Available at the NA server.
Introduction
Protoss Redesign is an extension mod to the HOTS mutltiplayer. It focuses on redesign on several units as well as adding BW units as well as new units to the genre. Search for Protoss Redesign V0.1 under Custom Games --> Create with mod at the NA server.
CREDITS
Credits to Kailniris, GnaReffortsirk, Ghostnova91, SoulFilcher, Thrikodias, Hammer107 and Onisagi for the models, textures and icons assets.
Also credits to PrintIn for his Blender plugin and tutorials and special thanks to Renee for his GAx3 mod dependency.
Zerg General Changes
Making Zerg Swarmy
--> Intoducing revamped Flying Locusts
--> Removed Timed Life behaviour and instead Flying Locusts become permanent units, costing 0.5 supply each where 2 flying locusts can be spawned from a Swarm Host at any given time, with a 15 seconds cooldown.
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Potential Strategy
--> Ling+Bane+Locusts
--> Spawn zerglings, banelings and locusts continuously. Surround enemy units with zerglings and bust high HP/armor units with banelings while locusts strike down from the air.
Making Zerg Air Viable
--> Introducing the Devourer (Morph from Mutalisk)
--> Massive behemoths with corrosive acid weapon which deals splash damage, slows enemy air units movement and attack speed.
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Potential Strategy (Not Tested Yet)
--> Mutas+Locusts+Brood Lord+Devourer
--> Flock enemy base with mutalisks, locusts, brood lords and Devourers. Distract base defenses with speedy mutalisks while targeting ground units with locusts and brood lords whereas Devourers target air-to-air units.
Punishing builds, Units that are without detection
--> Bringing back the Lurker
--> Burrowed Lurkers without detection can annihilate ground units/ structures and change the course of the battle.
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The Nasty and the Deadly
--> Introducing the Defiler, a deadly spellcaster.
--> The following Defiler's abilities:-
Ensnare
--> Reduce targeted units' movement speed by 50% for 10 seconds.
Plague
--> Uncontrollable infestation ability that spreads sporadically among targeted enemy units. Great against massed units.
Parasitic Domination
--> Permanently mind-control a targeted enemy unit. Costs 100 energy. With this in mind, the Infestors' neural parasite ability energy cost had been reduced to 75.
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Terran General Changes
New Mechanic
--> Introducing the Transwarp Pod (Raven's new ability)
--> Introduced in line with issues such as overpowered Battlecruisers' warp-in and the medivacs' siege tanks pick-up mode (both when massed).
--> The Transwarp Pod is a different mechanic that enables Tactical Jump or warp-in (any unit with a 15 seconds cooldown) and must be strategically placed by a Raven. It has a timed life of 180 seconds. This, I feel is a better mechanic compared to the above mentioned, as it requires planning to place the Pod, and prevent issues such as massed BCs' warp-in which is a balance issue in itself.
--> In view of this, Raven's supply cost is increased to 3.
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New Barracks Unit
--> Introducing the Commando
--> Has the cloak ability
--> 3 grenade charges (per Commando)
--> Request Calldown Banshee mercenaries (max. 3 charges for all Commandos trained) and must be researched.
--> Equipped with Laser Lines weaponry.
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Bringing back the Goliath
The Goliath is an all-round unit and provides anti-air defense for ground units.
Potential Strategy
--> Combining Goliaths with Siege Tanks
--> Goliaths provide close ground and anti-air support while Siege Tanks bombard long-ranged targets.
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Science Vessel Redesigned
--> Equipped with Nano-Repair, Defensive Matrix and Irradiate abilities.
--> As a core support unit.
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Liberator counter design
--> Introducing the Titan Fighter
--> Has ATA splash damage
--> Can switch to Destroyer mode (AG mode)
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Protoss General Changes
Redesigning Adepts
--> Animated Adepts' attack.
--> This unit is less gimnicky, thus without the Psionic Transfer ability (being at two places at one time) which might be a bit too strong for a Tier-1 unit.
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Bringing Back The Reaver
--> Rewards unit micro. Players have to micro Scarab Launch attacks which deals splash damage against targeted units.
Potential Strategy
Reaver Drop Strategy
--> Micro Scarab Launches against enemy worker lines with Warp Prism transport as back-up.
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Redesigning Zealots' Charge Ability
--> Animated Zealots' charge with trail effect.
--> Increased Charge duration to 7 seconds and cooldown of 17 seconds.
--> Zealot loses 30 shield points.
--> Reduced research cost from 200 minerals, 200 gas to 100 minerals and 100 gas.
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Redesigning Arbiter
--> Introducing the Judicator
--> Can switch to Destroyer mode (Long-range stationary AG mode)
--> Mass Recall (recall units to the Arbiter) costs 125 energy due to offensive mass warp-in strategy.
--> Stasis Field (10 seconds duration. Can be increased to 20 seconds through Space-Time Quantum research)
--> Judicator loses all its energy when switched to Destroyer mode, thus requires strategic planning.
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Morphing Sentries to Replicants
--> Requires research at Robotics Bay
--> Replicate mechanical units only (excluding massive units)
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The above are only the General changes to this mod currently. There are other changes that you can observe when testing this mod and further strategies that can be developed.
Awaiting further feedback and response from the community.