NEW MOD: ShockCraft - Page 2
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propagare
Germany93 Posts
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Templarfreak
United States39 Posts
If anyone wants to discuss with me designs, balance, show off replays, or play games, do be sure to check out the Skype Group! https://join.skype.com/BLBRP3o5XZRU I get that Skype is probably a weird thing to be using, but I always have it open and will be able to see almost all the conversations that happen in it and I very actively check it. | ||
Templarfreak
United States39 Posts
GENERAL More UI fixes. The Glossary (F12) now properly reflects the mod. Many broken things in the Hotkey section have been fixed. Mineral Harvest time increased to 3.5 seconds, from 3.3. This small increase in harvest time should mostly be unnotiable. It's primarily going to nerf more than roughly 8 per base slightly. As it turned out, the Worker bouncing doesn't proc so much around 10 to 12 workers per base, which was not my intended goal. This way, it's more encouraged to expand but still not required as you only lose a little bit of efficiency. (Mineral income efficiency per worker drops off at roughly 5 to 10% per worker over 8, so it's still okay to have over 8 workers per base, it's just better to have them split between 2) TERRAN Orbital Command *Cost changed to 50/0 Barracks *No longer requires Supply Depot. Wraith *10+8 vs Light ground damage. *+1 to base damage per up, +1 to Light per up (For a total of +2 vs Light per up) for ground *7+10 vs Massive Air damage. *+1 per up, +1 vs Massive per up for Air. Viking *Air Mode health increased to 150. *Cost increased to 150/100. Raven *Auto-Turrets now are burrowed initially and do not run their expiration timer until they unburrow. The process is automatic and once they unburrow, they cannot burrow again. *Added Explosive Shrapnel back. PROTOSS Warp Gate *Units now have the same cooldown as they do production time. ZERG Hatchery *Build time decreased to 70 seconds. (50 real-time seconds) *Now spawns Creep Tumors. *Has 23 starting energy, with 200 max. Hydralisk Den *Cost changed to 100/50 Roach *The Roach's burrow is now transient. (Does not interupt moving) | ||
sc2zzz
2 Posts
I'm quite curious about the design process of the project. I'm interesting in dedicating some time into testing stuff. There are a couple things I would love to see in general: 1. Do you think you could make hotkeys customizable for all units? It would really enhance my experience. Maybe it was just a specific scenario, but defilers are missing from the unit hotkey menu, so i cannot change their hotkeys. Think it might be true for other units, but i will have to test it later on. 2. Have you planned on making a unit tester map? It can really speed up data gathering from deliberate testing. It also helps new players and testers in getting an idea of a race potential and roles in a short amount of time. | ||
Templarfreak
United States39 Posts
On May 28 2016 11:12 sc2zzz wrote: Hello! I'm quite curious about the design process of the project. I'm interesting in dedicating some time into testing stuff. There are a couple things I would love to see in general: 1. Do you think you could make hotkeys customizable for all units? It would really enhance my experience. Maybe it was just a specific scenario, but defilers are missing from the unit hotkey menu, so i cannot change their hotkeys. Think it might be true for other units, but i will have to test it later on. 2. Have you planned on making a unit tester map? It can really speed up data gathering from deliberate testing. It also helps new players and testers in getting an idea of a race potential and roles in a short amount of time. After I made this update, I've been hotfixing a lot of stuff that I forgot. I also had to completely redo all my uploads because apparently maps link to a specific version of the dependency they use, and not just the dependency in general. A Unit Tester is on the list of things I need to do, but it may be another day or two before I can really get that functional. I'll take a second look at everything that isn't in the Hotkey Menu and try to get everything in there. It's not intentional that units are missing. As for the development process, I spent about 6 to 8 months in total on it, if you don't count the almost two years of prototypes and learning design. I happen to get around the right people that really jump-started my learning process. After that, I really critically looked at what I had and from there it was mostly just taking a long time to come up with ideas and then spending a little bit doing the data. I don't have a whole lot of complicated data, so making my ideas didn't take long. The only thing that took a while was actually coming up with the ideas and ultimately I settled on what I had and decided I'd release it as-is and continue to think of ideas that I'd patch in later. | ||
propagare
Germany93 Posts
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propagare
Germany93 Posts
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Templarfreak
United States39 Posts
On May 28 2016 20:12 propagare wrote: No Supply Depot? I don't know. Seems not a wise decision fmpov. Terran here. I think I'm willing to handle any problems it may cause, but as it stands right now T's early-game can't really keep up with their income and making the Barracks not require the Supply Depot was the only way I could think to speed it up. On May 28 2016 20:12 propagare wrote: Do we have / want a Discord server? I would admin one for you. I don't use Discord often, but I guess I could make one and try to remember to be on it. I don't really know how Discord works, though. xD Does there need to be a Discord? Skype works just as well and I have easy access to that and it doesn't drain the hell out of my CPU, unlike Discord, so I have it open pretty much all the time. | ||
Templarfreak
United States39 Posts
Let me know if you think this damage is too low and I can reconsider it. | ||
0mg_t1red
Russian Federation104 Posts
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Fatam
1986 Posts
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Templarfreak
United States39 Posts
On May 31 2016 18:08 Fatam wrote: There's a TON of these out there. We get a thread about a new one about every month, sometimes more often. I think people do it for funsies (hey look I can make my preferred version of Starcraft, cool) but of course if many of them grouped up and agreed on some things they could make something bigger. The hard part would be getting all the people to agree on it. A lot of these people, including myself, have very different ideas on how we think the game should work. Some want very drastic changes, while others want to stick really close to BW, some others want it to be their own thing, and others want to keep the same basic idea without expanding on it. I kind of want to change a little bit of the base, like I do with the economy changes, but for the most part be my own thing, but other than that I don't want too many drastic changes and I don't want to directly copy BW. I want to try and make it a little different. Anyway, new update: 6/2/2016 GENERAL Mineral return rate reduced to 5. TERRAN UNIT REMOVED: Medivac Marine: *Combat Shield removed. Marauder: *Health reduced to 60. *Removed second attack, now just has 5+4 vs Armored solid instead of *2. NEW UNIT: Dropship ZERG Roach: *Reduced health to 140. Ravager: *Reduced health to 150. * Damage reduced to 20. *Corrosive Bile damage changed to 40+10 vs Bio. Mutalisk: *Regeneration passive removed. *Speed reduced to 3.75. PROTOSS Chronoboost removed. Pheonix: *Speed reduced to 4. | ||
greggrichardson66
4 Posts
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Vision_
712 Posts
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