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SH v1.4 The Hunters

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Update 4 released

Map: The Hunters
Background story: The Hunters is a hunting preserve owned and operated by Terran Wildlife Services. The Infested want to infest the population and the Void Predators want to 'purify' the place by killing all the Terran and Infested forces. While the Bionics protect the Terran in exchange for food and water supplies.



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Starcraft Hybrids general information

This is a new take on the traditional Starcraft races. The three races have been replaced by three hybrid races. Includes AI variations to make playing against computer more interesting. Includes sounds/voices from Starcraft 1, except for the music but you can easily find the playlists of Starcraft 1 music on youtube (for the full experience ;D).

This has nothing to do with the Hybrids in Starcraft 2. The Hybrids have an other (/new) story which will later be explained through a custom campaign.

Important! Only choose between Human (/Bionic), Orc (/Infested) or Undead (/Void Predators) for both you and AI players. AI does not function as it should when it has its race as Night Elf (Warcraft 3 bug).

SH Gameplay video (map: The Hunters, from V1.2b so a bit outdated):
http://www.youtube.com/watch?v=flasAvfGVco



* 3 new defensive/support buildings (1 for each race).
* The build time of Drones has been reduced from 9 to 7 to compensate for the worker lost when creating a building.
* Sunken- and Void Colonies now give supply too like non-upgraded Colonies.
* Shocker has a new ability: Blaster.
* Minions now have the Horror passive ability which decreases the combat effectiveness of nearby enemy ranged units.
* Top vs Bottom: the two expasion islands that are close to the starting locations of the players have been made a bit wider, so more room for structures.
* Top vs Bottom: center island (which a bit to the south) made a bit wider so it is easier to capture.
* Island Deluxe: improved terrain detail.
* The Hunters: fixed the victory conditions and defeat messages bug.



* Hotfix Top vs Bottom (8 september): added Xel'naga Tower to Top vs Bottom, 'resources at the player start locations are removed for players that are not playing' is now properly working.
* Hotfix for Island Deluxe and Top vs Bottom (2 september): fixed the victory conditions and defeat messages



* New island map for SH. More maps will come.
* Improved AI, more expanding and with a better economy. The AI variation that focusses on 'air' has been remade.
* Added terrain bonuses system.
* Option for player 1 to choose between easy, normal and insane AI.
* Option for player 1 to disable superweapons.
* New siege unit for Void Predators added: the Shocker.
* Some terrain improvements.
* Fixed Templar of the Void's and Spectral Archon's food cost (they were very high for some reason).
* Drones are now trained faster (from 12 to 9) compared to other workers to compensate for the Drone lost when creating a building.
* Void Predators buildings' mineral cost reduced to compensate for the Drone lost when creating a building.
* Rebuild improved alot, from 75 hp restore to 200 hp restore.
* Reaper faster movement (+30), weaker Sythe attack ability (from 40% to 30%).
* Broodlings have gained the Reflecting Carapace ability, rendering them immune to all effects.
* Void Walker now has Weaker Gravity Pull instead of the Templar of the Void (the Templar could not auto-cast it properly cause it is invisble).
* Dreadnought's area damage reduced.
* Increased the range of Dark Stream so it matches the range of the Darkling.
* Into the Void has a longer duration and improved effect.
* Voidwalk has a longer duration (from 20 to 30 seconds).
* Swarm Nest (from Mephit) damage increased from 4 to 6.
* Call Forces area of effect reduced from 250 to 200.
* Killing a neutral unit (e.g. an unit that is effected by the Chaos spell) won't give bounty anymore.
* Void Accumulator now has a proper birth animation.
* Enfeeblement Aura buff graphics changed, less noisy.
* Grim Ward less noisy.
* Buff for Nanobots fixed.



* camera zoom function (done)
* Plague Nuke destroys minerals (done/fixed)
* Infested Nuke Silo requirements fix (done)
* Dark Force -> Void Predators (done)
* Void Predators AI ability to expand improved (done)
* Darkstream more damage (done, 25% faster and damage from 4 to 6)
* Energy mass bigger and bigger area (done, +0,3 scale and +30 aoe)
* Bionic Marines Mark Target too strong effect (done, from -5 to -4)
* Darklings keep "tilting" when they move for some reason (done I think, slowed walk/run animation)
* Nightskin Ultralisk's tooltip didn't changed. (done/fixed)
* Undead at the lobby when you create a game still didn't changed (done/fixed)
* 1 Nightskin Ultralisk can kill a horde of zombies in 1 charge, coz 100 hp vs 100 damage. (done, now 80 damage)
* Hellflury Mech has melee combat sounds (done, removed weapon bash sound)
* Swarm Nest from mephits were useless. give them higher hp or something (done, +40 hp)
* Mephit's Swarm Nest ability creates the egg before the projectile even landed. (done/fixed)
* Templar of the Void's invisibility upgrade requirement (done/)
* Call Forces aoe reduced (done, from 300 to 250)
* buff for the Cavern of Void's mana regeneration aura (done)



* Added a whole new hybrid race (Dark Force) with new AI (next update will give new AI to Bionic and Infested too)
* Superweapons! (AI builds and uses it too)
* The Bionic and Infested gained lots of new abilities and upgrades + longer tech tree
* Fatal error bug fixed
* Redone hotkey system, based off position icon on inteface now.
* Many abilities now cost mana instead of only having a cooldown (the cooldown is lowered though to let the abilities stay usefull).
* New worker abilities and upgrades, also different for each race now.
* Improved AI vs enemy towers
* Fixed bug that Abomination Fear ability also effects buildings.
* Fixed defeat messages about Neutral Victim.
* Fixed some repair times of various structures. Towers can be repaired a little faster.
* Fixed repair costs of Infested Worker and SCR (Bionic worker) so no more high gas costs for repairing them.
* Hellflurry Mech's have 30 hit points less and their second attacks only attacks air units now
* AI Dreadnought Hangar Bay ability has been nerved to compensate for full control for AI over Interceptors.
* Dreadnought's attack range reduced from 740 to 670
* Bacterian health increased from 35 to 50, stronger against Dreadnoughts
* Spore Turret has an improved Spores ability that also reduces the target's attack speed
* Aurochs now have 4 tranport slots instead of 3
* Broodmothers now have 8 tranport slots instead of 6
* Broodmother population cost decreased from 4 to 3
* Tier 2 ground-troop production buildings (Bionic Core, Plagued Enlargement and Cavern of Void) build time increased from 60 to 75.



* New Starcraft 1 terrain tiles (by Stryderzero)
* Gas is mined faster, from +3 to +4
* Mineral mining is changed a bit, mining goes slower but workers can carry a bit more.
* Removed 1 mineral from starting positions. It is now more important to expand for minerals.
* Upgrade length is reduced by 33% except for general damage and armor upgrades
* Radiating Core (from Nucleair Pylon) damage reduced from 10 to 6
* Flesh Bomb shorter duration (from 30 to 20 seconds)
* Fixed Infested armor upgrade used for Infested Worker
* Fixed repair times for mechanical units
* Phantom's invisibility ability improved alot but damage reduced a bit
* Dreadnoughts (Bionic huge ship) aoe damage is reduced (from 70/40 to 35/20) and attack range is decreased a little bit
* Spitters (Infested long-range flyers) attack speed decreased, from 1.00 cooldown to 1.25
* The upgrades Electronic Pulse Attack and Salvage (for workers) are cheaper and length is reduced by ~40%.
* New armor icon



There are three playable races:
The Bionics - a combination of Terran and Protoss forces
The Infested - a merge between zergs and infested Terrans
The Void Predators - a merg between Zerg and Protoss


Features:
- Play with one of the three Hybrids races. Each race featuring an arsenal of new and unique units and structures.
- The focus is more on strategy than micro managment, like in Starcraft 1. Many abilities can be auto-cast or are passives, allowing you to focus on other important things. Also terrain bonuses. However there are still some units for you who like lots of micro management.
- The all new units and buildings enable entirely new defensive and offensive strategies.
- Many custom resources and Starcraft 1 sounds (even voices) have been used to give it that starcraft feeling, while staying under 8mb! So you can still play the map on battlenet and lan.


Not protected:
This map is not protected, you can modify, take things from it and hopefully learn from it. Do as you like.



Credit list (resources):

Blizzard for interface skin, tiles and images
Starcraft Interface Package by unwirklich
Starcraft tiles for Warcraft 3 made by Stryderzero
Urban Environment Pack Pt. 1 by Illidan(Evil)X and xXm0rpH3usXx

Protohydralisk By Afronight_76
The SC2 Marine By GhostThruster
Onslaught by Callahan
Goliath by Max666
Stalker by Fingolfin
RA2 YR Mastermind Tank By Misha
Probe by killst4r
SCV Final by killst4r
ZombieA.blp By Kazzo
Marine by Hellish Hybrid
F.R.E.D. By Thrikodius
ThunderLizardVizier.blp By FrIkY
Ocula by -Grendel
MountainGiant.blp by halo
Snipe Target Green by Tranquil
Brilliance by JetFangInferno
Protoss and Terran building icons by Frankster
Fusion Cannon by Thrikodius
Flamethrower Turret by The_Silent
Alien RepairDrone by Texture By M0rbid [Amigurumi]
Zerg Scourge by Kimberly
Demon Treant by Iyzz_Fryzz
orb_big03 by EdwardSwolenToe
Brilliance by JetFangInferno
Wraith by killst4r
Stargate by killst4r
Phoenix_Missile by JetFangInferno
Konstrukt_SubmachinegunMissile by Talon the Mage
LaserRay by Ergius
Cracked Cliff by Felz_09
Drone by Markus3832
Protoss Dark Templar by Norinrad
Zerg Lurker by Cavman
Mutalisk by Kimberly
Reaper by Gottfrei
Ultra by killst4r
SpawnOverlord anim by killst4r
Zerg buildings by ?? (pm me if you know)
SoulArmor by JesusHipster
RejuvenationTarget by Metal_Sonic
Arcane Explosion By Champara Bros
Bonestrike by Callahan
MagicShield by JesusHipster
Astral Imprisonment by exfyre
Stomp by nGy
ToxicField by UgoUgo
CloudOfFog by Callahan
FirstAid by Em!
Nebula by WILL THE ALMIGHTY
Nuclear Explosion (no missile) by WILL THE ALMIGHTY
WC3 - UnitFX - Black Hole07 by Carrington2k
SkulborbByZerox by Zerox
Reach Trees (Red) by Fingolfin
Reach Trees small by Fingolfin

Special thanks to GhostThruster for portrait edits and loading screen.
And to Hiveworkshop members that gave me feedback!


Keywords:
starcraft, hybrid, hybrids, rts, protoss, zerg, terran, macro, ai, spectre, infested, bionic
Contents

SH v1.4 The Hunters (Map)

Reviews
Orcnet20:44, 9th May 2013 Map Approved Starcraft Hybrids (No Version/s Stated) RateScorePercentLetter 5/591-100A RateScorePercentLetter 4/581-90%B RateScorePercentLetter 3/575-80%C RateScorePercentLetter 2/570-74%D...

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Orcnet20:44, 9th May 2013

Comment

Review

Map Approved
Starcraft Hybrids (No Version/s Stated)


Rate
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5/591-100A

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4/581-90%B

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3/575-80%C

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2/570-74%D

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1/550-69%F

Overview:

Gameplay

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"Starcraft Hybrids" is a Altered Melee game based on a Starcraft™ genre but more of a twist and turns of species and tech power.

"Modding the whole in-game materials of the game into a starcraft-like atmosphere is very impressing as well as observing some of the mechanics of its game play, the AI is also a helping hand in case you want to play this alone or in practice matters and its well good sharped visuals is remarkable."

Terrain

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"The Terrain looks very thin in-shape but all thanks to your tile variations it gave way some color although I'm expecting doodads in a starcraft genre as well as bearing cliffs for strategic purposes."

Management

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"Overall its a one neat game and so as the concept of it as whole, although you can give your quest menu some highlights explaining more about how to play, and your latest updates, or especially bug issues, overall this is a piece useful for starcraft players or beyond."

Total Score:


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10/1583%B
 
Level 17
Joined
Aug 19, 2007
Messages
1,380
Thanks all for feedback!

@Stryderzero, ok I will, it is very easy to change it :)

So should I make a second more bigger map for it? Some map variations would indeed be fun.

I think it would be fun to remake a few Starcraft 1 maps. At the moment this map is the The Hunters from Starcraft 1 (a very popular one): http://www.shamusyoung.com/twentysidedtale/images/starcraft_hunters.jpg

Do you guys have a suggestion of which map you would like to see?

Before I will make a new maps though I want to do as much as gameplay/balancing updates as possible cause that saves alot of work when you only have to do it for 1 map. So if you see any bugs, balancing issues or want something new etc., please say so ;).
 
Level 11
Joined
Aug 24, 2009
Messages
706
Good map, some balances things though.
Carriers are OP, imo remove their aoe since they get interceptors.
Long-Range Wyverns are also a bit too powerful.
Gas needs to be mined much faster maybe +5 instead of +3. I got through the game with 20 workers in 1 base on minerals and 20 workers on gas over 4 expansions!
Also upgrades take forever, even more than starcraft 1.

Either than that, good map.
 
Level 17
Joined
Aug 19, 2007
Messages
1,380
I forgot to add this in the description, will be added with the next update: Only choose between Human (/Bionic) and Orc (/Infested) for both you and AI players. Otherwise for you will get an ugly UI & not all the custom interface sounds. And for the AI it messes up the AI script. So in other words; do not choose undead, night elves or random.

@Reaper51, good ideas, added to list

@arigorarigor, I will see if have enough for space left and models, as Reaper51 pointed out a zerg-protoss race would fun. Cannot promise it, but I will definitely look into it.
 
Level 17
Joined
Aug 19, 2007
Messages
1,380
I did that first, but than I could not remove them through triggers. For some reason locust units are not effected by "pick every units in unit group blabla" and than "remove picked unit". I will go ask in the forum and see what the problem is.

-edit, I managed to fixed it. Fix will be in next update (or update 1), along with a number of other important balances and fixes. I have almost finished the update, probably will release it today.
 
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Level 17
Joined
Aug 19, 2007
Messages
1,380
Combat goes by took quick. Yes, it went by quick in the original, but it sucked that way.
, that is a matter of taste. Some people liked it way Starcraft 1 and 2 does, some people liked it the way Warcraft 3 did. This map aims for a Starcraft (1) experience.

Concerning the balance, are the specific things you noticed? Like a specific unit that is unbalanced? Or ability? I have almost finished the first update, that should balance and fix and number of important things.
 
Level 17
Joined
Aug 19, 2007
Messages
1,380
Great new terrain it's the best. ya could make a campaign whit this.
, thanks, but why rate it so low? 3/5 is kind of medicore :(. I understand that some would like the map to be bigger, but The Hunters was a very popular Starcraft 1 map. I basically just remade it in Warcraft 3. And the plan is to remake some more (some bigger) Starcraft 1 maps. So I don't really understand why people give it 3/5. Does it need more balance and bug fixes? More units?
 
Level 3
Joined
May 1, 2012
Messages
59
[K40$]-Spectre;2337676 said:
, thanks, but why rate it so low? 3/5 is kind of medicore :(. I understand that some would like the map to be bigger, but The Hunters was a very popular Starcraft 1 map. I basically just remade it in Warcraft 3. And the plan is to remake some more (some bigger) Starcraft 1 maps. So I don't really understand why people give it 3/5. Does it need more balance and bug fixes? More units?

I did not rate yet O3O???
 
Level 3
Joined
May 1, 2012
Messages
59
oh ok. There 5/5 :D i think i accidentally clicked the rate thing when the page opened.
why don't ya try adding their suggestions whit the zerg/protos and a bigger map???
 
Level 17
Joined
Aug 19, 2007
Messages
1,380
oh ok. There 5/5 :D i think i accidentally clicked the rate thing when the page opened.
why don't ya try adding their suggestions whit the zerg/protos and a bigger map???
, ah ok, thanks for rating :D. Yeah I am going to do some filesize squishing/resizing now and see how much space I have available.

Actually thats not converted.

But still , i support this projects. Cheers
Will add this project to my signature.
, yeah could not find the right word for it. Maybe remade? Anyway your signature looks alot better now :D.
 
Level 17
Joined
Aug 19, 2007
Messages
1,380
will ya make an campaign??? if yes i will be waiting for it :D
, maybe I will. I am now working on the third race and after this I will make some extra maps. After that a campaign is quite plausible since I already have some maps than. First thing first though, a new race :). Also I noticed the map gets some slower in mid-end game when players with lots of (AI) players, do you know guys have that too? Maybe I need optimize some triggers since it is not lag (it is not accumulating, more based on the amount of units or maybe trigger/AI orders).
 
Level 6
Joined
May 23, 2011
Messages
295
some ideas:

make the next race bionic zergs, pretty much zerg cyborgs with mind powers

add mutalisk "quotes" for the spitter

drone sounds for scv

try to replace the warcraft music for starcraft (terran for infested terran, protoss for the bionics and zerg for the new race)

add devourer (broodwar) sounds for broodmother (and give the overlord to the mountain giant thing)

and please add the "spawn more overlords" :vw_love:
 
Level 17
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Aug 19, 2007
Messages
1,380
make the next race bionic zergs, pretty much zerg cyborgs with mind powers
, not a bad quess actually, though I will not spoil it yet ;).

and please add the "spawn more overlords"
, this is already in it, did you select Orc as race? Undead and Night Elf mess up interface and interface sounds.

add mutalisk "quotes" for the spitter

drone sounds for scv

try to replace the warcraft music for starcraft (terran for infested terran, protoss for the bionics and zerg for the new race)

add devourer (broodwar) sounds for broodmother (and give the overlord to the mountain giant thing)
, I am afraid I cannot spare anymore kb, especially with the third race I have reached the 8mb limit (otherwise playing multiplayer is not possible). And I already have squished, resized and optimized alot of things. Especially imported music increases the mapsize by an absurd amount, even when mp3 and optimized alot.
 
Level 6
Joined
May 23, 2011
Messages
295
[K40$]-Spectre;2340027 said:
,
this is already in it, did you select Orc as race? Undead and Night Elf mess up interface and interface sounds.

, I am afraid I cannot spare anymore kb, especially with the third race I have reached the 8mb limit (otherwise playing multiplayer is not possible). And I already have squished, resized and optimized alot of things. Especially imported music increases the mapsize by an absurd amount, even when mp3 and optimized alot.

Thx for pointing that out! i always selected random and never really noticed it.

But you did mention that you would probably do a campaign right? if so i suggest you make a campaign for each race so we get a different experience (and you will be able to add music and other starcraft sounds) :ogre_icwydt:
 
Level 17
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Aug 19, 2007
Messages
1,380
But you did mention that you would probably do a campaign right? if so i suggest you make a campaign for each race so we get a different experience (and you will be able to add music and other starcraft sounds)
, yes, when and if I do the campaign, than for the campaign I could add all the custom sounds and music. However campaigns take lots of time to make so there will probably not be three campaigns :p (hate to break it to you :vw_love:).

Just thinking how terran and zerg became friends
, they are not friends, the zerg infected a (part) of the Terran to do their bidding ;). Basically the Infested are sort of 'evolved/mutated' Terran zombies. This is what inspired me to do the Infested: http://starcraft.wikia.com/wiki/Infested_command_center
 
Level 6
Joined
May 23, 2011
Messages
295
[K40$]-Spectre;2340408 said:
,However campaigns take lots of time to make so there will probably not be three campaigns :p (hate to break it to you :vw_love:). :goblin_cry:
[/URL]

well that's for sure but if you get some additional help it would be way faster :ogre_haosis:

and i don't think it would be cool to play as the three races in one campaign (it would feel rushed in my opinion, and we wont be able to get a full taste of the history of each race)
 
Level 2
Joined
Apr 28, 2013
Messages
10
Nice map ,I love the minor map elements adapted from starcraft but seriously make the map bigger ,add more expansions ,add some more details to the buildings as they are really lacking compared to the units and improve the ai as sometimes he is utterly dumb as fuck!
I love the concept and the fluidity of the map ,also it has a nostalgic feeling so far I give it an 7/10.
 
Level 17
Joined
Aug 19, 2007
Messages
1,380
thanks for feedback,

I love the minor map elements adapted from starcraft but seriously make the map bigger ,add more expansions
, map variations (including a bigger map) are coming after I added the third race.

add some more details to the buildings as they are really lacking compared to the units
, I am not really a skinner/modeler, I changed some skins for the mod to make it look a bit better but those are simple changes. Most of the models are e.g. from killst4r.

improve the ai as sometimes he is utterly dumb as fuck!
, first be sure that you have selected either Human (=Bionic) or Orc (=Infested) for the AI (not Undead, Night Elf or random). Otherwise the AI wont build anything at all. Next to that the biggest problem is that AI does not gather enough minerals. I will see what I can do about this.
 
Level 17
Joined
Aug 19, 2007
Messages
1,380
I prefer the real Broodwar, but nice job.
, thanks I quess, but you do know that this is not a remake of Starcraft 1 right? So it is not meant as a replacement for Starcraft 1, but more a total conversion of Starcraft (new races, new units, new things etc.).

no problems with the AI so far (at least to me)
, thanks for letting me know. Making good AI is tricky so every observation is welcome :)!
 
Level 6
Joined
May 23, 2011
Messages
295
[K40$]-Spectre;2345491 said:
, well progress with 3rd race is ~50%, but it goes fast now :). On the other hand AI still needs to be made for it and plan is to update the other AI's too. That will be probably a bit try on error so I don't how long that is going to take.

If you need any help let me know! im not 100% useless at world editor XD more like 75% :xxd:
 
Level 17
Joined
Aug 19, 2007
Messages
1,380
If you need any help let me know! im not 100% useless at world editor XD more like 75%
, can you map/terrain? Or maybe ideas for maps? Once I got this update done and 1 small balance update after it, I want to add a few maps (e.g. bigger, isolated islands etc.). This would than be after the updates though, so that could take a while.

Anyway, could be new ones, or maybe from a map from an other rts game you like, or starcraft 1 map remakes. Some quick googling (the shape matters);


Bridge_Too_Near_SC1_Art1.jpg




Dire_Straits_SC1_Art1.jpg



The other thing I need is tester of the 3rd race as soon as I have finished the update. Either would be helpfull then :), thanks for the offer!
 
gonna follow this map, if u remember me i also helped u with ur augmentation warfare. thisll be my feedback post which ill edit when i find more stuff. when ive played enough ill review.

suggestions:
general

-qwer hotkeys for ease of use
-upkeep info panel still contains irrelevant information
-please for the love of good make passive abilities have passive icons
-terrain needs more atmosphere; light fog, light wind, grass + rock doodads (found in UTM), destroyed buildings (illidan(evil)x has these), terrain height variation, critters etc.
-vespene geysers are supposed to have an extractor built on top
-vespene geyser model lacks portrait
-alot of buildings dont have origin attachment points. this is an easy fix
-what exactly is the point of the electronic pulse attack upgrade?
-techtree is too small/simple and more unique mechanics. need more abilities/units too
-fix player race to human and let players choose race in-game through a dialog or custom trackables menu. will save a lot of space + avoids ppl accidentally choosing night elf/undead

bionic
-only Mass Cryocells and Fusion Plant need the Nuclear Pylon as a requirement
-hellfury mech lacks a portrait
-abilities could be more original, and there should be more upgrades. also imo some units shud have abilities cost energy, so as to punish constant spamming of the ability
-chemical bot's walk anim speed is too fast. also its poison ability has an unfitting icon
-radiator flees whilst attacked. theres a setting that stops fleeing
-mark target needs a buff model, maybe a crosshair attached to the overhead (u cud also use magic sentry buff model)

infested
-wud be cool if zombies had a reincarnation-type ability. i dislike the paralyze ability; % chance abilities shud be left out of rts games as much as possible for obvious reasons
-infested marine ability has a retarded icon
-keeper has 10 mana for no reason. its rooted attack needs a buff OR its siege bonus needs to be 2.5x; right now it actually does less damage vs buildings
-abomination has a tiny shadow, as does the broodmother
-i feel like the fire beast is too op; maybe lower its attack speed by a bit
-theres no invisibility lulz, and imo detection shud be more varied like for the bionics (eg. marked target). wat about a radar scan ability or summon owl scout ability rather than the cnp generic true sight/detection ability?
-the tentacles attached to buildings stay there after the building is destroyed
 
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