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Active: 704 users

[MOD] Revel, a new custom playable race

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 3 4 Next All
jacksonps
Profile Joined October 2010
Brazil37 Posts
Last Edited: 2012-04-30 18:49:04
April 30 2012 18:38 GMT
#1
Hi, guys. =)

I'm from Brazil, and play Starcraft since BW. I like the playing and the map creation too, and also the ballance. Sometimes i got ideias of new abilities units must have, some abilities they must lose, some new units to add etc.

So a few months ago I got an idea: hei, I can create my own race, with all my ideas, put all together and commit to the gameplay. So, its ALMOST done! I create most of the units and already a logo to the race, and the mod on B.Net.

So I come here to share it with you. It will be a pleasure to get your feedback (omg, not from the high templar!) and opinions.

Here is the site: www.revelrace.com
Note: the 'like' and 'dislike' buttons on the site have nothing to do with facebook.

By the way, sorry my poor english.
Iapôis!
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 30 2012 18:45 GMT
#2
Death Mirror looks absurdly OP. O_O
Comprehensive strategic intention: DNE
jacksonps
Profile Joined October 2010
Brazil37 Posts
April 30 2012 18:47 GMT
#3
Yes, it looks..., but on testing it showed be not that OP. Anyway, nothing is final yet..., and i need your feedback to adjust the ballance =)

Soon I'll release the beta for players.
Iapôis!
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
Last Edited: 2012-04-30 19:20:16
April 30 2012 19:14 GMT
#4
this ability doubles the damage dealt by the assassin for 5 seconds. Can be combined with Death Blades, to deal a total of 360 damage. This ability has a cooldown of 40 seconds and costs no mana.


Lolwut? 360 damage for no energy or cost whatsoever?

everytime any unit causes damage to the Death Mirror, 15 points of damage will be reflected back to the attacker


Once again, ridiculously imbalanced. It's practically impossible to kill this unit...

Right now, this unit becomes cloaked while not moving.


I'm starting to lose any faith in any of these units being balanced.

Dark Mist: the Mist Lord casts a dark mist with range 3, and all enemy units within the mist will have the sight range changed to 0 (totally blind).


This ability I actually like. It encourages micro and although it isn't too useful in a lot of situations it could be a decent ability. The cloak one is really stupid, as is the heal one, but the anti-spell one is somewhat workable (needs a lot of work though). The unit's attack is ridiculous in combination with spells.

the negator move an unit (enemy or yours) away from him, doubling the distance between the Negator and the unit.


I like this sort of reverse abduct but the weird 10 seconds of no movement afterwards doesn't seem to make any sense. This needs to be tweaked to be bearable. The halving attack speed one lasts way too long to be at all balanced. This unit also needs to cost more than 1 supply.

This is the main building. It is it, not the workers, that build all the buildings, including the obelisk itself. The obelisk has a range of 8 to build anything. If you get another base, you will need to build obelisk after obelisk from the first one until tou reach your base, creating a network of obelisks.


I really like the way this works, like a network of creep. I think it would be quite vulnerable to aggressive attacks but definitely an interesting concept. Considering that you'll be building a lot of these, 20 supply is ludicrously over the top.

It's not a transport in truth, because it doesn't load anything. What it does is go to somewhere to teleport units that are everywhere to everywhere the ominspace is, like the Recall of the Mothership, but works only in a single unit.


This is another good idea for a unit, but once again not executed brilliantly. The most glaring problem is the +2 starting armour which should be gone ASAP.

a single Pawn 'attached' to a mineral field have an income nearly equals to 2.5 normal workers


This is absolutely ridiculous and needs to be changed completely. Base armour and the ability to always be ahead in economy with far less workers.

But this unit transcend its body to the plane above, and can be attacked only by air.


In principle this is a really good idea, but the unit is too low tier and too easily massable early game. It would cause a lot of problems for the other races to deal with. The attack damage is also enormously high. You've got to remember that this unit is in effect a banshee and the fact that it's so low tier creates an enormous number of additional problems.

By the cost of 125 energy, it will put an lifetime on an enemy unit, giving it 60 seconds to live. The enemy unit will be full functional during this life time, but when the time expires, the unit die!


Ridiculously overpowered. The summons are also somewhat problematic in various ways, but the fact that it isn't too easy to mass this unit kind of mitigates those issues. kind of. 20 damage for a caster like this is too much.

It has a large amount of base armor (3 base armor)


3 base armour and only costs 75 minerals. This unit is a complete joke and needs to be reworked entirely. The ability to increase its armour by 3 at will is also ridiculous. This unit gets all the worse when it can just attack through other units armour. Whatever happens, this unit needs to go.

Overall, some interesting ideas and concepts, but it needs a lot of reworking to be at all balanced. At the moment, this race will just autokill every other race in every game.


EDIT: Before the first minute of the game is up, depending on the cost of the production building, you could have 7 Warriors at your opponent's base. By this point the other player will probably have roughly 10 or 11 workers and will just die.
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
jacksonps
Profile Joined October 2010
Brazil37 Posts
April 30 2012 19:22 GMT
#5
I really appreciate your feedback. =)

I agree some values are hard to belive is ballanced..., and in fact, I cant know without a large gameplay. Trust me, it's really hard to fine some friend to test this units. So, I stucked a long time, and decided to post the job done to get feedback from both teamliquid and USA side of AM server.

I'll really appreciate to find some players here that join me to do a good job.

Contacts, please: o.coelho.jack@gmail.com
Iapôis!
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
April 30 2012 19:24 GMT
#6
Unfortunately I'm only on EU but the 7 Warrior rush will literally kill any other race every time so...
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
puzzl
Profile Joined October 2010
United States263 Posts
April 30 2012 20:26 GMT
#7
Death Mirror is so hilariously OP, I'm laughing my ass off. As if the 15 damage reflect per attack wasn't enough, it also decloaks everything within 8 range and disables all activated abilities? Too funny.

Also, warriors are crazy strong. For the cost of 1.5 marines you get something with 1.5 marine DPS, 3 armor, 1.5x marine life, ignores armor, and only takes 1 supply? My goodness. I wager 3 of these could take down 10 marines; the marines would only be doing 3 damage per shot, and 3 warriors would kill a marine in 1.5 seconds.
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
April 30 2012 20:45 GMT
#8
I like the concepts, but the numbers will need to be tweeked big time.

The only thing I dislike is the worker thingy. Change it too normal mining time (you can keep the 'not needing to take it back to the main base thingy) and normal speed, or you'll get into *BIG* balance issues.
I love.
Apom
Profile Blog Joined August 2011
France655 Posts
April 30 2012 20:49 GMT
#9
On May 01 2012 04:22 jacksonps wrote:I agree some values are hard to belive is ballanced..., and in fact, I cant know without a large gameplay.
No, actually, you can. Every single unit is stupidly overpowered.
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
April 30 2012 20:51 GMT
#10
Also: the current building mechanism doesn't allow for hidden expansions, a big disadvantage.

I love.
RoyGBiv_13
Profile Blog Joined August 2010
United States1275 Posts
April 30 2012 20:59 GMT
#11
Had trouble finding a unit on the list that was not glaringly OP, though the mechanics are interesting and could cause some sweet synergy.
Any sufficiently advanced technology is indistinguishable from magic
jacksonps
Profile Joined October 2010
Brazil37 Posts
April 30 2012 21:13 GMT
#12
On May 01 2012 05:51 AdrianHealey wrote:
Also: the current building mechanism doesn't allow for hidden expansions, a big disadvantage.



In truth, just moving your slow Pawns to any mineral path on the map will grants you an 'expansion'. Now I see i didnt explained that when a Pawn becomes attached to a mineral field, no other Pawn can harvest from that. So, 8 pawns (limit) harvesting from the 8 mineral fields will grant you an income of 8*2.5 = 20 normal workers.

You also can use the Omnispace to teleport the Pawns to any expansion you want.

Also, numbers can be OP..., but at this stage, the principal is to work the concepts. And then, find some new friends to help to play and collect a lot of feedbacks. =D


Remember: Siege Tanke used to cause 70 normal splash damage.
Iapôis!
thurst0n
Profile Blog Joined December 2010
United States611 Posts
April 30 2012 21:17 GMT
#13
I just want to play this to see how balanced it feels if at all. do you have a tech tree built up, because I feel like these are all dream units, there is no way this race would survive passed the early game.

You need to develop the tech tree/structure otherwise there is no way to know if this is even close to balanced, but a sick idea nonetheless.
P.S. I'm nub. If you'd like you can follow me @xthurst but its not worth it ill be honest
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
April 30 2012 22:46 GMT
#14
On May 01 2012 06:13 jacksonps wrote:
Remember: Siege Tanke used to cause 70 normal splash damage.


But you couldn't use siege tanks to win before the 1 minute mark.
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
April 30 2012 22:52 GMT
#15

In truth, just moving your slow Pawns to any mineral path on the map will grants you an 'expansion'. Now I see i didnt explained that when a Pawn becomes attached to a mineral field, no other Pawn can harvest from that. So, 8 pawns (limit) harvesting from the 8 mineral fields will grant you an income of 8*2.5 = 20 normal workers.


And this feels op on the other hand, for the simple reason that it would be way easier to hide pawns (transported by transportation thingy.)
I love.
jacksonps
Profile Joined October 2010
Brazil37 Posts
April 30 2012 22:59 GMT
#16
On May 01 2012 07:46 Yonnua wrote:
Show nested quote +
On May 01 2012 06:13 jacksonps wrote:
Remember: Siege Tanke used to cause 70 normal splash damage.


But you couldn't use siege tanks to win before the 1 minute mark.


Yes..., i really cant... =)
Iapôis!
NeoGeoOdin
Profile Joined October 2011
Colombia140 Posts
May 03 2012 02:39 GMT
#17
Well, i see some of the units

Did you were inspire by WC3 units? most of them have many habilities, wich is kinda nonsense to me, i mean, its ok to have 1 or 2 casters units, and them, leave the rest of the units with a single habilitie that make it interesting

ie: Marines has stim, an active habilite that ads varietie, then, they gave Shield a upgrade to the HP
then you just have Stalkers with Blink that add a toon of micro to then
and finaly Lings with 2 upgrades to their statics, and one directly involves micro

I dindt really like most of the units, and the only one was the Omnispace, wich also is not comparable to the "drops-like" of the rest of the races, the comcept of how it transport units its interesting, but just that, meanwhile the other drop units have an extra habilitie, Heal, work as supply. creep spread and map control, and finally like a auxiliary pylon in this unit you can try to give it an interesting habilitie.

Sorry for my poor english
Kich
Profile Joined April 2011
United States339 Posts
May 03 2012 03:48 GMT
#18
Too many of the units have too many absurdly powerful abilities.
jacksonps
Profile Joined October 2010
Brazil37 Posts
Last Edited: 2012-05-03 03:54:38
May 03 2012 03:53 GMT
#19
NeoGeoOdin, thanks for your feedback. I see the Omnispace got the most 'like's, and the other units not that much.
I'm working back on the concepts, unit by unit, and combining them, so you'll see news soon.

For example, the Warrior is being changed to a light melee unit, without activated abilities.
I'm testing the 2 statics abilities, to choose one or other, but not both:
# ambidexterity (it can melee attack 2 units at same time) [to counter lings and zealots, but not that hard]
# some-sort-of-name (ranged attacks against it will give him a buff for a short period of time, like speed upgrade) [to counter marines or stalkers].

I have to finish the concept of the second unit after the Warrior to choose one of these abilities, or create new ones. Also, the Warrior can get even a new name. 'Warrior' is much conventional.
Iapôis!
sob3k
Profile Blog Joined August 2009
United States7572 Posts
May 03 2012 03:53 GMT
#20
Lol, some interesting ideas but literally every unit has like 4 bizarre and incredibly strong abilities. You will never be able to balance this. Ever.

Even balancing the workers would be basically impossible.

-Workers that dont return to base so they can be dropped anywhere o the map with no base
-tons more health/income than any other worker and cost tons more
-Reproduce exponentially

completely unbalancable without a team of 16 guys and several years of development time
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
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