recommendations just looking at the races I'd recommend placing dark archon for Protoss this they really don't have a support unit | ||
Garmer
1286 Posts
but can you change the thor to be more like a goliath? | ||
Tppz!
Germany1449 Posts
Sure there is no Voidray so you arent too reliable on Antiair vs Protoss in the early/midgame but its still so bad. Maybe you can change Magicboxing by mutas so they dont counter thors that much? Another thign: The EMP range fo the Science Vessel is the same as in BW, right? Do you think Scourge are enough to deal with Vikings&Thors as antiair in a TvZ Lategame with Broodlords? Anyways I really like your changes. Keep up the work. Im gonna watch the replays now. cant find the map on EU. how can i find it? making tanks 4 supply is something i really dont like. bw was 2 sc2 was 3. why make em 4? | ||
Garmer
1286 Posts
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FreeTossCZComentary
Czech Republic143 Posts
1. Bug. In warpgate, warping in Dragon and warping in other units have different cooldown set. That means, you can warp 1 dragoon and then one DT/HT/Zealot imediatly! Solution open your editor, go abilities, Protoss, Warp Train, Warp Gate - Train (Warpgate), Warp in Dragoon, and change "Info - Cooldown - Link" from "Abil/WarpgateTrain" into "WarpGateTrain". 2. Swarm Guardian changes. For its cost its: - Too Mobile - Too Durant - Plague WTF? - Dark Swarm Orly? Solution -decrease movement speed to 2.25~2.5 + Decrease HP from 200 to 180 + Replace plague with Ensnare (Queen SC-BW), + Make dark swarm reduce damage by 75% instead of nullifing it. Also, I am not sure what to thing about dragoon range upgrade (6->8 :O) but I am protoss player, so I am OK with it ]:!P>. Edit: Correction of what I wrote. Post Scriptum: Hope it was helpful. PSS: For the time being, as noone can find map on EU, I fixed bug, did Swarm Guardian editation (except for Plague -> Ensnare, too lazy for it) and posted it online as "SC2 Blood of War MOD" on EU. So try to find that ![]() | ||
Roblin
Sweden948 Posts
Keep It Simple Stupid! name suggestion: Starcraft 2 Hybrid (SC2H) Starcraft 1.5 (SC1.5) Starcraft 2 Brood Liberty (SC2BL) Starcraft 2 Attempt 2 (SC2A2) Starcraft 2 Nostalgia (SC2N) Starcraft Melee Mod (SCMM, SMM) as for balance, Im sure the game can be balanced without the mule, pwease pwease pwease *big puppy eyes* | ||
Kabel
Sweden1746 Posts
On January 22 2012 20:38 Roblin wrote: to everyone out there specificly those thinking about names, follow the K.I.S.S. rule: Keep It Simple Stupid! name suggestion: Starcraft 2 Hybrid (SC2H) Starcraft 1.5 (SC1.5) Starcraft 2 Brood Liberty (SC2BL) Starcraft 2 Attempt 2 (SC2A2) Starcraft 2 Nostalgia (SC2N) Starcraft Melee Mod (SCMM, SMM) as for balance, Im sure the game can be balanced without the mule, pwease pwease pwease *big puppy eyes* Bu, there must be a name that is easy to find. Many of these words are in other maps already. | ||
Kabel
Sweden1746 Posts
Anyone want to play with me? Please PM me! Please leave your thoughts and feedback! | ||
Kabel
Sweden1746 Posts
1. First, important thing. Remove collosi, and thor assap. I have suggestion for skill unit replacing collosi. Quite simple, requiring skill to use, and giving opponent way to react. Slow robo unit shooting disks of energy as ability. Comparable move speed to reaver. Has 1 active skill, which is shoting disk of energy to targeted point, damaging everything on its path (not friendly units, same like reaver). Positioning, and control gonna be essential. Using ability will make this unit charge for some time (like 2-ingame secs or so) and then shot this to point which you choose (target ground), with range about 10-11 (projectile speed similar to speed of ling on creep ~6) and shitload of damage. Skill aoe unit, super deadly in good hands, and shitty in bad ones. Able decimate mineral lines, kill or damage lots of unit when well used, but still allowing opponent to react (splitting units on its path, with immediate reaction). 2. Remove larvae inject (and move queen somewhere, dunno what tier,role yet). I have idea of how to replace it if you want to keep important macro mechanics, but still not limiting value of hatch and larvae (which in my opinion now is really low). Give hatchery abilities: A) zerg need drones right? 25 energy ability on hatch allowing you to split 1 worker into 2 (each with half hps after split 20/40 and 20/40). Usable only on healthy drones. Frees up larvae to units, but not decrease their value that much. You still require hatcheries to be your producing facilities (so you can expo more like zerg should), and allows you to faster tech (becose zerg really cant tech now, and is MACRO oriented race, which is really limiting his options). CD of 40sec, and limited range (about 10 so macro hatches can also duplicate drones). We dont like mistakes in macro to be so forgiving (hey mule!) B) spawn creep tumor- creep spread is awesome. Everyone will agree, and witchout early acces to queens zergs need alternative way. Just spawn creep tumor on creep (creep has to be connected to this hatchery so you cant spawn creep tumors under overlords in enemy natural/3rd etc). C) transfusion like skill- heals 150 hp of unit/building in 10 secs (15hp/s, multiple casts does not stack). Castable on buildings which are just morphing up (so you can speed up building pool, spire, hydra den by sacrificing energy which you could use on droning. This changes will freeup zergs some of suply (2 per each queen on 5 bases is 10 and with 90-100 drones it leaves ~90 to army, and thats pathetic), will allow zerg low tier units to be suply and cost efficent (but not larvae efficent). Creep spread will be bit easier, so tosses and terrans will have to control it. Choice to speed up teching will also give zerg options to be more tricky unit, not realaying only on pure meat, but also on tech units (like lurkers, or earlier mutas), but wont limit they ability to still play very greedy macro oriented game. I want to bring it to discussion. What do you people think about it? | ||
intotheheart
Canada33091 Posts
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Yonnua
United Kingdom2331 Posts
On January 25 2012 08:07 IntoTheheart wrote: Blink Dragoons... sounds hilarious. *Blink* "Where did my dragoon go?" *Looks at enemy deathball* "Oh Dragoon, you so crazy!" | ||
DYEAlabaster
Canada1009 Posts
On January 25 2012 10:42 Yonnua wrote: *Blink* "Where did my dragoon go?" *Looks at enemy deathball* "Oh Dragoon, you so crazy!" *Blink* "Where did my dragoon go?" *Looks at enemy deathball* *keeps looking for dragoons* * Dragoons trying to mine minerals/mount probes* But in all seriousness, I hope that this is progressing as well as could be. I'm excited to play on it because I want to see whether or not it will be a balanced take, and how exactly certain things will be implemented. | ||
Kabel
Sweden1746 Posts
On January 25 2012 14:58 DYEAlabaster wrote: But in all seriousness, I hope that this is progressing as well as could be. I'm excited to play on it because I want to see whether or not it will be a balanced take, and how exactly certain things will be implemented. Try it and then leave your feedback! : ) | ||
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