(Lurker Mod) I have sinned!!!! - Page 2
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Jintetsu
Sweden152 Posts
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arb
Noobville17921 Posts
On August 05 2010 16:22 TheYango wrote: To be fair, when the manual was written, Lurkers did concussive damage. They quite possibly would have stayed support units if they didn't get hugely buffed to have normal damage. Wait they had the same attack as ghosts? Wow. | ||
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Nuxar
Canada212 Posts
You dont need to download: Just go on B.net, make a game and search for either Lost temple, Metalopolis or Steppes Of warr and you should find one with " - Lurker"...Can anyone PM me a confirmation that this works? | ||
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exog
Norway279 Posts
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aike
United States1629 Posts
I like playing with lurkers! Blizz should add them back. I found a bug. Once you get a lurker den you can no longer research hydra range ![]() | ||
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ghettohobbit2
United States93 Posts
1. Once Lurker Den has replaced Hydra Den, you can't get upgrades for the Hydralisks. 2. Lurkers seem a little bit too fast when they're on creep. 3. If you want this mod to become serious, it probably wouldn't hurt to add a few other units to the other races.... Vultures would be nice for T, probably wouldn't be terribly IMBA, and Protoss... egh, I hate to suggest it, but the scout model wouldn't be bad, and would make a nice counter to Void Rays I guess. If no other units for different races are added, this game will devolve into EVERYONE playing ZvZ, and nobody wants that ![]() Keep up the good work OP! | ||
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Jermstuddog
United States2231 Posts
I don't think firebats would bring much to terran, but vultures could be fun, or add spider mines to reapers, but now I'm just making shit up. Ohh, and maybe T1 burrow for Zerg, see how that plays out! | ||
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Rockafella
United Kingdom291 Posts
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Piski
Finland3461 Posts
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MarioMD
United States22 Posts
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Icx
Belgium853 Posts
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Whiplash
United States2928 Posts
On August 05 2010 22:37 MarioMD wrote: My map editor does not have lurkers or any of the campaign specific units. How do I acquire them? create a new map and instead of a melee map you want to set the parameters to a campaign map | ||
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Ohdamn
Germany765 Posts
upload the map perhaps..? | ||
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Phrost
United States4008 Posts
Since we have the creep mechanic now that greatly increases speed for most zerg units I was going to suggest it be rather slow off creep, but very quick on creep so that they can be moved quickly to defend. I also wanted to try lurkers with cliff walking but have it be very slow cliff walking (the animation should probably take as much time if not more than a reaper) in order for them to be able to pick good positions to siege from easier. | ||
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Motion
Germany183 Posts
Awesome! And don't add vultures, cause Terra need no fix. If you add more units, please make a second mod cause this here is exactly what Zerg needs! | ||
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Kim_Hyun_Han
706 Posts
there is also a mod where mutalisk micro and tank hold micro is able too i dont know why the hell those things were removed | ||
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Apolo
Portugal1259 Posts
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jpaugh78
United States179 Posts
They are fast little buggers too. | ||
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Archerofaiur
United States4101 Posts
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Nuxar
Canada212 Posts
On August 05 2010 17:24 ghettohobbit2 wrote: OK, just played a round of this on B.net.... A few observations: 1. Once Lurker Den has replaced Hydra Den, you can't get upgrades for the Hydralisks. 2. Lurkers seem a little bit too fast when they're on creep. 3. If you want this mod to become serious, it probably wouldn't hurt to add a few other units to the other races.... Vultures would be nice for T, probably wouldn't be terribly IMBA, and Protoss... egh, I hate to suggest it, but the scout model wouldn't be bad, and would make a nice counter to Void Rays I guess. If no other units for different races are added, this game will devolve into EVERYONE playing ZvZ, and nobody wants that ![]() Keep up the good work OP! Fixed the that Lurker Den bug.. ![]() They are made to be like that, they are fast because they need to close in some distance before burrowing, making them vulnerable. The mod wasnt bout adding adding units to every race but more about seeing why Blizz took off.. Althought, please do elaborate on "Everyone playing ZvZ", I would like to know why you think so. On August 05 2010 17:32 Jermstuddog wrote: For protoss remove the dark shrine and buff archons just a tad, +1 range should do. I don't think firebats would bring much to terran, but vultures could be fun, or add spider mines to reapers, but now I'm just making shit up. Ohh, and maybe T1 burrow for Zerg, see how that plays out! As explained, the point of the mod istn too add units and change so many things, its really just to test out if the Lurker is worth it or not. On August 05 2010 18:47 Rockafella wrote: Long time lurker to the forum, pun intended. Any way of sending me the mods required for the map so I can publish on the EU servers to try it out, as I can't find it while searching. :/ Ima publish it on EU very soon. | ||
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I like playing with lurkers! Blizz should add them back. I found a bug. Once you get a lurker den you can no longer research hydra range 