SC2 CustomCraft
Published on: EU, NA, SEA, KR
To play this mod search for SC2 CustomCraft.
If you want to give feedback, but you dont have a TL account, you can also write an email to: sc2CustomCraft@gmail.com
Introduction
(Uses TL-Double Harvest)
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With the LotV beta under way and the interest in HotS dwindling there has been much talk about balance lately, especially, that many people are disappointed by how Blizzard is driving the balance of the game. SC2 seems to evolve in a direction away from strategic thinking and tactical decision making and more towards quick reactions and APM intensive spell spamming.
Instead of giving up on the game, or sitting back and crying about balance all day, I decided to take things into my own hands. For this purpose I was reading countless pages of balance discussion that was taking place over the last few months. Many TL members have voiced their opinions about what should be changed and how and I have taken some of the more popular ideas, as well as some of my own, and combined them in one mod.
I hope you can enjoy this little project of mine and I would be happy to see others join in as well and leave constructive comments and criticism.
I also welcome anybody who would like to join me in this endeavor and help me battle against the Galaxy Editor to make this mod perfect.
Why not just play StarBow?
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StarBow is vastly different to this project. The goal of StarBow is to create a *different* Starcraft 2 that is more similar to brood war but with SC2 elements mixed in here and there. This mod tries to stay much more faithful to the original Starcraft 2 balancing and unit roster.
This mod will not become a nostalgia fest and it will not try to introduce completely new units that have never been seen before; instead it will try to tweak the balance of already existing units and mix up abilities and upgrades.
And yes, a little bit of BW has been brought back but I promise its not too much.
This mod will not become a nostalgia fest and it will not try to introduce completely new units that have never been seen before; instead it will try to tweak the balance of already existing units and mix up abilities and upgrades.
And yes, a little bit of BW has been brought back but I promise its not too much.
The Changes
All ranged ground units shooting uphill (at ground targets) deal 33% less damage.
The attack ranges of many units were reduced to discourage death balls; at the same time, the power of splash damage has been increased. A-moving a large ball of units will probably not be a good idea in this mod.
The build times of all fighting units have also been increased by about 10% - 15%. This was done to give you more opportunity to use the units you have and encourage more macro.
Instead of listing the changes to the original game I will list the new structures, units and upgrades.
Terran:
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- Orbital Command [Requires Academy]
- Now requires the Academy to be build instead of Barracks. You have to actually tech towards this.
- Mules are now the same efficiency as SCV's but they stay 300.0 seconds (5 minutes) and cost 0 supply.
- Now requires the Academy to be build instead of Barracks. You have to actually tech towards this.
- Drop-Pod Silo [Requires Fusion Core]
- Can load up to 8 terran biological units
- Can instantly drop all loaded units at any visible point on the map
- Dropping costs 100 minerals no matter how many units you drop
- When units are dropped with drop pods they take 10 damage each; units can not die from this damage
- Can load up to 8 terran biological units
![[image loading]](http://i.imgur.com/mB1p4XT.png)
Terran bio has been changed to be less of a deathball army and more of a mobile harassment army. For this purpose marines and marauders have become more fragile and medivacs were removed entirely, instead medics have been added and cheaper dropships. Ghosts have also been remade to be more useful. In addition to that Terran has access to orbital Drop-Pods to drop bio units anywhere on the map.
- Marine
Almost the same as in HotS.- Has no more Combat Shield upgrade.
- Has no more Combat Shield upgrade.
- Marauder [Requires Tech-Lab]
Is now cheaper, more fragile but still as powerful as before in terms of raw DPS.- Costs 75 minerals, 25 gas, 1 supply.
- Cargo size of 1
- Has no more Concussive Shells.
- Costs 75 minerals, 25 gas, 1 supply.
- Medic [Requires Academy]
Costs 50 minerals, 50 gas, 1 supply. Has 60 hitpoints, 1 armor and can heal allied bio units nearby.- Combat Shields [Tech-Lab] can be researched to give medics +20 hitpoints.
- Caduceus Reactor [Academy] can be researched to increase max energy, starting energy and improve the effect of the heal ability.
- Combat Shields [Tech-Lab] can be researched to give medics +20 hitpoints.
- Ghost [Requires Academy + Tech-Lab]
Costs 125 minerals, 125 gas, 2 supply. Has 100 hitpoints, 1 armor and deals 10 damage + 15 vs. light units with 2.0 seconds cooldown and range of 7 (9 upgraded).- No more Snipe ability, the basic attack has taken its place.
- EMP now has a missle that is being fired instead of an instant effect.
- No more nukes, instead ghosts can place a G4-Explosive Charge which deals some area of effect damage.
- Cloak [Academy] can be researched for ghosts.
- Ocular Implants [Academy] can be researched for +3 sight range and +2 attack range.
- No more Snipe ability, the basic attack has taken its place.
![[image loading]](http://i.imgur.com/mddrjpJ.png)
Terran mech has been changed to resemble broodwar mech more closely without being exactly the same. The anti-air capabilities have been improved and the versatility is higher.
- Storm Hawk
A very fast moving unit that can shoot ground and air targets while moving but only right in front of it (90° arc).- Costs 75 minerals, 1 supply. DPS is 7 with range of 6.
- This unit has slow acceleration with high speed and can attack targets in front of it while moving. This gives plenty of micro opportunity because the owner has to move them back and forth to kite enemies.
- The low acceleration of this unit punishes the player for standing still.
- Costs 75 minerals, 1 supply. DPS is 7 with range of 6.
- Hellion / Hellbat
Is now more expensive to fit better with the rest of the changes.- Costs 125 minerals, 25 gas, 2 supply.
- The Hellion form is not quite cost effective but can be used to more quickly move the Hellbat form from one place to another.
- Servo Conductor [Tech-Lab + Fusion Core] can be researched to decrease transformation time by 50%
- Attack of the Hellbat is considered melee and can hit targets underneat Dark Cloud.
- Costs 125 minerals, 25 gas, 2 supply.
- Siege Tank [Requires Tech-Lab]
Attack power, both in siege and tank mode, has been greatly increased to match the more powerful units and abilities of the opponents.- Costs 150 minerals, 125 gas, 2 supply.
- Starts with the siege ability unlocked (like in HotS / LotV)
- Servo Conductor [Tech-Lab + Fusion Core] can be researched to decrease siege / unsiege time by 25%
- Costs 150 minerals, 125 gas, 2 supply.
- Hoplit [Requires Armory]
A smaller version of the thor with anti-ground gattling guns and anti-air rocket launcher.- Costs 125 minerals, 75 gas, 2 supply.
- DPS vs ground 11.2, range is 6 (7 upgraded)
- DPS vs air 9.33 (light), 18.66 (armored), range is 6 (8 upgraded)
- Kerberos Booster [Tech-Lab] can be researched for +1 ground attack range, +2 anti-air attack range
- Costs 125 minerals, 75 gas, 2 supply.
![[image loading]](http://i.imgur.com/XU3EJUs.png)
Terran air units have been changed to make them less specialized and more versatile. The Raven has been changed greatly to make the abilities more fun to play with and against.
- Dropship
Simple dropship with no special abilities besides load / unload. The loading and unloading times have been changed to make dropping both more effective but also more costly in terms of time it takes to load the drop.- Costs 125 minerals, 25 gas, 1 supply.
- Loading units in now takes 0.25 seconds per unit (was 0.00 in HotS)
- Unloading units now takes 0.25 seconds per unit (was 1.00 in HotS)
- Costs 125 minerals, 25 gas, 1 supply.
- Erinys
An upgraded model of the Banshee. This air unit can cloak and is able to attack both ground and air units with its rockets. The Erinys is also much faster then the regular Banshee.- Costs 100 minerals, 100 gas, 2 supply.
- Cloak [Tech-Lab] can be researched
- DPS is 12.8 with 2 missles
- Less hitpoints then regular Banshee and Armored unit type
- Costs 100 minerals, 100 gas, 2 supply.
- Viking [Tech-Lab + Armory]
A more powerful anti-air fighter with a small splash area on its regular attack.- Deals splash damage within a small area
- Costs 150 minerals, 125 gas, 2 supply.
- DPS is 8.88 (light), 16 (armored) with 4 missles per attack, range of 9 and 0.75 splash
- Servo Conductors [Tech-Lab + Fusion Core] can be researched to speed up assault / fighter mode transformation by 50%.
- Deals splash damage within a small area
- Raven [Tech-Lab]
Flying support caster for mech.- HSM and PDD have been removed
- The auto turret is now permanent but each use of the ability costs 25 minerals
- Can place 3 spider mines (75 energy) permanently at target location
- Spider Mines can be turned off / on at will to prepare ambushes against unexpecting enemies
- Repair Drone [Tech-Lab] can be researched. The repair drone can not move and will automatically heal all allied mechanical units within range.
- HSM and PDD have been removed
- Battle Cruiser [Tech-Lab + Fusion Core]
- Moves much faster now so that it can actually be used
- Much slower but also more powerful attack with a single missle. DPS is 20.
- Moves much faster now so that it can actually be used
Protoss:
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Protoss has been changed to be less Gimmicky and more powerful in direct engagements.
![[image loading]](http://i.imgur.com/pqVPQR3.png)
The Mothership Core was a bandaid unit that was badly designed and not fun to play against, therefore it was removed. Sentries were also quite cumbersome and hard to balance. The Mothership was not as bad but still not too useful. All these have been removed and replaced by a more useful core unit.
- Protector [Requires Cybernetics Core]
This unit replaces both the Sentry and the Mothership Core and is build from the Nexus. You can build more then one of these.- Costs 50 minerals, 75 gas, 2 supply.
- Same attack as mothership core.
- Moves very slowly with low acceleration
- Can cast Hallucination (75 energy)
- Can cast Force Fields with a very short cast range which makes it vulnerable to anti-air.
- Can cast Restore Shields to heal 75 shields of the target protoss unit or structure.
- Bosnic Core [Twilight Council] can be researched to increase the shields of the Protector by 25.
- This unit is very fragile in offense but very useful for defense.
- Costs 50 minerals, 75 gas, 2 supply.
![[image loading]](http://i.imgur.com/wf0Zgvx.png)
Warp Gate research is now moved to Twilight Council and costs 200 minerals, 200 gas.
The Warp Gate mechanic has also been changed: All units warp in twice as fast but after each warp-in the Warp Gate is on cooldown for 120.0 seconds!
This means that Gateways are more effective for building an army and Warp Gates are only useful if you need to warp in on the battle field / in the enemies base.
- Zealot
Almost the same as in WoL and HotS- Now has 120 hitpoints and 40 shields (instead of 100 hitpoints, 50 shields HotS and 100 hitpoints 60 shields BW)
- Charge upgrade [Twilight Council] gives flat movement speed bonus instead of charge ability. Chargelots are now almost as fast as stimmed Bio.
- Now has 120 hitpoints and 40 shields (instead of 100 hitpoints, 50 shields HotS and 100 hitpoints 60 shields BW)
- Immortal [Requires Cybernetics Core]
Replaces the Stalker in the Gateway. Is now a core unit.- Costs 125 minerals, 50 gas, 2 supply.
- Slower then a HotS stalker, faster then a Zealot.
- DPS is 10.66 (light), 16 (armored) with 6 range (7 upgraded)
- Can attack air
- Singularity Charge (same as for Stalkers) [Cybernetics Core] can be researched for +1 range.
- Costs 125 minerals, 50 gas, 2 supply.
- Stalker [Requires Twilight Counsil]
Has become a harassment unit now and require the Twilight Council.- Costs 150 minerals, 75 gas, 2 supply.
- 50 hitpoints, 0 armor, 90 shields.
- Regular movement is much faster now, almost (but not quite) like Speedlings
- Blink is unlocked right away
- DPS is 9 with 6 range (8 upgraded)
- Singularity Charge (same as for Immortals) [Cybernetics Core] can be researched for +2 range.
- Costs 150 minerals, 75 gas, 2 supply.
- High Templar [Requires Templar Archives]
Abilities have changed. Not much else.- Can cast Revelation (75 energy)
- Psionic Storm [Templar Archives] can be researched. Has larger area of effect and deals more damage but over a longer period of time making it easier to dodge. The High Templar also has a 0.5 seconds delay before he casts storm making it more of a skill shot.
- Can cast Revelation (75 energy)
- Dark Templar [Requires Dark Shrine]
Has more attack power. Otherwise unchanged.- Regular damage has been boosted by 10 to make them more useful apart from gimmicky play.
- Regular damage has been boosted by 10 to make them more useful apart from gimmicky play.
- Archon [High Templar or Dark Templar]
Has more attack power. Otherwise unchanged.- Regular damage has been boosted to 40 (from 25 + 10 vs bio)
- Regular damage has been boosted to 40 (from 25 + 10 vs bio)
![[image loading]](http://i.imgur.com/612jjZO.png)
Robo is largely unchanged except for the Colossus.
- Observer
Unchanged - Warp Prism
Can now drop all units inside immediately (instead of 1.0 seconds wait in between) but has slower acceleration. Pick-up range is the same as in HotS. - Colossus [Requires Robotics Support Bay]
This unit was an A-Move powerhouse which was simply no fun. It was redesigned to reward micro more but punish sloppy play.- Cost is now 200 minerals, 150 gas, 4 supply.
- Fires its laser beams now in a straight line forward and damages all units (including allies) in its path. One Colossus can not hurt another allied Colossus.
- The laser beams are fairly slow now can give a chance to be evaded by the enemy.
- Damage has been increased to 60 per attack to make up for the more difficult control.
- Range is now 8 (beam goes up to 9) and there is no more thermal lance.
- Can no longer be hit by anti-air attacks
- Cost is now 200 minerals, 150 gas, 4 supply.
![[image loading]](http://i.imgur.com/04AJoVK.png)
Carrier has been made useful and Oracle has become a support spellcaster.
- Phoenix
Mostly unchanged - Void Ray
Is now a more well-rounded unit.- The prismatic alignment ability has been removed. It was boring.
- Void Rays can now use Prismatic Overcharge ability to boost their attack power by 50% for 10.0 seconds. This ability costs 100 shields to be used!
- Movement speed has been increased
- Hitpoints have been decreased.
- The prismatic alignment ability has been removed. It was boring.
- Tempest [Requires Fleet Beacon]
Now deals splash damage in a small area of effect. The attack range has been reduced immensely. - Oracle [Requires Fleet Beacon + Dark Shrine]
Is more similar to the Arbiter and a support caster.- Has no attack.
- Can activate / deactivate a cloaking field around it. Cloaking Field costs energy over time and will deactivate automatically when energy runs out.
- Can Disruption Field (150 energy). This ability disables the attacks of all units within the area of effect but also makes the units invulnerable during that time. Units can move out of the area of effect to not be affected anymore.
- Recall [Dark Shrine] can be researched. Recall works like the WoL Mothership / BW Arbiter version and teleports allied units to the location of the Oracle.
- Has no attack.
- Carrier [Requires Fleet Beacon]
Now has Siege range attack to make it actually useful and give it a purpose.- Attack range is now 15! This way the Carrier is a Siege unit with good DPS against unarmored targets. This is not that bad because interceptors die quickly and cost minerals.
- Interceptors now have 30 hitpoints, 30 shields (down from 40 hitpoints, 40 shields)
- Carrier is faster now
- Attack range is now 15! This way the Carrier is a Siege unit with good DPS against unarmored targets. This is not that bad because interceptors die quickly and cost minerals.
Zerg:
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Zerg has been changed to feel more swarm-like with cheaper and more easier massable units and support casters.
![[image loading]](http://i.imgur.com/4g39HWz.png)
The basic units are mostly unchanged but their roles have shifted somewhat. The Burrow upgrade can now be researched at the Hatchery level for more interesting burrow micro.
- Overlord
The Overlord Drop-Upgrade now gives +150 hitpoints to Overlords as well. This way Overlord dropping, especially on top of enemy army, can become more powerful. - Zergling
Unchanged. - Baneling [Requires Baneling Aspect Upgrade]
This unit is now less all-or-nothing then before. You do not mass banelings, you use them strategically as baneling landmines or in drops.- Does not require the Banelings Nest anymore, instead an Upgrade Baneling Aspect from the Spawning Pool.
- Costs only 25 gas
- Has no speed upgrade anymore
- Has more hitpoints
- Deals more damage in a larger radius (bonus against armored!)
- Does not require the Banelings Nest anymore, instead an Upgrade Baneling Aspect from the Spawning Pool.
- Hydralisk [Requires Hydra Den]
Is now the T1.5 ranged core unit to give zerg early anti-air. This unit is now more easy to mass produce.- Costs 75 minerals, 25 gas, 1 supply.
- The melee attack is significantly weaker then the ranged attack which means that Hydralisks must be microed away from opponents. On the other hand enemies can try to get closer to the hydras to make them weaker!
- Has 70 hitpoints, 0 armor
- DPS (Ranged) is 10 with a range of 5 (6 upgraded)
- DPS (Melee) is 6 with a range of 1
- Melee attack benefits from melee upgrades instead of range upgrades
- Grooved Spines [Hydralisk Den] can be upgraded for +1 range
- Muscular Augments [Hydralisk Den + Lair] can be upgraded for bonus speed
- Can be morphed to Lurker
- Costs 75 minerals, 25 gas, 1 supply.
- Lurker [Requires Lurker Den]
A zerg siege unit with a powerful ranged splash damage attack. Can only attack while burrowed.- Lair Tech
- Costs 200 minerals, 150 gas, 2 supply.
- DPS is 11.11 with 7 range. Can be microed against to avoid the damage.
- Good versus mass zerglings, terran bio or protoss zealots.
- Lair Tech
- Roach [Requires Roach Burrow]
Is now a thougher more beefy unit but with a less powerful attack.- Lair Tech
- Costs 100 minerals, 50 gas, 1 supply.
- The melee attack of the roach is stronger then the ranged attack. Micro your roaches close to your enemy to maximize your damage!
- Has 115 hitpoints, 2 armor
- DPS (Ranged) is 7 (light), 12 (armored) with a range of 4
- DPS (Melee) is 14 with a range of 1
- Melee attack benefits from melee upgrades instead of range upgrades
- Good versus mass zerglings, terran bio or protoss zealots.
- Lair Tech
- Ultralisk [Requires Ultralisk Cavern]
Cheaper, smaller, faster, no more splash.- Hive Tech
- Costs 200 minerals, 200 gas, 4 supply.
- Has 400 hitpoints, 2 armor
- DPS is 21, no splash
- Moves as quickly as unupgraded zerglings
- Hive Tech
![[image loading]](http://i.imgur.com/u6VaKNr.png)
- Mutalisk [Requires Spire]
Cheaper, smaller, faster, more fragile.- Lair Tech
- Costs 100 minerals, 100 gas, 1 supply.
- Hitpoints down to 90
- Smaller collision size so they clump up more easily
- Lair Tech
- Corrupter [Requires Spire]
Is now a melee air unit with charge- Lair Tech
- Costs 175 minerals, 150 gas, 1 supply.
- Morphed from Mutalisk
- Hitpoints 225 with 2 armor
- Mutalisks, Phoenix and Erinys are faster, but Corrupter can charge to gain incredible movement speed for a short period of time
- Melee anti-air attack with 18.25 DPS
- Lair Tech
- Brood Lord [Requires Greater Spire]
Pretty much unchanged right now- Hive Tech
- Morphed from Mutalisk
- Hive Tech
![[image loading]](http://i.imgur.com/nKMYZrx.png)
The Viper was changed to be more of a defensive support caster, the Infestor is more of an offensive caster.
- Brood Mother [Requires Spawning Pool]
Almost identical to the old Queen. Same abilities and similar stats. - Queen [Requires Queens Nest]
Evolves from the Brood Mother and has support spells.- Lair Tech
- Can not attack
- Can use Abduct (50 energy) to pull a single enemy unit to its location
- Can use Fungal Growth (75) energy to slow enemies within an area of effect down. The slow down changes the maximum movement speed of the affected units and is NOT percentage based. Hits both allies and enemies alike.
- Pheromone Injection [Queens Nest] can be researched. Increases the movement speed, attack speed and hitpoint regeneration of all Bio units (allies and enemies) within area of effect. This spell can be used offensively to attack or defensively to retreat or to heal.
- Lair Tech
- Infestor [Requires Infestation Pit]
Still work in progress since I dont know what to do with the third ability yet.- Hive Tech
- Can not attack
- Can spawn Infested Terrans (50 energy) to fight for a while
- Can use Dark Cloud (100 energy) to make all units within the area of effect take 75% less damage from ranged attacks. (Yeah, its a Dark Swarm)
- Neural Parasite [Infestation Pit] can be researched.
- Hive Tech
- Swarm Host [Requires Hive]
This unit is a mobile Hatchery!- Costs 200 minerals, 150 gas, 3 supply
- Can not attack
- When burrowed it will generate creep around itself and spawn 4 Larvae every 90.0 seconds. The Larvae are regular Larvae and can be used to produce any kind of zerg units. This way zerg can reproduce its force anywhere on the map.
- Costs 200 minerals, 150 gas, 3 supply
Media
Visit the official CustomCraft Youtube channel to see some of the changes in action!
https://www.youtube.com/channel/UCFztnhPcXL2J_Dqf4GRi3Ng
Terran Drop-Pod Silos:
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Ghost harassment with G-4 charges:
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Spider Mines from the Raven:
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The Protector in Action:
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The new Oracle abilities:
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The new Swarm Host infesting a Protoss base:
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Comparison of Hydralisk vs Roach in ranged and melee combat:
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Here we see 5 Hydralisks (375 minerals, 125 gas) battle against 4 Roaches (400 minerals, 200 gas).
![[image loading]](http://i.imgur.com/XPKmVdg.png)
In this first fight the Hydras and Roaches use their ranged attacks against each other. The Hydralisks will win this fight convincingly with 2 or 3 Hydras alive at the end.
But if we micro a little bit and move our Roaches closer, into melee range, the Roaches suddenly win with 3 or all 4 Roaches alive. This is just one of the examples of improved micro options without adding active abilities. We just use the regular attacks and the movement of the units to make micro opportunities in the game. The Hydralisk player can even counter micro with moving his Hydralisks away or focus firing Roaches that are further away.
Ideas for the Future
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Here is a list of things I am thinking about adding but I have not yet gotten around to doing so.
- Add another Terran mech unit that is a spellcaster
- Add another Protoss robo unit that can fight
- Create an active ability for the Storm Hawk to make it more useful in the late game
- Spell to replace Neural Parasite on Infestor
- Spell to replace Abduct on Viper
- Maybe add the HotS Medivac After Burners ability for the terran Drop Ship with an upgrade at the tech lab
Final Words
This Project is only in its Infancy right now and still needs a lot of work and polishing. I will try to do my best and any kind of feedback is welcome.
If you want to help then please go ahead, write me a PM or reply to this thread and I promise I will read carefully what you have to say and consider it for the mod.