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[u]Hi everyone,
It has taken me a while to decide where to give this key away and after about two weeks of pondering I decided www.teamliquid.net is the place to do it since it has the largest SC2 reader base and is really over the moon with all its other SC2 goodies, basically what I am saying is that I am very impressed with the love this site and its people show for the game.
Getting the key however will not be a easy task, it is going to take some brain power.
Here is how you can become the owner of this key.
THE COMPETITION
Your taks will be to create a Stracraft 2 unit in theory that would be a great addition to either one of the three races in a future expansion, I have myself created such a unit as a example as my entry to the competition for fun !!
EXAMPLE UNIT and my fun Entry !
There is no need for images, example of what I am looking for is this:
****************************************************************************** Protoss
Energy Archon
Cost: 200 Minerals 125 Gas
Range: 5 (Range works in radius of 5)
Damage: 5-6 (3 Attacks) (+2 Biological)
Armor: Armored
Energy: 150
Ability: Recharge: Allows the Energy Archon to recharge the shields of nearby (5 range radius) Protoss units, recharges 2 shields for every 1 energy cost. Unable to target self
******************************************************************************
RULES
1. ONLY 1 Entry per person please 2. Do not copy 3. No images needed, but always welcome 4. HavE FuN !
CLOSING
The competition will close on the 16th and i will announce a winner on this thread by the 17th, the winner can then message me at www.teamliquid.net (Random69) and I will email the invitation to the winner.
GOODLUCK and HavE FuN
PS:
Sorry I did not add any criteria, actually I will judge a winner based on the unit which stands out the most for me, can`t explain how I will choose, whatever my mind tells me would be a good addition to SC2.
I will also announce the winning unit concept.
Ok since this might get messy on this forum, here is what you can do.
My personal email is Bubblegumblue69@gmail.com
Email your concept here with a header.
SC2 UNIT ENTRY (your Teamliquid username)
After the competition is over and I have decided a winner, I will post the winning unit concept here with some of the others I thought were worth of mentioning.
Have fun and goodluck
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What is the criteria for judging?
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Unless the key is already tied to an account it is never actually tied to any region, so an us beta key can be used for european account to receive european beta.
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Sorry I did not add any criteria, actually I will judge a winner based on the unit which stands out the most for me, can`t explain how I will choose, whatever my mind tells me would be a good addition to SC2.
I will also announce the winning unit concept.
Ok since this might get messy on this forum, here is what you can do.
My personal email is Bubblegumblue69@gmail.com
Email your concept here with a header.
SC2 UNIT ENTRY (your Teamliquid username)
After the competition is over and I have decided a winner, I will post the winning unit concept here with some of the others I thought were worth of mentioning.
Have fun and goodluck
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Zerg Lurker Morphs from hydralisk, tech researched at hydralist den for 150/150 over 60 seconds lurker can only shoot when burrowed, deals damage in a straight like 20+10 light damage 100/100 morph cost, 2 supply Armored
...Aren't I clever?
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On April 14 2010 00:26 Random69 wrote: Sorry I did not add any criteria, actually I will judge a winner based on the unit which stands out the most for me, can`t explain how I will choose, whatever my mind tells me would be a good addition to SC2.
I will also announce the winning unit concept.
Ok since this might get messy on this forum, here is what you can do.
My personal email is nothingtoseehere@gmail.com
Email your concept here with a header.
SC2 UNIT ENTRY (your Teamliquid username)
After the competition is over and I have decided a winner, I will post the winning unit concept here with some of the others I thought were worth of mentioning.
Have fun and goodluck
you do not want your personal email on a website like this. Use Pm if you have to.I suggest removing it. Otherwise a mod will most likely soon. ( If he doesn't just lock this thread. it doesnt hold up to the new guidelines i think)
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On April 14 2010 00:31 prodiG wrote: Zerg Lurker
...Aren't I clever?
I was just waiting for someone to post that, thanks for not disappointing. Oh and the guy is trying to give away something for free, give him a break haha.
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On April 14 2010 00:40 Marradron wrote:Show nested quote +On April 14 2010 00:26 Random69 wrote: Sorry I did not add any criteria, actually I will judge a winner based on the unit which stands out the most for me, can`t explain how I will choose, whatever my mind tells me would be a good addition to SC2.
I will also announce the winning unit concept.
Ok since this might get messy on this forum, here is what you can do.
My personal email is Bubblegumblue69@gmail.com
Email your concept here with a header.
SC2 UNIT ENTRY (your Teamliquid username)
After the competition is over and I have decided a winner, I will post the winning unit concept here with some of the others I thought were worth of mentioning.
Have fun and goodluck you do not want your personal email on a website like this. Use Pm if you have to.I suggest removing it. Otherwise a mod will most likely soon. ( If he doesn't just lock this thread. it doesnt hold up to the new guidelines i think)
Thanks for the concern heh, but I am not advertising anything, if I am it is my generosity
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i hope the guy with the "infestor launching banelings" are gonna post his idea(unless ofc he already have a beta)
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Zerg Ravager
Description: Support caster unit.
Cost: Low Minerals High Vespene Gas Moderate Population Moderate Build Time
Statistics: No Attack No Armor Moderate Movement Speed 200 Energy (+50 research)
Abilities: Consume : kill target friendly unit to restore energy Parasitic Disease : AoE ability. Units under the effect of Parasitic Disease will lose HP when moving. Units that die under the effect of Parasitic Disease will turn into infested units before completely dying. Ravage Hook : Drag target enemy unit to caster's location.
EDIT: Changed the name of Infestation to Parasitic Disease.
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This contest looks fun! I'll give this contest a shot. Here is my unit:
Ghost of Tassadar! Requires both the Dark Shrine, And Templar Archives.
He is unarmored. He attacks for 12 damage At a range of 8.
He has classic storm. Huge area, big damage. Just like SC1!
Guess what else he has? Old school hallucination (40 energy).
You'd only get one. Like mothership, he's unique. Built from a Nexus.
Mineral/Gas cost? It's 100/400. He starts with all spells.
Good ol' Tassadar. He will be the first target cuz storm rapes so hard.
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I think I'll give this a shot  -------------------------------------------------------
- Lower mineral cost of Infestor to 50/150 and take away Infested Terran Spell
Zerg Desecrator: ~~~~~~~~~~~~~~~~ - Hive Tech Spellcaster - Requires additional Hive-tech building - Costs 100/200 - 100 life (one-shot by Seeker Missiles) - 200 energy - Build time: 50 seconds - Vision of 7
~~~~~
* AoE spell "Mass Infest" (inherent) - Costs 100 energy - Range of 7 from Desecrator - Effect radius of 2 - 3 second spell channel time, selected area is visible to opponent - All units in the affected area are infested by slimy brown tentacle-like... things. All infested units become under Zerg control (whoever casted the spell), but lose health at a rate of 5 per second for light units, 8 for normal, 10 for armored, and 20 for massive, and have their speed cut in half. Affected spellcasters cannot cast spells. - Desecrator cannot move while channeling the spell, and attacks on it do 50% more damage.
* AoE spell "Dark Swarm" (researched 200/200) - Costs 75 energy - Range of 7 from Desecrator - Effect radius of 3 - No channel time, but ~0.5 second delay before Dark Swarm is activated (kinda like BW)
- All attacks on Zerg units under Dark Swarm have a 50% miss rate
* +25 starting energy (researched 100/100)
* Movement while burrowed (researched 150/150)
On April 14 2010 00:40 Marradron wrote:Show nested quote +On April 14 2010 00:26 Random69 wrote: Sorry I did not add any criteria, actually I will judge a winner based on the unit which stands out the most for me, can`t explain how I will choose, whatever my mind tells me would be a good addition to SC2.
I will also announce the winning unit concept.
Ok since this might get messy on this forum, here is what you can do.
My personal email is Bubblegumblue69@gmail.com
Email your concept here with a header.
SC2 UNIT ENTRY (your Teamliquid username)
After the competition is over and I have decided a winner, I will post the winning unit concept here with some of the others I thought were worth of mentioning.
Have fun and goodluck you do not want your personal email on a website like this. Use Pm if you have to.I suggest removing it. Otherwise a mod will most likely soon. ( If he doesn't just lock this thread. it doesnt hold up to the new guidelines i think)
Well now that you quoted it, It'll always be here.
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I believe he said to email it to him not post it here. Minus points for not reading the thread (especially ecause there isn't even a full page of posts yet)
Definately going to tell my friend to do this as he is very creative :D
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And here I thought Reapers should simply be given a researchable Flare ability that the Medivac lost
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On April 14 2010 01:09 Ursad0n wrote: I believe he said to email it to him not post it here. Minus points for not reading the thread (especially ecause there isn't even a full page of posts yet)
Definately going to tell my friend to do this as he is very creative :D
Did email, just posting to see what others think of my idea.
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Protoss corsair
description: protoss air superiority
Cost: 150, 100 build time: 40 supply cost: 2<
air attack: 5(+1) +5(+1)(light unit) splash domage
attack: Range: 7 cooldown: 8
shortcut: S
sigh: 9
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Sweden33719 Posts
On April 14 2010 00:46 Random69 wrote:Show nested quote +On April 14 2010 00:40 Marradron wrote:On April 14 2010 00:26 Random69 wrote: Sorry I did not add any criteria, actually I will judge a winner based on the unit which stands out the most for me, can`t explain how I will choose, whatever my mind tells me would be a good addition to SC2.
I will also announce the winning unit concept.
Ok since this might get messy on this forum, here is what you can do.
My personal email is Bubblegumblue69@gmail.com
Email your concept here with a header.
SC2 UNIT ENTRY (your Teamliquid username)
After the competition is over and I have decided a winner, I will post the winning unit concept here with some of the others I thought were worth of mentioning.
Have fun and goodluck you do not want your personal email on a website like this. Use Pm if you have to.I suggest removing it. Otherwise a mod will most likely soon. ( If he doesn't just lock this thread. it doesnt hold up to the new guidelines i think) Thanks for the concern heh, but I am not advertising anything, if I am it is my generosity Well, I think he meant because spambots can pick up the email if you post it on public message boards :p
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Dark Phoenix - Dark Templars become pilots!
Cost : 200/150
Range : Melee
Damage : 45, can only damage air.
Armour : Biological - Psionic - Light
Hit points 40 Shield 80
Energy : 50 Abilities : Cloak, makes the unit invisible. Kamikaze (50 energy) + 50 dmg, upon being detected the pilot can choose to use their last seconds to get a bonus attack of 50.
Dark Templar uses his sword out of the cockpit window lol xD. Never played beta so just got stats from online.
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Me likey:
New Zerg unit:
Spine hopper:
-Evolved from roach -Requires Lair -costs: 50 minerals / 75 gas -Approx 80hp
-Very fast unit with two attack types. Once speed upgraded (same upgrade as roaches), they move almost as fast as speedlings.
-Attack types:
*Fast, low range (approx 3 or 4), anti-air attack (lauches spikes from its back), anti-light damage *GtG melee damage (very low standard damage + damage to armored)
-Abilities: Cliff jumping! Reaper style.
This is not a worker harassing unit. It can be used to damage buildings, but because it's a melee unit it can't really kite stuff. However building harassement or anti-armored "support" in your army isn't it's main function. It's a fast GtA that can be used to hunt down flying units by jumping up and down terrain (hunting down your opponents air or even overlords in ZvZ). It's good when used in conjuction with zergling/bling armies too!
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Zerg
Dwelling
Cost: 75 Minerals 75 Gas
Damage: None
Armor: Unarmored
Energy: Built with 50 energy
Abilities: -Slowly loses health when not on creep, similar to other zerg buildings (passive) -Mold: Raises creep into an impassable wall with a length of 7 unit spaces and width of 1 unit space (75 energy, can only be used on creep, duration of 20 seconds, channeling spell, dwelling cannot move while ability is in use, range 3) -Submerge (available only when burrowed is upgraded): Allows a burrowed dwelling to grab a unit that walks above it beneath the creep for 6 seconds. Unit loses 20 hp per second (75 energy) -Consume: The dwelling is able to consume a unit corpse on the creep to regain 5 energy
Tech: Requires spawning pool
Movement speed: Moves at the speed of zerglings with adrenaline speed upgrade on creep when burrowed, otherwise movement speed of 1 off creep and movement speed of a queen on creep.
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Protoss
Void Templar // Templar of the Void
Cost: 0 Minerals 250 Gas
Range: n/a
Damage: n/a
Armor: Light - Psionic
Energy: 250
Starting energy: 50
Ability: Psionic Disruption (100 energy): Causes enemy units within a small radius to attack each other (The same radius as current force field [as of patch 8])
Void Rift (75 energy): Shifts players units and opponents units to each others location within a small radius It will work somewhat like nydus canal in sc1 in that you have to click twice after you click the ability, once to show which of your forces to shift, and again to show which of the enemies forces to use. This can be useful for example for breaking down a front door, It will have a pretty good range (9-10?) So the enemy forces will need a bit of time to come back and thus you can gain a small advantage using it
Shadow Sanctuary (50 energy): allows the Void Templar to temporarily slip into the void, becoming invisible, immobile, invulnerable to physical damage and unable to cast any spells. Spell is dispelled after 10 seconds, or if a skill/spell is used on it (such as EMP, fungal growth, etc)
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ZERG
MEGAFILER [Require HIve] 100 HP
Cost 75 min 100 gas
range melee
Damage 5
Armor Biological
Energy 110 150 [after energy upgrade]
Ability Sacrifice Allows the Megafiler to eat up own units[except larvae] ,the amount of energy it will gain will be equal to 1/2 of the HP of the sacrificed unit
Hell Mist ,55 energy Creates a green colored smog [like dark swarm] surrounding it ,the smog will follow wherever megafiler goes.Any unit [except non bio units,and the owner of megafiler] will get 25 damage per second under the smog.The period of this effect is 15 secs.
Transform,150 energy Consume any Zerg unit and megalisk will become that unit .
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Protoss: Phase Templar (Ground Unit)
Built from Warpgate, requires Templar Archives or Dark Shrine, constructed by using a Warpgate ability on an Archon, and if the Archon dies within 5 seconds (or so) of that cast, the Phase Templar emerges from the dying Archon. From the time of the cast, to the end of the 5 seconds, the resources are unavailable. If the Archon does not die in that time, 80% of the resources are refunded. The Archon would have some visual queue that it is under the effects of this ability.
Cost: 50 mineral, 100 gas, 0 Supply
Has Health, Shields and Energy combined into one single number that decays slowly. Using any ability or taking any damage lowers it as well.
200 Energy
Armor Classes: Psionic
Psionic Discharge: Costs 5 energy, deals 35 damage, range of 2 (basically long melee range), ignores armor/armor type. Ground only. If the Phase Templar is out of range of its target, it uses 15 energy in order to immediately teleport within range of the target, which must be in the sight range of the Phase Templar itself (not total sight). The Phase Templar is otherwise immobile.
Abilities:
Phase Strike: Costs 50 energy, deals 75 damage. Phase Templar teleports to land a melee attack on an air unit. 5 second cooldown during which no other action may be taken. After using this ability, and until its next Psionic Discharge attack, the Phase Templar is targeted as an air unit.
Dissipate: Kills the Phase Templar, transferring any remaining energy to nearby friendly spellcasters. Closest first, then overflow goes to the next, and so on.
Lorewise, the Phase Templar is essentially a ghost that just barely holds together the last psionic vapours of a dying Archon, and then haunts the area of the Archon’s death before becoming unstable and finally decaying.
Gameplay-wise, the Phase Templar serves something of a micro-based buff for Archons, allowing Protoss to extend the use of Archons a little further into battle, and requiring opponents to pay attention in battle or suffer.
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Protoss
Nazgul (Air)
Cost: 100 Minerals 50 Gas (balanceable)
Damage(AtA): 5 (very fast) Range: Same as pheonix Health: 80 or something not too high Shield: 40 (balanceable)
Abilities: -Scythe Barrage: Unleashes a limitted barrage of attacks to all enemy air units in front of the nazgul. Dealing X frontal splash (moderate) damage per second for Y seconds (not a long duration) to all targets a semi short distance in front of it. The nazgul can be controlled during this effect so it can be micro'd to chase, but it can't fire it's regular attack until the barrage is done. Stong against clumped up light air units. -Psionic Shell: Absorbs a single spell or attack against the nazgul. Cooldown: X. One of these would be researchable, one not I'd think. Would take balance testing.
Movement speed: very fast
The art style would be likened to the Dark Templar branch of protoss as it is one of their units.
In essence it's an air superiority fighter except encouraging more micro and strategy in battles. On paper it's a strong air to air threat in the protoss arsenal with abilities encouraging either hit and run tactics or well timed commitment to battles. It would be deadly even when the skies are clear if used with the pheonixes' grav lift ability, or to soak up an attack round with it's shell. This would be a Starport unit, I left the numbers and tech vague because it's just a concept and things like that would need heavy testing I'd think.
My inspiration for this was protoss complaints about lack of good air, and also good anti air, enjoy.
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Terran
The Victory
Cost 1 Thor 1 BattleCruiser
Range Air 8 (Speed: Fast) Ground 7 (Speed: Normal)
Statistics: Armor: 3 Air Attack: 10 Ground Attack: 45 ( 2 attacks) Life: 950 Energy: 200 Energy (250 when battlecruiser+50 energy is done) Supply required: 12 Can have only 1 during the game.
Abilities: Monster Yamato (if Yamato is researched for battlecruisers) costs 150 energy. deals 1000 damage. After shot unit looses 450 hp.
Looks like: Thor in dropship, but instead of dropship - battlecruiser.
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Zerg
Tremblin: Air Zerg Unit that needs Lair, Spire and other new building.
Cost: 50 Minerals 100 Gas Hp: 60
Range: 0
Damage: 0
Armor: Biological (Starts with 1 point of armor)
Energy: 0
Movement Speed: Normal
Starting Ability: (15 seconds CD after use) BurrowQuake: Allows the Trembling to quickly dive from the sky to the earth in a distance from 4 in front of him, starting a little earthquake that deals 5 damage (AOE of 2 when doing this) for every second he stay in that position for a max duration of 5 seconds. In this state he can be attacked but only if there is some detection aka Scan, Observer, Overseer etc. and after this 5 seconds its remains Burrowed. With the possibility of unburrow . Move while burrow can be upgrade in his required building (100/100 and 80seconds).
How its work
![[image loading]](http://img534.imageshack.us/img534/9692/tremblings.jpg)
The trembling can go to air if the player press the unburrow button, but researching the ability to move while burrowed allow them to search for a better position to do that. This ability is very useful when its used mixed with Mutalisk, Overlords or any units that can soak damage from the turrets, canons or any other static defense. And it can be used in a lot of other situations, creating benefits to the skilled player with best multitasking skills.
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Protoss:
Only harass unit for Protoss
Sneazer
Cost: 50 Minerals 25 Gas
Food: 1
Range: Melee
Damage: 1-10 (1 Attack) (+1 Biological/Light)
Armor: Light/Bio
Energy: 0
Ability: Pyron Blast Upon research, Sneazer will gain "Pyron Blast" where if they are around Pyron area, Sneazers will have 5-10 damage instead of 1-10 damage.
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Great initiative! I have mailed my entry.
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Zerg Putrifier
(I chose zerg because they don't have as many units as the other races right now)
tier 2 unit, requires infestation pit to produce (or perhaps a "putrification heap" or something)
Looks something like the demon boar near the beginning of princess mononoke (see http://www.jazzhammer.com/images/mononoke.jpg ) or the "mud demon" (?) in Spirited Away. It is a gross, flowing and changing mucky monster.
Melee attack: Rot. This is a continual/passive melee attack that infects all adjacent enemy units with rot. Infected units (and buildings) take 20 damage per second for 3 seconds. (if this is too powerful, perhaps rot will never kill enemies, but only reduce them to 1hp). Units that stay next to the putrifier are reinfected, restarting the rot timer. Ideally, however, the putrifier moves around, infecting as many units as possible with rot.
Ability Acid slime trail: Once this ability is activated, the putrifier leaves a trail of acid behind it as it moves. The trail lasts for 15 seconds. Units that cross the trail take 50 damage and are slowed for 5 seconds. The acid trail hurts both enemy units and allied units. The trail can be used for defense (blocking off a choke), retreat (drop the trail as you run to deter enemy units following you), or even for flanking an opponent, preventing their retreat by putting an acid trail behind them. Once activated, the putrifier drops the acid trail for the next 5 seconds. There is no energy cost, but it has a cooldown of 30 seconds.
Cost: 25 min, 200 gas Armor type: bio / armored Armor: 2 (+1) HP: 200 Movement speed: normal Unit size: about the size of a tank Food: 2
Upgrade: Faster speed. This makes the putrifier much more effective, both for getting close to enemy units to infect them, and for creating acid slime trails more quickly.
~~~~~~~ I think this would add a lot of new strategy dynamics (positional play with the acid slime, etc), and also be a cool looking unit and very zergy.
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Protoss
Fathership
Cost: 400 Minerals 300 Gas
Range: 10 (Range works in radius of 10)
Damage: 70 to all units
Armor: Armored +3
Energy: 600
Ability: Marriage with mothership (500 Energie) after 9 months (90 sec ingame) little mother and fatherships (babyships) pop out of the mothership (each of them has 4 supply) they can attack ground and air lol
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zerg Pestilisk
Description: Pestilisks eerily resemble aging Zerglings. They are longer than your typical Zergling, being about one and a half Zergling bodies each. They lack wings, only having rotting stumps. They tend to have black rotting flesh with holes oozing team colored liquids. The other significant changes between the Pestilisk and Zergling include a vastly malformed mouth. A Pestilisk usually has a large head with a wide gaping mouth, lined with vicious curved teeth. The acidic purple spores accumulate here and drip from its mouth.
When it attacks it attacks with its large mouth swiping side to side and its extra limbs lunging forward. Each attack spurts a small purple splash onto its target, adding a toxic spore. When under creep synapse the Pestilisk oozes purple sludge from the holes in its body and sends fat drops of purple sludge flying away from its body in an average sized radius. The Pestilisk’s symbiosis ability puts a team colored fungal growth on the body of its target.
For visual reference it is a longer, more dog-like zergling with a gaping mouth. The mouth resembles that of a Japanese giant salamander.
Production:
Zerg Armor Defeating Early Tier Caster minerals:25 gass: 50 build time: 17 Morphed From: Zergling Requires: Pestilent Spawning Pool
Pestilent Spawning Pool: Morphs from the standard spawning pool. Has identical looks except it changes the liquid in the pool to be team colored.
production:
50 minerals 50 gas 180 build time.
Unit Statistics:
50 Health 200 Energy Armor: 0 (+1) Movement: Normal Modifiers: Light - Biological
Armaments:
Corrosive Claws Targets: Ground Damage: 5 (+1) Range: Melee Attack Speed: Fast Bonus: None
Abilities:
Corrosion Glands:
For every attack a Pestilisk delivers on an enemy, that enemy unit gains one toxic spore. Toxic spores force the enemy unit to attack at 5% slower speed per spore and to take one additional damage per spore from every attack. Enemy units and buildings can have up to nine toxic spores at one time. Each spore wears off after 15 seconds and each attack by a Pestilisk renews the spores’ duration.
Passive Duration: 15 seconds per spore Cooldown: None
Creep Synapse
When a Pestilisk dies on creep, it explodes in a small shower of purple acid, spreading up to three toxic spores onto each nearby ground enemy.
Passive
Symbiosis
For just 75 energy, the Pestilisk can spread its corrosive spores in the form of a parasitic growth. Each Parasitic growth replaces the targetable health of the unit it is attached to with its own health of 15. Any damage done to the parasitic growth does not spill over to the unit it is attached to, but the health on the attached parasitic growth does not regenerate and multiple parasites can not be stacked on the same unit. Special abilities bypass the parasitic growth in effect and damage (Including tactical nukes) and splash damage still applies to the unit.
Energy: 75 Duration: 150 Seconds Cooldown: 5 Seconds Range: 7
Upgrades:
Corrosive Spore Glands: This upgrades causes every Pestilisk to deliver three toxic spores on initial hits against enemies with no spores at the time of the attack.
Researched At: Pestilent Spawning Pool
100 100 110
Disambiguation
Strong Against: Ground Units
Weak Against: Air Units, Splash Damage
General Role: An excellent choice to weaken high health Protoss units, healing Terran units, and high armor Zerg units such as roaches. Pestilisks do an excellent job of softening up ranged units in order to allow melee types to do more damage for longer. As an added bonus, Pestilisks naturally benefit from Zergling movement speed and attack speed upgrades, and when combined with their health boosting ability, Pestilisks can really help Zerglings do even more melee damage.
Pestilisks open up an early game caster option for the Zerg, requiring only a pestilent spawning pool, which morphs from a regular spawning pool for only 50/50/180 (Minerals/Gas/Build Time). In addition to spicing up unit diversity, this also makes up for the harsh lack of casters in the Zerg army.
Use Concept: The Pestilisk can help defeat hard Terran wall ins by padding Banelings with extra health for Baneling wall breaks. It can also help keep early contains going with Symbiosis and the Pestilisks themselves help quickly take down high health Marauders. Late game it can even help reduce the effect of healing on MM balls so that your ranged units can do enough damage to reduce their numbers.
Against Protoss, Pestilisks help bolster Zergling strength to even the odds against powerful Zealots. Even against Colossi, Symbiosis can prevent Zerglings from melting in one deft blast. Even in general the extra damage the spores provide can help turn the tide of battle against high health Protoss forces. The Pestilisk can also do wonders to diversify Zerg vs. Zerg battles with Pestilisks being particularly good against Roaches.
Lore:
+ Show Spoiler +Initial Pestilisks were found after the forces of the Confederacy of Man destroyed Zerg infestations that had ravaged nearby settlements. The Pestilisks were then found when the settlements were rebuilt after significant time had elapsed. It was thought that these feeble creatures were simply the product of starved Zerglings, as they were indeed rare. Still, the Pestilisks may in fact have been the product of genetic experimentation from Zerglings, in order to create beings that could survive these barren conditions. Current Pestilisks have progressed away from feeble stragglers and have most recently been found amplifying remote Zerg ground forces to horrific effect.
Pestilisks have most likely developed from contact with human strains. They are most likely evolved from the highly similar Zergling warrior strain. It is unknown if they morph directly from a Zergling, as Guardian strains might do so from Mutalisk strains. Pestilisks seem to contain the absorbed genes of Earth native species such as dogs and rats. In particular it seems the genes have been twisted to allow Pestilisks to survive extreme malnourishment.
The most interesting Pestilisk trait is its large gaping mouth. Its head is actually crescent shaped due to its large mouth. A Pestilisk’s mouth tends to have a multitude of curved canines lined up in several unbalanced rows. The most liquid form of its body’s acid typically drips from the mouth, quite possibly denoting that it is produced in the mouth or head of the Pestilisk as a liquid, and becomes viscous and sludge-like with addition of parasitic spores.
The Pestilisk has a body much like a Zergling, except it typically is noticeably longer. Its carapace seems more like the rotting flesh of a dog or rat, rather than the thick insect-like carapace found on Zerglings. The tail of the Pestilisk remains proportionately the same as a Zergling’s tail, a trait Pestilisk legs and Zergling legs share.
The Pestilisk lacks insect like wings which some Zerg strains have evolved. Pestilisks tend to simply have stumps instead of wings, perhaps showing that the Pestilisk has only recently evolved. Pestilisks often ooze the acid contained inside their body through huge visible pores in their body.
Its bodily systems are so volatile that it frequently hosts parasitic spores which thrive in a viscous, corrosive, and acidic substance that is found in Pestilisks. This substance has been recorded to weaken our armor systems, leaving troops and buildings vulnerable to damage. It seems this substance also reacts explosively with creep, following the failure of buffer systems that normally prevent this occurrence in live Pestilisks.
The parasitic spores it hosts seems to require a significant growth time between life stages and require the acidic substance mentioned before in early life. Its second stage seems to be similar to most fungi, or lichen even. We’ve found this fungal parasite using the external carapace of fellow Zerg as homes to grow, as well as on other substances. The fungal growth its second stage creates is remarkably tough, able to withstand multiple gauss rifle projectile hits. The final stage of the parasite is unknown; it likely culminates in the expulsion of numerous spores which begin the cycle again
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Terran
Unit: Fleet Specialist Created From: StarPort Requires: Addon Tech Lab for StarPort+Specialization Building (New Structure) Type: Air Unit+Support Unit+Detector unit HP: 150
Base Armor: 0 (-5 Damage from Armored) (-0 Damage from Light) Air Armor +1: (-8 Dmg from Armored) (-1 Dmg from Light) Air Armor +2: (-10 Dmg from Armored) (-2 Dmg from Light) Air Armor +3: (-12 Dmg from Armored) (-3 Dmg from Light) Base Attack: 0 Air Weapons +1 (1 Damage to all/No Bonus) Air Weapons +2 (2 Damage to all/No Bonus) Air Weapons +3 (3 Damage to all/No Bonus) Base Energy: 45 Possible Max Energy: 250 With Upgrade Cost: 100 Minerals / 100 Gas Unit Supply: 3 Build Time: Same as Medivac
Structure: Specialization Building Requires: Starport+Tech Lab Upgrades: Sensory Specialization+Sensory Range Tracking+Drop Pod+Quantum Core Mechanics
What the Unit/Upgrades do: Sensory Specialization: Allows Sensory Towers to be turned into Specialization Towers. These towers have the same effect as a Sensory Tower. The addition is that Drop Pods can now be used in the range of Specialization Towers. Fleet Specialist unit with the Drop Pod upgrade are needed.
Sensory Range Tracking: This allows the Fleet Specialist to be a detector unit, the range of detection is the current POV of the fleet specialist and must be in range of a Specialization Tower.
Drop Pod Cost: 60 energy Cooldown: 3 Seconds before next use One Drop Pod per use/Four Drop Pod total per fully energized Fleet Specialist. Drop Pods can only be used within the range of the Specialization Tower+Fleet Specialists current POV. Unit Limit Per Drop Pod: Exact same unit limit as the Medivac How does it work: Load units into Specialization Building, Drop Pods launch from there when requested.+[b]There is currently no limit cap for Specialization Buildings as it has not yet been tested. You will see the Unit Portrait+Unit Hotkeys of the units in your Specialization Building on your Fleet Specialist, that is how you call the specific unit types to battle.
Quantum Core Mechanics Allows the default of 200 Energy to cap out at 250, this creates one additional use of Drop Pod in the midst of battle.
Future Roles: With this we could see the Sensory Tower as a more important role in the offensive department once it becomes a Specialization Tower, as well as being a target for the enemy. The enemy can always see when he is in the range of a Terran Specialization Tower, so if he just so happens to see its range glimmering inside his base, he now knows what's up and has to be very careful. Not to miss any Fleet Specialist attacks. Mind you with the 3 second Cooldown of Drop Pod, there might have to be multiple Fleet Specialists per attack. Which is why the Fleet Specialist is more of a Support unit rather than an offensive unit Until fully upgraded on Air Armor+Air Weapons that is. Also enemies would now have to be careful when engaging in a battle in the range of the Specialization Tower because of the Fleet Specialists defensive capabilities of being a Detector, and a Call Down unit.
The reason there are no real costs in terms of upgrades and structures is due to it being a new unit thread, not structure/upgrades.
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Sniper Battery Station
300 minerals, 300 gas 250 HP, 2 armor Attack 75 (+15 light) (Ground only), Range 40 (Minimum Range 7) Massive/Armored etc. Speed equal to 1/2 floating building Cooldown 4x siege tank's siege attack 200 Energy, Can cloak for 50 energy, 2 per second (Since it's basically a huge flying building)
Basically a Terran unit that has a huge range, and is used to pick off enemy units. This encourages use of scans/scouting because you can snipe far range units (HT) if you can scout them, and also causes more attacks instead of turtling because people want to kill the unit instead of constantly being nagged and getting units sniped.
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In an effort to find a use for enlisted men who tend to be more aggressive than marines and marauders, the Terran have developed a melee infantry unit:
Terran Commando
Cost: 100 Minerals 175 Gas 2 Supply
Range: Melee
Type: Armored, Psyonic
Stats: 110 HP 1 Armor
Attack: The Commando is equipped with a razor sharp ax to cut down his foes. 20 damage (+5 light)
Special: Play Dead By adapting the Ghost's cloaking devices into the Commando's armor, the Commando can cloak at any time. This cloak will only last a maximum of 7 seconds, and is only usable every 20 seconds. When the Commando cloaks, enemy units perceive it as a dying infantry unit. This visual effect can be avoided with the help of detection. While the Commando is cloaked, movement speed is reduced to 75%, and the cloak is removed once the Commando engages an enemy.
Upgrades: Stim Pack Infantry Armor Infantry Weapons
Tech: Built at the Barracks Requires Tech Lab add on Requires Ghost Academy
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Zerg
Grasshopper
![[image loading]](http://i39.photobucket.com/albums/e169/pigseatcorn/2988583450104237032S600x600Q85.jpg)
Lore The grasshoppers are highly evolved zerg units which originally came from zerglings. They were first sighted on the desert mining planet of Aurgau by a platoon of renegade Terran infantry. The platoon had been holed up in their encampment for months, defending from constant, relentless zergling attacks. The highly fortified position of their encampment had them killing zerglings by the swarms day in and day out, with minimal losses. Unknown to the platoon, this had set up the perfect circumstances for zergling evolution. Over time the marines began to notice these new zerglings were faster, had more life, and their hind legs were growing! These new zerglings were vicious jumpers! At first the platoon dismissed this information as a novelty. Eventually, however, the zerglings began hopping their fortifications and engaging marines within melee range! These new zerglings the marines called "Hoppers", and were the bane of all the marines in the camp. The platoon continued to fight, but kept losing marines to the hoppers. They fought to the very last man, but were overwhelmed by the zerg. Unfortunately for the rest of humanity, this event sparked a trend in zerg evolution which has then since continued. Nowdays we have the zerg grasshoppers to deal with. These Grasshoppers can leap great distances and have giant, praying mantis claws which they slash you to death with.
Cost 150 Minerals 50 Gas
Range Melee
Damage 8 (2 Attacks) (+6 Biological) The Grasshopper Leaps within Melee range and thrashes enemies with his giant praying mantis claws.
Armor Light
Abilities Cliff Jumping: Passive ability to traverse cliffs Leap: The grasshopper Leaps toward an enemy unit and engages the target within melee range.
![[image loading]](http://i39.photobucket.com/albums/e169/pigseatcorn/grasshopper.jpg)
Notes This unit will be at Lair tech. The Leap ability allows Grasshoppers to penetrate into the enemy backfield, attacking key units, breaking the enemy ranks, and swarming the enemy. The Grasshopper can be a good harassing unit in large numbers. It moves about as fast as a roach with glial reconstitution.
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Zerg Maiden
History:
Dethroned by the Queen and driven into exile by the swarm, the Maiden was once to be the mother of all Zerg creations. Ashamed, she chose to live the remainder of her life underground, seeking revenge through the pain and death of all living things.
Once spawned from the Maiden Burrow, she can only be seen for a brief moment before hiding underground. The only ways a Maiden can be properly viewed is with the use of a Phoenix’s Levitation Beam or when she tunnels her way through adjacent cliffs.
Unit Stats:
Tech Tree: Hive, Maiden Burrow (150 Minerals, 150 Gas) Cost: 150 Minerals, 300 Gas Supply: 3 Build Time: 50
Hit Points: 150 Energy: 200 Damage: None Armor: 1 Movement: Slow (underground only) Modifiers: Biological – Psionic
Abilities:
a) Hollow Point – 50 mana With her claws, the Maiden creates an underground trap that buries all units passing over it within a 1.5 grid radius (Massive units are immune, traps can be detected)
b) Impale – 100 mana (requires research at the Maiden Burrow) Using her back spines, the Maiden inflicts 15 damage (+30 to Biological) and stuns all biological units in a line above for 3 seconds.
c) Devour – 150 mana (requires research at the Maiden Burrow) The Maiden rises from below, devouring anything above her within a 4-grid radius.
I also thought about the Maiden not being able to move within range of a Hatchery, since the Queen lives nearby, which would fit the whole “exile” theme, but that might be a bit hard to implement and remember while playing. And by adjacent cliffs I mean the cliffs that a Colossus or Reaper can’t climb.
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On April 14 2010 00:47 SmoKim wrote: i hope the guy with the "infestor launching banelings" are gonna post his idea(unless ofc he already have a beta)
Reposted by popular demand! :D
ZERG
Bane Bringer Role: Anti-Armor Siege Beast
Concept: The Bane Bringer is designed to reverse engineer the volatile chemicals inside Banelings to be deadly against Armored targets instead of Light targets, while also making it a siege beast of sorts. However, the extensive mutation requires the Banelings to be incubated within the Bane Bringer, making it extremely unstable the moment it is expelled out of the Bane Bringer. As such, once Banelings are loaded in, they can't be unloaded and can only be launched outwards and explode on impact, damaging both enemy and friendly ground units. When Bane Bringers die, any loaded Banelings will burst, also damaging any nearby friendly units or otherwise. As such, careful micro is needed to ensure good positioning and that the Bane Bringer don't die in the middle of your army.
Statistics Cost: 125 Minerals / 125 Gas / 2 supply / 20 seconds morph time Morphed From: Infester
Range: 9 (Attack range of 8, minimum attack range of 3)
Damage: 10 (+20 vs Armored) - Ground targets only. Each upgrade does +0 (+5 vs Armored)
Modifiers: Armored - Biological Health: 125 Armor: 0 (+1) Energy: 200
Upgrades Volatile Sacs: Costs 150 minerals / 200 gas. Requires Hive to unlock upgrade. Increases maximum amount of loaded Banelings from 4 to 8.
All Infester upgrades also affect the Bane Bringer.
Abilities Burrow: Can move while burrowed just like the Infester.
Load: Costs 5 energy. Can be set on auto-cast. Loads nearby Banelings into the Bane Bringer. Can load up to 8 Banelings max.
Baneling Bomb (default attack): Costs 20 energy and requires at least one loaded Baneling. Targets over 8 range at a ground unit and lobs a Baneling, exploding on the spot, but also doing friendly damage. Launched Banelings can't be shot down. Can't be used while burrowed.
Unstable Chemicals (passive): Activates upon death. Each Baneling the Bane Bringer carries does 10 splash damage to nearby ground units (up to 80 damage if 8 Banelings are loaded).
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I already sent an email to random69...just thought I'd post here to get some responses from you guys.
++++++++++++++++++++++++++++++ Terrain
Marine Engineer???? Lol [Not as worried about name as I am with its purpose]
Cost: 150 Minerals/100 Gas -Build Time: 35 Seconds -Either Factory or Barracks w/ TL. Range: Unit has no range.
Damage: Unit has no damage.
Armor Type: Armored-Biological 1(+0) -Life: 105 Energy: 50 Ability: Static Disruptor: (14 Range Technically but realistically 7) Unit goes into a stationary mode where it then emits a circle(14 Range in Diameter) of static/electric discharge that interrupts Protoss Shields, reveals cloaked units and drains(5energy/1sec) energy of any unit who enters the area + diminished returns (the amount of energy it lost takes 1.5x the normal times it takes to regain them back). Ability has repercussion-see *Static Overload* below.
--Okay I know weird unit, so I'm going to need to explain it more in-depth. First of all, ability only lasts 10 seconds, each second costing the unit 2 energy. Delay to recast is 15 seconds. Ability does stack but with diminished effect of the additional ones only being 25% of the previous one. So 2 of these marines would fetch you 125% effectability, 3=131.25% Next, "interrupts P. shield" means...reduce the shield gradually by multiples of 20/sec. So if a Zealot[50 shield] enters the radius for 2.5 seconds then its shield would be reduced to nil.
*Static Overload*- Okay, here is the twist: the unit's ability will not automatically shut off after the 10 seconds. However if you let the ability run for more than .5 second after the limited 10 second, it will explode and damage all nearby units. Um, damage equivalent to 4 banelings + same range? Haha...The damage and range is obviously going to be revisited but I like the idea very much because it feeds into the Terrain idea that you have to be extremely micro attentive to beat other armies (ie. microing marines out of range and bringing it back, etc.) or you will pay...with your own army dying.
Personal note/explanation: So I read the interview with David Browler posted on TL yesterday and pretty much winged it with his design thought process. To just create a cool/unique unit to improve game play. Basically this unit would replace the Ghost's EMP-not that it has any problems or not just thought I'd put a spin on it. I thought about making it so that no abilities are allowed to be cast in that area...but that's just too imba. Obviously the mechanics/balancing of the ability will improve depending on the amount of popularity/positive criticism it receives.
Final note:animation- So not bothering to draw it so use your imagination or [RA2: IRAQ:Desolator]. So unit looks like a marine except instead of a gun it is carrying a cannon twice its size. 80% of marines moving speed. When it enters stationary mode, it slams the cannon-like object into the ground and the out of the cannon erects an even higher structure with antenna like thing at the top and electric charges are emitted from the cannon in a circle like manner. Okay hope you like it. Or help me improve it.
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On April 14 2010 03:36 DeA wrote: Zerg Maiden
History:
Dethroned by the Queen and driven into exile by the swarm, the Maiden was once to be the mother of all Zerg creations. Ashamed, she chose to live the remainder of her life underground, seeking revenge through the pain and death of all living things.
Once spawned from the Maiden Burrow, she can only be seen for a brief moment before hiding underground. The only ways a Maiden can be properly viewed is with the use of a Phoenix’s Levitation Beam or when she tunnels her way through adjacent cliffs.
Unit Stats:
Tech Tree: Hive, Maiden Burrow (150 Minerals, 150 Gas) Cost: 150 Minerals, 300 Gas Supply: 3 Build Time: 50
Hit Points: 150 Energy: 200 Damage: None Armor: 1 Movement: Slow (underground only) Modifiers: Armored – Biological – Psionic
Abilities:
a) Hollow Point – 50 mana With her claws, the Maiden creates an underground trap that buries all units passing over it within a 1.5 grid radius (Massive units are immune, traps can be detected)
b) Impale – 100 mana (requires research at the Maiden Burrow) Using her back spines, the Maiden inflicts 15 damage (+30 to Biological) and stuns all biological units in a line above for 3 seconds.
c) Devour – 150 mana (requires research at the Maiden Burrow) The Maiden rises from below, devouring anything above her within a 4-grid radius.
I also thought about the Maiden not being able to move within range of a Hatchery, since the Queen lives nearby, which would fit the whole “exile” theme, but that might be a bit hard to implement and remember while playing. And by adjacent cliffs I mean the cliffs that a Colossus or Reaper can’t climb.
I like this one the best so far. Could be very fun
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Smile Monster Race: Universal. Role: (Emotional) Support
Concept Smile monster is a flying, invincible, untargetable unit buildable from the Nexus/Hatchery/CC in parallel with gatherers/queens. This unit has 0 build time (and can be built in parallel with other units) and like the mothership cannot be massed. Its role on the battlefield is to bring a smile to the face of the player who controls it. With powerful abilities like "Happy Aura," "Heart Flare," and "Reassurance" the player who controls the smile monster can approach battles with confidence and the warmth of companionship rather than with fear or insecurity.
Statistics Modifiers: Invincible, flying, immune to spells/abilities. Health: 10 Armor: 0 Energy: 200
Abilities Happy Aura: Passive The powerful Happy Aura ability gives the happiness status to all units within a 5-cell radius. Happiness status has no effect on hp/energy/status of units in range but causes a smiley-face icon to appear above each of the units' icons. Additionally, the avatar at the bottom of the screen, if a unit with the happiness status is selected, will be smiling.
Heart Flare: 50 Energy per cast, target ground. The game-changing heart flare ability launches a flare into the sky above the chosen location and explodes into a translucent heart-shaped splash on the screen that lasts 10 seconds. This ability is particularly useful in the early game for players with high APM and nothing else to spend all those actions on. Shimmering heart-shaped splashes will also lend to the competitive aspect of S][C by making the first minute of the game far more interesting than it has been in the past.
![[image loading]](http://img72.imageshack.us/img72/7697/ymbh.jpg) The heart flare ability in action.
Reassurance: 25 Energy per cast The Reassurance ability causes the Smile Monster to emit a random reassuring sound byte, ranging from a stirring verse from "Don't Worry Be Happy" to a reminder that the player who controls smile monster is a great person and should fill his/her life with hugs and happiness. This ability is essential in tense late-game situations where victory seems out of reach or anytime throughout the game as a hard counter to opponents' bad manner and insults.
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I would like that the Infestor's infested terran ability goes back to making sense an be as follows: Infested Terran structure produces infested marines for a while. Infested protoss structure produces my proposal for new unit: Infested Zealot ![[image loading]](http://img210.imageshack.us/img210/5928/protosszealotportrait.jpg) Hit Points: 120 Shields: 60 Damage: 8 (+1) (x3) special abilities: Triple attack in a short burst. Has infinite charge, but charge drains it's life by 1hp/second ignoring armor and shields.
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Zerg :
Termite
Tech Required : Lair, termite nest. *Queens are morphed into termites for 50/250.
Stats : 150 hp, 2 armor, speed 1.5x that of queen, supply 3, build time 30, build time of termite nest 45. Beginning energy 50, max energy 200, 250 with upgrade from termite nest.
Ablities : 1. Consume the land - [energy proportional to land consumed] the termite consumes a medium sized area of creep, buildings that have had the creep under them consumed lose health over time, consumed creep does not regenerate. 2. Dark Swarm(name will be different but have not thought of one yet)[100] - Covers an area with a cloud that prevents the opponent from targeting units underneath the swarm. 3. Feed[150] - Coats enemy units with a scented substance which enrages overlords to a fury, allowing them to consume the enemy units with a jellyfish-like attack and lots of zerg-like-alien feeding sounds. Upgrades for overlord feeding abilities can be done in the termite nest if you have hive tech, increasing their hp and the time it takes to consume enemies.
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PROTOSS AVATAR
Cost: Morph Zealot + High Templar
Twice as large as Zealot with a faint psionic aura and warp blades at double length.
Range: 1 (Front three hex units)
Damage: 20 (Normal Speed)
Life: 120 Shield 180 Life
Armor: Armored (1)
Move speed: Normal
Energy: 150
Ability: Psionic Blast: Allows the Avatar to deal 90 damage to a single target unit with a range of 6. Cost is 90 energy.
Unit is a total badass and he knows it.
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Skyzergling Race: Z (duh!) Role: (Low cost air control)
![[image loading]](http://img696.imageshack.us/img696/1645/blueskylings.jpg)
Skyzerglings are little zerglings that learn how to fly from mutalisks. They are the only air units in the game that do meelee atacks.
Health :45 Damage: 5 Amor: 0 Cost: 0 mineral + 3 lessons from his "Sensei".
Requieriments Spawning Pool Spire (At least one mutalisk out) Metabolic Boost (Zergling Speed)
Lore: Speed Zerglings always wondered why they have wings if they cannot fly...One day they asked a Mutalisk if it can teach them how to fly and it gladly accepted. Then it became a very popular custom for the zerg race to have Zerglings being taught the art of flying by a veteran Muta (that little lings politely call "Sensei").
About the unit In game:
To get Skyzerglings just make sure you meet the requierimets above. Now have a Mutalisk + zerglings (max 12) in a control group and move them to a open space in the map. Let the lessons begin. Keep watching the lessons from time to time and you will hopefully see they lings hopping higher and higher until they can finally fly.
About the attack:
Skyzerglings still do the same damage with their claws(5) but sometimes they hit with a body slam when they fall fast like this:
![[image loading]](http://img512.imageshack.us/img512/17/halcon.jpg)
This deals 10 Dmg but does 5 dmg to itself. They hit both Ground and Air.
Burrowing: Contrary to popular belief, Skyzerglings can burrow! Just hit the burrow hotkey and they will fall right from where they are and burrow underground. Sadly, some of them may die when they impact with the surface.
Morphing: Skyzerglings can morph into Skybanelings.
![[image loading]](http://img517.imageshack.us/img517/1411/greenskybane.jpg)
Cost: 25 mineral 25 gas.
Attack:
Same as banelings but from the sky! (Air to Air Only) Dmg: 110
Burrow: Sadly Skybanelings cant burrow.. they will explode if you let them.. so please be careful.
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Zerg Body Snatcher
Description: Like the old mutalisk had two upgrade paths to a guardian or devourer, the Zergling now has two upgrade paths. One is to the familiar Baneling, the other is to the Zerg Body Snatcher. When a Body Snatcher attacks a unit, instead of attacking at melee or ranged, the Body Snatcher instead latches onto the enemy unit. While latched on the Body Snatcher can still be targeted and focus fired down, but will do continual damage similar to a normal zergling melee attack. However if a unit dies while under attack by a bodysnatcher, it instead becomes an infested version of that unit with the same attacks and special abilities, but the health of the Body Snatcher.
Cost: 25 Minerals 25 Gas
Hit points: 30
Range: 0 (see ability)
Damage: 5 (+5 Biological)
Armor: Light - Biological
Ability: The standard attack of the Body Snatcher latches it onto an enemy unit. While attacked the Body Snatcher can still be attacked, but it will slowly damage the attached unit. If the enemy unit died while the Body Snatcher is still attached, the enemy unit becomes an infested version of itself, with the same attack, damage and special abilities, but with the Body Snatcher's hit points.
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Zerg
Nydus Worm Peristalsis (Upgraded at Nydus Canal)
Cost: 200 Minerals 200 Gas
80 Seconds Research Time
Range: Anywhere on allied creep
Effect: Any units killed on the creep that leave debris/corpses can be consumed by mini nydus worms and converted into extra sustenance for buildings which heals x amount per second within 12 range of corpses consumed (left the amount out as it would need heavy tweaking to be useful yet not op). This is intended as a defensive upgrade to help the longevity of both defensive structures as well as hives/tech structures being focused fired etc.
Armor: N/A not targetable. If anything, cloaked and only targetable while salvaging corpses.
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In the light of recent events, a lot of BroodWar players have had their playing styles subjected to criticism and rumours and investigations by KeSPA, the Korean Police and the mass media, among others. A disproportionate quantity of these players are rumoured to be Zerg.
Therefore to formalise and facilitate these newly uncovered playing styles in SC2, I propose Blizzard introduces a new unit. This will keep any future occurrences of this sort of thing within the confines of the game itself, so that accusations of cheating and matchfixing outwith the game will become a thing of the past.
I am proud to present: Zerg: The Even Corruptor
![[image loading]](http://img687.imageshack.us/img687/8991/evencorruptor.jpg) An Even Corruptor using the 'Kickback' ability on a nearby High Templar
Tech Required: Greater Spire, 'Become Even Corruptor' upgrade researched at Greater Spire, Unit evolves from a Corruptor.
Stats:
Type: Bio, Flying HP: 200 Energy: 200 Armour: 0 (Armoured)
Abilities:
Kickback: Transfers 1000 minerals from friendly stores to the opposing team
Fix Stats: When fired at a friendly unit, surreptitiously reduces the hitpoints of all units of that type by 33%.
Career Suicide: The Even Corruptor runs off to the enemy base and squeals, killing itself and revealing the position of all other friendly Corruptor and Even Corruptor units on the map.
Shock Revelation: Merges with a friendly queen unit to produce a Drama Queen. All other units do nothing but press F5 for 10 minutes just in case they miss a breaking news story.
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^LMAO at the above entry^ Zerg
To replace the Roach: Eviscelisk (pronounced: ee-VISS-uh-lisk).
Tech Requirement: Eviscelisk Burrow - 150 Minerals, 50 Gas, 55 Seconds, Requires Spawning Pool.
Cost: 75 Minerals. 100 Gas. 4 Supply. 40 Seconds to Morph.
Health: 160 Hitpoints, 1 Armor, 100 Energy. Modifiers: Biological, Armored. Movement Speed: Normal. Burrow Speed: Slow (takes 3 seconds to Burrow).
Range: 3.
Damage: 16. Attack Speed: Normal.
Abilities/Upgrades: Missile Attacks Upgrade: +2 Damage per upgrade. Ground Carapace Upgrade: +1 Armor per upgrade. Eviscerating Claws: 150 Minerals, 150 Gas, 110 Seconds, Requires Lair. - Allows the Eviscelisk to attack while burrowed at a range of 6. - Targets one unit. - Burrowed Eviscelisks leave dorsal Claws exposed, which betrays their whereabouts, but cannot be attacked while burrowed without detection. Glial Reconstitution: 200 Minerals, 200 Gas, 170 Seconds, Requires Lair. - Attack speed increased to Fast. Organic Carapace: 150 Minerals, 150 Gas, 110 Seconds, Requires Hive. - Uses 5 energy per second to recover at 15 Hitpoints per second. - When drained of Energy, recovers Hitpoints at a normal rate. - Only at full health will Energy begin to regenerate, although at a slightly faster rate than usual (Same rate as Protoss shields). - Increases to Hitpoint regeneration rate and Energy regeneration rate only occur when the Eviscelisk is Burrowed.
Unit Description: Though the Roach proved to be an invaluable addition to the Swarm for its survivability and its defensive and offensive capabilities, its effectiveness diminished as enemy forces began to deploy stronger weaponry specially designed to crack even the toughest Roach's carapace. Thus the Roach was forced to undergo an evolution to further enhance its survivability and further improve its effectiveness in battle. The result was a new strain of oversized Roach that had developed abnormally large dorsal claws and an increased penchant for survival through an improved rate of regeneration. Though its increase in size also increased its metabolic rate, requiring additional control and energy to maintain the creature, its larger dorsal claws and modified Glial tissue greatly enhanced the Roach's offensive capabilities, securing it an essential role in both supporting Zerg armies and defending fledgling Zerg bases. Indeed, this was a new creature by its own right; a far cry from the far scrawnier Roach. This was the evolution of a new breed of Zerg beast. This was the birth of the Eviscelisk.
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Heres my new unit:
The zerglar!
Requires: -zerg that has mind-controlled a high or dark templar. -HT/DT must be morphed with a zerg ling to make THE GREAT... The AWESOME... THE ZERGLAR! -costs: 75/150 resources all together(50+25 for 1 ling) 2supply in total(ling's doesn't count) -morph time: 18seconds( 1 second more than an archon) Stats: HP:40 shields:60 energy:250 armor:0(+1)gets upgrade from evolution chamber shield upgrade:0(+1) gets upgrade from enemy's upgrades researched allowing you to punish your opponent for upgrading shields by making them realize you know exactly what they have and they are upgrading your own unit. movement: fast
Modifiers: Biological - Psionic - Light
Armaments: Claws Damage: 5 (+1) Range: Melee Speed: Fast Targets: GroundAbilities:
Psionic Storm (T)
Creates a storm of psionic energy that lasts 4 seconds, causing up to 80 damage to all units in the target area. Ability can only be used once every 3 seconds. Requires: Psionic Storm Stats: 80 damage Energy: 75 Duration: 4 sec Cooldown: 3 sec Range: 6
Feedback (F)
Purges all energy from the target. Deals 1 damage per point of energy. Energy: 50
Burrow (W)
Enables the Zerglar to burrow underground, rendering it invisible and unable to attack. Requires: Burrow
Pictures from: SCII armory edit: I don't want anyone here to know my email so how else can this be accepted? update: name changed from zerg templar to zerglar!
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The Pandalisk:
The latest addition to the Zerg swarm, the Pandalisk, is an extremely aggressive and hardy foe. Capable of consuming 9-14kg of bamboo a day and possessing the ability to launch Banelings four too five feet in front of them, they are a formidable opponent and extreme care should be taken while engaging them.
![[image loading]](http://img192.imageshack.us/img192/428/pandalisk.jpg)
-Built at the Corrupted Wildlife Conservation, available at tier 3
-95-160 day build time.
-Loses health when it's not on creep.
-The death of a Pandalisk will result in the guilty party having to pay massive sums of money to the Chinese government.
-Costs 75 minerals and 25 gas.
-Only 256 Pandalisks may be in play. Ever.
Stats:
Modifiers: Armored, Massive, Endangered
Attack: 13 damage, attack speed: sloooooow
Armor: 1
Health: 175
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Zerg
Grappler
Tech Requirement: Lair Hyralisk Den Grappler Researched (in den)
Produced by: Larva
Cost: 125 Minerals 75 Gas 2 Supply
Range: Melee
Damage: 10 + 10 vs Mechanical.
Armor: 1 Armor Biological Armored
Energy: 100
Abilities: Grapple 50 energy: Targetted "spell." Target unit within 6yard range is grappled by the Grappler's tentacle, immobilizing the target for 0.1 seconds. After the grapple is completed, the Grappler will appear behind the target (opposite side the spell was cast from), preventing withdrawal. If more than one Grappler grapples a single target, they will surround that target, pushing aside enemy and friendly units if necessary to do so. (cannot be targetted on airborne units) Colossus may not walk over the Grappler.
Intended Purpose: The Grappler is meant to isolate important enemy units while their army withdrawals. Multiple Grapplers could be used to "drill" an opponent's army and gain access to blocked terrain. I think the Grappler would be ideal for dealing with Colossus, Thors and other expensive mechanical units without being particularly strong against large numbers of low-tier units.
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I sent mine in via email, and a second email with my TL handle. Sorry for the double email, but was so wrapped up in the unit development that I forgot the essentials!
GL to everyone
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Race: Terran
Name: Chuck Norris
Cost: 250 Minerals
Food: 2
Range: Unable to target air.
Damage: 30 (Chin First upgrade: Increases attack by 15 but reduces hp by 10 by removing his chin and adding another fist of lesser strength then his original fist.)
Armor: Ripped
Energy: 0
Ability: Takes your head off with a standing jump kick.
hope i win.
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![[image loading]](http://mascot.crystalxp.net/png/banana-boy-worm-from-worms-2992.png)
Zerg
Parasitic Cerebrate
Cost: 200 Minerals 200 Gas Food: 2
Attack: No Attack
Health/Armor 90 Health (-1 health per second when without a host) Light (+1/upgrade)
Energy 200
Movement speed Slow (crawl)
Abilities 1. Neural Attachment 2. Psionic Enrage 3. Strength of the Brood
The Parasitic Cerebrate is the first form of The Swarm's mighty cerebrates. In its fledgling state, it requires ample attention to maintain its own survival. On its own, the cerebrate (like a worm) crawls about with no attack capability. It may choose a host amongst The Swarm's mighty warriors to carry it and protect it while it grows. Once a Parasitic Cerebrate chooses its host, it bonds and becomes one with the beast. From there it begins its practice over controlling the mighty broods. Only by killing the host can the parasite be eradicated.
1. Neural Attachment: The Parasitic Cerebrate attaches itself to target Zerg unit. If the host unit dies with the Parasitic Cerebrate still attached, the nestling cerebrate will die. The Cerebrate can detach from its host, but loses 1 health per second until it finds a new one. 2. Psionic Enrage (75 energy): The cerebrate floods its host unit with psionic energy, enraging it to powers never before seen. The unit's attack speed Increases by 100% and movement speed increases by 20%. 3. Strength of the Brood (125 energy): The cerebrate emits a powerful psionic pulse, increasing base damage of all nearby Zerg units by 2 for 20 seconds.
I thought it would be cool if Blizzard implemented cerebrates into Zerg combat somehow, instead of just being characters to talk to in briefing rooms. Hope you like my idea, but good luck to all :D
And yes, the picture is for lols =P
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Submitted my entry via email! GL everyone :p and try to be serious, the rainbow pony happy monster was kinda funny, tho. edit: oh shit, above, mine was teh same idea XD. But i like mine better keke
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The Spewer
The Spewer is meant to be a unit that replaces the boring old roach with a risky unit that promotes microing zerglings for a nice surround on enemy troops to use the Spewers AOE attack for maximum damage.
The Spewer would have an attack with a very long attack animation consisting of the spewer's head emerging from it's hard carapace to spray acid at an area of ground. The attack would not "follow" enemy units, forcing you to target the ground where you expect your opponent to move his troops OR surround him with zerglings so he has no escape. The Spewers initial acid spray would do something like 10 damage to all the ground units in the area, friendly included, and then damage over time any units still standing where the ground was sprayed. The area sprayed would bubble with disgusting green acid-like bile.
This unique attack would promote awesome micro on the parts of both players, with the enemy trying to snipe your Spewer and you trying to surround the enemy to weaken his forces with an acid spray. Awesome ambushes could be made on your Spewer when it is going through its long vulnerable attack animation. To make give him a little extra power later in the game it would have an upgrade that allows it to move while burrowed, taking one of the only interesting things about the roach and putting it to good use.
Stats
Health: 80
Armor: not sure, I think it should be 1, making it a tiny bit harder to snipe for basic units like zealot, marine, zergling and allowing tier 1.5 units like Stalker and Marauder with their bonus vs. armored to more easily snipe it.
Length of attack animation: Definitely more than a second and less than three
Damage: 10-15 immediate damage and then maybe 3-5 damage per second on acid swamped ground (Doesn't Stack)
Area of Effect: In between the size of a Psi-storm and a forcefield.
Movement Speed: Slow enough to be chased down but not too slow as to be a nuisance.
Cost: 100 minerals, 150 gas? I'm not really sure, not enough that you can mass for sure.
Tech Requirements: Replacement of Roach warren, don't care what it's called, Maybe Spewers Spittoon lol
Pictures coming soon!
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Lets do this!
Terran Merchant
- Built from Orbital Command - 100 HP, 1 armor - No attack - Build time: 20 seconds - Movement speed: fast - Costs: 100 minerals - Upgrade from command center: Trading (Cost 100, upgrade time 30 seconds): allows SCV to take 100 minerals one orbital command to any other command center to gain 150 gas. - SCVs need to take 20 seconds in between each command center / orbital command (Prevents building command centers next to each other to try to abuse this excessively - MAX 3 Merchants
This encourages Terrans to build defenses between command centers. Also netting 150 gas can encourage some creative gas intensive terran builds. Also, other races may be encouraged to snipe this unit to mess with Terran builds.
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Zerg
To replace the Baneling: Wraithling - Flying
Tech Requirement: Wraithling Perch - 100 Minerals, 50 Gas, 60 Seconds, Requires Spawning Pool.
Cost: 25 Minerals. 25 Gas. .5 Supply. 25 Seconds to Morph. Built from larva Built in 2's
Health: 25 Hitpoints, 0 Armor(+1 per upgrade). Modifiers: Biological, Light. Movement Speed: Fast, when the unit is within range of 2 of it's target it goes into a suicide dive.
Range: .5 .5 Splash
Damage: Ground/Air Kamikaze 30(+2 per upgrade). (+9 vs Light). Attack Speed: Very Fast.
Ability Infusion Requires Lair, Tech at Wraithling Perch 150 Min, 150 gas. The Wraithling crashes into a large enemy (Siege Tank/Immortal or larger) infusing it self with said unit and causing no damage. Provides vision around unit, can be killed with detector.
Unit Description: Evolved from the scourge, they have sacrificed their high damage for a jet burst to rapid close in on their enemy. They are able to dive into both ground and air units now. They evolved to prevent earlier air raid, while still having use against the power ground units of Protoss and Terran. They also give zerg an additional way to scout against that pesky terran wall.
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New Zerg unit: Swarmer -replaces roach -requires Roach warren(rename to Swarm warren obviously) -cost: 150 minerals/150 gas/2 supply -fast move speed, 1 armor
spawns as 4 separate units (like how a zergling spawns as 2 zerglings for 1 supply) ranged attack against ground only
The 4 separate swarmers are linked together. As each one dies, the remaining ones get it's strength. They would begin with only about 60HP and 8 damage, but the last one would have a whopping 240 HP and 32 damage. It would also give zerg armies the unique ability to become stronger as the battle progressed, feeding on their fallen units. Also, I really don't like the roach and I wish it would go.
upgrade to allow it to spawn as 5 swarmers
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edit: I don't want anyone here to know my email so how else can this be accepted? update: name changed from zerg templar to zerglar!
No need to post your email here
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On April 14 2010 18:10 Random69 wrote:Show nested quote +edit: I don't want anyone here to know my email so how else can this be accepted? update: name changed from zerg templar to zerglar! No need to post your email here 
generaly if you send an email you have the person see your email adress
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Zerg Creeper Evolves from Hydralisk
Unit Description: A mutated strain of the Lurker, the Creeper is heavily armored and attacks while burrowed. While the Lurker was suited for destroying groups of light infantry, the Creeper's attack is designed to take down larger, stronger single units.
Tech Requirement: Hydralisk Den Requires Creeper Research (Researched at Hydra Den, Requires Lair) Costs 100/100, 50s
Cost: 100 Minerals. 75 Gas. 3 Supply (Total once morphed from Hydra) 25 Seconds to Morph
Health: 170 Hitpoints, 2 Armor Modifiers: Biological, Armored Movement Speed: Normal
Damage: (Must attack while burrowed) 45 (+3 per upg) (+15 vs Armored) (+2 per upg) Attack Speed: Slow
Abilities: Burrow: Does not require research to be able to burrow. Dust Cloud (passive): Requires research at Hydralisk Den, costs 200/200 and requires Hive While burrowed, the Creeper generates a dust cloud of radius 1.5 which prevents range damage dealt to any unit in the dust. Basically a Dark Swarm while burrowed.
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When I first saw the tech tree of the Zerg I was somewhat disappointed. Both the terran and the protoss have 2 units that can ignore jumps in elevation (ie the reapers, vikings, stalkers w/ blink and the colossus) fortunately the Pterolisk aims to change this
Pterolisk
Requirements Lair and Pterolisk Roost
cost 125 minerals 100 gas 2 supply
Stats ground biological light Hit points 150 Armor 0 Movement speed normal on ground and fast while in air Attack type melee (range melee on ground and air) Attack speed fast while on ground slow while in the air Attack can only target ground while on ground or air while in air Attack damage 8+2 on biological x 2 attacks
special abilities
The Pterolisk spawns as a ground unit and it's basic role is a mid game ground melee unit. However the Pterolisk can quickly jump into the air and turn into a flying unit. This makes the Pterolisk faster but its attack speed much slower, allowing it to quickly get into enemy bases for harass but not be a power house air unit. The Pterolisk can land at any time and can do so much faster than the Viking
upgrades 200 minerals and 200 gas requires hive Pterolisks air attack speed is upgraded to normal this upgrade acts to give the Pterolisk a boost at the endgame as a protector of broodlords burrow (of course)
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Terran Rhino
Rhino is technically a bunker which can move at slow speed but infantry cannot shoot from it. It has high HP and armor but no attack besides it’s special abilities. It’s role is to soak up damage and be an obstacle for an engaging enemy. Can be used to block ramps and in numbers to block (or at least narrow) chokes. It is equipped with ^-shaped “horn” at front to move enemies away from it’s way (allows to get it into the midst of enemy army for Sound blast spell). Ramming ability is useful for engaging a well-defended location by dealing damage to static defenses, soaking damage and carrying infantry in full hp to the heat of battle. Sound blast spell is useful vs. bionic-heavy armies, but should be used carefully not to harm friendly infantry (is a good support spell for tech-heavy army).
It adds some micro as you would want your Rhinos always in front of the army. The enemy should also micro his massive units and siege tanks to avoid being hit.
Blizzard has already some kind of model for it (attached to mail). http://www.starcraft2.com/screenshot.xml?s=118 But in my role it should be changed: a ^-shaped horn should be at the front (for pushing enemy units from it’s way) and some massive dynamic (for Sound Blast spell) should be at the top.
Costs: Minerals: 150 Gas: 75 Build time: 40 Produced at: Factory (no tech add-on required) Statistics: Health: 300 Energy: 200 Attack: no standard attack Armor: 2 (+1) Speed: Slow (the speed of a Thor) Other: Armored - Mechanical - Ground
Special abilities:
Ramming mode Targets: Any structure, tanks in siege mode, thors and colossi. Damage: 150 (target is 3-sec notfunctional) Energy: 50 Range: melee Description: You must select a target not closer than 7 matrix away. After that the Rhino enters the ramming mode. First it powers up for 3 seconds, than engages at a 20% movement speed bonus in a direct line (but bypassing natural obstacles). You lose control of the unit until it hits target, the pursued unit is killed or the Rhino is itself destroyed. Any friendly or enemy units not from the list above gets pushed off the way with no damage. If thor or colossi or enemy structure gets in the way it sustains damage and Rhino stops. If the tank in siege mode unsieges while the Rhino is in ramming mode it takes only 50 damage. You can shift-add an unload all infantry command if the ramming mode is a success. Sound Blast Targets: all biological units in 2.5-matrix area around Rhino (including air and friendly) Damage: 0, units effected by the spell get 4-sec stunned. Energy: 125 (research not required) Description: Visually it looks like a slightly visible wave coming from Rhino in all directions. Rhino can unload it’s infantry unaffected by the spell right after casting it. Unload cargo No comment
Upgrades: Benefits from +2 cargo space upgrade
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I decided to post my idea so that everyone can see it.
Terran Mechanized Combat Engineer Stats + Show Spoiler + 100 minerals 50 gas 35 second build time (same as marine) 60 HP
Type: Light mechanical No attack movement speed: fast (near hellion) Built from: factory Requires engineering bay.
Abilities: Build laser wire hub: 100 minerals 150 HP 20 seconds Research cost: 100 minerals 100 gas 40 seconds at engineering bay. The unit will build a structure which can be linked together to produce a barrier impenetrable to ground units until the hub is destroyed (melee units can attack the hubs) two laser wire hubs can be connected if they are within 3 supply depot lengths of each other. Each hub can be linked to up to 2 others meaning 2 hubs can span a 3 depot wide gap, but 3 hubs can span a 6 depot wide gap. The laser wire does not do any damage. Laser wire does benefits from building armor upgrades. The neosteel frames upgrade increases armor by 2. Smoke screen: 75 energy Shoots a canister (similar to the vulture’s canister) a short distance that quickly, one or two seconds, blocks line of sight for a short time, around 15 seconds. Only detectors or scans can see through the smoke to allow attacking. This will cover both buildings and ground units, but will not affect the visibility of air units. Build bridge: 250 minerals 600 hp (each side, not shared hp) 40 seconds The unit will start building a structure, jump across a valley or down a cliff (but not up) ,carrying 2 wires across, to build another structure on the other side trailing and will then slowly cross the bridge laying the road deck. The longest bridges go the same distance as the stalkers blink. If either side is destroyed the bridge will fail and any units on the bridge will fall. If they fall onto a lower ground level they will sustain heavy damage (50 maybe), but if they fall onto a part of the map that does not have a ground (deep valley or space) the units will be destroyed. The bridge is not auto targeted by any unit to make it easier for the enemy to exploit it if you don’t watch it. All units will be able to fit across the bridge, but it is thin enough for a single force field to block. The bridge provides no vision and will not give a warning if attacked. (After all who works in the bridge to tell you what’s happening?) The bridge benefits from building armor upgrades.
The Idea: + Show Spoiler + Terran is thought of as the slow race and this unit will help emphasize the importance for a Terran player trying to take ground. The laser wire will stop all ground unit advances until the hubs have been breached, while the siege tanks tear the enemy to pieces. The smoke screen will provide time for the slow Terran ball to make it to where they need to go, and will encourage building more turrets on the front lines so Terran doesn’t have to use scans to continue the attack. The bridge provides a quick but somewhat risky way to move your slow units around the map (think of what this could do for desert oasis) a little more quickly and build slowly enough (and from both sides) that it is going to be hard to use offensively. Some of the more useful abilities cost minerals which will make the choice between scanning late game, or mulling a harder choice (in most streams I’ve watched when the game goes long they have excess minerals). It will look like the cobra (pre beta unit), without guns.
Lore + Show Spoiler + With casualties mounting, Terran politicians decided that the vulture wasn’t effective enough to continue fielding. Terran commanders that were initially angry that the vulture production had stopped complained that they now couldn’t properly prevent enemy movement into their tank lines. To solve this problem the politicians did exactly what you think they would do, began a multi-million dollar project to replace a vehicle that they just took out of service. After many years of R&D and millions of dollars in funding the Mechanized Combat Engineer was born. These little saviors were greeted with open arms. The infrastructure that they brought to the battle field, and the protective smoke screens have been instrumental in the Terran campaigns so far.
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On April 14 2010 18:36 Marradron wrote:Show nested quote +On April 14 2010 18:10 Random69 wrote:edit: I don't want anyone here to know my email so how else can this be accepted? update: name changed from zerg templar to zerglar! No need to post your email here  generaly if you send an email you have the person see your email adress For me its always so.... ya. I'm not posting it here of course but I still don't want ANYONE on TL to know about it...
edit: O and, are you the only judge or are there going to be 3 judges(would be more official looking)?
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Nice contest idea, plenty of room for creativity.
Terran unit: Skybreaker Air, Armored, Mechanical, Massive
Built from Starport with Tech-Lab addon, requires Armory and Fusion Core
Cost: 350 Minerals, 300 Vespene, 6 Supply; Build Time: 100 500 Health, 2 Armor (+1 for each level of Ship Plating upgraded), 250 Max energy Weapon: Breaker Missiles - Damage 7 (+2), 6 Missiles per volley, 8 volleys per 'attack', +3 (+1) vs Armored bonus, ATA only NOTE: Can fire at multiple targets but if a unit is right clicked, the entire 'attack' will be focused on that unit (if able)
Ability: Cyclone Cannons - 150 Energy - The Skybreaker holds position and primes it's Cyclone Cannons. After 10 seconds, the cannons fire, dealing 25 damage (x10 attacks) in a radius around the Skybreaker. The Skybreaker cannot attack or move during the entire duration of the strike.
Sort of an ATA gunship with ground-owning capabilities. Weaker than the Battlecruiser in terms of health and armor, but has a more powerful ATA attack and the Cyclone Cannon ability.
Edits: Clarified requirements and weapon
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Terran Chuck Norris :
Cost 1000 minerals / 1000 gas range - infinite b/c chuck norris can stretch arms across entire map damage - infinite because there is no scale at which chuck norris attacks Armor - Chuck norris armor ( walker texas ranger ) Ability - Ability to scare grizzly bears / or any enemy away example : (http://www.youtube.com/watch?v=z2XUgE6g7XU )
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Wretchalisk (Zerg Support Infantry)
Cost: 100 Minerals 200 Gas 40 Seconds Morphs from Roaches
Stats: 100 Health 1 Base Armor (+1 per upgrade) 1.6 Speed off creep (2.5 upgraded) 2.2 Speed on creep (3 upgraded) Bionic - Light No Attack 200 Max Energy 2 Population WRETCHALISK CANNOT NATURALLY REGENERATE ENERGY
Prerequisites: Baneling Nest Roach Warren Lair
Unlocks Wretch Aspect (From Roach Warren)(200/200)
Abilities: Baneling Launch- Fires a Ground to Air projectile dealing 150 (+75 Armored) to a single air unit.
- 75 Energy
- Range of 6
- Autocast Available
- Armor Calculations apply
- Ranged Weapons upgrade does not apply
- Cooldown of 1.5
Baneling Launch- Fires a Ground to Ground projectile dealing 25 (+ 25 Structure) splash damage over a small radius.
- 25 Energy
- Range of 9
- Autocast Available
- Armor Calculations apply
- Ranged Weapons upgrade does not apply
- Cooldown of 1.5
Consume- Consumes a friendly baneling, restoring 50 energy to the Wretchalisk.
- No Energy Cost
- No Cooldown
- Is not Smartcasted
Upgrades:
- Zerg Carapace
- Pandemic Spout (100/100)- Speed of projectiles double
- Contagion Joints (150/150)- Wrethalisk speed increases (Both on & off creep)
- Calamitious Stomach (100/100)- Adds 25 starting energy
Purpose: The Wrethalisk serves as a very good anti-dropship unit, as it will one-hit all dropships (use autocast for ease). It also servers as a possible midgame transition unit into a more varied tech build, making ultralisks much more viable. The Wrethalisk is meant to be very strong in combination with zerglings rather than mutalisks, roaches, or hydralisks. Also, people complaining about the blandness of zerg macro should be satisfied with the consume mechanic.
Lore: Through the Hive Minds of the new generation, the Defiler and lurker genetic codes were mysteriously corrupted. Because the new generation lost such a powerful unit in their arsenal, they were forced to find suitable replacements to absorb into their gene pool. On Shakuras, the zerg had salvaged a seemingly useless piece of genetic code, but found that when they mutated it along with the genes of their roaches, the roaches would swell up, and their mouths would greatly increase in size. This allowed the new roach mutations to ingest whole units, and spit them back out, though they seldom survived the impact.
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Has a winner been chosen for this contest yet?
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On April 16 2010 00:19 Ursad0n wrote: Has a winner been chosen for this contest yet?
I believe there is one more day to enter, and then the winner will be announced Friday.
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Zerg
Fallen Ghost
Description: Lore - After observing the success and results of her own transformation as well as the power and utility of Lieutenant Duran in the Brood War, Zerg Queen Kerrigan has taken to infesting and training Terran Ghosts as an elite special operations wing of the Zerg army. These Fallen Ghosts have been able to evolve their latent psionic abilities further than was possible as members of the Terran forces, but at the sacrifice of their humanity and ability to use many of the Terran technological advancements.
Practical - The role of the Fallen Ghost in the Zerg army is a midgame spellcaster-type unit which takes a decidedly different role than the Infestor by being a harassing unit that can be used separately from your main army. When used effectively, the Fallen Ghost should spice up the Zerg midgame by offering alternatives to the primary Zerg goal of macroing up a large army. The Zerg could instead harass with the Fallen Ghost or create a unique army composition by mixing in a few of them. By giving more options to a Zerg player, matches such as ZvZ should be more interesting to watch and play. The Fallen Ghost would also be an exciting unit to micro and has effectiveness that hinges upon the skill of the player. The relatively high cost and amount of micro required to use the unit would allow for balancing within the current game.
Requirements: Incarceration Catacomb (100m/100g) (can be built after Lair) Cost: 100 minerals; 200 gas; 3 supply
Health: 80 Armor: 0+1 Energy: 225 (start with 75+50 with upgrade)
Range: 6 Damage: 10+1 (+10+1 light)
Armor: Light, Biological, Psionic
Abilities: Spore Shot [75 energy] - Biological structures have become intertwined with the Fallen Ghost's rifle, allowing him fire special spores at enemy units. These spores are highly volatile, but require their host to fall in battle to feed off their energy and dissipate quickly otherwise. If an enemy unit dies within 2 seconds after being targeted by a spore shot, they explode in a similar fashion to the baneling, dealing 30 damage to nearby units. Psionic Snipe [100 energy] - Using his evolved psionic prowess, the Fallen Ghost is able to envelope his sniper shot with psionic energies that rip through units nearby the bullet's path. Deals 25 damage to all units in a thin line from the ghost to target point 8 range from the ghost. Burrow [0 energy] - The Fallen Ghost has lost his personal cloaking ability, but gains the ability to burrow and move underground with his newly evolved zerg claws and carapace.
Upgrades: From Incarceration Catacomb: Psionic Snipe (100m/150g) - Allows the Fallen Ghost to use the Psionic Snipe ability. Transcendent Evolution (100m/150g) - Give the Fallen Ghost 50 more additional starting energy, for a total of 125. Dorsal Grooves (100m/100g) - Allows the Fallen Ghost to move underground at normal speed, as opposed to very slow speed. From Lair: Burrow (100m/100g) - Common Zerg upgrade, will allow the Fallen Ghost to burrow.
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Zerg:
Infested Panda Bear Guy:
Cost: 200 minerals 150 gas Hive Tech No attack
Energy: 125 (+75 with Infested Bear Semen upgrade)
Abilities: Summon Sc-orgy: Summons 6 scourge with 25 hp, they do 100 damage air to air. Lifetime of 10 seconds Costs 75 energy
Static defense carrier: Calls forth a infested carrier that has all the same properties as a normal carrier, but is attached to the ground with creep. Costs 100 energy
Doom stride: Walks towards an enemy unit and explodes, dealing damage equal to the number of Day[9] Daily's available. Has a range equal to the highest amount of viewers that day[9] has achieved divided by 1000. Costs 125 energy
Un-infest: Turns Infested Panda Bear Guy back into neutral ursadon. Player can no longer control this unit, but the enemy will not attack it unless it is specifically targeted. Can be turned back into Infested Panda Bear Guy with an infestor.
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Race: Protoss
Unit: Judicator
Class: Aerial Support Frigate
Cost: 150 Minerals 200 Gas
Hit points: 50 Shields: 200
Range: N/A
Damage: N/A
Armor: Light/Psionic
Energy (Initial/Max): 50/250
===== Abilities (Initial) =====
Shield Transfer (Active) Energy Cost: -None- / Range: 3 / cooldown: 5 seconds Directly transfers up to 100 shields from the Judicator to the targeted unit over 5 seconds.
===== Abilities (Researched) =====
Dampening Field (Active) Cost: 200 Minerals / 200 Gas Energy Cost: 50 / Range: 7 / Cooldown: 30 seconds Fires a psionic grapple that attaches to a target enemy air unit. When the grapple attaches the Judicator, the targeted air unit, and up to 3 additional air units within a short distance of the target (range 1) are all immobilized for 5 seconds.
Morphogenic Crystals (Passive) Cost: 150 Minerals / 150 Gas Judicators with full energy will regenerate shields at double the normal rate.
This has been emailed as requested by the OP. I just posted it here for an entertaining read. =]
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Zerg Arachnid
Morph from zergling: 50 minerals
25 HP
Attacks deal 5 Dmg, fast attack rate
Extremely fast spider unit that can cliff-walk like the reaper and colossus, but has very little hp and low damage. Very useful scouting unit
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On April 14 2010 04:08 love1another wrote:Smile MonsterRace: Universal. Role: (Emotional) Support ConceptSmile monster is a flying, invincible, untargetable unit buildable from the Nexus/Hatchery/CC in parallel with gatherers/queens. This unit has 0 build time (and can be built in parallel with other units) and like the mothership cannot be massed. Its role on the battlefield is to bring a smile to the face of the player who controls it. With powerful abilities like "Happy Aura," "Heart Flare," and "Reassurance" the player who controls the smile monster can approach battles with confidence and the warmth of companionship rather than with fear or insecurity. Statistics Modifiers: Invincible, flying, immune to spells/abilities. Health: 10 Armor: 0 Energy: 200 Abilities Happy Aura: Passive The powerful Happy Aura ability gives the happiness status to all units within a 5-cell radius. Happiness status has no effect on hp/energy/status of units in range but causes a smiley-face icon to appear above each of the units' icons. Additionally, the avatar at the bottom of the screen, if a unit with the happiness status is selected, will be smiling. Heart Flare: 50 Energy per cast, target ground. The game-changing heart flare ability launches a flare into the sky above the chosen location and explodes into a translucent heart-shaped splash on the screen that lasts 10 seconds. This ability is particularly useful in the early game for players with high APM and nothing else to spend all those actions on. Shimmering heart-shaped splashes will also lend to the competitive aspect of S][C by making the first minute of the game far more interesting than it has been in the past. ![[image loading]](http://img72.imageshack.us/img72/7697/ymbh.jpg) The heart flare ability in action. Reassurance: 25 Energy per cast The Reassurance ability causes the Smile Monster to emit a random reassuring sound byte, ranging from a stirring verse from "Don't Worry Be Happy" to a reminder that the player who controls smile monster is a great person and should fill his/her life with hugs and happiness. This ability is essential in tense late-game situations where victory seems out of reach or anytime throughout the game as a hard counter to opponents' bad manner and insults. lol, wow...and i thought the zerg dweller unit entry was funny...
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Terran: Poacher Cost: 50 minerals 50 gas Range: 6 Vision: 10 Attack: 5(+3 vrs light) Energy: 100 Ability: Capture-(casting) When cast, this unit has the ability to capture a units genetic material. The genetic information is sent to the Science lab where it can recreated for 2x the original cost. ex. a captured zealot would cost 200minerals instead of 100minerals. casting cost is equal to the affected units HP-the hp at capture will be the max hp for copied unit. Example multiple Poachers can cast on a single target.
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I've been lurking around TL for awhile, so I thought I'd finally register for a chance at the beta key. Hope you like my unit, who I designed for another contest, but primarily because I thought it would be fun to play with!
![[image loading]](http://img521.imageshack.us/img521/8531/terranarmadillo.jpg)
Terran AMD-110, "Armadillo"
Production: Min: 125 Gas: 50 Supply: 2 Build Time: 45
Producer: Factory Requires: Engineering Bay
Statistics: HP: 350 Armor: 1 Modifiers: Armored, Mechanical Movement: Slow
Armaments: None
Abilities: Load/Unload
Lore: The problem of keeping Infantry units alive has plagued Terran High Command for decades. While Medics and Medivacs help, generally the best chance of survival a Marine has is to hide in a bunker. Marines deserting the front lines, fleeing back to base to get to a shelter had been an increasing problem, one that the Dominion needed to solve. Acturus Mengsk instituted a research project into creating a mobile Bunker - something that would afford the mobile protection of a bunker cheaply, while still keeping the Infantry inside safe. The result was the AMD-110 - Armored Mobile Defense Tank 110 - which quickly earned the nicknamed "Armadillo". A cheap, weaponless tank, it afforded Infantry units extra protection, as well as a way to cover retreats while keeping pressure on the enemy. Stationed inside the Armadillo, Marines were able to fire safely at oncoming Zerg and Protoss units with diminished fear, leading to a much needed morale boost. Early successes led to mass production, and the Armadillo soon became a front line unit for many Terran commanders.
Gameplay: As the lore suggests, the Armadillo functions as a mobile Bunker. It can hold 6 Marines/Ghosts/SCVs (or 3 Marauders, or some combination thereof), and allow them to fire as if they were a bunker - and, like a bunker, the units are released unharmed on its destruction. The Armadillo, however, does not replace the defensive structure. It is more expensive, requiring gas, more minerals, and supply, and has fewer hitpoints. Unlike the Bunker, it cannot be salvaged. The Armadillo allows late-game use of early-game Infantry units, without them being slaughtered by the likes of psystorm and other splash attacks. However, it is slow, and relatively defenseless, making it not ideal for all situations.
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Zerg
Spike Drone
Cost: 1 Gas per drone.
Range: 1
Damage: 1-2
Armor: Same as Drone
Energy: "
Ability: Spike Drone: Morph the selected drone(s) into a spike drone, making them immobile but causing 1-2 damage to attacking enemies.
Basically this is a morphed unit from a drone, you use it if you know your drones are going to die, you get some damage on the enemy at least.
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Race: Zerg
Name: Creeper
Cost: 350 Minerals 200 Gas
Range: 6(when upgraded has a range of 9)
Damage: 0
Armor: Armored
Energy: 250
Ability: Stalking Aura(Costs 1 energy per second when activated): Causes nearby enemy units to run in fear of being stalked by the creeper. Increases enemy move speed by two times their normal speed, but in addition enemy units take 3 damage every time they move in a range of 1. This spell has a range of 6 but if upgraded it has a range of 9. This aura only effects ground units.
This would be a very strong support unit for the Zerg. Basically it would prevent enemy units from fleeing the Zerg once they commit on an attack, if they did try to flee they would be punished by taking damage. Also this would allow the Zerg to do more hit and run tactics because if the enemy tried to chase down the Zerg after a quick attack then the enemy would take damage as stated above. Basically within the presence of an activated Stalking Aura the enemy has to pick off the Creeper with air units or make a lot of ranged units, such as Stalkers or Immortals.
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Zerg
Booger Flinger (name nonnegotiable)
Cost: 100 Minerals 175 Gas
Range: 5 (Range works in radius of 4)
Damage: 2 splash (1 Attack) (+2 Biological)
Armor: Light
Energy: 0
Ability: Launches a blob of green goo at the enemy. All enemy units to walk over the boogers get slowed down. All biological units take extra damage on the boogers because the booger bubbles, as they are rising, explode and release toxins. The green boogers dissappear after a few seconds into the ground and air.
The booger Flinger can target the ground, unlike other units, to lay a trap for advancing enemy units. This can also allow zerg armies to retreat. It has a very long attack animation so it can not hit and run.. but it's cooldown is normal. It has only four range... meh
The booger flinger does extra damage on spring days where there is a lot of pollen and can run out of ammo if the terrans bring a large handkerchief.
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My entry (I hope im not too late):
Race Terran
Inspiration My inspiration comes from the troop transport ship in Star Wars : Attack of the clones. At the end of the movie, during the big battle scene, you can see it in action transporting troops and shooting laser beams at the android bellow. PIC The ship in ACTION (Around 5 min mark):
Name The Patriot
Cost 125 Mineral 100 Gas
Spec 150 HP
Weapons Ground : Plasma beam. 8-10 damage. Similar to the colossus beam. Deals minimal splash damage. 6 range Air : AA Rockets. 15-20 damage. 7 range
Armor Armored 1+1
Ability The Patriot does not have any on use ability. However, it can fonction has a troop transport for infantry only. Up to 4 Marines, Ghosts, Reapers or 2 Mauraders can enter in it. Where the The Patriot really split apart the traditional transport is that it can fire it's Plasma beams while moving. If enemy ground unit are in range, it will automaticaly fire at them. It can also shoot air unit but only when stationary. The Patriot is a great harras unit that can quickly deploy infantry into the field. It can also defend itself unlike other transport unit. It is also great harrasing worker line and quickly back off.
Lore Since the bulk of the Terran dominion is destroyed, the remaining Terran are in a constant high alert mode. They have to flee horde of zerg swarms at any notice or quickly send search and rescue teams and The Patriot gave them the ability to do so. Fast, cheap and mobile, it was perfect for quick battle deployement.
Cross fingers :O
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Unit: Zerg Suppressor
Race: Zerg
Cost: 150 Minerals 125 Gas
Range: 6
Damage: The Suppressor has no default attack; instead, it can consume a Baneling to give it one charge for its "Explosive Spew" ability.
Armor: Armored: 3 armor
Hit Points: 200
Movement speed: Very slow
Tech requirement: Lair
Abilities: Consume Baneling - consuming a Baneling let's the Suppressor use Explosive Spew (1 time, consume more banelings to recharge). Consume Zergling - gives the Suppressor a 50% running speed buff for 5 sec. Consume Hydralisk - increases the radius of Explosive Spew by 20%. Note: The Suppressor can have either the zergling buff or the hydra buff active but not both at once. Explosive Spew - the explosive power of a Baneling is spread in a cone from the Suppressor, with the same area as a normal baneling explosion.
Why this unit is awesome: This unit helps give Zerg a way to keep Banelings and tier 1 relevant in the mid and later stages of the game, while also forcing them to micro it for it's power to be fully realized. It's movement speed is very slow which requires the player to opt for either more speed (consume zergling) or more destructive power (consume hydra).
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Here's my entry, the Zerg Dropling.
The Zerg Dropling is the next step of evolution of the Baneling. These vile creatures inflate themselves with noxious gases until their density becomes so thin that they take off in a slow, hovering, flight. At this point the noxious content of the Dropling is at a high pressure and the Dropling is vulnerable to all anti-air attacks. The Dropling attacks by igniting its internal gases, spraying a rain of burning gases over the enemy forces. Should however, the Dropling, be destroyed while not into position it explodes to devastating effect. Be it over enemy or friendly units.
Available at Hive tech the Dropling fulfills the role of a bomber in the swarm. It is a powerful, but dangerous weapon to employ. Its slow speed and vulnerability combined with the possibility of friendly fire makes it tricky to use. An armada of Droplings is preferably flanked with a group of Mutalisks to ward off interceptors.
![[image loading]](http://magnus.spunos.net/random/vargavaka_dropling.jpg)
: 0 / : 100 / : 2 / : 35
Range : N/A
Damage : N/A
Armor : None
Energy : N/A
Spontanious Combustion (aka Noxious Explosion) : The Dropling explodes in a rain of noxious fire, dealing heavy AoE damage. Deals additional damage to biological units, deals less damage against buildings.
And before anyone ask, this is one of the units in my submission for the "Perfect Trio" competition over at Vile Gaming (which got an honourable mention but no beta key ). This being a similar competition I sat down to see if I could think up something better but damn, I still really like the idea of a floating ball of fiery death.
As I mention in the post I linked the Dropling resulted from my fascination of the evolutionary aspect of the Zerg. The Baneling was an instant favourite of mine when I first saw it so it felt natural to try to do something with it. One aspect that I like of the Dropling, well apart that it's a floating ball of death, is the risk/reward aspect of a slow dangerous unit that, if not micromanaged properly, might get focus-fired down when out of position killing off your own army.
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On April 14 2010 02:33 Percucio wrote: zerg Pestilisk
Description: Pestilisks eerily resemble aging Zerglings. They are longer than your typical Zergling, being about one and a half Zergling bodies each. They lack wings, only having rotting stumps. They tend to have black rotting flesh with holes oozing team colored liquids. The other significant changes between the Pestilisk and Zergling include a vastly malformed mouth. A Pestilisk usually has a large head with a wide gaping mouth, lined with vicious curved teeth. The acidic purple spores accumulate here and drip from its mouth. When it attacks it attacks with its large mouth swiping side to side and its extra limbs lunging forward. Each attack spurts a small purple splash onto its target, adding a toxic spore. When under creep synapse the Pestilisk oozes purple sludge from the holes in its body and sends fat drops of purple sludge flying away from its body in an average sized radius. The Pestilisk’s symbiosis ability puts a team colored fungal growth on the body of its target. For visual reference it is a longer, more dog-like zergling with a gaping mouth. The mouth resembles that of a Japanese giant salamander. Production: Zerg Armor Defeating Early Tier Caster minerals:25 gass: 50 build time: 17 Morphed From: Zergling Requires: Pestilent Spawning Pool Pestilent Spawning Pool: Morphs from the standard spawning pool. Has identical looks except it changes the liquid in the pool to be team colored. production: 50 minerals 50 gas 180 build time. Unit Statistics:50 Health 200 Energy Armor: 0 (+1) Movement: Normal Modifiers: Light - Biological Armaments: Corrosive Claws Targets: Ground Damage: 5 (+1) Range: Melee Attack Speed: Fast Bonus: None Abilities: Corrosion Glands: For every attack a Pestilisk delivers on an enemy, that enemy unit gains one toxic spore. Toxic spores force the enemy unit to attack at 5% slower speed per spore and to take one additional damage per spore from every attack. Enemy units and buildings can have up to nine toxic spores at one time. Each spore wears off after 15 seconds and each attack by a Pestilisk renews the spores’ duration. Passive Duration: 15 seconds per spore Cooldown: None Creep Synapse When a Pestilisk dies on creep, it explodes in a small shower of purple acid, spreading up to three toxic spores onto each nearby ground enemy. Passive Symbiosis For just 75 energy, the Pestilisk can spread its corrosive spores in the form of a parasitic growth. Each Parasitic growth replaces the targetable health of the unit it is attached to with its own health of 15. Any damage done to the parasitic growth does not spill over to the unit it is attached to, but the health on the attached parasitic growth does not regenerate and multiple parasites can not be stacked on the same unit. Special abilities bypass the parasitic growth in effect and damage (Including tactical nukes) and splash damage still applies to the unit. Energy: 75 Duration: 150 Seconds Cooldown: 5 Seconds Range: 7 Upgrades:Corrosive Spore Glands: This upgrades causes every Pestilisk to deliver three toxic spores on initial hits against enemies with no spores at the time of the attack. Researched At: Pestilent Spawning Pool 100 100 110 DisambiguationStrong Against: Ground Units Weak Against: Air Units, Splash Damage General Role: An excellent choice to weaken high health Protoss units, healing Terran units, and high armor Zerg units such as roaches. Pestilisks do an excellent job of softening up ranged units in order to allow melee types to do more damage for longer. As an added bonus, Pestilisks naturally benefit from Zergling movement speed and attack speed upgrades, and when combined with their health boosting ability, Pestilisks can really help Zerglings do even more melee damage. Pestilisks open up an early game caster option for the Zerg, requiring only a pestilent spawning pool, which morphs from a regular spawning pool for only 50/50/180 (Minerals/Gas/Build Time). In addition to spicing up unit diversity, this also makes up for the harsh lack of casters in the Zerg army. Use Concept: The Pestilisk can help defeat hard Terran wall ins by padding Banelings with extra health for Baneling wall breaks. It can also help keep early contains going with Symbiosis and the Pestilisks themselves help quickly take down high health Marauders. Late game it can even help reduce the effect of healing on MM balls so that your ranged units can do enough damage to reduce their numbers. Against Protoss, Pestilisks help bolster Zergling strength to even the odds against powerful Zealots. Even against Colossi, Symbiosis can prevent Zerglings from melting in one deft blast. Even in general the extra damage the spores provide can help turn the tide of battle against high health Protoss forces. The Pestilisk can also do wonders to diversify Zerg vs. Zerg battles with Pestilisks being particularly good against Roaches. Lore:+ Show Spoiler +Initial Pestilisks were found after the forces of the Confederacy of Man destroyed Zerg infestations that had ravaged nearby settlements. The Pestilisks were then found when the settlements were rebuilt after significant time had elapsed. It was thought that these feeble creatures were simply the product of starved Zerglings, as they were indeed rare. Still, the Pestilisks may in fact have been the product of genetic experimentation from Zerglings, in order to create beings that could survive these barren conditions. Current Pestilisks have progressed away from feeble stragglers and have most recently been found amplifying remote Zerg ground forces to horrific effect.
Pestilisks have most likely developed from contact with human strains. They are most likely evolved from the highly similar Zergling warrior strain. It is unknown if they morph directly from a Zergling, as Guardian strains might do so from Mutalisk strains. Pestilisks seem to contain the absorbed genes of Earth native species such as dogs and rats. In particular it seems the genes have been twisted to allow Pestilisks to survive extreme malnourishment.
The most interesting Pestilisk trait is its large gaping mouth. Its head is actually crescent shaped due to its large mouth. A Pestilisk’s mouth tends to have a multitude of curved canines lined up in several unbalanced rows. The most liquid form of its body’s acid typically drips from the mouth, quite possibly denoting that it is produced in the mouth or head of the Pestilisk as a liquid, and becomes viscous and sludge-like with addition of parasitic spores.
The Pestilisk has a body much like a Zergling, except it typically is noticeably longer. Its carapace seems more like the rotting flesh of a dog or rat, rather than the thick insect-like carapace found on Zerglings. The tail of the Pestilisk remains proportionately the same as a Zergling’s tail, a trait Pestilisk legs and Zergling legs share.
The Pestilisk lacks insect like wings which some Zerg strains have evolved. Pestilisks tend to simply have stumps instead of wings, perhaps showing that the Pestilisk has only recently evolved. Pestilisks often ooze the acid contained inside their body through huge visible pores in their body.
Its bodily systems are so volatile that it frequently hosts parasitic spores which thrive in a viscous, corrosive, and acidic substance that is found in Pestilisks. This substance has been recorded to weaken our armor systems, leaving troops and buildings vulnerable to damage. It seems this substance also reacts explosively with creep, following the failure of buffer systems that normally prevent this occurrence in live Pestilisks.
The parasitic spores it hosts seems to require a significant growth time between life stages and require the acidic substance mentioned before in early life. Its second stage seems to be similar to most fungi, or lichen even. We’ve found this fungal parasite using the external carapace of fellow Zerg as homes to grow, as well as on other substances. The fungal growth its second stage creates is remarkably tough, able to withstand multiple gauss rifle projectile hits. The final stage of the parasite is unknown; it likely culminates in the expulsion of numerous spores which begin the cycle again
I saw this entry somewhere on another website, don't know if it's the same person. To the OP, i'm just saying double check or something, since the entry is identical.
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Due to the lack of Protoss Air I suggest the:
Warden
Anti Air attack only Requires Fleet Beacon Wraith speed to allow support for the slower Protoss air units Able to use the Time Warp the Mothership used to have, however it causes the unit that uses the ability to become stationary and cannot fire and is vulnerable. Instead of stopping the bullets/spines/missiles/energy beam/whatever, it slows the attack and movement speed of enemy units in the area of effect. This would allow for an advantage during a large scale battle or a chance to hinder fleeing units.
I would create a unit cost, attack damage, and energy/health suggestion, but I honestly don't know what would be a good balance there. I honestly just miss the things we could have done with the Time Warp and Protoss needs at least one more air unit in my opinion.
Feel free to criticize or make any suggestions, haha
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Protos Retributor
Air unit with AA only
Cost=> 150min-75gas
Build time 70sec
HP=> 80shield/80life
Armor=>0
Damage=> AA 8 AOE (radious 0.5 => 6, radious 1 =>3, radious 2=>1.)
Speed=>fast
2 suply Builds stargate
Energy 200
Upgrades=> Gravitational charge Cost 150min-100gas(at fleat beacon)
Skills=> Gravitational charge(Cost 100energy): Shots the charge to a enemy flying unit, this will slow the speed of this unit by 50% for 4 sec.
With this baby the protos can now fight air units =D
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On April 16 2010 08:05 Chronopolis wrote:Show nested quote +On April 14 2010 02:33 Percucio wrote: zerg Pestilisk
Description: Pestilisks eerily resemble aging Zerglings. They are longer than your typical Zergling, being about one and a half Zergling bodies each. They lack wings, only having rotting stumps. They tend to have black rotting flesh with holes oozing team colored liquids. The other significant changes between the Pestilisk and Zergling include a vastly malformed mouth. A Pestilisk usually has a large head with a wide gaping mouth, lined with vicious curved teeth. The acidic purple spores accumulate here and drip from its mouth. When it attacks it attacks with its large mouth swiping side to side and its extra limbs lunging forward. Each attack spurts a small purple splash onto its target, adding a toxic spore. When under creep synapse the Pestilisk oozes purple sludge from the holes in its body and sends fat drops of purple sludge flying away from its body in an average sized radius. The Pestilisk’s symbiosis ability puts a team colored fungal growth on the body of its target. For visual reference it is a longer, more dog-like zergling with a gaping mouth. The mouth resembles that of a Japanese giant salamander. Production: Zerg Armor Defeating Early Tier Caster minerals:25 gass: 50 build time: 17 Morphed From: Zergling Requires: Pestilent Spawning Pool Pestilent Spawning Pool: Morphs from the standard spawning pool. Has identical looks except it changes the liquid in the pool to be team colored. production: 50 minerals 50 gas 180 build time. Unit Statistics:50 Health 200 Energy Armor: 0 (+1) Movement: Normal Modifiers: Light - Biological Armaments: Corrosive Claws Targets: Ground Damage: 5 (+1) Range: Melee Attack Speed: Fast Bonus: None Abilities: Corrosion Glands: For every attack a Pestilisk delivers on an enemy, that enemy unit gains one toxic spore. Toxic spores force the enemy unit to attack at 5% slower speed per spore and to take one additional damage per spore from every attack. Enemy units and buildings can have up to nine toxic spores at one time. Each spore wears off after 15 seconds and each attack by a Pestilisk renews the spores’ duration. Passive Duration: 15 seconds per spore Cooldown: None Creep Synapse When a Pestilisk dies on creep, it explodes in a small shower of purple acid, spreading up to three toxic spores onto each nearby ground enemy. Passive Symbiosis For just 75 energy, the Pestilisk can spread its corrosive spores in the form of a parasitic growth. Each Parasitic growth replaces the targetable health of the unit it is attached to with its own health of 15. Any damage done to the parasitic growth does not spill over to the unit it is attached to, but the health on the attached parasitic growth does not regenerate and multiple parasites can not be stacked on the same unit. Special abilities bypass the parasitic growth in effect and damage (Including tactical nukes) and splash damage still applies to the unit. Energy: 75 Duration: 150 Seconds Cooldown: 5 Seconds Range: 7 Upgrades:Corrosive Spore Glands: This upgrades causes every Pestilisk to deliver three toxic spores on initial hits against enemies with no spores at the time of the attack. Researched At: Pestilent Spawning Pool 100 100 110 DisambiguationStrong Against: Ground Units Weak Against: Air Units, Splash Damage General Role: An excellent choice to weaken high health Protoss units, healing Terran units, and high armor Zerg units such as roaches. Pestilisks do an excellent job of softening up ranged units in order to allow melee types to do more damage for longer. As an added bonus, Pestilisks naturally benefit from Zergling movement speed and attack speed upgrades, and when combined with their health boosting ability, Pestilisks can really help Zerglings do even more melee damage. Pestilisks open up an early game caster option for the Zerg, requiring only a pestilent spawning pool, which morphs from a regular spawning pool for only 50/50/180 (Minerals/Gas/Build Time). In addition to spicing up unit diversity, this also makes up for the harsh lack of casters in the Zerg army. Use Concept: The Pestilisk can help defeat hard Terran wall ins by padding Banelings with extra health for Baneling wall breaks. It can also help keep early contains going with Symbiosis and the Pestilisks themselves help quickly take down high health Marauders. Late game it can even help reduce the effect of healing on MM balls so that your ranged units can do enough damage to reduce their numbers. Against Protoss, Pestilisks help bolster Zergling strength to even the odds against powerful Zealots. Even against Colossi, Symbiosis can prevent Zerglings from melting in one deft blast. Even in general the extra damage the spores provide can help turn the tide of battle against high health Protoss forces. The Pestilisk can also do wonders to diversify Zerg vs. Zerg battles with Pestilisks being particularly good against Roaches. Lore:+ Show Spoiler +Initial Pestilisks were found after the forces of the Confederacy of Man destroyed Zerg infestations that had ravaged nearby settlements. The Pestilisks were then found when the settlements were rebuilt after significant time had elapsed. It was thought that these feeble creatures were simply the product of starved Zerglings, as they were indeed rare. Still, the Pestilisks may in fact have been the product of genetic experimentation from Zerglings, in order to create beings that could survive these barren conditions. Current Pestilisks have progressed away from feeble stragglers and have most recently been found amplifying remote Zerg ground forces to horrific effect.
Pestilisks have most likely developed from contact with human strains. They are most likely evolved from the highly similar Zergling warrior strain. It is unknown if they morph directly from a Zergling, as Guardian strains might do so from Mutalisk strains. Pestilisks seem to contain the absorbed genes of Earth native species such as dogs and rats. In particular it seems the genes have been twisted to allow Pestilisks to survive extreme malnourishment.
The most interesting Pestilisk trait is its large gaping mouth. Its head is actually crescent shaped due to its large mouth. A Pestilisk’s mouth tends to have a multitude of curved canines lined up in several unbalanced rows. The most liquid form of its body’s acid typically drips from the mouth, quite possibly denoting that it is produced in the mouth or head of the Pestilisk as a liquid, and becomes viscous and sludge-like with addition of parasitic spores.
The Pestilisk has a body much like a Zergling, except it typically is noticeably longer. Its carapace seems more like the rotting flesh of a dog or rat, rather than the thick insect-like carapace found on Zerglings. The tail of the Pestilisk remains proportionately the same as a Zergling’s tail, a trait Pestilisk legs and Zergling legs share.
The Pestilisk lacks insect like wings which some Zerg strains have evolved. Pestilisks tend to simply have stumps instead of wings, perhaps showing that the Pestilisk has only recently evolved. Pestilisks often ooze the acid contained inside their body through huge visible pores in their body.
Its bodily systems are so volatile that it frequently hosts parasitic spores which thrive in a viscous, corrosive, and acidic substance that is found in Pestilisks. This substance has been recorded to weaken our armor systems, leaving troops and buildings vulnerable to damage. It seems this substance also reacts explosively with creep, following the failure of buffer systems that normally prevent this occurrence in live Pestilisks.
The parasitic spores it hosts seems to require a significant growth time between life stages and require the acidic substance mentioned before in early life. Its second stage seems to be similar to most fungi, or lichen even. We’ve found this fungal parasite using the external carapace of fellow Zerg as homes to grow, as well as on other substances. The fungal growth its second stage creates is remarkably tough, able to withstand multiple gauss rifle projectile hits. The final stage of the parasite is unknown; it likely culminates in the expulsion of numerous spores which begin the cycle again
I saw this entry somewhere on another website, don't know if it's the same person. To the OP, i'm just saying double check or something, since the entry is identical.
i am the same person from that website. i am trying to win a key for my gf so we can both play the game and enjoy it together. is that a crime =/?
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On April 16 2010 12:27 Percucio wrote:Show nested quote +On April 16 2010 08:05 Chronopolis wrote:On April 14 2010 02:33 Percucio wrote: zerg Pestilisk
Description: Pestilisks eerily resemble aging Zerglings. They are longer than your typical Zergling, being about one and a half Zergling bodies each. They lack wings, only having rotting stumps. They tend to have black rotting flesh with holes oozing team colored liquids. The other significant changes between the Pestilisk and Zergling include a vastly malformed mouth. A Pestilisk usually has a large head with a wide gaping mouth, lined with vicious curved teeth. The acidic purple spores accumulate here and drip from its mouth. When it attacks it attacks with its large mouth swiping side to side and its extra limbs lunging forward. Each attack spurts a small purple splash onto its target, adding a toxic spore. When under creep synapse the Pestilisk oozes purple sludge from the holes in its body and sends fat drops of purple sludge flying away from its body in an average sized radius. The Pestilisk’s symbiosis ability puts a team colored fungal growth on the body of its target. For visual reference it is a longer, more dog-like zergling with a gaping mouth. The mouth resembles that of a Japanese giant salamander. Production: Zerg Armor Defeating Early Tier Caster minerals:25 gass: 50 build time: 17 Morphed From: Zergling Requires: Pestilent Spawning Pool Pestilent Spawning Pool: Morphs from the standard spawning pool. Has identical looks except it changes the liquid in the pool to be team colored. production: 50 minerals 50 gas 180 build time. Unit Statistics:50 Health 200 Energy Armor: 0 (+1) Movement: Normal Modifiers: Light - Biological Armaments: Corrosive Claws Targets: Ground Damage: 5 (+1) Range: Melee Attack Speed: Fast Bonus: None Abilities: Corrosion Glands: For every attack a Pestilisk delivers on an enemy, that enemy unit gains one toxic spore. Toxic spores force the enemy unit to attack at 5% slower speed per spore and to take one additional damage per spore from every attack. Enemy units and buildings can have up to nine toxic spores at one time. Each spore wears off after 15 seconds and each attack by a Pestilisk renews the spores’ duration. Passive Duration: 15 seconds per spore Cooldown: None Creep Synapse When a Pestilisk dies on creep, it explodes in a small shower of purple acid, spreading up to three toxic spores onto each nearby ground enemy. Passive Symbiosis For just 75 energy, the Pestilisk can spread its corrosive spores in the form of a parasitic growth. Each Parasitic growth replaces the targetable health of the unit it is attached to with its own health of 15. Any damage done to the parasitic growth does not spill over to the unit it is attached to, but the health on the attached parasitic growth does not regenerate and multiple parasites can not be stacked on the same unit. Special abilities bypass the parasitic growth in effect and damage (Including tactical nukes) and splash damage still applies to the unit. Energy: 75 Duration: 150 Seconds Cooldown: 5 Seconds Range: 7 Upgrades:Corrosive Spore Glands: This upgrades causes every Pestilisk to deliver three toxic spores on initial hits against enemies with no spores at the time of the attack. Researched At: Pestilent Spawning Pool 100 100 110 DisambiguationStrong Against: Ground Units Weak Against: Air Units, Splash Damage General Role: An excellent choice to weaken high health Protoss units, healing Terran units, and high armor Zerg units such as roaches. Pestilisks do an excellent job of softening up ranged units in order to allow melee types to do more damage for longer. As an added bonus, Pestilisks naturally benefit from Zergling movement speed and attack speed upgrades, and when combined with their health boosting ability, Pestilisks can really help Zerglings do even more melee damage. Pestilisks open up an early game caster option for the Zerg, requiring only a pestilent spawning pool, which morphs from a regular spawning pool for only 50/50/180 (Minerals/Gas/Build Time). In addition to spicing up unit diversity, this also makes up for the harsh lack of casters in the Zerg army. Use Concept: The Pestilisk can help defeat hard Terran wall ins by padding Banelings with extra health for Baneling wall breaks. It can also help keep early contains going with Symbiosis and the Pestilisks themselves help quickly take down high health Marauders. Late game it can even help reduce the effect of healing on MM balls so that your ranged units can do enough damage to reduce their numbers. Against Protoss, Pestilisks help bolster Zergling strength to even the odds against powerful Zealots. Even against Colossi, Symbiosis can prevent Zerglings from melting in one deft blast. Even in general the extra damage the spores provide can help turn the tide of battle against high health Protoss forces. The Pestilisk can also do wonders to diversify Zerg vs. Zerg battles with Pestilisks being particularly good against Roaches. Lore:+ Show Spoiler +Initial Pestilisks were found after the forces of the Confederacy of Man destroyed Zerg infestations that had ravaged nearby settlements. The Pestilisks were then found when the settlements were rebuilt after significant time had elapsed. It was thought that these feeble creatures were simply the product of starved Zerglings, as they were indeed rare. Still, the Pestilisks may in fact have been the product of genetic experimentation from Zerglings, in order to create beings that could survive these barren conditions. Current Pestilisks have progressed away from feeble stragglers and have most recently been found amplifying remote Zerg ground forces to horrific effect.
Pestilisks have most likely developed from contact with human strains. They are most likely evolved from the highly similar Zergling warrior strain. It is unknown if they morph directly from a Zergling, as Guardian strains might do so from Mutalisk strains. Pestilisks seem to contain the absorbed genes of Earth native species such as dogs and rats. In particular it seems the genes have been twisted to allow Pestilisks to survive extreme malnourishment.
The most interesting Pestilisk trait is its large gaping mouth. Its head is actually crescent shaped due to its large mouth. A Pestilisk’s mouth tends to have a multitude of curved canines lined up in several unbalanced rows. The most liquid form of its body’s acid typically drips from the mouth, quite possibly denoting that it is produced in the mouth or head of the Pestilisk as a liquid, and becomes viscous and sludge-like with addition of parasitic spores.
The Pestilisk has a body much like a Zergling, except it typically is noticeably longer. Its carapace seems more like the rotting flesh of a dog or rat, rather than the thick insect-like carapace found on Zerglings. The tail of the Pestilisk remains proportionately the same as a Zergling’s tail, a trait Pestilisk legs and Zergling legs share.
The Pestilisk lacks insect like wings which some Zerg strains have evolved. Pestilisks tend to simply have stumps instead of wings, perhaps showing that the Pestilisk has only recently evolved. Pestilisks often ooze the acid contained inside their body through huge visible pores in their body.
Its bodily systems are so volatile that it frequently hosts parasitic spores which thrive in a viscous, corrosive, and acidic substance that is found in Pestilisks. This substance has been recorded to weaken our armor systems, leaving troops and buildings vulnerable to damage. It seems this substance also reacts explosively with creep, following the failure of buffer systems that normally prevent this occurrence in live Pestilisks.
The parasitic spores it hosts seems to require a significant growth time between life stages and require the acidic substance mentioned before in early life. Its second stage seems to be similar to most fungi, or lichen even. We’ve found this fungal parasite using the external carapace of fellow Zerg as homes to grow, as well as on other substances. The fungal growth its second stage creates is remarkably tough, able to withstand multiple gauss rifle projectile hits. The final stage of the parasite is unknown; it likely culminates in the expulsion of numerous spores which begin the cycle again
I saw this entry somewhere on another website, don't know if it's the same person. To the OP, i'm just saying double check or something, since the entry is identical. i am the same person from that website. i am trying to win a key for my gf so we can both play the game and enjoy it together. is that a crime =/?
Just reading that post, and then reading yours..I highly doubt that's you.
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Zerg lurker with swarm. The lurker can cast swarm only when it not burrowed. It does less damage and it has an upgrade that increase the size of the spines, and with it the size of the spike's AoE.
Because everyone misses it
Cost: 100 Minerals 100 Gas
Range: 6
Damage: 20
Armor: 1
Energy: 200
Ability: A cloud appears and under it ground units take no damage from ranged weapons. 100 Energy
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Race rotoss Name: Disruptor Built from stargate 300 minerals 200 gas no attack Spells : 1) Psionic Entrapment - immobilizes any (all and enemy) psionic entities (zerg and protoss units only) within a radius of 5 for 10 seconds. (should make the PvZ and PvP match ups more interesting as the area the spell works on is around the unit itself so the unit must sneak into enemy lines and if it is activated within your own army, it ends up backfiring and stopping your own troops) 2) Abduction - terran biological units that are underneath the Disuptor while this is activiated will be abducted for 5 seconds and then released underneath the Disruptor. the released unit will have 25% more hp, but will miss 50% of the time as well as give vision (like parasite does) around the target unit. Abduction can carry at most 4 units at one time. 3)Cloak - at the cost of Psionic energy, the unit will remain cloaked until psionic energy runs out.
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the lunker
HP: 175
Cost: 100 Minerals 75 Gas (morph from hydralisk)
Range: 6
Damage: 20 (must be burrowed to attack)
Armor: Armored 1
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Marine Upgrade: U-5371 Suit Changes armor to Medium, gives +1 range, -1 speed
Researched at Tech Lab, Requires Engineering Bay
Race: Terran Unit: Marine Upgrade Armor: Medium (receives -2 from Light attacks and +2 from heavy) Damage: -1 against Light +1 or +2 against Heavy.
Probably +1 since +2 could be imbalanced, this upgrade encourages players to fast expand while getting U-5371 Suit,
Race: Terran Unit: Ranger Armor: Light (2) Damage: 5 + 15 against light +10 against Medium Life: 100 (The marine shield Upgrade is available for +10 life) Type: Ground MELEE , Uses psionic enhanced knife. Produced by Barracks,requires Orbital Command.
Abilities: Rage Rangers can go into rage mode, this ability boosts the Ranger's life up to 150 and speed +2 and -2 on armor, the unit becomes uncontrollable during 15 seconds. Mortar The Ranger becomes a stationary unit, since he while be using a mortar, the mortar deals 20 damage+5 in splash radius of 2, the mortars shoot 2 shots and has a 10 second period before using again. This ability can only be casted in Ranger Pairs(2 rangers for 1 Mortar)
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My Entry (Dont think about stealing it)
Protoss
Protoss Genesis (Facility Unit [Facility is still in SC2 right? lol])
Shield/HP: 150/200
Cost: 200 Minerals 250 Gas
Range: 6
Speed/Size/Sight: A bit faster than a Colossus/Large/10
Damage: 25 (+3 Per Upgrade) (Ground/Air)
Armor: Armored and Mechanical
Energy: 200 (+50 upgrade)
Ability: Psionic Transfer - costs 75 Energy. Absorb a Biological or Psionic Protoss unit (Zealot, High Templar, Archon, etc) Can absorb again once Eradicator is used. Psionic Eradicator - Used in conjunction with Psionic Transfer. Fires a powerful beam of psionic energy dealing 20-40 damage to ground depending on what was consumed in a 3x3 grid. cool down is 2.5 seconds. Psionic Vaporizer - Used in conjunction with Psionic Transfer. Fires a large torpedo of psionic energy dealing 50 damage to air units in a 4x4 grid. cool down is 2.5 seconds
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Protoss
Pariah
Cost: 50 Minerals 200 Gas
Range: 7 Damage: none
Armor: Light
Energy: 150 (starting with 50)
Ability: 100 Sacrifice: Allows the Pariah to sacrifice himself, controlling target unit. Unable to target self Khaydarin Bracer: (research at twilight council) 100 minerals 100 gas. Starting energy of pariah becomes 100.
This unit bringing on the excitement of mind control to sc2, the pariah its a very useful unit, made for pimp plays, its a very weak and vost effective unit, but can be an interesting choice for gain and edge over power units, and destroy mixing rates of armies.. and of course.. an incredible add on for UMS maps !!! XD
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On April 16 2010 08:05 Chronopolis wrote:Show nested quote +On April 14 2010 02:33 Percucio wrote: zerg Pestilisk
Description: Pestilisks eerily resemble aging Zerglings. They are longer than your typical Zergling, being about one and a half Zergling bodies each. They lack wings, only having rotting stumps. They tend to have black rotting flesh with holes oozing team colored liquids. The other significant changes between the Pestilisk and Zergling include a vastly malformed mouth. A Pestilisk usually has a large head with a wide gaping mouth, lined with vicious curved teeth. The acidic purple spores accumulate here and drip from its mouth. When it attacks it attacks with its large mouth swiping side to side and its extra limbs lunging forward. Each attack spurts a small purple splash onto its target, adding a toxic spore. When under creep synapse the Pestilisk oozes purple sludge from the holes in its body and sends fat drops of purple sludge flying away from its body in an average sized radius. The Pestilisk’s symbiosis ability puts a team colored fungal growth on the body of its target. For visual reference it is a longer, more dog-like zergling with a gaping mouth. The mouth resembles that of a Japanese giant salamander. Production: Zerg Armor Defeating Early Tier Caster minerals:25 gass: 50 build time: 17 Morphed From: Zergling Requires: Pestilent Spawning Pool Pestilent Spawning Pool: Morphs from the standard spawning pool. Has identical looks except it changes the liquid in the pool to be team colored. production: 50 minerals 50 gas 180 build time. Unit Statistics:50 Health 200 Energy Armor: 0 (+1) Movement: Normal Modifiers: Light - Biological Armaments: Corrosive Claws Targets: Ground Damage: 5 (+1) Range: Melee Attack Speed: Fast Bonus: None Abilities: Corrosion Glands: For every attack a Pestilisk delivers on an enemy, that enemy unit gains one toxic spore. Toxic spores force the enemy unit to attack at 5% slower speed per spore and to take one additional damage per spore from every attack. Enemy units and buildings can have up to nine toxic spores at one time. Each spore wears off after 15 seconds and each attack by a Pestilisk renews the spores’ duration. Passive Duration: 15 seconds per spore Cooldown: None Creep Synapse When a Pestilisk dies on creep, it explodes in a small shower of purple acid, spreading up to three toxic spores onto each nearby ground enemy. Passive Symbiosis For just 75 energy, the Pestilisk can spread its corrosive spores in the form of a parasitic growth. Each Parasitic growth replaces the targetable health of the unit it is attached to with its own health of 15. Any damage done to the parasitic growth does not spill over to the unit it is attached to, but the health on the attached parasitic growth does not regenerate and multiple parasites can not be stacked on the same unit. Special abilities bypass the parasitic growth in effect and damage (Including tactical nukes) and splash damage still applies to the unit. Energy: 75 Duration: 150 Seconds Cooldown: 5 Seconds Range: 7 Upgrades:Corrosive Spore Glands: This upgrades causes every Pestilisk to deliver three toxic spores on initial hits against enemies with no spores at the time of the attack. Researched At: Pestilent Spawning Pool 100 100 110 DisambiguationStrong Against: Ground Units Weak Against: Air Units, Splash Damage General Role: An excellent choice to weaken high health Protoss units, healing Terran units, and high armor Zerg units such as roaches. Pestilisks do an excellent job of softening up ranged units in order to allow melee types to do more damage for longer. As an added bonus, Pestilisks naturally benefit from Zergling movement speed and attack speed upgrades, and when combined with their health boosting ability, Pestilisks can really help Zerglings do even more melee damage. Pestilisks open up an early game caster option for the Zerg, requiring only a pestilent spawning pool, which morphs from a regular spawning pool for only 50/50/180 (Minerals/Gas/Build Time). In addition to spicing up unit diversity, this also makes up for the harsh lack of casters in the Zerg army. Use Concept: The Pestilisk can help defeat hard Terran wall ins by padding Banelings with extra health for Baneling wall breaks. It can also help keep early contains going with Symbiosis and the Pestilisks themselves help quickly take down high health Marauders. Late game it can even help reduce the effect of healing on MM balls so that your ranged units can do enough damage to reduce their numbers. Against Protoss, Pestilisks help bolster Zergling strength to even the odds against powerful Zealots. Even against Colossi, Symbiosis can prevent Zerglings from melting in one deft blast. Even in general the extra damage the spores provide can help turn the tide of battle against high health Protoss forces. The Pestilisk can also do wonders to diversify Zerg vs. Zerg battles with Pestilisks being particularly good against Roaches. Lore:+ Show Spoiler +Initial Pestilisks were found after the forces of the Confederacy of Man destroyed Zerg infestations that had ravaged nearby settlements. The Pestilisks were then found when the settlements were rebuilt after significant time had elapsed. It was thought that these feeble creatures were simply the product of starved Zerglings, as they were indeed rare. Still, the Pestilisks may in fact have been the product of genetic experimentation from Zerglings, in order to create beings that could survive these barren conditions. Current Pestilisks have progressed away from feeble stragglers and have most recently been found amplifying remote Zerg ground forces to horrific effect.
Pestilisks have most likely developed from contact with human strains. They are most likely evolved from the highly similar Zergling warrior strain. It is unknown if they morph directly from a Zergling, as Guardian strains might do so from Mutalisk strains. Pestilisks seem to contain the absorbed genes of Earth native species such as dogs and rats. In particular it seems the genes have been twisted to allow Pestilisks to survive extreme malnourishment.
The most interesting Pestilisk trait is its large gaping mouth. Its head is actually crescent shaped due to its large mouth. A Pestilisk’s mouth tends to have a multitude of curved canines lined up in several unbalanced rows. The most liquid form of its body’s acid typically drips from the mouth, quite possibly denoting that it is produced in the mouth or head of the Pestilisk as a liquid, and becomes viscous and sludge-like with addition of parasitic spores.
The Pestilisk has a body much like a Zergling, except it typically is noticeably longer. Its carapace seems more like the rotting flesh of a dog or rat, rather than the thick insect-like carapace found on Zerglings. The tail of the Pestilisk remains proportionately the same as a Zergling’s tail, a trait Pestilisk legs and Zergling legs share.
The Pestilisk lacks insect like wings which some Zerg strains have evolved. Pestilisks tend to simply have stumps instead of wings, perhaps showing that the Pestilisk has only recently evolved. Pestilisks often ooze the acid contained inside their body through huge visible pores in their body.
Its bodily systems are so volatile that it frequently hosts parasitic spores which thrive in a viscous, corrosive, and acidic substance that is found in Pestilisks. This substance has been recorded to weaken our armor systems, leaving troops and buildings vulnerable to damage. It seems this substance also reacts explosively with creep, following the failure of buffer systems that normally prevent this occurrence in live Pestilisks.
The parasitic spores it hosts seems to require a significant growth time between life stages and require the acidic substance mentioned before in early life. Its second stage seems to be similar to most fungi, or lichen even. We’ve found this fungal parasite using the external carapace of fellow Zerg as homes to grow, as well as on other substances. The fungal growth its second stage creates is remarkably tough, able to withstand multiple gauss rifle projectile hits. The final stage of the parasite is unknown; it likely culminates in the expulsion of numerous spores which begin the cycle again
I saw this entry somewhere on another website, don't know if it's the same person. To the OP, i'm just saying double check or something, since the entry is identical.
Probably here: http://vilegaming.com/page/510
Which is funny, because I submitted a unit, and then I read the link, and I dunno if it was osmosis, because I don't remember specifics but my unit I just submitted had similar ability to one listed.
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Zerg
Creeper
(Morphs from Roach)Cost: 50 Minerals 100 Gas 2 supply 35 morph time
Requires: Lair level research from roach warren
Range: 3
Damage: 8 (+2 Biological) Line splash (like lurker)
Hit points: 125 (1 armor)
Armor: biological
Ability:
in movement, this unit goes fuzzy, like as if it were cloaked but it can still be targeted but has lower attack priority vs. enemy.
Upgrades: Range upgrade (+2 range) 150/150 from roach warren Speed upgrade 150/150 from roach warren
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![[image loading]](http://img405.imageshack.us/img405/7771/venusz.jpg) Race: Zerg Name: Venus Trap Minerals: 75 Gas: 75 Supply: 1 Build Time: 40 Producer: Larva Require: Infestation Pit Hotkey: V HP: 150 Armor: 1 (+1 each Ground Carapace upgrade) Type: Light, Biological Mvmt : Slow Attack: None
Abilities: Burrow (W) Trap (T)
Upgrades: Ground Carapace (C) @ Evolution Chamber Burrow (B) @ Hatchery, Lair, Hive Carnivorous Plant (C) @ Infestation Pit
New Ability: Trap The Venus Trap is not capable of attack when un-burrowed. When burrowed, Trap can be right-clicked to be set to auto-activate.
Any enemy units that fit into these criteria will activate the trap. 1. Non-massive, Non-structure. 2. Ground or Air. 3. Light.
Possible targets: Protoss: Probe, Phoenix, Interceptors, Observer, Sentry, High Templar, Dark Templar, Zealot. Terran: SCV, MULE, Point Defense Drone, Ghost, Marine, Reaper, Hellion. Zerg: Drone, Mutalisk, Hydralisk, Queen, Zergling, Baneling, Infestor, Broodling.
* Activation range is 2 (Similiar to that of a Baneling) * An enemy unit trapped is considered to be removed from game until the Venus Trap is killed, or ability Trap is de-activated. * Trapped unit will take 1 damage per second while trapped. * The Venus Trap is invisible while burrowed. * When a unit is trapped, the Venus Trap becomes visible. * When a unit is trapped, the Venus Trap cannot unburrow. * One Venus Trap can only trap one enemy unit at a time. * Once auto-activate is deactivated, Trap can only be activated again after 10 seconds. * Once a trapped unit is killed, the Venus Trap can immediately trap another nearby unit.
Exception(s): * If enemy Baneling has vision of the burrowed Venus Trap, it will attack and explode before Venus Trap can trap the Baneling. * Summoned units like MULE, Broodling, and Point Defense Drone may expire while trapped. It will not count as a kill. The Venus Trap must wait 10 seconds before it can trap another unit.
New Upgrade: Carnivorous Plant Minerals: 200 Gas: 200 Time: 100
* Ability Trap can now trap 2 units at a time instead of 1. * Trapped units suffer 2 damage per second instead of 1.
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New Zerg Unit
Underground Snake Den
Requires Lair costs 75 minerals/ 50 gas 100hp
Underground snake den, only seen by detectors, snakes move out from central location under the ground and can ensare and pull light units, aka marines and zealots, and some heavier equipment down to their deaths....
Abilities ensare instant death(Requires recharge)
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THE PROTOSS MORTAL comes from robotics 200 shield, 90 hit points it takes and extra 25 damage from attacks over 10 damage does 80 damage, range 5
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Spenguin
Australia3316 Posts
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Sent mine thru email but I'll post it here too.
Protoss
Council Member
Hit Points: 100
Shields: 75
Energy: 125
Size: Normal
Type: Ground Biological Psionic
Cost: 150 Minerals 150 Gas 2 Supply
Range: 5 (can be upgraded to 7)
Damage: At Range 1, Base Damage is 30 At Range 2, Base Damage is 20 At Range 3, Base Damage is 10 At Range 4, Base Damage is 10 At Range 5, Base Damage is 5 (Before Upgrade)
At Range 1, Base Damage is 50 At Range 2, Base Damage is 40 At Range 3, Base Damage is 30 At Range 4, Base Damage is 20 At Range 5, Base Damage is 15 At Range 6, Base Damage is 10 At Range 7, Base damage is 5 (After Upgrade)
Attack Speed: Normal
Unit Speed: Normal
Armor: +0
Ability: Psi Burst: The Council Member can unleash a blast of Psionic Energy that damages all units around him (including friendly units) for 20 damage within 2 range. Requires 60 Energy. Neurotic Psi Waves: The Council member can temporarily enhance his attacks with Neurotic Psi Waves. This ability slows enemy attackspeed with each blast of his Psi wave. Requires 75 Energy. Lasts for twenty seconds.
Produced From/Warped From: Gateway/Warpgate
Requires: Twilight Council
Description: The Council Member is a Psionic Protoss unit that incorporates his Psi abilities and honed combat skills into a powerful weapon of terrible terrible destuction. His unleashes waves of Psi from his palms; the damage from these Psi waves diminish at a longer range but at close-quarters, the Council Member will annihilate with his adept Psi abilities and combat techniques. His Psi waves can attack both ground and air units. Against air units, his base damage is always five.
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Please announce the winner before the 50 beta keys are given out so I know whether or not to opt-out of that.
edit: nvm I'm opting out of both since the beta keys don't work for macs too...
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On April 17 2010 21:33 3FFA wrote: Please announce the winner before the 50 beta keys are given out so I know whether or not to opt-out of that.
edit: nvm I'm opting out of both since the beta keys don't work for macs too... You mean from self-nominated thread? You can opt-out right now there is now chance there will be less than 10 people.
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And the winner is :D ????? .........
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Zerg
Unit name: Shadow
Shadows Strike at night making their double impossible to distinguish. Theses devilish creatures are said to resemble death as they lure their prey with thier shadow once in close quaters these Menacing creatures literaly suck the soul out of the prey. Its said that these creatures tend to attack larger units as they try to quench thier thirst for ending lives. Casts a shadow "Double" of it self which deals no damage but confuses enemies
Attack: Short range Black mist which circles the units witch sucks the life out of a creature. It has been told when that these unit once feasted apon any organic unit a small part of thier battle wounds are replenished
Attack damage: 10+10 armour. Attack Speed: Slow Unit cost: 85 mineral 50 gas. Unit health: 90hp Movement: fast. Requires Evolution chamber. Can attack ground only. Range: 3
I know the competition is over but looked fun plus i never win these things anyway lol
unless were going off aussie time!
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Hey all,
Ok the competition has now come to a close and I will be announcing the winner within the next hour 
GL again to all
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On April 18 2010 04:57 Khrono wrote: IMO this was a fake contest to give him entry ideas in a real one.
IMO are you retarded
****************************************************************************** Protoss
Energy Archon
Cost: 200 Minerals 125 Gas
Range: 5 (Range works in radius of 5)
Damage: 5-6 (3 Attacks) (+2 Biological)
Armor: Armored
Energy: 150
Ability: Recharge: Allows the Energy Archon to recharge the shields of nearby (5 range radius) Protoss units, recharges 2 shields for every 1 energy cost. Unable to target self
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That is my unit, if there was a competition and I did need a key I would still stick with my Archon.
Besides ask the winner if it was a fake or if he got his key before you come post such bullshit comments.
You sir, are a fool
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And who exactly was the winner? What was their unit?
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Thanks FSP.Siggy for the link to the winners page.
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