Map Showcase

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May 28 Mar Sara Wastes -=- 7v7 Melee Map -=- Mara Sara wastes is an epic 7v7 max melee map. Featuring gameplay styles of 7v7, 4v4v4v4 (Not working ATM) 4v4, 3v3, etc. This is in fact, my very first complete map ever, so if you see something wrong, I have an excuse. Anyways, I found a challenge presented by Chiseen. He wanted somebody to make him a map for 14 players using his template. I accepted to make it because I was honestly bored at the time and it seemed like a great idea. What came out of that was Mar Sara Wastes, an epic melee map. There are 4 bases, in 7v7, one base per team will, unfortunately, be missing one player. That I cannot fix, as though the editor can only support 15 players maximum. So, as you all know, 15 cannot be split evenly. I also realize that it may be nearly impossible to have a full 14 player game running unless planned. That, cannot be fixed, especially with the popularity system in place. This map features: 16 spawn points 16 naturals (1 per player) 4 In-base gold expansion 4 Gold Expansions 8 Island Expansions 4 Center Expansions 8 Xel'Naga watch towers I also found these videos, thanks ForceSC2strategy! FFA: 5v5: *Please note, I do not fully understand the editor, so I really have no idea how to make multiple, non FFA teams. If you know how to do this, please say how. **This map is created by Unneta, layout was created by Chiseen. (See Below) ***Chiseen's concept: To search for the map, simply search "Mar Sara Wastes" and it should pop up. The real one without any added junk or clones are under my name (Unneta)Unneta27 May 28
May 9 Starcraft II RS Extension Mod Hello! Extension Mod Showcase here. I'm relatively new to this forums and not a native english speaker so please bear with me... SCII RS is a fan-made extension mod for LotV, currently published on all servers. It is based on the idea of making another version of this game while recreating some of the lore from the books, comics and short stories. It's focused on "real scale units" and realistic abilities and because of this, most of the unit models have been adjusted in order to more accurately recreate their relative size, range, hitpoints, attacks and abilities. Also because of this I must clarify before going any further, that this mod is not meant to be balanced in the way we all know from the vanilla game, instead; it reaches some sort of balance based on the lore... which is hardly balanced. There's a lot of new stuff including most campaign units, abilities and upgrades aswell as several custom abilities, upgrades and units from the awesome mod community. I must clarify that I'm not taking any credit for these models, icons, wireframes, etc. there's a lot of great modders out there and I just took some of their work and put it together in this small creation of mine. There's some key points in this mod that I'd like to point-out for you: - Most aerial fighter units have now strafe-like weapons (like the interceptors), that's because I wanted to more accurately reflect how air combat develops in Starcraft. - Capital ships are massive, with lots of hitpoints, abilities and also capable of decimating entire armies; but they're also a lot more expensive. - There are several "weapons of mass destruction" like the nuke or the planet cracker which have tremendous range and damage. - All ground units have been readjusted, infantry is cheaper and weaker, heavy units like the Thor are more expensive but quite more powerful and several damage bonusses have been fixed in order to achieve some sort of realistic behavior for weapons. - Most small ground and air units have some kind of "evasion behavior" which makes them harder to hit due to them being small and highly mobile. - Structures and base defenses have been reworked in order to improve their capabilities and make them effective against most new threats. These are just a few of the most remarkable changes in the mod and I'd like to invite you all to try it out since I'm trying to polish it in order to move into the next stage of my work and develop a custom campaign with it. I'd like to remind you that as I stated at the beginning: this is a lore-focused mod and it's not meant to be balanced like the vanilla game, the lore is hardly ever balanced and my goal is to reflect that so please, don't take into account stuff like "battlecruiser is overpowered" because if you compare a several hundred meters capital ship against a marine regiment, well, of course it'd be overpowered. Thanks in advance to any tester, here are the links for the SC2 Mapster and Mod DB official sites: Mod DB: SC2 Mapster: May 9
May 9 Eras Zombie Invasion [Official Thread] Eras Zombie Invasion has just been released onto It is the remake to the classic Warcraft 3 map. I am creating this thread to assemble any and all suggestions or any bugs/glitches one might report into one location. Check out the map now and if you have feedback to give I would be glad to hear it. As far as what one can expect from the game: I have basically brought all the features from the original over. I have a water/boat system that works quite nicely and one can still expect the dreaded water zombies. I’ve added additional events as well as a new random event feature that will make the game feel different every time, more dynamic. I plan on adding loads more and expanding on what’s already a great game. As this is newly released it may contain some bugs or glitches, even issues of balance, if you encounter them, report them, as I’d greatly appreciate any input on these matters. Smith665 May 9
May 4 Gas City Rumble (new map!) Hey all, I just dove in to the world of SC2 map making. Haven't really done it since long long ago in the days of dial-up SC. Anyway, if you could give it a play and leave some feedback I would really appreciate it. I know it still has a few quirks I need to patch up, but I'd say it's mostly good to go. Published public on NA servers under 'Gas City Rumble'. Thanks!Swan0 May 4
Apr 28 Delete Thread Changed my mind about posting. Please Delete Thread.Mjolnir1 Apr 28
Apr 28 End of Dreams This is a pretty good rpg that just got released on NA. I was wondering, does anyone know how to complete the Hack the Dominion side mission? We find a beacon, then there's a 3 minute countdown, then it just tells us "System Locked".Quart20 Apr 28
Apr 25 Best asymmetrical co-op? My friends and I are looking for an asymmetrical co-op map where one player builds and expands a base and the others play heroes. Could be a defense, or something where we push out and conquer.Sinnombre0 Apr 25
Apr 23 Rock the Cabinet: Sheep Tag Rivals Sheep Tag Rivals is an action-packed cat & mouse type game that pits two teams against each other. This rework of the WC3 classic sports procedurally generated terrain so it's a fresh experience every time. We recommend 6, 9, or 12 players. Sheep Team: Outnumber the wolf team 2:1 and must run around building farms to protect themselves from the wolves. The more farms they build they unlock new farms and must get an economy going so that they can build even stronger farms to fend off the wolves. Sheep must survive the time limit for victory. Wolf Team: Wolves quickly grow stronger while they level up, learn new abilities, and buy items. Wolves need to divide & conquer the sheep with teamwork and must kill all sheep for victory. Map Links: AM: battlenet://starcraft/map/1/262746 EU: battlenet://starcraft/map/2/184567 Feel free to leave constructive feedback or discuss the map!Basis7 Apr 23
Apr 20 Left 2 Die Z CHAMPION After about 6 1/2 hours I got bored and just made a buttload of bunkers and waited for them to die. I was alone half the time :^(Theroux5 Apr 20
Apr 13 Lothar Party Lothar's disciples are arguing over who is his "right hand" so he hosts a contest to see who is worthy! America: battlenet:://starcraft/map/1/308661 Europe: battlenet:://starcraft/map/2/216580 Asia: battlenet:://starcraft/map/3/131785 Lothar Party is a frenzied free-for-all mini-game contest for up to 12 players. Follow the instructions and win as many rounds as possible. Can you win Lothar's tutelage? Features: Chaotic, tumultuous combat & mayhem 17 mini-games + alternate levels Level editor for creating custom levels (accessed through the tutorial) Lothar Party is in its beta stage. Feedback is welcome. Guest designers are welcome. (Creating new content is as simple as creating a unit in the data editor and setting a variable in the trigger editor.) Lothar Party has a few hidden commands. In the main game, you can press Escape to vote to skip a round, which passes if all but one player presses Escape. In the level editor, Ctrl+A selects all objects of a type, and Ctrl+R replaces one selected type of object with another. KNOWN ISSUES: - Bad AI is bad. (AI is not a top priority, but it exists for two reasons: 1) Testers for myself, and 2) Having a game that can be fun, or at least functional, with or without a big community. Having said that, don't expect radical improvements to the AI any time soon.) - Knockback affects steam tanks in the editor, but not in the main game. - Awkward abilities. (As a half-measure to achieving the "quick-cast" feature as seen on Heroes of the Storm (which is simple to "hack" in SC2 but it's laggy), I've designed some characters' abilities based on unit facing. As it stands, it may be better to just use the tried-and-true 2-action style, though if SC2 were to receive a similar "quick-cast" feature that would be mazel tov!) - General imbalance. (Note that friendly-fire is not unintended in all cases. Initially, ALL abilities had friendly-fire! It didn't feel great. I may remove it from Shockwave for consistency, but I still want the Ogre Boss to have it.) - If you're testing a custom level but there's obscene amounts of insanity going on (1000's of things flying around), the level may fail to restore. So if you're making an elaborate level, consider saving a back-up.TheZizz0 Apr 13
Apr 10 [Extension Mod] Xeyed Custom Race Hi guys, I'm the creator of a custom melee race called Xeyed (Named after a race in one of my favorite childhood games). Mostly I've just shown my close friends and clan-mates my work, so today I've decided I'm showing it to this piece of the SC2 community! Link to Xeyed unit descriptions: Link to Xeyed structure descriptions: Xeyed is 4 year old project now, and some of my older design decisions from when I was younger/less experienced, have stayed in the game, so some of it is outright copies from HotS campaign (i.e. Raptorlisk/Aerialisk), so one of the things I want help with most is creating unique unit designs in place of those units, because they are not original. I also make effort to have Xeyed be balanced with the other 3 standard races, although it is difficult because my mod does not include any changes to the starndard races, and therefore I am simply trying to "squeeze" Xeyed in, instead of shaping the races together like blizzard does with the standard. Now some of you may be wondering, how do I get involved? How do I test this mod? etc. This mod currently published to NA only as an extension mod called "Xeyed Custom Race (Mod)". Note that your expansion level must be set to LotV for it to turn up in searches. (A seemingly little known fact for those who don't own LotV, you can simply go to the options>gameplay>expansion level dropdown, and change it to "Legacy of the Void" expansion and play LotV custom games, because they are FREE!) There is also a in-game group called "Xeyed Agents", where I post patch notes in the news section, be sure to check it often! Lastly, I have a discord server dedicated to making playing with and communicating with other players familiar with Xeyed a breeze! Discord is a free program that is excellent for both text and voice chatting, and can be ran in either your browser, or a downloadable client. Link to the Discord site: Invitation link to the Xeyed Agents discord server: Apr 10
Apr 10 Direct Strike statistic tool/replay analyzer Hello, I have developed a statistics tool for the Arcade Map Direct Strike which analyzes the DS-Replays and creates (among others) bar charts. Especially for the Commander mode you can see which Commander is the best or which Commander play best together. I have created a short video which explains the function: The tool is a fan project and available as open source on GitHub ( If you play a lot and like Direct Strike it might be useful - have fun :)PAX0 Apr 10
Apr 6 [Extension Mod] NextCraft Welcome to the official NextCraft discussion and development thread. This mod is a re-imagining of StarCraft into what it 'might have been'. I've always felt their were some deep design flaws in SC2 that need to be addressed. I initially took a stab at them in my "Spleen of the Swarm" Mod made in 2010 when WoL was first released. As the name implies Zerg was the initial focus of this mod which a particular emphasis on the FEEL of Zerg, mainly in how their units lacked a 'swarmy' feel with units that are more costly and beefier then they should be. Likewise Terran units are stronger then in BW resulting in a compression of the whole spectrum of cheap-costly units and an inadequate differentiation between all races. Spleen then expanded to changes to Terran and Protoss, mostly giving Campaign units to them and implementing things with have now been obsoleted (like Shield Battery). I've now returned to SC2 after many years and have rebooted my modding efforts and updated my work to LoV.Impaler5 Apr 6
Apr 4 [Extension Mod] Allied Commanders Melee Just making a post to announce the release of my first (real) public extension mod, Allied Commanders Melee. As the name implies, this mod enables the full allied commanders from COOP mode for use with any melee map. (Or any map you can load an extension mod on, I guess, if you don't care about bugs.) In addition to traditional vs. AI melee gameplay, the AI can also spawn COOP style attack waves. These waves can be configured or disabled in the lobby settings (including enabling or disabling Hybrid spawning). There's a little weirdness as one might expect, but from my testing everything works pretty close to how it should, and the AI seems to function well. Please feel free to mess around with it and let me know what you think, or if you find any serious bugs. Mod is currently published on Americas region. Screenshots: Known Bugs ------------------ - Some abilities cast from the command bar at the top of the screen will not properly affect an AI ally even if they are player 2 (see PvP mode, below). - Some units have incorrect values in build times, armor levels, and other areas. May be an issue with melee data conflict, will be worked on soon hopefully. - Stukov's command centers do not spread creep across the entire map. Will be working on a fix when possible. PvP Mode ------------------ Many abilities cast from the command bar at the top of the screen will affect/be affected by both players even if they are not allies. This is because they are coded to function this way by Blizzard since the players are always allies in traditional coop gameplay. Fixing this will take a great deal of time and effort as it involves some fairly significant re-working of the triggers. No ETA, not even sure I am going to do it. We'll see. For now, just accept that if you want to play PvP there will be weirdness.Kishkuma165 Apr 4
Mar 21 Jurassic Park wc3 map There's an older sc2 map that was an attempt at remaking the classic wc3 JP Survival map but it quickly lost steam and isn't anywhere close to the original. Lots of folks want this map to be brought back as it was hugely popular in wc3 and is definitely a sad loss in moving from wc3 to sc2. Anyone looking to recreate this gem in sc2 and even beef it up to make a new debut?RedLion0 Mar 21
Mar 16 [Showcase] Special Forces Elite 5 - Thread 10 [Project Information] ㅤProject Started: August 10th, 2013 ㅤExpected BETA Test Deadline: August 10th, 2931 ㅤGame Link: battlenet://starcraft/map/1/246897 ㅤDiscord: ㅤ [Credits] ㅤDrusus - The developer of Special Forces Elite 5. ㅤDrSuperGood - Wide range of assistance in all aspects. ㅤWargirl - Designed different terrain variations. ㅤLuftwaffe - Feedback on the forums and suggestions. ㅤSalvaje - Feedback on the forums and suggestions. ㅤTaCktiX - Feedback on the forums, game design and suggestions. ㅤEtaCarinae - Designed the story line and various boss battles * To view a more detailed list of credits, navigate in-game to Menu > Credits. [Development] Special Forces Elite 5 is still undergoing heavy development. The current priority in development is implementing the planned additions to end Beta once and for all. Before Beta ends, each starting and purchasable hero will be equipped with brand new abilities that fit the class, there will be more enemy bosses and player profiles will be fully functional with achievements and rewards. Development will not stop after beta is ended. [Game-play] Each player starts in a corner of the map alongside a base with one hero of their choice. The base is to be protected, or else players will lose. By clicking the base, you can navigate through a list of upgrades for Terran, Protoss, and Zerg, purchase units, purchase elite units, and purchase upgrades variety of other upgrades. Purchase units and upgrades of the race that your hero belongs to, otherwise your units will not receive the benefits from upgrades. Players can also give their units, heroes and structures special buffs with their starting hero. The goal of the game is to destroy all enemy units and structures while defending the base. Some starting heroes specialize in defense, others in offense; achieving victory requires just the right amount of each type of hero. Work closely with your allies to push back the waves of enemies that will come from structures, and then battle the bosses that spawn from those structures when destroyed. Focus all available firepower on harder bosses that spawn from late-game structures, and bosses that attack the base at certain times in the game; cooperation from all players is the key to success. [Donations] ㅤGreetings community, I am officially accepting donations. I have not opened this avenue without much consideration, but many of you have spoken out and offered to donate for the work I have done so far. I greatly appreciate this, so I have made this opportunity for everybody. I am not doing this for profit. My incentive is my passion for Special Forces, but ultimately, your contributions are something that will help me dedicate my time and effort on this game even further. I spend a great deal of my own time and resources on this game, as I want to ensure I bring the best experience I can to this game, and it would mean a great deal for me to receive your support. In particular, this will ensure I have more time and resources to maintain the game by removing bugs and enhancing the experience. To conclude, I’d like to wholeheartedly thank everyone for their support and feedback. Donation Link: [Previous Threads] Thread 1: Thread 2: Thread 3: Thread 4: Thread 5: Thread 6: Thread 7: Thread 8: Thread 9: Mar 16
Mar 14 EotSS: Battleships This is Empires of the Stormy Seas: Battleships! Building off my previous map work and inspired by the Warcraft 3 map Battleships Pro by Sked, this map features all new ships with unique abilities and a fantastical nautical atmosphere. In developing this map, I have utilized a philosophy of continuous improvement to implement feedback into ever-better gameplay. Small details matter, and I have continued to implement changes to make the game thematically consistent and easy to learn. Any and all feedback is strongly appreciated! The gameplay yields fun surprises through creative weapons, ships, and abilities while also enabling players to readily change tactics throughout the game to keep it fresh and fun. An additional unique feature in EotSS: Battleships is the ability for players behind to come back by either picking up minerals that spawn around the map, or through trying their luck gambling middle. Either way, the game creates fun opportunities for all players to explore unique builds and be their own captain. The map is available on all servers. The default mode is 4v4 to facilitate large parties, but it works really well as 3v3. Here is a link to the map: battlenet://starcraft/map/1/254134 How the game works: Empires of the Stormy Seas: Battleships is a MOBA-style naval combat game. You start as a captain of a small sailboat. You can buy weapons that automatically fire at random targets, and you can also buy various support items such as health boosts and repairs. By killing enemy ships you are granted resources, which you can use to further upgrade your ship's gear or to upgrade the team as a whole. You can also change ships throughout the game that will give you access to new abilities and builds. Since weapons fire randomly at targets with range, positioning is important to maximize use of weaponry when in combat. Alternatively, you can go with weapons that only target certain enemies--there are a variety of weapons that target all enemies as well as specialized anti-hero, anti-structure, and anti-spawn weapons. Through strategic purchases and combat skill, you can achieve the ultimate goal of taking out the enemy port's fortress!Stormahawk30 Mar 14
Mar 7 Warcraft: Armies of Azeroth [Official Thread] Mod is available in Arcade! Launch Trailer: Description: Warcraft: Armies of Azeroth is the Starcraft II based remake of Warcraft III, which adds some new gameplay features but saves original balance and graphical design with massive use of resources from other games created by Blizzard Entertainment. Mod will be free to play via and you will be able to construct your own maps with our assets. Key Features: Balance of original Warcraft III; Better graphics engine; New models of units, heroes, buildings, doodads, etc.; Opportunity for modmakers to create their own mods and design maps in Warcraft style; Better control system and interface; Playable with Starcraft 2 Starter Edition. You can now play on Turtle Rock (browse WAA Turtle Rock [4] or WAA Ogre Mound [2] in Arcade) only, but we’ll publish more! Join WAA Mod channel to communicate and play with other Warcraft fans! A special basket was created for your comments and suggestions: Visit our official page on Moddb: Also you can follow us in social networks: Facebook: Twitter: just search using the hashtag #Warcraft_AAWAATeam27 Mar 7
Mar 6 Civilization Sapphire Published on US and EU. Civilization Sapphire is based on a SC1 map by the same name. Each of up to eight players begin the game with a small prehistoric town, which they can expand and develop into a massive and technologically sophisticated empire. After the barbarous computer controlled units have been defeated, the players will have to face each other. Screenshot: Mar 6
Mar 5 Stukov - Man Or Monster Hey guys, I made this thread so that people could report any bugs they find in my map. But you are welcome to also discuss it if you like. It is a single player campaign style map, but I'm about to implement a unique mechanic for a player 2. I've only tested it by myself however, so it'd be good if 2 people playing could let me know about any bugs :)Imposter9 Mar 5
Feb 18 [Feedback Wanted] Heroes' Valley Hey guys, I've recently published an arcade map by the name of Heroes' Valley. For the most part, it retains melee gameplay, but features several heroes that I've fiddled around with and modified, both in terms of numbers and abilities. I would really appreciate your guys' feedback, especially with regards to hero balance. If you've already played the map, the feedback form can be found at Thanks! Edit: The map is now public. My apologies.LGDesign0 Feb 18
Feb 17 How to report cheating? I have evidance, screen shot and replay of a guy who constantly cheats at arcade games. When he lose he will get the win. How do you report to ban this guy? I have used the in game report function but that does not let you upload the replay or screenshots. He has many accounts and cheat on all of them and I think he has some sort of map admin access that allows his clan to cheat.STRonK9 Feb 17
Feb 16 [Extension mod] Campaign and coop units If anyone is interested, i made an extension mod that allows playing multiplayer but using campaign and coop units and as well as campaign upgrades. It can be found on all servers, just search for "Campaign and Coop units" on Extension mods. Note that balance should not be taken too seriously as most units function as they do in the campaigns and co-op mode, however some upgrades and abilities are disabled to prevent excessive imbalance (such as Protoss Guardian Shell). Features: - Game modes (Infested waves, Hybrid waves, Void Rifts, etc) - AI build orders and counters make full use of all campaign and co-op units, as well as their exclusive abilities. - Ability to choose starting resources, resources per base and supply limit. - Heroic units, which can be toggled on or off. - Ability to toggle Tal'darim, Purifier and Covert Ops skins from campaign and co-op modes. Future updates: - Add Primal Zerg and Infested Terran units and structures to the Zerg race - Improved hero mode, as well as adding missing heroes and upgrades.MrGW22 Feb 16
Feb 10 [Colonial Line Wars] Official Thread Hello and welcome! First may I just say thank you to all the loyal players out there, you guys have contributed more than you know. The CLW community forum can be found at: I spend most of my forum time there, so I welcome everyone to head there. If you would like to chat with me on bnet, I don't mind being messaged out of the blue - but please keep the initial message both short and polite. Also keep in mind that I will not always respond. Making a map requires a lot of time and sometimes I'm just not available to chat. My character code is 585. If anyone wants to get into contact with me through email, they can reach me at You can find my guide on understanding the income system here: You can find my spreadsheet of unit statistics here: 1.66 Plea for help now activates where your scv is. There is now a team-wide 130 second cooldown to plea for help. Fixed Mule and Scv bugs, Mules now repair instead of scvs Banelings will now target buildings. Changelog 1.65 Added the scout and baneling to T3 Added a short term invisibility for dt, -20 hp Changed cost of investing from 130 to 140 Muta -19 hp, + 1 dmg, period from 1.07 to .96 Normalized T4, all T4 units now cost 1400 with 135 research time All T4 units have been rebalanced based on this new cost and time Removed salvaging for T4 Added another trigger for when all 3 team members leave Banshee changed to period of 1.16, same dps Increased air speed of viking by .6 Changed the thor's attack. now period of 1.93 with 5 missiles, same dps Changed viking attack period from 1.8 to 1.1, same dps Infestor +25 hp, infested terran +10hp, +1 energy regen, damage +2 Bc + 25 hp, -1dmg Carrier - 10 hpLithe900 Feb 10
Jan 31 RTC 2017: Trading Places v4.14 - FINAL Map Links: EU: battlenet://starcraft/map/2/198053 NA: battlenet://starcraft/map/1/283088 Setting: Feniks Win'thar of the Purifiers has sent the Commanders to infiltrate the Revanscar Moebius Hybrid Research Facility, in order to obtain data on Hybrid weaknesses. Having been detected in the facility, Amon has sealed the station in an impenetrable forcefield powered by six Power Generators. The commander's have maximum 40 minutes (reduced on higher difficulties) to power down the Generators and escape from the facility before Amon's fleet arrives. Objectives: Shutdown the 6 Power Cores to disable the Facility's Shields a Power Core will Periodically be Shielded preventing Damage Hold out against Amon's Fleet (Bonus) Escort Wardens to the 2 Data Cores Unique Mechanic: Bases start surrounded by 3 moveable platforms, however as in Templar's Charge, the different "islands" are not linked by ground. The commander's may either use air units or transport grounds units on the Platform. The platform can still be built upon and accept Creep, so static defences and Production Buildings can be transported around the map. The First Core is located between the two bases and is lightly defended. The next 2 cores are located on opposite sides of the map and only be reached by one or other commander. As each core drops 20% health it will become shielded preventing damage, alternating between the 2 cores until they are both destroyed. The final 3 cores are located at the top of the map and will rotate their shield every 60 game seconds. For the bonus objective, each commander will gain control of a purifier warden, one ground and one air. Both commander's platforms can reach both bonus objectives and must be used to transport the ground warden to the objective. Both must then be escorted back to the Titanic Warp Prisms in the main base. Credits: Feniks - Terrain, Triggers, Development Sir Marqus Kane - Voice Acting Note: v4.0 hasn't been uploaded yet as im testing internally before i release the new terrain.Feniks120 Jan 31
Jan 31 LOTV 2019 S1 Maps WHERE CAN I PUT OVERLORDS? lotv maps, which ones have places you can safely put overlords atop towers? There used to be ms-paint things that showed where to put overlords, but I can't find any for the new maps? Can someone help out?TheG0 Jan 31
Jan 21 [Extension Mod] Versus Evolved This is the official thread for the extension mod Versus Evolved, currently available in the Americas region. It is accessible under Custom -> Melee -> Create With Mod. This mod introduces dozens of units, options, and upgrades from the Campaign and Co-op Missions into Versus mode. You can select up to 5 points worth of Augments from the starting menu. Everything has its price though– you must always give something up in exchange, and even the strongest of additions may introduce drawbacks. These Augments range from individual units, to gameplay-modifying mechanics, to powerful factions like the Black Ops Terrans, Tal'darim, and Purifiers. You can even call upon powerful heroes such as Kerrigan and Alarak, command the might of the Spear of Adun, or collect biomass as Zerg to evolve your most lowly units into towering monstrosities. Everything has been altered to better suit Versus mode, in the aim of providing a balanced gameplay experience, so that all players are evenly matched no matter what options they pick. Currently, this mod is by no means balanced at all. While I doubt Blizzard-level balance will ever be achieved, I am hoping to get it to a place where the gameplay is as fair as possible, and there are no options that are overly game-breaking or unfun to play against. The lobby host can also enable Mutators, allowing each player to choose one Mutator that will affect gameplay. Unlike in Co-op, Mutators in Versus Evolved affect all players equally. An alternate mode is "Chaos Studios Mode", which randomly cycles Mutators with 3 active at a time. Not all Mutators from Co-op are available, due to gameplay conflicts, but many of the classic Mutators have been implemented. It is possibly to play with Mutators without Augments, or both at the same time. Another option available in the lobby is "Big Game Hunters Mode", which implements the classic Blizzard extension mod, increasing the resource quantity of mineral fields and vespene geysers. I have designated this the official thread for all balance-related feedback, bug reports, and suggestions. I am looking forward to hearing what people have to say. Known Issues: – There is no direct way to select console skins with triggers like there is with unit skins. I have found a workaround, but unfortunately, the buttons are not changing in color to match the console. – Even though I have disabled all collection-chosen skins in the mod data, including console skins, console skins chosen in the collection are still overwriting the default consoles. – Some unit models in the glossary appear ridiculously enlarged, to the point where only a part of the model is visible. Although they didn't used to, the glossary camera values are now specified in a locked (unmodifiable) UI file– as I can add no data for those models, there is nothing I can do. – The images have somehow been bugged– the color values for red and blue have been completely reversed, which makes the images look very strange. This is odd, as they look perfectly fine in the editor. Future releases will include: – More factions. – Additional heroes. – Gameplay updates and balance reworks. – Randomized options for the AI.Nedia0 Jan 21
Jan 19 Bunker Wars X [Official Thread] Control a bunker that automatically spawns units. Pick your units from 42 different choices. Choose a single unit, or choose multiple. Let's make a mass game a big deal! Weekly Tournaments will be held Friday night at 8:00 pm EST once the game reaches the top 10! (Tournaments can be participated in automatically by joining a game between 8:00 and 8:30 pm EST).Vanished46 Jan 19
Jan 15 Cortex Roleplay - Some units and commands. As I do not rp anymore, I felt it prudent to put my file containing various models and units to Bnet for anyone who could possibly have a use. This was all made for my own reference, and as such parts may not make any sense at all, or may seem illogical. I was never particularly good with cortex commands, so parts likely look noobish to those who have more experiance. I would post this on the cortex website, but to be honest. It is dead. This was posted on an as is basis, with some notes put in... everywhere. ==Effect/Misc Models== obliteratecasterchannel -An energy shrine-like effect. gascanisterglow -As per the name, gives the unit a glow, very much tintable. NATURALGAS -Not sure why I typed it in caps. An orb-like model. If used on its own, just realize all further attachments to it/weapons fired from it will come from the bottom. shuttletransportunloadmodel -Squiggly dots with trails moving about in an aura. highyieldactivecrystals -Just about the same as gascanisterglow, might not even work. firemedium -Your friendly neighborhood all-purpose fire model. spewmissile -A weapon model. spitmissile -A nice, round, awkward weapon model. toxicgoopspill -A continuous supply of vomit, in effect. blindingcloud -Round thick aura of green. psionicliftimpact -Forgot what it does. psisrikemodel -Same here. lavasplash or lavasplashbig (something of that nature) -Models for lava splashing. Also can work on making fantasy units, or anything where you like to see rocks randomly fly out. noxiouscloud -A surrounding aura model, general-purpose, can work with many purposes with the right line of thinking. plague -Yep, the plague model. zhybridpsychicclonescast -This and the next one probably do something, but I havent noticed what. zhybridgravitonprisoneffect zhybridgravitonprisonsecondary -Cute little electricity model. hybridenergydrainimpact -Forgot. kerriganapocalypsechannel -Pulsing ball with little strands of energy going to the center. roachvileacidsalivaweapon -Roach weapon model. vileroachdebuff -An aura that is like sticky strands of... something pulsing around. Slowly follows, so you can see it as the unit moves (if the unit moves). banelingeggnestbufflife (energy/damage) -Little electric model, best for objects standing in place. smqueen -A queen model. swarmqueen (large) -The swarm queen. viperconsume -Shows a green 2d spit blob, fades out as another fades in that is slightly different. If tinted to a deep blue, looks like a sort of rain model. Can be used to make something clickable that would not be otherwise. heliosfire -A more fancy fire model. Tint it deep red and watch it go. psionicshield -A shield model. mendbuffstate (fantasy) -Ech, forgot what this one did. hydraliskfrenzymodel -Subtle effect model. pylonplacementtzeratul02 -What a pylon looks like when a probe is coming over and just about to warp it in. infestedstukovportraitdarkad -A stukov model. Looks a bit creepy, but keep in mind that when the unit is walking, it looks to be walking very slowly while moving at a normal pace. Animspeed 2.8 solves the walking problem, although it makes it look like he is on some sort of drug. Used it for one of my old heros... ==Weapon Models== -Fairly self explanitary, a couple units for weapons. Best use for these would be the replaceunit command. ravasaurweapon yagdrafireballweapon weaponhybridc yamatoweapon queenofbladespsiblast ==Computer Models== -A couple models if you are trying to make a computer station. Searching "castanar" and "umojan" also gives decent lists. castanarmonitorwall castanarmonitorfloor castanarworkstation umojanlabwallconsoles ==Purely Misc== laserdrillmodel -Not sure if it works. spaceplatformradar -A radar model. umojanlabroom -Probably broken and ugly looking. Never tried it. marinexpr2 Warpig with a marine-ish head. tempestwarpinstargate -Similar to a pylon before it is placed to be warped in look. Like a ghost tempest... smx1hyperionwarpin -Looks like poo, did some very basic experiments on it, who knows. Probably useless. ==Various Commands/Behaviors== -Some only work with gatorkit or forge. @tooltip -Useful if you want to get rid of "Hero" on a hero unit. @addbehvior nocollision -Does something useful. Never really cared what, though. @attach shapecube -Same effect as attaching a beacon, but looks nicer with the wireframe. At least, I think so. @modelswap weaponmarinemercenary -Some sort of weapon model. @effect orbitalstrikeset -Ion cannon strike effect. @effect psifielddamage -Eh, probably useless. @effect plagueset -Not sure what the point of this is, why I put it down is beyond me. @effect Hallucinationset -Leaves a unit unable to use any special abilities it may have, a blue tint, and 3 minutes to live. @effect crystallineinfestationapplybehavior -Only more recent gatorkit versions have this. Useful for making an infestation that kills everything. Will destroy hordes of basic marines in seconds. @addbehavior colormelgenyavik -Gives a unit a brownish color. @addbehavior colorspecialwhiteout -Strange little coloring effect. @addbehavior danceanimation -Not the command to use for dancing. @addbehavior arbitercloakfield -Will make it so nearby allied units are cloaked. @addbehavior nullfield -No idea. @addbehavior amoneyes -Gives a unit The Red Eyes. @addbehavior tophat -The infamous tophat. Reccomended with Samir Duran. @addbehavior ripfield -Makes your unit slowly disintegrate lesser (shieldless) units that are within a rather large radius. @addbehavior salvagesensortower -Disables a unit for a few seconds. I like to call it "scanning" @addbehavior hybridenergydrainimpact -A pointless behavior I wrote down. @addbehavior heroattribute -Breaks the UI of a unit, or modifies it's appearance if you wish. @addbehavior infestationspawn -Spawn some bees every few seconds from a unit (preferably beacon). @addbehavior periodicspawn (5) -Another spawn bees effect. @addbehavior infestationspawninfestedmarines -More bees, but of the shooting sort. @effect nukedetonate -Kaboom. @replaceeffect stasisfieldapply parasiticinvasionleapLM -A failed experiment of mine. larvalqueen -Use on a neutral unit to take it over. Oh wait, this is a unit... what is it doing here?! ==Units== -The backbone and reason of this document's creation. Contains quite a few units, many of which pulled from the sc2 editor. Not all of them tested. Much fewer descriptions here. Based on hots units. STAINS GALORE HERE... some are unable to be removed by mortal command. Some not tested. Many cases where it is much better just to use the model of the unit rather than the unit. If you do not know what these foul things are capable of... test in a private. hotstorrasque -Torrasque Ultralisk hotsraptor -Zergling that can jump up/down cliffs. hotsnoxious -Noxious Ultralisk marinehouse valhalladestructiblewall (door) -Also a model. In fact, it would be better to use a basic wall and modelswap. Good model, obnoxious name. ravasaur infestedcocoon -Also in model form. Might actually only work as a model... hotsrapto -Probably the same as hotsraptor. Never tested. anteplott -A native animal. Starcraft's wildlife. If it says "native", it is similar to this. scantipede -native (also same model as the scorpalisk) recovery terminal -A computer. Ability will not work. Killing it makes it appear as shut down. prisoner -Good as a worker. Depending on your purpose, it may be better to make civilians and modelswap them to "prisonercivilian". raynor's raiders dropship -I prefer the model. Quite broken as a unit. red adder militarized transport -A less known transport unit. orion turbo coupe -This is how racecars are in sc. shikoto coupe -A car. Same model as a much more advanced version found in gatorkit maps. jackson's revenge -Loki! skibi's angel -Medic unit. shock division -Higher tech siege tank. blackhammer -Fancy thor. sky fury -Banshee. -SMBanshee makes for a very good helicoptor model. thorn lizard -native mohican atv -Sports car. miner -A worker unit. More friendly to adding weapons. infested (banshee, marine, medic, siegetank) -Big bad infested unit. infestedwraith -Probably should have merged that. flatbed truck -see dumptruck dump truck -see flatbedtruck egon stetmann test zerg -Looks like primal zergling... but so much more... artosilope -native (male/female) karak -native ursadak -ugly blimp -see "Chewblasta" urubu -native eradicator -Razor armed mech thingie. Zealot rip-off. artifact vualt -Fancy little protoss building. protoss crate tal'darim prison (small, console) -A protoss building. billboard -Definately unselectable. city prop -^ cooling tower -Blow it up, rocks come down. dominion holoboard explosives garage ice rock tower korhal tree korhal flag korhal podium korhal foliage korhal podium prison entrance streetlight traffic signal wolf statue odin build wrecked battlecruiser helios final -One hell of a stain. searchlight Marine Warpig Son of Korhal Marauder Aegis Guard Hammer Securities Reaper Death Head port junker preserver prison rip-field generator raw terrazine terrazine canister xel'naga temple zhakul'das library zealot (prisoner) preserver sentry darktemplar hightemplar hybridreaver hybriddominator hybriddestroyer maar hybrid hybridskygeirr hybridzhakul'das -Above two are fancy names for hazrad and maar. wanderer -what the hell is this.... cow -Moo. crab beetle -those little bugs on char-like mining missions, wol campaign. dog -best friend of man karak (leaping) -native ursadak -native... I think? ursadon giant ursadon matriarchursadon gigablossom -Big. lab bot x-1 tatelessbot -Very tasteful, actually. cleaningbot lavacrab -I might have mixed this with crabbeetle. lyote -native scantipede -ugly sheep -Baaaah! spore ray -Lives on Izzura map. tastelope -native thorn lizard -native urubu -native xel'naga (worldship, watchtower, crystal) lasarra -fairly sure this is a pure stain unit mohandar urun (urunvindicator) holding pen (small, large) mineral shield archive [toss] force field colonist bio-dome data core dominion garrison drakken pulse cannon infested (armory, hut, colonist hut, bio-dome, barracks, command center, engineering bay, factory, missile turret, starport, supply depot, wyld wyngs) jorium stockpile jump drive -Generator. nuclear missile silo -Use this for a nuke center. power link (off) hybrid holding cell (small) coolant tower destructable huge scrap general warfield's fortress -Big and stain-like. logistics headquarters main prison base psi-indoctrinator psi destroyer shadow ops space armored generator tactical operations center (platform, gun[large]) terrazine tank umojan lab generator crazyhorse apt [truck] l2 speedwheeler -car tauren space marine tauren outhouse thor wreckage ancient one -ugly overmind tendril kerrigank5 overmind baneling nest zerg biomass sciyrge best -idk what the hell this is mitoscarab -native corpsemarine corpsecolonist -Might have mixed the two up... colonistcorpse and marinecorpse? ==Some other notes to self== -urunvindicator, selendiszealot, artanistemplar. -start by typing "minerals;gas;@spawn food" if making a base needing those things -make my color harder on average to type (go violet, not purple) -if reaching troll stage, create 5 maars, modelswap ghost, scale 3, weaponspeed 0.1, and let er rip when newbs at trolling are in the game -if I need a preserver model, make a hero and modelswap preserver -occasionally befuddle players by spawning a civilian, 3 cows, and 1 antelope surrounded by power links and a taurenspacemarine bodyguard -make sure I update list of who is what in rp games (troll, bad, decent, snoozer, etc) End of blob.WitchDoctor5 Jan 15
Jan 14 Prologue Coop: Mission 1-3 Hello, just wanted to say that we released the Prologue Protoss missions, last week and have been busy at patching them up this week. You can find them on the arcade by searching for "Prologue Coop". We're also busy at work fixing the Heart of the Swarm campaign, there is one already on the arcade but it's not made by our team. For more info, please visit our discord: Jan 14
Jan 13 created maps how do i publish the map that took me three days to make, to the games maps? im ready to try it out.SirArthur2 Jan 13
Jan 4 Legends of the Void RPG [Official Thread] Hello friends!, I would like to make a thread for my map here to get further feedback, suggestions and bug reports if possible as I keep trying to update and go forward. Any response will be appreciated. I have worked on this map for years but it was originally created under the title: Deadlands RPG: Valhalla. Legends of the Void RPG can be played now on America, EU and Korea servers now. Let me know what you think. :) Game Link: battlenet://starcraft/map/1/248286 Game State: Alpha Genre: RPG/Base Defense Version: 1.98 Game Story: Your planet has been devastated by a war between three hostile factions. Under the command of Captain Reznor, the remaining survivors of the war establish an outpost in the Evergreen Forest to defend against the attacks of their enemies. After being rescued by Reznors men in the Dead Wastelands, you were taken to the medical lab to recover from your injuries. The voice of a mysterious being calls out to you in your dreams. You awaken from your rest, and find out that the outpost will soon run out of supplies and they will need your help. Do you have what it takes to become the next Legend of the Void? Game Info: 1-4 Player RPG Maximum level: 75 12 Heroes To Choose From Auto-Saved Heroes 321+ Equippable Items 36 Outpost Missions Defend The Outpost Defeat all Bosses Battle Champions of the Arena HOTS/LOTV Required to Play You and your allies must help the Outpost fight back the forces of evil that has destroyed this planet. Complete all missions, defend the outpost and defeat all enemy bosses to save them from destruction. Choose between 12 different current heroes. You can be either Tank, DPS or a Healer class. Each Area has its own boss and a few missions you must eliminate to advance to the next area. There is currently 321 pieces of gear, but will soon be increased heavily with a new Rare/Epic item system added. There is also an Arena where you can face a different set of bosses and even PVP other players. Much more updates to the arena including better loot and more bosses to come. All Heroes save automatically and can be loaded at any time with the Hero Reselection Portal.Demonicus10 Jan 4
Jan 3 Does any1 play MineralZ Evolution? We are struggling a lot on this map. I would appreciate if someone who still plays could share replay or general guide on what to do to get good eco by night 15 or so.HellGoesON6 Jan 3
Dec 27 Looking for map suggestions My friends and I recently have been playing Crap Patrol 2 a lot and finally beat Hellwalker difficulty. We've no interest in pursuing the leaderboards, so beating it once was enough of a draw for us to be eager to close the book on the map (at least until a new more challenging difficulty is introduced!). Looking for map suggestions from players for similar maps. Preferably maps that will be similar to Crap Patrol 2 (multiple difficulties, multiple heroes, some sort of saved stats/rewards system, etc.). Thanks in advance for any suggestions you may have to offer! :DMagihoof1 Dec 27
Dec 23 ERAS ZOMBIE INVASION STARTER GUIDE PLEASE READ THIS GUIDE FOR ERAS ZOMBIE INVASION IF YOU ARE NEW! _____________________________________________________________________________ max out peasants at your capitols (max is 20) . NUMBER CONTROL GROUP YOUR CAPITOL/TECH CENTERS/BARRACKS/PEASANTS/MARKETS/LUMBERMILLS TIME TO BUILD AN ARMY . INNERS should make wizards (wizards can teleport anywhere on the map you have vision) or archers (archers have high damage against ground units and bosses and fast movement speed) (don’t make a mixed army to start) BORDERS are a bit trickier to start . You need to make 8 to 12 catapults (basically max out your population with cats to start) and max out tower count (15 towers) (I usually get 5 in each upgrade before this step) THEN you need to open gates (leave them open for a bit) and send your cats out to attack oils (zombie refineries) . LEAVE GATES OPEN UNTIL OILS ARE DEAD! . once oils are dead you can get rid of cats (suicide button) and make archers or wizards USE MONEY FROM OILS TO GET ERA UPGRADES! . as border you will want all era upgrades NOW you need to work on your economy . max out your market count and upgrade them to max BEFORE second era . also work on getting economics to 15+ so you can get markets upgraded a third time before second era Once second era hits, max out your lumbermills and work on getting woodcutting upgrade (can also get this upgrade in first era if you have enough and next era upgrades) . and from here its an upgrade session until 3rd era as inner focus on army upgrades . as border focus on EVERY upgrade . try to get any and all relevant era upgrades (bottom row of tech center) every era Once you hit 3rd era you need to replace your army with 3rd era stuff . BORDERS rebuild your walls with 3rd era walls and defensive structures , also known as a border trasition (ask for help if needed) . INNERS just need to get era 3 armies (snipers, marines, or tanks) . EVERYONE keep upgrading everything while all this is happening _____________________________________________________________________________ If you have any comments, tips, or notice a typo i missed PLEASE let me know. I want the eras community to get larger :)whiteguy1 Dec 23
Dec 17 Antioch Chronicles Episode 3 After three years of work, Team Antioch is proud to present The Antioch Chronicles: Thoughts in Chaos, the conclusion of the Antioch Chronicles trilogy launched in 1998. This project has been a massive effort on the part of dozens of people, and we're very excited to finally bring you the full campaign! Download: Launch trailer: Dec 17
Dec 16 {Deleted} {Posted in wrong forum}Nedia0 Dec 16
Dec 16 Versus Evolved — Black Ops faction For my mod Versus Evolved, I have designed a faction variant for Terran based on the Nova coop commander. I was hoping to share my design choices and modifications that I have made, in hope of getting some feedback before the mod’s release. The Black Ops faction is capped at 100 supply, but they still have to build Supply Depots to increase the starting supply. They use the same elite units as the Nova commander, although with no hero. Unlike with Nova, the player is not limited to 1 of each production structure, and the units cannot be called down anywhere, but instead come down at the structure like the WoL mercenaries. Also, the units all are linked to the same cooldown at each structure, like a Warp Gate, with a maximum of 1 charge. Units: — Elite Marine — Reaper Assassin (new unit — doesn’t have grenade or combat drugs) — Marauder Commando — Spec Ops Ghost (now uses energy, and can call down nukes — permanent cloaking must be upgraded) — Hellion / Hellbat Ranger — Sabotage Drone (is now army unit, rather than temporary unit — no longer invulnerable or undetectable — costs 150/50 per) — Heavy Siege Tank (no Spider Mines) — Strike Goliath — Raid Liberator — Raven Type-II (Spider Mines from Nova Covert Ops replaces Predator Missile) — Covert Banshee — Railgun Turret (replaces Bunker) The faction also has access to the top bar, which replaces the Orbital Command and Planetary Fortress. It has the following abilities. — Defensive Drone (Costs 100 minerals — begins with 1 max charge — requires Engineering Bay) — Calldown: Extra Supplies (Costs 150 minerals — begins with 1 max charge — requires Engineering Bay) — Tactical Airlift (Costs 200 minerals — requires Fusion Core) — Griffin Airstrike (Costs 1000 minerals — deals 150 damage (300 vs Structure) — requires Fusion Core research) Barracks upgrades: — Laser Targeting System (Marine) — Super Stimpack (Marine and Reaper) — Supression Shells — Magrail Munitions (Marauder) Ghost Academy upgrade: — Crius Suit (Ghost) Factory upgrades: — Infernal Pre-Igniters — Jump Jet Assault (doesn’t stun or provide armour, but passively increases transformation speed) — Ares-Class Targeting System — Multi-Lock Weapons System (replaces Lockdown Missiles) — Jump Jets (Unlocks Siege Tank ability, and unlocks Goliath cliff jump) Starport upgrades: — Raid Artillery — Advanced Cloaking Field (also applies to Reapers) — Enhanced Manufacturing — Rocket Barrage — Regenerative Bio-Steel (Nova Covert Ops version— applies to Liberator, Raven, Banshee) Fusion Core upgrade: — Griffin Airstrike Engineering Bay upgrades: — Fire Suppression System (replaces Neosteel Armor) — Military Hardware (+2 charges to Defensive Drone and Calldown: Extra Supplies) I was wondering what subsequent changes should be made for this faction to be more balanced, what role gaps in the army there are, etc. Whether having no transports makes up for the raw utility of Tactical Airlift, whether the faction needs a Battlecruiser-like unit, what needs to be done to balance the Sabotage Drones and Defensive Drones. I would be interested in hearing feedback.Nedia7 Dec 16
Dec 14 Learning To Make Starcraft Maps Hey guys, I would like to get in to making Starcraft 1v1 ladder maps. I was googling how to make maps and I could not find anything to help me. Is there any tips that you can give me to help me understand what to do. As a start. I don't know how to use the Starcraft Map Maker. Sorry for sucking. I just really would like to maybe one day have one of my maps get on Starcraft Ladder. Any help would be appreciated. Thank you guys Gl Hf in your games.Nick2 Dec 14
Dec 13 WC3 Reforged: Mod community future Hello people So I am half way done with my sc2 first mod, which anyway uses war3 skins Now that War3 is getting its remaster, and we all know that the gold days of modding were in war3... what shall this community do? will u give it a try? do you think war3 reforged has a chance in surpassing sc2 arcade? shall i start making my map @war3 already... ?Hermite1 Dec 13
Dec 13 Stukov and Pals [Sequel to Man or Monster] Hey all. The long awaited and highly anticipated sequel to Stukov - Man or Monster is here! For those who don't know, these maps are like a mixture of tug of war, special forces elite, and story. One cool feature is the ability to interact with the nearby civilians and choose to subjugate them (infest/destroy/etc) or spare them. Unlike Man or Monster, each spared civilian area will yield different rewards. Also, depending on the hero you are using, you will only be able to choose certain options (so be sure to try all the heroes at some point :) ) While the game is in Beta, the majority of the gameplay is finished. A lot of what I want to add in the future is bonus stuff like more story (especially interactions between heroes), easter eggs, more heroes, and such. Also, testing for bugs and balancing is needed, especially for when three players (the max amount) are present. (Note: Because of uncertain balancing, there are a ton of difficulties you can choose from, as well as an option in the top right to start off with additional resources. The map does not balance for number of players, but fewer players will start with more resources) Hopefully I'll have some time later to put together a video or something :) The map has just been freshly published to the American and European servers: "Stukov and Pals" Potential ideas for new stuff: Easter eggs that I won't mention here :P I'm considering making a game mode you can choose in the lobby where (once the game starts) you can more customize the difficulty. For example, if you want the enemy to have strong defence, but weaker attack, you could do that. I have several different variables I tweaked among difficulties, and I think it might be fun for players to be able to tweak them themselves. More unlockable wave units (currently there is one) Heroes Changeling - Able to morph into all of the heroes of similar size (so not the infested mothership :P), but can only use their lvl 1 abilities Siege tank - Defensive hero. Able to spawn a spotter unit that can be upgraded to: 1. Farther vision 2. See up hills 3. deal some aoe damage upon death. Sentry shield ability (maybe). Faster attack for short period, but then a weapon cooldown (similar to tookus).Imposter119 Dec 13
Dec 10 Designing Purifiers for versus– help needed I am currently working on an extension mod for versus that includes the Purifiers as a playable faction, and I am trying to figure out the best way to implement them. Currently, I am planning for them to have access to Fenix and the Champion AIs, as well as giving their army units a 20% cost reduction. Unfortunately, I have been unable to think of a good enough drawback to make up for the power represented by the cost reductions and champions. It feels as if I have tacked so many bonuses and improvements onto this faction that it's impossible to find a drawback to compensate for them– and if I did, I fear the final product would be lopsided, with ridiculous weaknesses compensating for absurd strengths. Ideas I've had so far, none of which I am satisfied with: – Supply cap 100 (Does nothing to affect the early-game, and is too limiting in the late-game.) – Increased research times and costs (The best idea I've had so far, but does nothing to address the strength of the base army. Also, I haven't come up with a justification for it from a lore standpoint.) – Weapon/Armor upgrades removed (Makes the army weaker, but only in the late game. Also, it doesn't make sense to me why the Purifiers would be unable to upgrade their army.) – Weaker army units (Fits with the theme of the Purifier forces being empty shells, but negatively impacts the fantasy of the "might of the Purifiers".) – More expensive army units (Replaces the 20% discount with a 30% cost increase, similar to Karax. However, contradicts the theme of the Purifier forces being cheap and disposable shells.) Also, I feel as if I have taken almost too much from the Fenix commander– I have a suspicion that what I've come up with isn't representative of the Purifiers as a whole. I feel as if there aren't enough original ideas in my concept. I also don't know if Fenix should be an inherent part of the faction– while I like his suit-swapping mechanic, not all of his abilities are well-suited to ladder gameplay. Fundamentally, I would like the Purifier faction to play very differently than regular Protoss, which mean there have to be drawbacks to compensate for new mechanics and abilities. But I'm not sure what those might be. I would love to hear what suggestions people have for developing this faction. I find that hearing other peoples' ideas often results in my coming up with ideas of my own that I might not have thought of otherwise.Nedia10 Dec 10
Dec 7 Rock the Cabinet: MyQueen Name: MyQueen Genre: defend war Suggested Players: 1-5 Map Links: --US:starcraft://map/1/236431 Description: Protect the Queen and survive in 33 waves of enemy attack. Map Features: - hero evolution For example:Marine ->Goliath->WarHound->Thor -A variety of equipment Equipment Rank: C->B->A S SS Z -Powerfull Skills -Different enemy part of enemy is random,BOSS have different skills -Funny mission if you complete some mission,the Queen will evoluton like heroswssm10 Dec 7
Dec 7 [Discussion]Dragon RPG Suggestions/Questions [Unofficial] Couldent find one so i made one.... >_> Now that im level 100, what can i do (nothing.) was wondering if he could add a minerals into the game, and item drops? For example, the lurkers in the game can give you 10 minerals per kill, and theres a shop ( merc compound or somthing) with an item for 1000 minerals thats boosts attack speed by 30% and so on. I think this would work well as another feature for the game, it would get more people intrested in it so that the only ob jective in the game is to cap 100 and wait for further updates. And now that hero has nerfed patroll, i think it will work even better. And maybe the bosses in the game can drop uber rare items? EDIT: Perhaps the reason of this thread was unclear, "Dragon RPG Suggestions/Questions [Unofficial]" There was no section for slamming the creator of the game or the game in general, he posted, you played it. If you didnt like it, dont paly it again, dont mess with MY thread.Alchemy131 Dec 7
Dec 3 Infestation Installation [Official Thread] Infestation Installation is First Person Shooter survival that puts you and up to five other players in an abandoned Dominion Research Facility. Try to survive as long as you can against large waves of Zombies and Zerg. Open up new areas with credits earned from killing enemies and rebuilding barricades and find new weapons, abilities and technology. Find the Research Center to upgrade existing weapons as well as buy new tech such as Dragon's Fury, Thor's Hammer, and the Black Hole Generator Device. Face bosses every 3 rounds such as Ultralisks, Aberrations, and Brutalisks which appear much more terrifying in First Person. Search the facility, gather what research you can, discover the source of the infestation, but above all... survive! For You Editor Enthusiasts: First Person Shooter that has much more accurate firing without the use of Tracelines. Animated Gun Models for every weapon. Headshot mechanic. Some Gameplay Videos: (Part 1 of 2) (Part 2 of 2) Dec 3
Nov 1 keep record in colonial wars its the only thing missing it would help identify new players so the team could help them or good players could fight each other and + a purpose to playplasma1 Nov 1
Oct 21, 2018 Where are the custom games players? LOTV brought some great changes to the arcade, but the number of players still feels low, apart from a few maps (Mafia, some tower defenses) Why is that? Lots of people say "it's not 2004 anymore, there are lots of high quality games for free on Steam etc." But that's not true at all! Sure, tower defenses and dota clones are abundant, but the custom games in WC3 and SC1 provided so much more - what about the grand strategy games for example? I mean maps like Diplomacy, WW2 axis vs allies, Star Trek Diplomacy, all the LOTR maps (especially Last Alliance on SC), empire builders and so on. I've never found a commercial game providing this gameplay with up to 12 players (holding cities in real time on a europe/middle earth/space map with massive battles and so on) Single player games - yes, but multiplayer games with lots of people in the lobbies - no. In SC1 and WC3, these games could be filled up within seconds during the respective heydays! Just what happened here? The "it's not ten years ago, people expect more and can get elsewhere" explanation doesn't hold water in this case at all.arsjac9 Oct 21, 2018
Oct 17, 2018 Rock the Cabinet: Ultimate Boss Battles Overview starcraft://map/1/234561 Ultimate Boss Battles is a boss battle-oriented game. The game places emphasis on character customization, progression, and instant action. Players can engage in boss fights and build their characters, while skipping the boring grinding between the action. The game takes place in the Hyperion, where the heroes fight malignant forces, making the Koprulu sector a better place by taking action. Site: Content and Features • 15 unique bosses released • 2 missions released • 11 heroes and 4 class types • 3 difficulties available for each boss and mission • Over 88 achievements • Expansive Hyperion to explore • Items purchased from shop and dropped from bosses, including several item sets • Diverse talent tree • Unique weapon system • Sense of progression; heroes, weapons, and bosses need to be unlocked • Visual models on heroes from items How to Play 1. Start by selecting a hero when prompted at the start. 2. Click on the menu button above your portrait and spend your starting skill points, upgrade, and choose your second starting ability. 3. Start fighting bosses by entering the bridge. Bosses reward items. Higher tiers and difficulties drop better items. There's no penalty for losing a boss fight. 4. If playing multiplayer, revive fallen allies by right clicking on their respawn flag and channeling for the duration. 5. Medkits fall during fights and can be purchased from the shop. 6. Every time you level up, be sure to spend your talent and upgrade points. 7. Achievements can be seen by clicking on your portrait located in the bottom left. Media Youtube Videos Oct 17, 2018
Oct 16, 2018 PARASITE TEST PART 7 "This thread is for the arcade game PARASITE TEST. Part 7 of the on-going thread chain. In case you don't know what PARASITE TEST is, it's a deception game, where one player starts off as the alien, with other players being humans. For the alien to win, he must infest/kill all humans, and for the human to win, he must kill all aliens. It's similar to Warcraft 3's Metastasis and Parasite 2, and StarCraft 2's The Thing, Xeno Crisis, and Malum Ruina in concept of alien deception type gameplay." Map: battlenet:://starcraft/map/1/281463 Thread 1: Thread 2: Thread 3: Thread 4: Thread 5: Thread 6: Discord: Oct 16, 2018