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![[image loading]](http://www.sc2mapster.com/media/images/40/947/SC_Expanded_signature.jpg)
SC Expanded adds variety to the standard melee maps. It was planned as a mod to be used with any melee map file. Players can select a few units, upgrades and abilities for each race, but the main feature is that players can affiliate to a faction (or brood, tribe), unlocking exclusive units, structures and abilities. It uses many units and abilities seen in SC2 campaign, but many more were created for this mod. Many "useless" units got a new role and are avaiable for players. Terran players select all their options at the Supply Depot, Protoss players at the Pylon and Zerg players at the Spawning Pool.
Factions/broods/tribes are based on SC2 lore (players can join Alpha Squadron, Sargas Tribe, Jormungand Brood and many others) but they are also planned with balance and strategies in mind. Selecting one of them enables new units, abilities or upgrades but it can also replace or even disable units. For example the Sargas tribe disables High Templars and replace Archons with Dark Archons.
![[image loading]](http://www.sc2mapster.com/media/images/40/854/selecting-factions.jpg)
Terrans get more variety but its only because I borrowed most campaign ideas. I think HoTS will help me with that. These are the current stats: - 4 terran unit decisions to make - 4 terran upgrade/ability decisions to make - 10 Terran factions - 2 Zerg unit decisions to make - 2 Zerg upgrade/ability decisions - 8 Zerg broods - 4 protoss unit decisions to make - 3 protoss upgrade decision to make - 8 Protoss tribes
Unit/upgrade/ability options are always based on a standard "slot" in melee tech trees. If in a melee match Terran layers can train Marauders, in SC Expanded they will decide if they can train Marauders or Firebats. A Zerg player can select whether Zerglings can morph to Banelings or Raptors, and so on.
![[image loading]](http://www.sc2mapster.com/media/images/40/179/Raptors-leaping-over-river.jpg)
This mod has maps published on NA and EU, and the mod file is public so everyone is invited to publish their own maps and make the list more varied. I'm constantly updating it with bugs and balance fixed so I count on players to write some feedback and share their ideas. That's it! Have fun.
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Nice idea. How do you plan to balance this?
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Speedlings that can jump, that is terrifying.
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@TaShadan: Little by little, as I get players' feedback (the mod is almost 2 years old now). I have a few diamond and platinum players pointing out the main balance issues and suggesting fixes. The more people sending me feedback the more it can get balanced. Of course it will never be as balanced as ladder but players can still have fun.
@OxyGenesis: Those are HoTS Raptors, yes they are terrifying, but they are morphed from Zerglings and cost 50 gas. So they are more of a harass unit. Reapers also get the ability to jump over obstacles like that.
Here's a list of the current factions: Alpha Squadron, Colonists, Infested, Kel-Morian Combine, Mercenaries, Moebius Foundation, Nova Squadron, Raynor's Raiders, Tosh's Pirates and Umojan Protectorate.
Current broods: Baelrog, Garm, Grendel, Hybrid Slaves, Jormungand, Leviathan, Surtur and Tiamat.
Current tribes: Akilae, Auriga, Furinax, Hybrid Adepts, Lenassa, Sargas, Shelak and Tal'Darim.
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Awesome mod bro, but why Terran has 10 factions over the 8s of the other 2 races? I think you should resume and rename some of them:
Suggestions: Alpha Squadron -> Renamed to Dominion Forces (gives more shinny to the name)
Nova Squadron -> Renamed to Special Operations (gives a more generic feeling, association to a very elite Ghosts forces)
Infested? -> don't know if fits on Terran military (multiplayer related), you probably could discart them (balance numbers)
Tosh's Pirates -> I think is best to merge them on Raynor"s Raiders, would be sweet
Mercenaries -> Renamed to Pirates or Death Port Pirates, who doesn't like play with pirates?
just suggestions for more strong sigh names :3
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Cloud kingdom at least does not go into a lobby when you try to find a match it just searches for a player and auto starts if it finds someone. Dunno if you want to fix that or not.
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Russian Federation1608 Posts
Wow, i played infested terrans. It's absolutely cool!
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On August 09 2012 01:39 coolcor wrote: Cloud kingdom at least does not go into a lobby when you try to find a match it just searches for a player and auto starts if it finds someone. Dunno if you want to fix that or not.
Isn't that just a "feature" of the 1.5 design, I think you can press something like "Create Private Game" to make a lobby where you can invite other players, add A.I., etc.
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@Brainiac_Br: Terran has more factions because the campaign allowed for way more additions, I will add more brood and factions and more stuff to the ones already in the list. I use names from SC2 lore, maybe the only faction that could get a better name is Tosh's Pirates, because in lore they are the Project Shadowblade.
@coolcor: I have already fixed it.
@Jenia6109: Any thoughts? Bugs?
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I tried to play this a while back, though I could only get a game against AI.
Perhaps you could do a write-up on the different options and what they entail.
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Russian Federation1608 Posts
On August 09 2012 05:49 SoulFilcher wrote: @Jenia6109: Any thoughts? Bugs? I tried 5 Terran factions and got bored. Will continue exploring other fractions later.
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@Kmatt: Here's the list of unit and technology options for each race, I'll list the changes for factions/broods/tribes later.
TERRAN UNIT OPTIONS -Marauders or Firebats. Also enables Concussive Shells for Marauders or Incinerator Gauntlets for Firebats (area radius increased) -Hellions or Vultures. Also enables Infernal Pre-Igniter for Hellions or Spider Mines for Vultures. -Goliaths or Thors. Also enables Charon Boosters for Goliaths or 250mm Strike Cannons for Thors. -Ravens or Science Vessels. Also enables all the Raven's upgrades or the Science Vessel's upgrades.
TERRAN TECHNOLOGY OPTIONS -Combat Shields or Gauss Rifle. Extra life upgrade or weapon range upgrade. -Neosteel Frame or Shrike Turret: More cargo space or turret for bunkers. -Cloaking Field or Shockwave Battery. Cloak or small area damage for Banshees. -Hurricane Missiles or Yamato cannon for Battlecruisers.
ZERG UNIT OPTIONS -Baneling or Raptor from Zerglings. Raptors are zerglings capable of jumping cliffs and other obstacles. -Infestor or Choker. 2 different spellcasters, but this option may be changed in the near future.
ZERG TECHNOLOGY OPTIONS -Bile Ducts or Glial Reconstitution for Roaches. The new upgrade adds +2 damage vs armored (may be changed) -Anabolic Synthesis or Chitinous Plating for Ultralisks. But with the new Burrow Charge ability this option may be removed.
PROTOSS UNIT OPTIONS -Sentries or Nullifiers. Nullifiers can cast Hallucination, Kinetic Impulse (+2 ranged damage to allies in the field) and Phase Shift (affected units can move through other units and Force Fields). -Dragoons or Stalkers. This option may be removed and Dragoons given automatically to Khalai tribes. -Immortals or Reavers. -Phoenixes or Scouts. This option may be removed or changed in the near future.
PROTOSS TECHNOLOGY OPTIONS -Charge or Cooking Rage for Zealots. Cooking Rage adds +2 damage vs biological units for 4 seconds (10sec cooldown). -Gravitic Booster or Sensor Array for Observers. The old SC1 sight upgrade is back as an option to the speed upgrade. -Gravitic Drive or Instant Warping for Phase Prisms. Instant Warping makes Phase Prisms "unload" units very fast.
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And some changes have been made to the basic tech tree.
TERRAN -Reapers get their new Combat Drugs research from HoTS. -Reapers can be ordered to jump over any obstacle, their speed upgrade also increases the range of this ability. -Battlecruisers get their new Redline Reactor ability from HoTS.
ZERG -Hydralisk Dens can mutate into Lurker Dens to enable Lurkers. -Burrow Charge ability from HoTS added to Ultralisks. -Frenzy behavior removed from Ultralisks (It's now an Overseer ability unlocked by a Brood).
PROTOSS -Chrono Boost can make Photon Cannons attack faster. -Mothership Core unit from HoTS added.
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Interesting map, thanks for making!
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Russian Federation1608 Posts
How to make overlords playing Zerg?
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Interesting concept A 2-gas 4-gate with 22 probes and a couple of Nullifiers would probably be really scary in PvP
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Just went on to play, found a number of Zerg bugs (pun intended).
-Raptors have the same movement speed as Zerglings, even after Metabolic boost is researched -Many of the titles/dialogue boxes refer to Raptors as "Glidelings" -When a Raptor jumps up a cliff, the white "trail" animation will stay on the raptor, and the movement animation becomes a sort of hover. This can only be reversed by lumping down a ledge, jumping up twice will not work -Hydralisk's Muscular Augmentation upgrade does not change the Hydralisk's movement speed. -Enabling Choker/Infestor and then Defiler will remove your ability to build the former (not sure if intentional) -More of an opinion, but the Queen's Egg Pop ability seems rather useless. Just saiyan. -Brutalisks and Defilers have the same model, and no burrow animation (I think the game client has BW models in it, ask the guy who did SC2BW about getting a Defiler model) -You cannot morph Overlords from Larvae. I had to test this mod by making tons of Hatcheries, which only provide +2 supply, +3 if you count the drone.
Not sure if you were the uploader, but on the map I played, "Metropolis", the game actually loaded Metalopolis. Minor spelling error, but it makes a difference since there's no map overview before you get to the loading screen.
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@Jenia 6109: If 1.5 didn't break it somehow, just like in ladder.
@Kmatt: Thanks for the head's up, I'm still fixing a lot of bugs due to 1.5 conversion and some other due to recent dependency changes. And I'm not the Metropolis uploader so that map may use an outdated version o the mod. Please test it in my own maps (right now the ones with map icons).
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