|
Hey fellas!
Title pretty much sums it up, all units re-scaled to lore.
I've seen it done few times before through arcade and other mods but I've never been satisfied with the experience so I decided to just do it myself.
- Movement speeds have been adjusted - AOE effects adjusted - Weapons ranges - Sight radius - Camera zooms added (things get big) - Much more!
Only things left unchanged (so far) is health and weapon damages
So why am I here?
I essentially want to try to take this mod to a place where it can been fairly balanced and enjoyable to come back to and less of a waste of time. I've played through this mod a few hundred times at least balancing and trying to make the feel of early/mid/late game to be satisfying. It's at what I like to think is a half decent - playable state, but I think many heads would be better than just me and my homies thinking of balance changes. So, I present to you this wonderful mod and I hope you enjoy it! If you don't please tell me what ruins it for you so I can try to fix that.
Regards TL forumees and thank you for your time!
This is a mod
|
Real nice <3 thing about making battle cruiser as big as it should be is that you want tanks medivacs and marines to drop from them :D
|
Thanks dude, glad you like it.
thing about making battle cruiser as big as it should be is that you want tanks medivacs and marines to drop from them :D
Anythings possible! Consider making the BC a siege unit, when in siege mode it can build units right in the battlefield maybe at a slightly higher cost. Think it would be nice too, with mobility being the way it is in the mod.
I mostly want to get the existing repertoire of units balanced but once that's figured out we really could start having some fun.
|
Hey guys, bumping this relic.
I've been working on this as much as I can since I originally opened the thread and I'm getting pretty happy with how the game is beginning to feel. I've put a large amount of work into making the first few minutes of the game feel faster paced and allowing early harass along with balancing resources.
I would really appreciate if anyone is willing to put time into playing and feed me some constructive criticisms. I'd like to know if it's fun or what's ruining the fun when you play and why so I can make this into something we can all enjoy. I ultimately want this to be balanced and have competitive replayability.
Feel free to leave a rating and/or feedback in game, I pay attention and have considered all previous comments.
|
[Mod] SC2 Real Scale: (NA Server)
![[image loading]](http://i.imgur.com/oGzrAAf.jpg) Hello again ladies and gentlemen, I'm back with a semi annual update on this mod. This time I'm bringing some screenshots and some information with the post to give everyone some insight, maybe intrigue some of you to try out the mod. I'll break information into categories so you can read as much or as little as you'd like. Starting with some general game information and afterwards I can get into race specifics.
I'd like to make note that this mod is still in an alpha state, however very playable.
Significant Changes (FAQ): + Show Spoiler +Are costs/damage/build times the same?No. Virtually everything is different in some way, and if it is currently the same it will likely be changed through balancing in the future. Are resource collection rates different?Yes! Resource collection amounts are changed. This has been carefully developed to bridge the gap between the costs of extremely cheap tier 1 units and expensive tier 3 units. Ideally you want to have close to 5 harvesting bases in a late game with ~100 harvesters. Mineral patches have less minerals and mine out faster forcing players to expand faster. Is the supply limit increased?It sure is. You now cap at 320 supply. How long does a match last?It takes roughly 30 minutes to have a map mined out. Rush tactics/cheese plays are still possible which can end a match within 5 minutes. Why are my units so slow?This is a tough answer to navigate. Early in development I decided that having the units scaled properly wasn't enough... I wanted the mod to look and feel right when you played it. I had a vision that everything would feel like it was moving at the pace it realistically would be. Don't let this discourage you, I've developed the mod to allow builds that let you rush your opponent still (more information in race specifics). There absolutely are pretty damn quick units too. What can I expect when I jump into a match?Things will kick off a little quicker and end faster as well. Bases mine out in about 9 minutes now. As the game carries on it will begin to require lots of APM output. You won't be able to keep up with everything and you will begin to have to choose where your attention is more important. This is what creates a large dynamic in the mod and finding where your opponent is lacking is where you can find a victory. Strategies vary from ball of death play (lower level players) to Broodwar-esque matches where multiple battles are sprawling (very skilled players). How big is a Battlecruiser/Carrier?M a s s i v e. But on a serious note, don't wall off! Some units need 2+ tiles to move around and on top of that - some smaller units can squeeze through the wall. This mod isn't made to be played like that. Are there any strategies or builds?Yes there are. I'm not sure what they all are, they feel pretty close to typical SC2 builds with small deviations. There's exploits in the game too but I intend to stay on top of balancing. Any concerns can be addressed in this thread! How do I play the Mod?Pick any melee map on the NA Server and create it with the mod SC Real Scale. The author should be JaredStarr. ![[image loading]](http://i.imgur.com/T5YvtBk.jpg)
Regardless of race, it is important to get expanding early and don't fall behind in tech. Attacking seems very daunting with the pace units move at, so you need to plan your attacks accordingly. Looking for a weak spot in your opponents play can easily be what wins a match for you. It might just be me, but it seems like there's too much going on to keep on top of everything at once and you will always leave yourself vulnerable in some way.
If I haven't said it enough, this mod rewards where you put your attention, and that includes small battles. Many unit abilities give them an awesome advantage when used correctly. This allows you to deal large damage with a small strike force. Sometimes you may feel stuck defending, or you can't break your opponents defense and it's in these situations this kind of strategy can save you. Be weary when doing this though as it can obviously suck up all your APM.
Much of the mod is designed to still feel like Starcraft 2. I haven't added any extra units outside of the melee ladder so there's nothing unusual that's going to show up in a match, aside from the units themselves being ridiculous in size. It's made to be very easy to pick it up and figure it out within the first match. I may look into adding a in game tutorial in the future.
Below you can check out some race specific information.
![[image loading]](http://i.imgur.com/j9Qi6ne.jpg) Pictured above: This player quickly realized walling off wouldn't help against these tiny Zerglings!
Terran:
General changes/Tips: - Biological units regenerate health! It may be a snails pace but you'll still love it. - Note the difference between Hellions and Hellbats when it comes to health regeneration. - Supply depots get a nice armor buff when lowered. - Don't warp a single Battlecruiser into your opponents base and expect to win. - Be smart about your defenses. Bunkers occupy supply while MULEs can open up supply.
Strategy: - Reapers/Hellions are good for early game harass, but don't let them get cornered. - Crawling into your opponent with various defensive units can help you win. - Use your Orbital Commands to their full potential. Scanner Sweeps help maintain map control and MULEs can change the tide of a battle. - Try to Outrange your opponent.
![[image loading]](http://i.imgur.com/YtLkHD1.jpg) Pictured above: A handful of Stalkers making quick work of these Reapers to keep their harvesters safe.
Protoss:
General changes/Tips: - Ground units can walk through pylons because they now float high enough off the ground! - Pay attention to your Warp Gates. A fully charged Warp Gate can often warp in two units instead of just one. - Warp gate tech is no longer on auto-cast and costs 25 Vespene while in warp gate. - Adepts aren't the only way to harass early game! Proxy is still an option and Warp Prisms can help. - Units are a little more expensive, when attacking plan for an evacuation or backup. - Keeping an eye on your opponent and knowing what you need to be prepared for is very important. - Make use of your Chrono Boosts, you'll need them to keep up.
Strategy: - Keeping a handful of observers around the map helps maintain map control. - When committing to an attack, having a Warp Prism nearby is very handy. - Your forces are not as mobile as other races, don't forget about recall when things get hairy. - Be smart about the units you build, you're going to max out your supply with a lot less.
![[image loading]](http://i.imgur.com/QvJKK4k.jpg) Pictured above: A Zerg player desperately trying to keep his main safe from the Terran onslaught.
Zerg:
General changes/Tips: - Units now get a massive armor buff and their health regeneration is slightly increased only when burrowed. - Units are weak but quick, attack and get out before you opponent can respond. - Hatcheries are fairly weak compared to other town centers. Lairs are stronger and Hives are comparable to other races. - Creep tumors hatch faster but can't spread as far. Given the right attention though, creep can spread very fast. - As usual, stay on top of larva injections. Combined with expanding quickly you will be able to send a constant onslaught towards your opponent.
Strategy: - Expanding fast while keeping your opponent busy with harass will keep you alive. - Staying on top of creep spread and having stray Zerglings/Mutalisks will help maintain map control. - Teching up quick is very important. Your units are already weak so you're starting with a disadvantage. - Spread your opponent thin using both your armies mobility and how inexpensive they are to produce.
![[image loading]](http://i.imgur.com/pYKBhZ7.jpg) Pictured above: Zerglings make a quick pass on this group of Marines, prioritizing their target before they die.
![[image loading]](http://i.imgur.com/usyJ89E.jpg) Pictured above: Shots from an overhead Battlecruiser can be seen raining down to backup a group of Marines.
Final words; If you've made it this far, thanks for reading! I'll throw some more eye candy at the end of this post for you and hopefully you're on your way to trying out the mod soon. I try my best to host the mod as regularly as possible but I have sometimes gone weeks without logging in. I update the mod and do balance testing as often as I can, if you notice anything game breaking feel free to make a post about it and I will gladly look into it. I've been developing this for honestly over 2 years (off and on because I do it as a hobby) at this point and don't plan on stopping. If you enjoy the mod show some support and give it a rating!
Thank you again, hope this thread isn't a nuisance.
You can find the mod by searching "real scale" author is JaredStarr
Eye Candy: + Show Spoiler +
|
delete me. i meant to edit post.
|
Hello again. Still working on this.
I have things I want to add to the game I'm not too experienced with what I'm doing here, just figuring things out as I go. If anybody has any direct links for tutorials on some of these changes I'd like to add below that would be appreciated.
I again recommend trying out the Mod. I feel it's balanced to a point a replayability. I'm open to any balance suggestions. Just keep in mind when suggesting a rebalance that I want to avoid slowing the pace of the game. I'm okay with this Mod requiring an impossible amount of APM to keep up with a match, I find that allows for more strategy since a player has to take APM from one asset to focus on another.
Terran:
- Give BC ability to call down 3-5 Marines [~40s cooldown]
- Give Planetary Fortress ablility to call down Marines
- Give MULES ability to build Bunker
- Add Field Medic (?) [Tech Lab Required]
- Make Thor creation a 2x2 structure & remove from factory [Same Build Requirements]
- Give Barracks units Auto-cast Abliity (Done)
Zerg: (Make Race Feel More Diverse/Fluid)
*Recently decreased Energy cost on Queen's Spawn Larva*
- Fix Ravager Cocoon spawn size*
- Add a Capital Ship style unit (?)
- Make Nydus worm more versitile (?)
- Give Queen spawn Zergling Ablility
Protoss:
- Make Void Ray attack more like a dragging laser
- Give Mothership ability to warp in units/energy field
- Increase Airship costs * Tempest increased to 300/175 recently
- Give Gateway units Auto-cast Ablility (Done)
|
|
@JaredStarr :"so I decided to just do it myself." <--- hahaha
Wow man, making me consider fooling around with SC2.. I wish you were interested in BroodWar remastered <3
|
Thanks man
I used to make maps in brood wars hay days, still go back and play remastered sometimes! I'll never forget where SC2 comes from, SC was such a staple in my childhood.
Just recently resized and repositioned most the health bars so its more obvious who it's associated to. Recently got my hands on some tutorials so I'm planning on adding some of the features listed above pretty soon as well, can't wait.
|
I am returning yet again to announce that I am finally taking this mod out of it's Alpha state!! Super exciting news for me and the handful of people still enjoying this Mod.
I know the Real Scale mod is out there in many ways, I do still feel this mod keeps the game in a very competitive state by not adding every ability/unit out there. Minor balance changes will still continue to be applied to make sure this game is fun with friends or just against AI.
Patch Changes:
- Added Calldown: Marine to the Battlecruiser - Reduced Locust cooldown on Swarm Hosts - Added unique minimap icons for massive flyers
I have decided to go against adding a Massive/Capitol Ship style unit to Zerg. I will continue to focus on having Zerg strategies feel like a swarm. Instead I am going to look at how to increase ways to build/spawn units for Zerg.
Feel free to leave balance suggestions. <3
Changelog:
Full Release. Adjusted Tastelope/Artosilope scale and movement. Massive units have unique Minimap icons. Fixed/adjusted upgrade times on all races. Tiny units can no longer squeeze through buildings.
Terran: Added 'Calldown: Marine' to Battlecruiser. Adjusted size of the Selection Radius for Marine/Hellbat/SCV. Increased all Nuke damage radius' by 2. Increased Nuke build time by 5 seconds. Adjust Nuke calldown time and impact time. Increased Nuke calldown radius by 1. Fixed Viking health. Increased Battlecruiser's 'Calldown: Marine' ability cooldown by 3 Changed costs of Cyclone. Significantly increased health of Liberator.
Zerg: Reduced health of Locust to 40. Reduced damage dealt by Locust to 5. Reduced cost of Curruptor to 100/50. Reduced cost of Brood Lord to 150/100. Reduced range on Queen's Transfusion from 7 to 2.5 Reduced cost of Swarm Host to 150/50. Increased cost of Nydus Network to 250/100. Increased build time for Nydus Canal to 45. Increased Baneling movement by 0.05 Reduced build time for Roach/Mutalisk by 2. Reduced build time for Ultralisk/Swarm Host by 5. Slightly increased Queen art scale.
Protoss: Increased Tempest ground weapon range to 27 (air to air remains 25). Reduced Tempest's interactable radius by 0.5 Changed cost of Tempest to 300/100. Increased Interceptor range by 0.25 Reduced Carrier minimap icon scale by 0.1 Fixed Adept/Zealot death animation size. Changed Tempest weapon to Splash for both air and ground. Reduced Tempest build time by 5. Reduced Void Ray radius by 0.5 Fixed Warp Prism health bar size. Increased shield regeneration rate on all Protoss units by 1. (Excluding Massives) Significantly reduced Disruptor's 'Purification Nova' cooldown. Adjusted art scale/selection radius for Purification Nova. Increased build time for Probe by 1. Mothership now visible through fog. Increased Carrier hanger size by 3. Decreased Interceptor build time by 1. Reduced Adepts Phase Shift transfer/cooldown time. Adept's Shade now collide with Force Fields.
Future plans:
- Give Swarm host ability to rally and auto-cast Locust - Change Thor production to a buildable unit through SCV.
|
I'm going to be hosting a Real Scale tournament.
6-8 weeks. Cash prize for 1st, 2nd, 3rd. Any patches until the tournament will be included.
If interested let me know.
More details will be sorted out if there is enough interest.
|
|
|
|