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(Lurker Mod) I have sinned!!!! - Page 11

Forum Index > SC2 General
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SFJake
Profile Joined January 2010
Canada5 Posts
Last Edited: 2010-08-14 01:42:37
August 14 2010 01:42 GMT
#201
On August 11 2010 08:51 apriores wrote:
Until Zergling4life will put this mod on EU server, I have made a version not so "professionally" balanced, but for fun.
Map name: Blistering Sands - SC1 Units.
It contains:
Protoss: 1 more unit = Scout;
Zerg: 2 more units = Lurker & Scourge;
Terran: 1 more unit = Goliath
And some units replaced:
Hellion replaced with Vulture
Raven replaced with Science Vessel
EMP Round moved on Science Vessel
Lurker Den requires Lair.

For now, I checked and re-set all stats for Multiplayer only for Terran.
Zerg and Protoss could have some stats from Campaign dependencies. If you find something wrong, PM me, please.
I repeat: I made it for fun, to play with my friends. If you want something better/balanced, you should wait for Lurker mode or lets hope some teams will work for a SC1 Remake.

Sorry to barge in like that, but man, I've been trying for so long to understand how to add the Science Vessel.

It seems like I can add and use any campaign units, but the Science Vessel just won't show up even if its set like all others.

I've had this problems for over a week now. Its killing me. Can you just tell me how you did it?
Nuxar
Profile Joined February 2009
Canada212 Posts
August 14 2010 02:23 GMT
#202
You need to change the dependencies. To do so, either make a new map and change the dependencies to campaign on the "create a new map" window

or

On a map that already exists: File -> Depencies -> Add Standard -> Check all the boxes

It should do it...
SFJake
Profile Joined January 2010
Canada5 Posts
August 14 2010 05:51 GMT
#203
Thats not the problem... Everyone answers me something as if I was stupid (and I can't blame them), but the problem is way beyond that. I already enabled everything, I have most campaign units... its just -the science vessel- that doesn't show up.
sigma47
Profile Joined August 2010
Germany11 Posts
August 14 2010 12:49 GMT
#204
On August 14 2010 14:51 SFJake wrote:
Thats not the problem... Everyone answers me something as if I was stupid (and I can't blame them), but the problem is way beyond that. I already enabled everything, I have most campaign units... its just -the science vessel- that doesn't show up.


Right now i just can think of 3 things that might help you...
1. I somehow had the same problem that campaign stuff didn't show up and solved this by moving up the campaign dependency to the top of the list
2. If that didn't help perhaps the train ability for the vessel is broken and either needs to be fixed or completly recreated
3. If even the ability works the last thing that comes to my mind is that maybe the "Event +" list isn't working the way it should and because of that the model of the vessel simply doesn't show up. Solution would be to make a new one or you find the one that's broken and repair it.
Tritonus
Profile Joined August 2010
Denmark125 Posts
August 14 2010 17:48 GMT
#205
Can the people who is trying to make a sc1 mod please take it to a separate thread? I know you mean well and all, but this thread/map is about zerg, and what it would do to the game if they had the lurker added, since it's a fact that zerg doesn't have as many units as the other races, and I guess this thread was done as a response to the current discussion on "is zerg underpowered?" and to see if this would fix anything. Adding firebats, vultures, goliaths and science vessels to the game won't "fix" the zerg. Thanks.

On a more related note:

I know this has been discussed a bit, but I've yet to see a clear definition of what exactly the niche role the lurker would fill. Don't get me wrong, I love the lurker, but if it really is out shined by Roach burrow harass and ultralisks splash vs armored units, then what do we need it for? I guess you could argue that it would function as a good transition from roaches if your opponent got armored units with anti armor damage themselves (tanks, immortals etc.) and once they get detection, you move towards the late game ultras or broodlords



On August 10 2010 04:13 Archerofaiur wrote:

On the topic of lore, I checked in the Broodwar manual and it only mentions just once that the Lurkers are "bred from the hydralisk strain". It doesnt say specifically that it was an assimilated from a hydralisk-related breed (like how the gaurdian was the mutalisk nesting form.

As much as it leaves a bad taste in my mouth to change the lurker from a hydralisk to roach evolution its wouldnt even require a real retcon. They could just put the lines "Kerrigan's new breed of lurkers are morphed from roach DNA. "


On August 11 2010 10:09 Half wrote:
Show nested quote +
On August 11 2010 07:24 Archerofaiur wrote:


[image loading] [image loading]


wtf does that have to do with anything.

Show nested quote +
On August 11 2010 07:56 Archerofaiur wrote:
On August 11 2010 07:32 Zergling4life wrote:
LOL @ poster above....


Wuts so funny? Blizzard has always been willing to change/add/rework lore for gameplay.


Gameplay first.


Those are TWO NEW UNITS. The only thing they retconned is the muta not morphing into anything. I guess the only similarity is one of them playing similar to guardians.

This isn't a unit that "plays similar" to lurkers, its the lurker. We're not asking if the Zerg could theoretically use a "stationary defensive unit". We're asking if the lurker that was removed could be refit into the game.

If the only way the Lurker could be put into the game was if it evolved from the roach. Gameplay does come first, but Acetic is not ignored in favor of it.

it would require a name change, a redesign of the unit by the development team to change the "flavor", similar to the one given to the guardian->Brolord, and artistic modifications, especially for the high rez portrait. That's a noticeable amount of extra effort and work

This would justify pretty well it being scrapped before the final release, and maybe reimplemented in the expansion. The question posed here is "could a variation of the lurker that was removed be refit into the game", not "could zerg theoretically use semi-stationary defense with completely variable stats and skills"



Saying that the brood lord is a new unit is just completely lollerific. The only difference between the guardian is the name, and the fact that they have broodlings. They look almost identical and have the exact same role. It bugs me a lot that brood lords don't mutate from mutalisk, but they obviously don't for balancing reasons.

The line IS crossed. Deal with it.

P.S. Also, how would you explain that roaches now have Hydralisks old attack, and no longer spew acid but now shoot darts instead? My answer? I'd say it's similar to how guardians now shoot broodlings, which is why they are called brood lords.

Roaches seem to be a burrow focused unit, so to me it would make perfect sense if they evolved into lurkers as longs as corruptors morph into guar.. ehm brood lords...

P.P.S. In regards to Blizzard not changing things because of lore because of balance/gameplay, I need only refer to WoW where every race can almost be every class and every class can almost fill any role now. So much for that "line".
heishe
Profile Blog Joined June 2009
Germany2284 Posts
August 14 2010 17:51 GMT
#206
what there's a whole sc1 mod with defilers etc? sounds awesome, please create own thread!
If you value your soul, never look into the eye of a horse. Your soul will forever be lost in the void of the horse.
sigma47
Profile Joined August 2010
Germany11 Posts
August 14 2010 18:56 GMT
#207
i don't think there's a mod with defilers because there are no defiler models in the campaign data (afaik)
but you could change another unit to give it the defiler spells - though they would have to create dark swarm because it doesnt exist jet
Thoreezhea1
Profile Blog Joined July 2010
United States532 Posts
August 14 2010 19:01 GMT
#208
there was a noob playing spinecrawler lurker D and he had a shitload of lurkers. quote

"why the bloody fuck aren't they attacking!!!! argh!!!!!!"

lol

but when they are above ground, they, they show subterranean tentacle attack. a little odd, sorta like if burrowed lings had their claws attack.

What the Fu- REAPERS?!
Affluenza
Profile Joined April 2010
United Kingdom214 Posts
August 26 2010 23:24 GMT
#209
I definately approve of this thread...

Man does Zerg need the Lurker and Scourge...

It's not even funny...that Lurker video pretty much puts Terran mech in it's place...well placed Lurkers can decimate an army...

Scourge? Shiiiiiiit! I'd run that into a massive pile of overlords in ZvZ any day just for the hilarity...no more bunched up overlors in ZvZ... :D
My children, the hour of our victory is at hand. For upon this world of Aiur shall we incorporate the strongest known species into our fold. Then shall we be the greatest of creation's children. We shall be... Perfect.
Dougz_G
Profile Joined August 2010
United Kingdom3 Posts
August 27 2010 01:28 GMT
#210
wow didn't think all this would be possible, these custom sc1 unit maps are gunna be so popular if done correctly, thanks alot guys

roach into lurker sounds alot better, unless hydralisk den became tier 1, better than the shit what tunnelling claws is.
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
August 27 2010 01:41 GMT
#211
lol i wonder if i can get my friend to play this with me without realising what it is :D

SURPRISE LURKER
sigma47
Profile Joined August 2010
Germany11 Posts
September 16 2010 20:47 GMT
#212
"i have sinned version 2.0"

I guess the european sc2 players might be happy to know that i finished a custom map of lost temple and uploaded it today. It includes almost every singleplayer campaign unit you couldn't use for multiplayer.
I know that a lot of these units are overpowered but no one forces you to use them if you don't want to test or give opinions on how to balance them (if possible).


I'll edit the map-name tomorrow because i wanted to test it tonight with a friend of mine for bugs that probably will occur en masse.
ItWhoSpeaks
Profile Joined September 2010
United States362 Posts
September 25 2010 18:38 GMT
#213
I am really sorry for necroing this thread, but given the three day trial period, this was the best I could do.

I am attempting to do work on a balance mod for SC2. The focus will be to add options between the races rather than taking them away.

Among the things that I am attempting to do is add the lurker. I have not been able to find it in any of the unit lists. I also cannot locate the Lurker Mod on the Map editor.
Can anyone help me?
Reflection and Respect.
Half
Profile Joined March 2010
United States2554 Posts
Last Edited: 2010-09-25 20:15:38
September 25 2010 19:39 GMT
#214
P.S. Also, how would you explain that roaches now have Hydralisks old attack, and no longer spew acid but now shoot darts instead? My answer? I'd say it's similar to how guardians now shoot broodlings, which is why they are called brood lords.


The attack is identical lore wise. They are both "Acid Spines". In the first game, the low rez graphic engine prevented making spines that looked visceral and realistic. In the original build of SC1 they shot spines, but it looked bad. All concept art shows Hydralisks shooting spines, not acid.

Roaches do not shoot "spines", they spit Acid, something the hydralisk never did.



Saying that the brood lord is a new unit is just completely lollerific. The only difference between the guardian is the name, and the fact that they have broodlings. They look almost identical and have the exact same role. It bugs me a lot that brood lords don't mutate from mutalisk, but they obviously don't for balancing reasons.

The line IS crossed. Deal with it.


Guardian
[image loading]

Broodlord
[image loading]


If you can't see these units are incredibly distinct, then your blind. Even the Queen looks more similar to the old queens high rez model then the Brood lord looks like the Guardian. The only similarity is the general shape.


Similarities-
Vaguely similar silhouette. Both slow flying air units.

Differences-
Guardian has Crab like appendages, Broodlord doesn't
Guardian looks like flying crab, while Broodlord has a more flowing, manta-ray like shape.
Guardian has crab like mouth, Broodlords appear to hav ea lamprey shaped mouth.
Guardian doesnt have wings. Broodlord does.


Now am I saying that nothing can evolve from a roach that vaguely resembles a lurker? No. But it would have to, at least, have a substantially different design, and modified attack mechanics.

In fact, we already have a precedent here. When Blizzard made the "Swarm Guardian" morph from corruptors, we saw a complete artistic design and mechanical redesign (Swarm Guardians used to shoot wasp like flyers as opposed to the current Broodlings)

Swarm Guardians are the actual successor to Guardians, it is very evident in there model design.
[image loading]

[image loading]
[image loading]

As you can see, the Mouth is identical, as is the shape of the frontal segment, and the position of the appendages. The primary difference is that the Swarm Guardian has an elongated back, but the rest is identical.

If the Lurker would morph from a roach, it would require a similar unit redesign to no longer resemble the SC1 lurker, not to mention a gameplay redesign and a new high rez model+lore. A considerable amount of work.

----------------



Basically all they would have to do is change the name. The Lurker already has a different model from SC1. So basicallly they call it the "Spiker" or something.


Like when they changed the Swarm Guardian into the Brood lord right? All they did was change the name?

No, wait, thats not what happened at all. They changed the model, and the lore, (and the game mechanic was already changed).

Plus, the SC2 lurker still closely resembles the SC1 lurker.

[image loading]

[image loading]

You'd have a hard case to make arguing these two did not closely resemble each other. And even then the difference between them is less then the difference between the Guardian and Swarm Guardian, yet the Swarm Guardian still had a art redesign when being converted into the brood lord. The aesthetics design behind the Lurker makes absolutely no sense applied to the dark colors of the Roach.
Too Busy to Troll!
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
September 25 2010 19:45 GMT
#215
whatever happened to this mod? zergling4life said he would add the updated lurker at lair tech ..did he just give up? or did it finish and i just didnt know
ModeratorBlame yourself or God
Armand
Profile Joined October 2010
United States4 Posts
October 02 2010 10:13 GMT
#216
Try taking away baneling. Let's see what Zergs can do with only the real stuff!!
"Banelings is a cheap lie to take out lurkers, and the rolling of them resembles someone's obsurd perspective for the swarm." - Gods from Broodwar
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