[MOD][WIP] Starcraft Total Conversion

Discuss and distribute tools and methods for modding. Moderator - Grognak
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Salt
Posts: 1
Joined: Wed Sep 19, 2012 3:49 am

Re: [MOD][WIP] Starcraft Total Conversion

Post by Salt »

Sounds like a massive undertaking. Hope you have fun doing it.

It sounds like something that would be pretty awesome, but the current sprite is fairly unattractive. It might be more sustainable just to do what Whale Cancer said so you can focus on tweaking everything else.
Tuesday
Posts: 46
Joined: Mon Sep 24, 2012 5:59 pm

Re: [MOD][WIP] Starcraft Total Conversion

Post by Tuesday »

Salt wrote:Sounds like a massive undertaking. Hope you have fun doing it.

It sounds like something that would be pretty awesome, but the current sprite is fairly unattractive. It might be more sustainable just to do what Whale Cancer said so you can focus on tweaking everything else.
I would really rather stay away from the 3D look.

EDIT:

Actually, it seems like it may work.
samules
Posts: 18
Joined: Mon Sep 24, 2012 6:39 pm

Re: [MOD][WIP] Starcraft Total Conversion

Post by samules »

My opinions on the races:

Human: Marine
Engy: SCV
Slug: Miniaturized Defilers maybe (Psychic Powers, plus their ships have zerg-like abilities, Anti-Bio Beam, regenerating hull breaches)
Zoltan: High Templar (Power)
Rock: Zealot
Mantis: Zergling
Crystal: Xel-Naga (Very Rare, ancient relatives of "Zealots")

Nice balance of 2 of each race + the legendary race.
Whale Cancer
Posts: 272
Joined: Fri Sep 21, 2012 3:28 pm

Re: [MOD][WIP] Starcraft Total Conversion

Post by Whale Cancer »

Mantis should definitely be a Hydralisk; remember they also have a ranged attack.
Contribute to help save the Whales from their various diseases! *DELAYED* Should release the skeleton with the main quests attached by the end of the week (By NOV 9)! *DELAYED* Don't listen to my dates! Things always seem to come up!
Tuesday
Posts: 46
Joined: Mon Sep 24, 2012 5:59 pm

Re: [MOD][WIP] Starcraft Total Conversion

Post by Tuesday »

samules wrote:My opinions on the races:

Human: Marine
Engy: SCV
Slug: Miniaturized Defilers maybe (Psychic Powers, plus their ships have zerg-like abilities, Anti-Bio Beam, regenerating hull breaches)
Zoltan: High Templar (Power)
Rock: Zealot
Mantis: Zergling
Crystal: Xel-Naga (Very Rare, ancient relatives of "Zealots")

Nice balance of 2 of each race + the legendary race.
I plan on changing the abilities that the races have if possible. I think that the slug makes more sense to change into the hydra, since it has the same body type, just with claw arms.
Fredchuckdave
Posts: 32
Joined: Wed Sep 19, 2012 6:13 pm

Re: [MOD][WIP] Starcraft Total Conversion

Post by Fredchuckdave »

Starcraft is not Starcraft 2, how dare you
Tuesday
Posts: 46
Joined: Mon Sep 24, 2012 5:59 pm

Re: [MOD][WIP] Starcraft Total Conversion

Post by Tuesday »

Fredchuckdave wrote:Starcraft is not Starcraft 2, how dare you
I have played both many many times, I'm not sure what you are accusing me of.
Whale Cancer
Posts: 272
Joined: Fri Sep 21, 2012 3:28 pm

Re: [MOD][WIP] Starcraft Total Conversion

Post by Whale Cancer »

Tuesday wrote:
samules wrote:My opinions on the races:

Human: Marine
Engy: SCV
Slug: Miniaturized Defilers maybe (Psychic Powers, plus their ships have zerg-like abilities, Anti-Bio Beam, regenerating hull breaches)
Zoltan: High Templar (Power)
Rock: Zealot
Mantis: Zergling
Crystal: Xel-Naga (Very Rare, ancient relatives of "Zealots")

Nice balance of 2 of each race + the legendary race.
I plan on changing the abilities that the races have if possible. I think that the slug makes more sense to change into the hydra, since it has the same body type, just with claw arms.
You cannot change racial abilities (without changing the binaries). That is why certain changes make more sense than others; for instance, the slug should be a telepathic creature (ghost, defiler, or templar) since that is what its racial ability is. The 'body type' makes no difference if you edit the sprite (and just leaving it as a slug and calling it a rose is probably a bad idea; a slug by any other name...)
Contribute to help save the Whales from their various diseases! *DELAYED* Should release the skeleton with the main quests attached by the end of the week (By NOV 9)! *DELAYED* Don't listen to my dates! Things always seem to come up!
Tuesday
Posts: 46
Joined: Mon Sep 24, 2012 5:59 pm

Re: [MOD][WIP] Starcraft Total Conversion

Post by Tuesday »

Whale Cancer wrote:
Tuesday wrote:
samules wrote:My opinions on the races:

Human: Marine
Engy: SCV
Slug: Miniaturized Defilers maybe (Psychic Powers, plus their ships have zerg-like abilities, Anti-Bio Beam, regenerating hull breaches)
Zoltan: High Templar (Power)
Rock: Zealot
Mantis: Zergling
Crystal: Xel-Naga (Very Rare, ancient relatives of "Zealots")

Nice balance of 2 of each race + the legendary race.
I plan on changing the abilities that the races have if possible. I think that the slug makes more sense to change into the hydra, since it has the same body type, just with claw arms.
You cannot change racial abilities (without changing the binaries). That is why certain changes make more sense than others; for instance, the slug should be a telepathic creature (ghost, defiler, or templar) since that is what its racial ability is. The 'body type' makes no difference if you edit the sprite (and just leaving it as a slug and calling it a rose is probably a bad idea; a slug by any other name...)
Oh I didn't know that. But honestly without the zerglings in the game, I feel that it would be incomplete, since the other races get their tier 1 unit also.
samules
Posts: 18
Joined: Mon Sep 24, 2012 6:39 pm

Re: [MOD][WIP] Starcraft Total Conversion

Post by samules »

Defilers also have a slug-ish body type as well, just add some antenae and centipede-style legs.
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