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[MOD] Revel, a new custom playable race - Page 3

Forum Index > SC2 Maps & Custom Games
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Prev 1 2 3 4 Next All
NeoGeoOdin
Profile Joined October 2011
Colombia140 Posts
May 03 2012 23:01 GMT
#41
Well, i like to see a new rework on the warrior for example, but try to tink on things that adds micro, always

The idea of two attacks has no sense, bacause only makes the unit 1A, and the the other habilite like a micro stim its interesting with a small buff on the speed the player can use this habilitie in the right moment, like surrounds, embosh or just running away

@Protector: This is a nice one, the comcept of denied the AoE damage its really really good


boxman22
Profile Blog Joined October 2011
Canada430 Posts
May 03 2012 23:08 GMT
#42
Also that being said, it's a really cool idea and I hope you figure out a way to balance them. I had fun playing around in the little unit tester. I'd be willing to help you out trying to balance them
boxman.455 on us server
STYDawn
Profile Joined December 2011
137 Posts
May 03 2012 23:34 GMT
#43
i think you should add a special macro spell to the race(Protoss has chronos, Terran mules/scans, etc.) Pawn.
Make sure the gas collector building is very vulnerable, as if not, the race woukld get gas easily(gas steals would also be scary.

Negtors modesty: ummm... not many people can spend so much times spamming the spell on a million stalkers/roaches. You need to make this more applicable in lategame.

Too many castors. Feedback would be OP against this race.
jacksonps
Profile Joined October 2010
Brazil37 Posts
May 04 2012 07:04 GMT
#44
Ok, i added new concepts there. Let me say that the income of the Revel Race is still the same as anyother race, and the autocollect Pawn's ability (Pawn now is the Gatherer) is still.

Please visit http://www.revelrace.com and see it. There is a better explanation there.
Iapôis!
NeoGeoOdin
Profile Joined October 2011
Colombia140 Posts
May 04 2012 22:49 GMT
#45
Better edit OP so ppl wont come here and blame at the warrior lol

@Shrine of the Gathering: Well, the scout its nice, but this buildding needs some habilities to compete againts the CC and Hacht, i mean, 3 habilities like them

The new worker its a nice redesing
jacksonps
Profile Joined October 2010
Brazil37 Posts
May 06 2012 03:30 GMT
#46
Thank you. I also like the current concept of the workers and the main building. =)
Much better then before.

I also posted a new unit concept.It's the Suppressor, that creates an protection area below it, that prevent your units within this area to take splash damage. Some expanation about this unit is on the site, so read it before get an opinion about it.

www.revelrace.com
Iapôis!
jacksonps
Profile Joined October 2010
Brazil37 Posts
July 30 2012 10:47 GMT
#47
Hi everyone again. I'm sorry for these 2.5 months without any news. But I was working hard on the entire concept of the race. I deciced to post to the public only when I was done creating all the things..,. so now you have a Beta Revel Race up and running.

Please, take a look on the site, and also on the on the B.Net.

www.revelrace.com
Iapôis!
jacksonps
Profile Joined October 2010
Brazil37 Posts
August 14 2012 08:18 GMT
#48
I made a video with the units in action. I know you all are paying attention to the HotS BR PvT, but i'll be thankfull if you see my video and give me some feedback. The video is already on the site. =)
Iapôis!
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
August 14 2012 11:37 GMT
#49
You have some really cool ideas, but it still feels imbalanced overall. But it's really hard to judge, because of the way the summoner works.

The arachnida with range 9 + the the air ships looks insanely strong;

Also: the floodbringer + the disciplines seems a bit imba in mineral lines.

A way to fix this is to change the death mirror that it has a void-ray like 'build up time' for maximum efficiency. (It killed those marines INCREDIBLY fast; imagine that to your worker line...)

The fact that a few floodbringers can save any important unit you ever have also seems a bit tricky to balance.

The 'shared sight' spell from the supressor should only work on, say, light units or something. (Or at least: not on massive units.) So that it is possible to kill of the unit and get rit of the spell: that's a decision the opponent then has to make.)

Planewalker + arachnida combination seems ridiculously strong, especially with some disciplines to add for total damage.


I love.
jacksonps
Profile Joined October 2010
Brazil37 Posts
August 15 2012 14:30 GMT
#50
Hi, Adrian. First of all, thanks for the feedback.

I'm now preparing the Battle Report, to see what points are really OP. But, the most of these units can be ballanced with some simple adjusts. For example, the Floodbringer may have energy cost to recall a massive unit changed to 200 (full energy), or simple cant target a massive unit.

The Death Mirror didnt killed all those marines with firepower. The Marines toke 15 damage back for each time they attacked the Death Mirror. So, the Death Mirror becomes almostly useless in a mineral line. And to counter ir you need units with high firepower, wich will do less attacks to kill the DM, taking less reflected damage.

I agree your suggestion to the Shared Sight. =)

The Planeswalker + Arachnida combo can be defeated by marines or hydras and archons. The Planeswalker is a biological unit and dont does bonus damage against archons (damage = 12 (24 vs armored) ).

By the way..., i'm studying the possibility to even add units to the other races to ballance everything. No possibility will be discarded if it can lead to a nice way.
Iapôis!
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
August 15 2012 23:11 GMT
#51
I wouldn't touch the other races. The coolest thing about your project (imo) is a whole new race.

What server do you work on?
I love.
Sandermatt
Profile Joined December 2010
Switzerland1365 Posts
August 16 2012 01:02 GMT
#52
I like many of the ideas, they are really unique.
jacksonps
Profile Joined October 2010
Brazil37 Posts
August 16 2012 03:30 GMT
#53
The game is posted on the American server. I have no account on the others..., but i'll make an way.
Iapôis!
Callynn
Profile Joined December 2010
Netherlands917 Posts
August 16 2012 08:32 GMT
#54
Putting the balance of the race aside for now, I am acually more concerned for the theme of your race (where do they fit in the starcraft universe?).

They seem to look a lot like the Hybrid, but the gatherer doesn't fit that theme at all, being a Terran model. I think you underestimate the importance of a theme that must follow through all units (the bio units and the protoss units you are using are world apart).

I think theorycrafting about a new race for Starcraft 2 is among the most awesome and challenging ways to spend a week as an amateur game designer (who has done the study, but doesn't use it to earn money: a.k.a me).

I will be writing a blog about the theory behind each race, what is the same about them and what is unique about them and why certain choices make them balanced the way they are. If you use that as a source before building a new race and then later add the theme (which I suggest to be Xel'Naga, not Hybrid) then you will end up with cleaner and more balanced units from the start.

I enjoyed reading through your ideas though and it is obvious you have put a lot of work into that costum race. However, for melee gameplay purposes (and I assume you want it to be used for that) it is simply missing the keen eye of several Grand Master players, Balance Designers and Model Artists.

When it is ready, I will be posting a link to the blog regarding how a new race should be constructed as a reply.
Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
Chronopolis
Profile Joined April 2009
Canada1484 Posts
Last Edited: 2012-08-16 08:47:10
August 16 2012 08:37 GMT
#55
Screw balance, have a blast 2v2ing (1 revel, 1 non-revel per team). There's 3 races, plenty of opportunity to see the RvX unit interaction.

Alternatively have 4v4 with the map divided into 3 horizontal map where 3 1v1's happen. Each team has 1 player of each race, and they are matched up (could be mirror, could be not). Revel player has teleporters and can reinforce each player, but 1-way only via teleporters (like once you send units to reinforce, they can't return.


. | X------------------------O |.
X . |X------------------------O |.X
. |X------------------------O |.

| are 10k-50k hp destructable rocks.

X and O's are each teams players.

The Revel player can reinforce units to each of the horizontal 1v1 maps through the teleporters (the "." 's).

Just throwing a random (but not so original, I imagine) idea out there. Point is, it need not be balanced for it to be fun. Just because its balanced doesn't make it fun.
jacksonps
Profile Joined October 2010
Brazil37 Posts
August 16 2012 12:55 GMT
#56
@Callyn: I really understand your concern, because it is one of mines. The gatherer wasnot designed to be a robot terran like unit..., but I'm a professional programmer (software developer, not game player) and I'm good to create codes, scripts and units behavior and effects etc. I'm not good at creating 3D models, paiting or things like that...., so I had no choice but use already existing models.

But the race have a background history. I'm creating the cinematics to post the video. The prophecy tells the Xel'Naga will return. The Revels are created by a Xel'Naga like, not the Xel'Nagas themself. I'm about to finish the background history, and publish the cinematics.

But the focus of this race is to have new alternative units working on a new alternative way, and focus the 1x1 fight.

@Chronopolis: There is a long way to ballance things on 1x1, and even more on 2x2, 3x3 and 4x4..., but not even Blizzard could made things right on XxX. But, yes, it need to be fun first. So, after being fun, being ballanced.
Iapôis!
Callynn
Profile Joined December 2010
Netherlands917 Posts
August 16 2012 14:09 GMT
#57
On August 16 2012 17:37 Chronopolis wrote:
Screw balance, have a blast 2v2ing.


As someone who takes 2v2 serious, I am offended by the prospect of balance not mattering in 2v2 xD

In all seriousness, I am aware that 2v2 is harder to balance than 1v1, especially with such diverse races as the ones in SC2. However, this is precisely why 2v2 is even harder to balance than 1v1.
Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
jacksonps
Profile Joined October 2010
Brazil37 Posts
Last Edited: 2012-08-16 14:56:42
August 16 2012 14:42 GMT
#58
Imagine that with 4 races... OMG, the chaos! XD
It's much easier make it fun than make it ballanced.
Iapôis!
Euronyme
Profile Joined August 2010
Sweden3804 Posts
August 18 2012 01:34 GMT
#59
On August 16 2012 23:09 Callynn wrote:
Show nested quote +
On August 16 2012 17:37 Chronopolis wrote:
Screw balance, have a blast 2v2ing.


As someone who takes 2v2 serious, I am offended by the prospect of balance not mattering in 2v2 xD

In all seriousness, I am aware that 2v2 is harder to balance than 1v1, especially with such diverse races as the ones in SC2. However, this is precisely why 2v2 is even harder to balance than 1v1.


lol. 2v2 is hard to balance however 2v2 is hard to balance ^^

Is it possible to release this as a custom user map? I tried searching for it in arcade but didn't fnd anything.
I bet i can maı̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̨̨̨̨̨̨ke you wipe your screen.
jacksonps
Profile Joined October 2010
Brazil37 Posts
August 18 2012 03:50 GMT
#60
It is already released on the AM server. I dont have accounts on other servers yet. Just search for "revel" on the AM arcade.
Iapôis!
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