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Heptacraft: SC2 Mod Project Preview

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summerloud
Profile Joined March 2010
Austria1201 Posts
Last Edited: 2015-12-17 20:23:20
December 17 2015 17:06 GMT
#1
With LotV out and the SC2 saga coming to a close, I think it's time for the community to start on mods to incorporate many of the ideas that Blizzard never picked up. A good mod should appeal to casual players first and foremost, since the pro community will never leave a game with a professional infrastructure like SC2. This is why I think fun has to come first, balance and viewability second.

The more stuff, the more fun, is I think generally true. There are so many fun units, abilities and upgrades in the SC2 campaigns that can never be used in multiplayer. The stuff is already there, you just have to package it up in a playable mod.

Heptacraft is my attempt at this. I started with the concept for it when I became disappointed with the LotV beta, and began working on the actual mod a month ago, when LotV came out. I hope to release a playable version in January or February 2016. Right now I just finished up with the buildings, buttons and tech trees for all Factions. A lot of stuff is way more complicated to do in the Editor than I thought .

I just want to give the community a preview of what I'm planning, get some feedback, and maybe get some people interested enough in the project that they want to get involved in it.

Just in case you are unsure about how mods work: if created as an extension mod, any StarCraft map can use the data and triggers of a mod, so you will be able to play this Mod on any SC2 map.

So here it is, my upcoming Mod: Heptacraft

Backstory
"Somewhere in the Korprulu sector, Jim Raynor wakes up from a weird dream involving his old friend Zeratul, some kind of phrophecy, and that girl he once had a crush on becoming a godlike naked angel creature for some reason, saving the universe or whatever.

Of course it was just a dream. Zeratul is long presumed dead, Sarah Kerrigan has been killed by the Dominion, the Korprulu sector remains as war-torn as ever, with his Raiders still trying to bring the Dominion down, and a bunch of new players arriving on the scene: Zeratul failed in uniting his people, and the Protoss remain split into the Nerazim and the followers of the Khala. While a couple of surviving cerebrates formed a new Overmind and the swarm is back in full force, a bunch of Zerg Queens who stayed out of any cerebrate's influence for long enough evolved in another direction and now field their infested Terran abominations to war. And if that wasnt bad enough, there is talk of sightings of immensely powerful Protoss/Zerg hybrid creatures, reportedly created by an alliance of the Moebius Foundation and some Protoss sect called Tal'Darim."

Basic design
- Instead of 3 races there is now 7 factions - two Terran, two Zerg, two Protoss and one Hybrid, with 14 units each.
- Racial identity of the factions is much more diverse than in LotV, especially with the "traditional" factions Dominion, Khala and Swarm.
- Hard counters have been toned down a lot, units generally have a higher ratio of HP to damage. Average movement speed has been decreased as well. Air units are generally weaker.
- Perfect balance is obviously impossible to achieve with so many matchups. This is why random play is heavily recommended. You can exclude any number of factions from the randomization.
- Lots of elements people were complaining about have been removed from the game: No more indestructible Force Fields, Mothership Core, Widow Mines, Siege Tank drops, etc.
- Some individual units, especially casters, are much more powerful now. To balance this out, they cost a new resource (Terrazine), making it impossible to mass them.
- Terrazine automatically accumulates at a fixed rate over time for all players.

Interface
- You can now zoom further out and also zoom in without tilting the view for better overview using the mouse wheel.
- All possible upgrades for a unit will show up on the unit's command card, making it easier to learn the game.

Macro
- Mineral patches now hold 2300 and 1800 minerals respectively, making bases mine out much slower.
- Harvest model is similar to double harvest, macro mechanics have been removed from the game, worker start is set at 7 (with the 8th worker already queued). Game pace is aimed at LotV beta without macro boosters, since I enjoyed that the most.
- Instead of Macro mechanics, there are now unique (mostly defensive) town hall abilities for all factions. These require micro and not just activation to work.
- Supply cap is raised to 230, and workers only take up 0.5 supply now. The supply cost of units is also generally lower.

Micro
- Most small units now have a damage point of zero, making them much more microable.
- Some big units, especially the huge capital ships,now move more sluggish or have low turn rates, enabling new forms of micro like real flanking from directions where units cannot fire back.
- Smart firing has been disabled on some units, most notably the Siege Tank, making overkill and all the tactical possibilities for counterplay that go with it possible once again.
- Energy system is used more extensively to create nonlinear cooldown for abilities and weapons.

Ladder
- HeptaCraft has a built-in Ladder Mode based on BW-like Ladder ranking system. Everyone starts at a rating of 1000, and you will gain/lose points depending on your opponent's rating.
- Ladder rankings are saved in local files. Easy manipulation of these files will be prevented via a key system. Of course I cant prevent you from deleting your file and restarting with a fresh rating of 1000.
- Ladder will obviously depend a lot on fair play - the mod cannot decrease your rating if you just leave a game without forfeiting it, similar to discs in early SC1 ladder.
- Given enough interest, a website could be created where people can upload their ranking files, creating a global ladder.

The opening dialogue for Heptacraft
[image loading]

Preview of all the factions
The seven factions in Heptacraft are:
- The Dominion: tough but slow, made for positional games
- The Raiders: weaker but more flexible than the Dominion
- The Khala: old school BW-like Protoss - tough and powerful
- The Nerazim: SC2-like Protoss - fragile and gimmicky
- The Swarm: old school BW-like Zerg - masses of weak units
- The Infested: less aggressive than the Swarm, also relies on big numbers
- The Covenant: weakish robotic units for bulk, powerful Protoss units sprinkled in, and even morepowerful Hybrid units in late game

The screenshots should give you an idea of the unit and building lineup for all the factions. I am not adding any new models or textures to the game, but making do with the ones already included. The only thing I changed on some models is their size and sometimes tint color (eg to get the silver look on the Nerazim or the black look on the Infested).

The Dominion
[image loading]

The Raiders
[image loading]

The Khala
[image loading]

The Nerazim
[image loading]

The Swarm
[image loading]

The Infested
[image loading]

The Covenant
[image loading]


Until now, I've invested a little more than 100 hours into the work for Heptacraft, so I hope at least some people will like it, and maybe even play it . Thanks for my laid-back job making this possible, since I have little time to work on this (or even play much SC2) from home.

As mentioned above, expect the first playable (and probably horribly imbalanced) version to be out January or February. The factions and their buildings and upgrades are already working, but the big work on unit properties and their abilities is still ahead.

And after that, of course, the perpetual balancing

Senkii
Profile Joined December 2012
Hungary37 Posts
December 17 2015 17:43 GMT
#2
Seems pretty fun, i will give it a try when it's out.
Nazara
Profile Blog Joined May 2014
United Kingdom235 Posts
Last Edited: 2015-12-17 20:07:40
December 17 2015 20:04 GMT
#3
Hey summerloud, first of all, sorry for not responding to your message, I read it and then forgot about it completely.
In the meantime, I've finished the LotV campaign and that's almost it.

I'm really glad you've got some base working on your mod. I'm gonna give it a shot when it comes out, hope it will become popular

Side note: You can keep BW Queen named as Queen, and rename Infested faction Queen to Brood Mother.
Princess sounds just... tacky
PinoKotsBeer
Profile Joined February 2014
Netherlands1385 Posts
December 17 2015 20:07 GMT
#4
Great looking project!
http://www.twitch.tv/pinokotsbeer
summerloud
Profile Joined March 2010
Austria1201 Posts
Last Edited: 2015-12-17 20:27:21
December 17 2015 20:26 GMT
#5
On December 18 2015 05:04 Nazara wrote:
Hey summerloud, first of all, sorry for not responding to your message, I read it and then forgot about it completely.
In the meantime, I've finished the LotV campaign and that's almost it.

I'm really glad you've got some base working on your mod. I'm gonna give it a shot when it comes out, hope it will become popular
.
Side note: You can keep BW Queen named as Queen, and rename Infested faction Queen to Brood Mother.
Princess sounds just... tacky


no problem, sounded like you had little time so I didnt expect much.

also, due to pretty much everything taking longer than i thought to do in the editor (I never thought just creating copies of buildings would be such a pain in the ass...), I ve had plenty of time to think about design when I got bored of the tedious stuff, and Im pretty happy where I stand now.

I thought "Princess" was kinda funny as a name for that creature, but yeah your solution is better, gna change it to that

also, im curious: in the end, what did you think about the lotv campaign? (prolly better to respond to that as PM)
HeroMystic
Profile Joined March 2011
United States1217 Posts
December 17 2015 20:37 GMT
#6
This looks incredibly interesting and I'll look for this around January to test the fun factor.
TimeSpiral
Profile Joined January 2011
United States1010 Posts
December 17 2015 21:00 GMT
#7
*tips hat*

Well done! What an awesome and creative idea. I hope you get some support from the community.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
ProMeTheus112
Profile Joined December 2009
France2027 Posts
Last Edited: 2015-12-17 21:33:07
December 17 2015 21:30 GMT
#8
that's pretty cool :D 7 factions :D lots of ideas
do you need to have LoTV to play?
404AlphaSquad
Profile Joined October 2011
839 Posts
Last Edited: 2015-12-17 21:35:43
December 17 2015 21:35 GMT
#9
Oh lol. I literally wanted to do the same kind of mod (just came from the editor and opened teamliquid)

If you need playtesters or smth, lemme now. I am defo looking forward to it.
aka Kalevi
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
December 17 2015 22:07 GMT
#10
I like how this is not trying to re-balance/revolutionize SC2, but rather something different and fun, yet still a potential competitive RTS. Will try it out for sure.
aka KanBan85. Working on Starbow.
summerloud
Profile Joined March 2010
Austria1201 Posts
Last Edited: 2015-12-17 22:28:01
December 17 2015 22:12 GMT
#11
On December 18 2015 06:30 ProMeTheus112 wrote:
that's pretty cool :D 7 factions :D lots of ideas
do you need to have LoTV to play?


yes, you need LotV to play since it builds on many of LotV's units

On December 18 2015 06:35 404AlphaSquad wrote:
Oh lol. I literally wanted to do the same kind of mod (just came from the editor and opened teamliquid)

If you need playtesters or smth, lemme now. I am defo looking forward to it.


definitely gna need playtesters as soon as its playable, gna PM you then

On December 18 2015 07:07 Xiphias wrote:
I like how this is not trying to re-balance/revolutionize SC2, but rather something different and fun, yet still a potential competitive RTS. Will try it out for sure.


yeah I think for a mod to be successful it needs to be sufficiently different from SC2 to create a large incentive to play it. that or appeal to nostalgia, ie BW. with heptacraft i kinda try to combine both of these things
Leviance
Profile Joined November 2009
Germany4079 Posts
December 17 2015 23:21 GMT
#12
I always wanted another faction fro sc2 which would already mean 4 more matchups - but balancing that is so tough which is ofc why blizz doesnt want to mess with an esports title in this way. I see your project not as a competetive one so balance fine tuning isn't AS important, so I will probably love it as a fun mod!
"Blizzard is never gonna nerf Terran because of those American and European fuck" - Korean Netizen
Valon
Profile Joined June 2011
United States329 Posts
December 17 2015 23:56 GMT
#13
What are the different unit abilities that they come with as it currently stands?
Masemium
Profile Joined April 2012
Netherlands33 Posts
December 18 2015 00:09 GMT
#14
Very interesting. Since I'm a sucker for everything infested, I can't wait to play your Infested race and see if I can steal something from it ... ahum I mean put our heads together as mutual modders and see what fun stuff we can come up with.

Do I understand it right that mods like this function in such a way that they don't actually modify the game hub thingy where you select from TPZ, but instead have to wait to jump into the actual game and then you choose your race? I always wanted to add more races too, but never quite researched well enough the ways to do it. If you want to know my race ideas that seem to have a lot in common with yours, it would have been:

- Raiders (Jim's band of freedom fighters with outdated tech) - Hero unit: Raynor
- Dominion (Mengsk elite army and height of Terran tech) - Hero unit: Nova
- Kerrigan's Brood - Hero unit: Kerrigan
- Protoss - Hero unit: Zeratul
- Dark Voice - The hybrid race under command of Narud, also featuring Amon worshipping marines and zealots. - Hero unit: MAAR (I liked him)
- Maybe Primal Zerg, but now that HotS is behind us with LotV .. they kinda sucked. But I liked having Dehaka for their Hero as well as the Primal Hive as deployable Hatchery or something.

I'm not sure with turning the Kerrigan unit into a "massable generic spellcaster unit", as I believe changes like that wil quickly make you think "huh?! multiple Kerrigan's??" in the back of your head. I'll dive into the editor later to see if there's another unit that can be suited, although you already use the 3 infested units that are in the game.

By the way, I'm having issues modding myself at the moment: I don't own LotV, and don't plan to acquire it anytime soon. It took me 2,5 years to muster up enough courage to beat the HotS campaign and multiplayer wise I'm of the opinion that WoL was a somewhat manageable, balancable game, but every unit added since in HotS and LotV make the game spiral out of control.

Anyway, will keep an eye on this project, take care.
Sentou junbi!
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
December 18 2015 00:20 GMT
#15
Cool mod.

On December 18 2015 09:09 Masemium wrote:
I'm not sure with turning the Kerrigan unit into a "massable generic spellcaster unit", as I believe changes like that wil quickly make you think "huh?! multiple Kerrigan's??" in the back of your head.


It's funny the things players get used to. I remember back in 2010 when the Thor was unveiled, there was actually a mass outcry of people saying its name was dumb and it didn't make sense to be able to build multiple "Thors." It's the name of a God, you can't have more than one of him! A few weeks later, nobody cared. Sure, Thors, Goliaths, why not?
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
Leviance
Profile Joined November 2009
Germany4079 Posts
December 18 2015 00:44 GMT
#16
plz change mini roach warren and turned Nydus/Evo into different building for the infested
"Blizzard is never gonna nerf Terran because of those American and European fuck" - Korean Netizen
404AlphaSquad
Profile Joined October 2011
839 Posts
December 18 2015 00:46 GMT
#17
One small note from a lore perspective: [ I know that gameplay comes first, but I still want to point it out. Take it please as constructive feedback. ]

The Corsair is Nerazim design.
The Phoenix is affiliated with the Khalai.

There is no faction called "Khala" in the Koprulu sector.
The Nerazim symbol uses the Daelaam symbol. The Daelaam is the united government of the Khalai, Nerazim, the Purifiers (and Tal'darim).

The Dominions color in the campaign [sc1 and sc2] is red.
The Raynor Raiders [sc1 and sc2] have the color blue.
aka Kalevi
fenix404
Profile Joined May 2011
United States305 Posts
December 18 2015 00:57 GMT
#18
looks great. integrated ladder will help tremendously.

i like each of your faction ideas a whole bunch. can't wait to see it in game!
"think for yourself, question authority"
summerloud
Profile Joined March 2010
Austria1201 Posts
Last Edited: 2015-12-18 07:57:22
December 18 2015 07:48 GMT
#19
On December 18 2015 09:46 404AlphaSquad wrote:
One small note from a lore perspective: [ I know that gameplay comes first, but I still want to point it out. Take it please as constructive feedback. ]

The Corsair is Nerazim design.
The Phoenix is affiliated with the Khalai.

There is no faction called "Khala" in the Koprulu sector.
The Nerazim symbol uses the Daelaam symbol. The Daelaam is the united government of the Khalai, Nerazim, the Purifiers (and Tal'darim).

The Dominions color in the campaign [sc1 and sc2] is red.
The Raynor Raiders [sc1 and sc2] have the color blue.


im aware of corsair being nerazim design and i originally had corsair for nerazim and phoenix for khala

the thing is, the corsair does not have an alternative skin that makes it fit the silver theme of the nerazim, i cannot get a good-looking nerazim unit by adding color tint to a yellow corsair (the silver nerazim buildings use the darkprotoss texture as a base). the phoenix does have the purifier skin. also, giving the corsair to the khala makes it more like traditional BW protoss

the half moon is daelaam symbol? i wasnt aware of that, i just picked something that looked nerazim-ish. if you want, you can look through the decals and recommend something that fits better

i was thinking about naming the protoss faction "conclave" instead of "khala" - what you think about that?

im aware of the dominion/raider color issue, but i think blue fits them much better. not that it matters much, since you can pick any color you want anyways, which is another good thing about custom games - how blizzard kept their retarded color scheme for 5 years where you are unable to pick your own color and the affiliation of colors in team games changes between 2on2, 3on3 and 4on4 is just beyond me

On December 18 2015 09:09 Masemium wrote:
Very interesting. Since I'm a sucker for everything infested, I can't wait to play your Infested race and see if I can steal something from it ... ahum I mean put our heads together as mutual modders and see what fun stuff we can come up with.

Do I understand it right that mods like this function in such a way that they don't actually modify the game hub thingy where you select from TPZ, but instead have to wait to jump into the actual game and then you choose your race? I always wanted to add more races too, but never quite researched well enough the ways to do it. If you want to know my race ideas that seem to have a lot in common with yours, it would have been:

- Raiders (Jim's band of freedom fighters with outdated tech) - Hero unit: Raynor
- Dominion (Mengsk elite army and height of Terran tech) - Hero unit: Nova
- Kerrigan's Brood - Hero unit: Kerrigan
- Protoss - Hero unit: Zeratul
- Dark Voice - The hybrid race under command of Narud, also featuring Amon worshipping marines and zealots. - Hero unit: MAAR (I liked him)
- Maybe Primal Zerg, but now that HotS is behind us with LotV .. they kinda sucked. But I liked having Dehaka for their Hero as well as the Primal Hive as deployable Hatchery or something.

I'm not sure with turning the Kerrigan unit into a "massable generic spellcaster unit", as I believe changes like that wil quickly make you think "huh?! multiple Kerrigan's??" in the back of your head. I'll dive into the editor later to see if there's another unit that can be suited, although you already use the 3 infested units that are in the game.

By the way, I'm having issues modding myself at the moment: I don't own LotV, and don't plan to acquire it anytime soon. It took me 2,5 years to muster up enough courage to beat the HotS campaign and multiplayer wise I'm of the opinion that WoL was a somewhat manageable, balancable game, but every unit added since in HotS and LotV make the game spiral out of control.

Anyway, will keep an eye on this project, take care.


i dont think there is a way to modify the p/t/z race selection outside of the actual game. also, my method has the advantage of being able to randomize from any number of factions

tbh im not that happy with kerrigan as a model for many reason, not the least of all that her model does not have any team color, so all kerrigans will look the same. i hope i find a way to attach team color to it in some way, since the same issue applies to all hybrid units and some infested/covenant buildings

thing is, like you said, im just out of usable models. stukov looks to much like an infested terran, and unfortunately, there is not many other options that fit the theme, if you find anything i overlooked in the editor, let me know.

even though im sticking to the built-in models now, i wont rule out eventually making my own or using other people's models. thats certainly not a top priority right now though.

ProMeTheus112
Profile Joined December 2009
France2027 Posts
Last Edited: 2015-12-18 09:31:24
December 18 2015 09:31 GMT
#20
tricky question I'm interested about, did you catch the starbow pathing? any interest in that or you prefer to keep original? why? are there strong AoE attacks in your game compared to SC2?
ProMeTheus112
Profile Joined December 2009
France2027 Posts
Last Edited: 2015-12-18 09:57:45
December 18 2015 09:35 GMT
#21
anyway I really like your idea of just putting a whooping 7 factions in there;
of course that wouldn't be possible to balance very accurately, but I wonder if it is possible to balance roughly, like no matchup is worse than say 40-60 or something. I wonder also the impact on complexity of matchups, how to still make each matchup interesting and have good possibilities, diversity of playstyles available, etc. If it works reasonnably well, it could make a really fun RTS game. In any case it is surely a great opportunity to experiment a lot of things. I'd really like to try it, but I don't have LoTV and I'm not giving money to Blizzard lol but I guess maybe I'll just try to download it off somewhere to try your mod later.
404AlphaSquad
Profile Joined October 2011
839 Posts
Last Edited: 2015-12-18 15:53:16
December 18 2015 15:26 GMT
#22
On December 18 2015 16:48 summerloud wrote:

the half moon is daelaam symbol? i wasnt aware of that, i just picked something that looked nerazim-ish. if you want, you can look through the decals and recommend something that fits better

i was thinking about naming the protoss faction "conclave" instead of "khala" - what you think about that?



If I were you I would use the official Symbol from the Sargas Tribe. Sargas arent Nerazim, but out of all decals it makes the most sense to take this one over any other for several reasons, which are explained below:

- The Sargas Tribe are good warriors, but use mainly stealth, backstabbing and assassination. The fighting style compared to the Nerazim is similiar.
- Despite its allegiance to the old Conclave (which could be described as delicate), it wanted to preserve individuality and their tribal identity. The Sargas only offered their aid when it suited their purposes.
- More Dark Templar stemmed from the Sargas Tribe than any other Tribe; which may explain the next point:
-The decal for both Tribes are almost identical:

[image loading]
This is the Nerazim Symbol.

[image loading]
This is the Sargas Tribe Symbol. This one can be found ingame.

Given how similiar these Symbols remain, one can assume that most Dark Templars just modified the Sargas Symbol to fit to their "new" tribe.

Lastly I dont know what happened to the Tribe besides it still being active after Legacy of the Void. Since I dont know what has happened in your timeline exactly, except for that after the evacuation of Aiur, Zeratul/Artanis failed to reunite their people. So it seems feasible that instead of joining another Hierarchy, the Sargas Tribe would have stayed with their former tribal brethren.

To your Point about the Conclave being the name an actual faction, I would stay away from it, since the Conclave was no more in Brood War. However there might be a way to explain a "conclave" faction. Most Protoss who fled to Shakuras after the first Great War were Khalai refugees.

The common goal of Artanis of reclaiming Aiur might not have been enough for the Khalai and the Nerazim to ally. Forgetting exile and being executed for refusing to accept the Khala, is not easy to forget. In addition the Khalai have difficulties accepting change. It is entirely plausible that both sides would have fought another war, each wanting to claim Shakuras for themselves as their home base of operation. Eventually splitting off, not wanting to work together. The Khalai even could have rebuild the caste system on Shakuras or anywhere else, because they have troubles accepting that it is gone. Perhaps Ulrezaj came into power for the Nerazim clan, since he hated the Khalai with all his heart.

The point I am trying to make, either name them " Khalai" or "(New) Conclave". Khalai, for me seems most fitting though since they are often referred to "Aiur Protoss".

This might also explain the "Phoenix" "Corsair" problematic. It showed up around the same time Artanis became the Hierarch. Since that never happened in your timeline, one can assume that the Khalai developped it and fled Shakuras with whatever ships they had and even stole corsairs, and leaving the Phoenix schematics behind.

Also, you could make the Faction selectable in lobby, via game attributes.
aka Kalevi
Waitzkin
Profile Joined November 2015
2 Posts
December 18 2015 22:27 GMT
#23
Plzz dont use starbow pathing just keep it fun!! Dont waste much time on balancing things such as "tank need to turn .005 sec slower" like the starbow guys did, which btw dont add much value at some point

MOD seems really cool it does really show something new rather tan just another BW
summerloud
Profile Joined March 2010
Austria1201 Posts
December 19 2015 09:48 GMT
#24
thanks for the lore input 404alphasquad, i changed the nerazim logo, but i dont like the sound of "khalai", gna stay with "khala"

i was unaware of the option to make more than 3 factions selectable in game lobby, but since ive already done the opening dialogue and it has the added bonus of being able to random from any number of factions im gna stick with that

On December 19 2015 07:27 Waitzkin wrote:
Plzz dont use starbow pathing just keep it fun!! Dont waste much time on balancing things such as "tank need to turn .005 sec slower" like the starbow guys did, which btw dont add much value at some point

MOD seems really cool it does really show something new rather tan just another BW


yeah im not gna bother with trying to dumb things down and instead gna try to find new solutions to these problems. for example, the problem of casters being too powerful due to smart casting is being adressed with terrazine - casters can be powerful again, since it is impossible to mass them anyways

i am however planning to make a rather complicated solution for the movers of capital ships, that also will influence their pathing. my aim was to make them move more realistically, but unfortunately, while blizzard made a cool physics system for explosions and effects, their mover system seems incapable of making starships move realistically, with momentum etc. while you can change turning rates, acceleration and decceleration, the resulting outcomes are sometimes weird and unintuitive, so right now im working on a solution to capital ship movement via additional triggers instead of the data editor.

via this and the other movement changes (damage point of 0 for fast units, lower turn rates or tower turn rates for big units), i hope to create the possibility for more movement-based micro, since i find that to be more exciting than just activating abilities. im trying to reduce the number of activatable activities on units and also thinking about enabling autocast on more of them, similar to the campaign. ideally i feel that battles should revolve way more about positioning, since that also favors tactical decisionmaking over pure fast clicking
404AlphaSquad
Profile Joined October 2011
839 Posts
December 19 2015 21:05 GMT
#25
If you want more realistic movement for air units, have you ever played the Star Battle map on the arcade? Starships are really difficult to control on them.
aka Kalevi
summerloud
Profile Joined March 2010
Austria1201 Posts
Last Edited: 2015-12-19 23:21:50
December 19 2015 21:49 GMT
#26
On December 20 2015 06:05 404AlphaSquad wrote:
If you want more realistic movement for air units, have you ever played the Star Battle map on the arcade? Starships are really difficult to control on them.


yes i played that, and by messing around in the data editor i got exactly that behaviour for my capital ships, however, they are just hard to control, they do not behave realistically

the problem is that even though your units deccelearte and turn slow, they can instantly change the direction of their momentum, making them move in a direction they are not even facing. not only does this look weird, it completely defeats the purpose of having slow decceleration
TheScriptan
Profile Joined June 2014
Lithuania152 Posts
March 24 2016 21:33 GMT
#27
Just found out about HeptaCraft, pretty sick that it has 7 races! Can't wait to play it and break the game :D
Arbiter Matiego
Profile Joined June 2015
United States14 Posts
April 06 2016 16:55 GMT
#28
"Plzz dont use starbow pathing just keep it fun!! Dont waste much time on balancing things such as "tank need to turn .005 sec slower" like the starbow guys did, which btw dont add much value at some point "

What's wrong with Starbow pathing? SC2's pathing system is pretty bad (and unfun) units balling up so much is the biggest detriment to the game.

It's actually what made Starbow more fun to play and watch (at least IMO)
"Warp Field Stabilized"
WhosQuany
Profile Joined June 2013
Germany257 Posts
April 06 2016 17:08 GMT
#29
Is this still alive? Sounds a bit like C&C "Generals"
Goin back to Cali
Nazara
Profile Blog Joined May 2014
United Kingdom235 Posts
April 06 2016 18:56 GMT
#30
It is, you just need to find players to play with, or grab some friends and try it out.
On the mod page you can find a list of players, look up if they're online and ask them to play with you.
There's also a group on the Bnet you can join and check if anyone is online atm.
Incognoto
Profile Blog Joined May 2010
France10239 Posts
April 06 2016 19:23 GMT
#31
This is a really cool project.
maru lover forever
propagare
Profile Joined April 2013
Germany93 Posts
April 30 2016 14:12 GMT
#32
Dominion tester here

I maybe found an small issue: While building a Science Facility it isn't selectable and therefore not addable to a control group. It is selectable after finishing it.
„Great men are forged in fire. It is the privilege of lesser men to bring the flame, whatever the cost.” ~
propagare
Profile Joined April 2013
Germany93 Posts
April 30 2016 14:32 GMT
#33
Two questions.. I can't start a ladder game. Where do I find this option exactly and what are the preconditions for it? Shouldn't I access the Discord server via http://heptacraft.com ? Just small issues.. ezpz for me
„Great men are forged in fire. It is the privilege of lesser men to bring the flame, whatever the cost.” ~
summerloud
Profile Joined March 2010
Austria1201 Posts
Last Edited: 2016-04-30 14:59:48
April 30 2016 14:57 GMT
#34
sorry, i handed out the wrong link for the discord server

the invite link is:
https://discord.gg/0u9NMYkuo5ZxM0dH

also, please use the new thread to discuss:
http://www.teamliquid.net/forum/starcraft-2/508343-sc2-mod-heptacraft-release-trailer

also thanks @propagare for the bug report, i ll add it to bug list

you can find all information about ladder at www.heptacraft.com/ladder - you need to download and run a tiny batch file and both players need to check "ladder game" at the start of the game

apparently there is a problem with some routers or ISPs blocking FTP (port 21) - if you cant use FTP, you cannot play ladder atm
propagare
Profile Joined April 2013
Germany93 Posts
April 30 2016 15:58 GMT
#35
First ladder games finished! I WILL TAKE THE LADDER LEAD! Kappa

User was warned for this post
„Great men are forged in fire. It is the privilege of lesser men to bring the flame, whatever the cost.” ~
Avexyli
Profile Blog Joined April 2014
United States693 Posts
April 30 2016 22:00 GMT
#36
The Science Facility build preview is a Reactor instead of the building it actually appears to be post-completion.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
summerloud
Profile Joined March 2010
Austria1201 Posts
April 30 2016 23:52 GMT
#37
On May 01 2016 07:00 Avexyli wrote:
The Science Facility build preview is a Reactor instead of the building it actually appears to be post-completion.


i did not make any custom models and had to make do with what was in the editor. there is no placement model for some buildings, especially for covenant and infested. i just tried to use something that resembles it.

also, plz use this thread:

http://www.teamliquid.net/forum/starcraft-2/508343-sc2-mod-heptacraft-release-trailer
Sweetness.751
Profile Joined April 2011
United States225 Posts
July 16 2016 01:44 GMT
#38
This thread needs a bump. The game has been gaining some traction as people are a bit tired of SC2 ladder atm.
Elentos wrote: Do you think only 10 life points more for Viking is enough bObA wrote: 10 life points is all you need to send someone to the Shadow Realm.
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