Adelull Profile Joined May 2016 39 Posts Last Edited: 2016-07-08 09:37:39 #1



Ideals & goals



I want to make Starcraft 2 a less frustrating experience and lessen scenarios where the enemy can deal crippling damage in a short amount of time. My goal is to strengthen what I think should be the core of Starcraft which is longer games where both players get to show off their skill in various ways. The early game is also important though and that’s why I reduced starting workers. Tech progresses faster and the timing to deal damage is shorter when you start off with 12 workers.



This is work in progress and I’m nowhere near finished with this mod but I still wanted to get it out here to let people know about it and move forward to see what works so I can make changes accordingly. Then I’ll change some more units and perhaps add or remove something to get closer to the goals and gameplay I want. I’m not a professional game designer and it probably won’t be very good until it’s been playtested and I’ve gotten the chance to work on it some more. I’ve barely touched Protoss yet because I don’t want to take on too many things at once so I’m working more on Terran and Zerg right now but I have some things in mind for Protoss as well. I also want to note that I reduced the damage point on most units to 0 to see how that will affect micro.



• Resources

- all mineral nodes have 1500 minerals

• Starting workers

- reduced from 12 to 6



Units removed



Terran

• Reaper

• Marauder

• Cyclone

• Thor

• Liberator

Zerg

• Swarm Host

Protoss

• Mothership Core

• Collossus

• Tempest



Units added



Terran

• Medic

- train on Barracks with Techlab attached

- costs 75/50, 2 supply

• HERC (no grapple)

- train on Barracks with Techlab attached

- costs 100/100, 2 supply

• Goliath

- build on Factory with Techlab attached, Armory built

-costs 150/50, 2 supply

• Hercules – big dropship

-build on Starport with Techlab attached

-costs 300/200, 6 supply



Upgrades



• Enhanced Healing

- research on Barracks Techlab, requires Armory

- increases Medic - Heal range by 2

• Ares-Class Targeting System

- research on Factory Techlab, requires Armory

- increases Goliath attack range by 1



Terran



• Siege Tank

- build time increased from 32 to 39

- can’t be picked up in siege mode

- sight range reduced to 10

- (siege mode) attack damage changed from 35+15 to 50+20

• Medivac

- Heal ability removed

- Ignite Afterburners removed

- acceleration increased from 2.25 to 2.75

- movement speed increased from 2.5 to 3.25

- unload period decreased from 1 to 0.8



• Stimpack

- research time in seconds reduced from 121 to 90



Zerg



• Queen

- ground attack range reduced from 5 to 3

• Zergling

- regeneration rate increased from 0.2734 to 1.25 when burrowed

• Roach

- supply reduced from 2 to 1

- hitpoints reduced from 145 to 125

- attack damage reduced from 16 to 14

- attack range reduced from 4 to 3

- sight range reduced from 9 to 8

- movement speed increased from 0 to 1.5 when burrowed

- acceleration increased from 0 to 1000 when burrowed

• Hydralisk

- movement speed increased from 2.25 to 2.8125

- regeneration rate increased from 0.2734 to 5 when burrowed

• Infestor

- Cost increased from 100/150 to 125/175

- Fungal Growth range reduced from 11 to 6

- Fungal Growth is now apllied instanty

- Fungal Growth damage changed from 30 to 25+15

• Mutalisk

- movement speed reduced from 4 to 3.75

• Ultralisk

- splash damage radius reduced from 2 to 1

- regeneration rate increased 0.2734 from to 5

• Viper

- Parasitic Bomb removed



• Spine Crawler

- production time reduced from 36 to 29

• Roach Warren

- production time reduced from 39 to 30

• Glial reconstitution

- requires Hive

• Muscular Augments

- name changed to Grooved Spines

- movement speed increase reduced from 0.5625 to 0

• Burrow

- production time reduced 71 from to 64



Protoss



• Probe

- range slop increased from 1 to 1.5

• Warpgate

- completely removed



Future



I will probably look at macro mechanics, maybe the economy, the pathing or any other big change later on but for now I just want to test out different unit designs and see how well that will work out. I don’t want to take on too many things at once, as I said earlier and I’m silver league with the editor so I’d probably need help if I were to change the economy or the pathing at least.



I might also look into Brood War units more so if there’s any particular one you want you can suggest it here or DM me. I thought about the Defiler for example but it overlaps a bit with the Viper and Infestor and Dark Swarm is such a strong spell so it would be hard to make it work but I’m still not completely against the idea. I could add/replace one or two spells to Zerg’s the other spellcasters or I could replace one of them with the defiler but it would probably be a bit different from how it was in Brood War. This is also what I think of any Starcraft 2 unit I removed; I could rework it and put it back in but I wanted to remove them for now at least.



If there’s any change you wonder about you can ask me here and I’ll try to explain my reasoning but I don’t want to go too in-depth in discussion here because I don't like arguing with strangers on the internet.



https://discord.gg/CqUSxVF



edit: Forgot to mention that I'm master league so I can play with anyone in Master and some Grandmasters but it might be hard for me to keep up if you're high Grandmaster.

Hello Teamliquid! The intention of this post is to introduce a multiplayer mod I’m working on and hopefully find high level players to help me playtest it. If you’re Master or Grandmaster league and willing to help me test my mod then you can join the Discord server https://discord.gg/CqUSxVF . I also have a Skype group https://join.skype.com/mA8q6p0yFImH but not everyone may have Skype so I thought Discord would be better but I can be contacted in both places. The mod is published on EU and NA under extension mods as “New Legacy” for anyone to test and it’s possible to open it in the editor.I want to make Starcraft 2 a less frustrating experience and lessen scenarios where the enemy can deal crippling damage in a short amount of time. My goal is to strengthen what I think should be the core of Starcraft which is longer games where both players get to show off their skill in various ways. The early game is also important though and that’s why I reduced starting workers. Tech progresses faster and the timing to deal damage is shorter when you start off with 12 workers.This is work in progress and I’m nowhere near finished with this mod but I still wanted to get it out here to let people know about it and move forward to see what works so I can make changes accordingly. Then I’ll change some more units and perhaps add or remove something to get closer to the goals and gameplay I want. I’m not a professional game designer and it probably won’t be very good until it’s been playtested and I’ve gotten the chance to work on it some more. I’ve barely touched Protoss yet because I don’t want to take on too many things at once so I’m working more on Terran and Zerg right now but I have some things in mind for Protoss as well. I also want to note that I reduced the damage point on most units to 0 to see how that will affect micro.• Resources- all mineral nodes have 1500 minerals• Starting workers- reduced from 12 to 6• Reaper• Marauder• Cyclone• Thor• Liberator• Swarm Host• Mothership Core• Collossus• Tempest• Medic- train on Barracks with Techlab attached- costs 75/50, 2 supply• HERC (no grapple)- train on Barracks with Techlab attached- costs 100/100, 2 supply• Goliath- build on Factory with Techlab attached, Armory built-costs 150/50, 2 supply• Hercules – big dropship-build on Starport with Techlab attached-costs 300/200, 6 supply• Enhanced Healing- research on Barracks Techlab, requires Armory- increases Medic - Heal range by 2• Ares-Class Targeting System- research on Factory Techlab, requires Armory- increases Goliath attack range by 1• Siege Tank- build time increased from 32 to 39- can’t be picked up in siege mode- sight range reduced to 10- (siege mode) attack damage changed from 35+15 to 50+20• Medivac- Heal ability removed- Ignite Afterburners removed- acceleration increased from 2.25 to 2.75- movement speed increased from 2.5 to 3.25- unload period decreased from 1 to 0.8• Stimpack- research time in seconds reduced from 121 to 90• Queen- ground attack range reduced from 5 to 3• Zergling- regeneration rate increased from 0.2734 to 1.25 when burrowed• Roach- supply reduced from 2 to 1- hitpoints reduced from 145 to 125- attack damage reduced from 16 to 14- attack range reduced from 4 to 3- sight range reduced from 9 to 8- movement speed increased from 0 to 1.5 when burrowed- acceleration increased from 0 to 1000 when burrowed• Hydralisk- movement speed increased from 2.25 to 2.8125- regeneration rate increased from 0.2734 to 5 when burrowed• Infestor- Cost increased from 100/150 to 125/175- Fungal Growth range reduced from 11 to 6- Fungal Growth is now apllied instanty- Fungal Growth damage changed from 30 to 25+15• Mutalisk- movement speed reduced from 4 to 3.75• Ultralisk- splash damage radius reduced from 2 to 1- regeneration rate increased 0.2734 from to 5• Viper- Parasitic Bomb removed• Spine Crawler- production time reduced from 36 to 29• Roach Warren- production time reduced from 39 to 30• Glial reconstitution- requires Hive• Muscular Augments- name changed to Grooved Spines- movement speed increase reduced from 0.5625 to 0• Burrow- production time reduced 71 from to 64• Probe- range slop increased from 1 to 1.5• Warpgate- completely removedI will probably look at macro mechanics, maybe the economy, the pathing or any other big change later on but for now I just want to test out different unit designs and see how well that will work out. I don’t want to take on too many things at once, as I said earlier and I’m silver league with the editor so I’d probably need help if I were to change the economy or the pathing at least.I might also look into Brood War units more so if there’s any particular one you want you can suggest it here or DM me. I thought about the Defiler for example but it overlaps a bit with the Viper and Infestor and Dark Swarm is such a strong spell so it would be hard to make it work but I’m still not completely against the idea. I could add/replace one or two spells to Zerg’s the other spellcasters or I could replace one of them with the defiler but it would probably be a bit different from how it was in Brood War. This is also what I think of any Starcraft 2 unit I removed; I could rework it and put it back in but I wanted to remove them for now at least.If there’s any change you wonder about you can ask me here and I’ll try to explain my reasoning but I don’t want to go too in-depth in discussion here because I don't like arguing with strangers on the internet.edit: Forgot to mention that I'm master league so I can play with anyone in Master and some Grandmasters but it might be hard for me to keep up if you're high Grandmaster.