Originally Posted by: Rrtaya_tsamsiyu Seems cool. im not sure how much any of us know about modding Starcraft though
yup and that is okay. I'm expecting that most of you guys haven't play Starcraft 2 and probably won't and I respect that. This opportunity was revealed to me when I saw active members here still posting about creating tweaks and balance changes after their game release many years ago.
What I'm doing so far:I have been reading and documenting raw concepts and ideas. I think of ideas like: "Lets make unit A have more health, Lets have building B have more armor". My inspiration obviously is coming from CNC the games. I've written down favorite CNC units, buildings, weapons, abilities and I've have written down plans on implementing it them.
If you like CNC so much... why not just make a CNC mod?When comparing modding CNC vs modding SC2... SC2 has much more features. Starcraft mapping is
easy to learn but difficult to master. It is easy to quickly generate map foliage, change colors, change height, and change unit stats, but it can be difficult to master the trigger actions and data editing and scripts. Fortunately, I have spent a lot of time learning the advance Starcraft map tools to create campaign-type levels.
This does not imply I don't like CNC modding nor won't try it. I hope to eventually get accustom on how CNC modding works and expose myself to the many mods to different CNC games that I've missed out!
(If someone can find that old CNC mod back in 1999 that i've played... that would be amazing)
Ideas so far:- For those who haven't played Starcraft 2, Starcraft 2 is missing some awesome mechanics and abilities found in the CNC games. Some of my favorite units/buildings/weapons are:
a. Obelisk/tesla. There are laser and lightning assets on the Starcraft which i can implement. Ill make the stats be high armored and atk power high and voila, the obelisk
b. I liked the hacker support unit. "Hacking into internet". I can create a civilian unit with low health and no attack power. I can give it the ability to acquire money. When activated, I can. You know how you see the Numbers on top of hackers that appear? I can add a trigger that will do that and then add + more money each time.
c. I liked how frustrated I'd get when terror drones would attack my tanks. There is this Starcraft 2 yellow robot unit that doesn't get used. I can turn it into the terror drone and that when there is a armored enemy non-biological unit nearby, I can make it disappear and then have that enemy unit health decrease. If the unit gets destroyed, I will trigger a variable that will respawn that terror drone where the enemy died.
d. Starcraft 2 doesn't have "superweapons" and I plan on adding them in a unique way. I will be adding every kind of bombardment ability found in CNC Generals. The way I will create this is by creating a custom location area, then allow players to place that anywhere in the map (if the fog of war condition is met). Then that location will create destructive animations and kill enemy units in the blast.
e. Comparing CNC Generals with Starcraft 2, Starcraft exponentially gains resources while in Generals or any CNC game really you're stuck with. My experience with CNC is that my units were each important to me. In Starcraft 2 however, i would produce dozens of units, then they will all die, then procduce. It is not preference. Therefore I might be changing the economy mechanic to be more simplified and its rate to be generally fixed.
f. The Zerg race in Starcraft 2 has very few mechanics that feel like they can 'change and transform'. I want to add to it by getting ideas from CNC Generals and Red Alert. I want to come up with units like the IFV and that if you place a specific infantry inside, it turns into a different unit. I want to have a heavy tank unit that when combined with another unit, it changes that unit and you can toggle it. I have yet to see this kind of idea on Starcraft 2.
g. RA3 brought a lot of what I like to call "the on and off" switch mechanic in which. I actually didn't like that idea too much but its still a good raw idea. Therefore, I will be testing that using a lot of the Terran units in Starcraft and using similar RA3 ideas like riot shield.
h. Let loose the juice! Starcraft 2 doesn't have any big weak vs strong units which makes. I do like the idea of specific units that are just plain awful to go against. The Meta game of Starcraft 2 has changed into players clump dozens of units into this big crowded Spartan 300 ball of destruction and just mouse cliking the corner of the map. I want to bring some devestating AOE units to the game so that it provides easy punishment to players who clump units together like that.
- I enjoyed the few units you can build which you only benefit from. Starcraft 2 creators said this "we don't want to put situational units or units that fill overlapping role". Well... I like the overlapping role, I like having fun novelty situational units, even if you're just going to rarely use it. I barely made humvees, any units that have the word: light, Juggernauts (firestorm), Cobras. Other people i'm sure used them and it was these units that help defined the faction it was build from.
My goal is to create Starcraft Generals similar fashion to CNC Zero Hour and CNC Cancel. These General characters will be defined by their unique setup of base units, buildings, abilities, strength and weaknesses.
CNC modders my questions to you:- what is your favorite CNC zero hour General and why?
- what unique units found in older CNC games that you miss now?
- What if each CNC game (except kane wrath and Zero Hour) had created General subfactions? Which game would you choose and what would be the General you would play?
- Help me with browsing this site, what are some CNC mods youd recommend me to install and play?
Edited by user Friday, May 29, 2015 10:19:16 PM(UTC)
| Reason: Not specified