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[A] HotS Custom

Forum Index > StarCraft 2 Maps & Custom Games 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85
 
 XenoX101   Australia. October 30 2011 13:01. Posts 697
Profile # 

The HOTS Custom 2 maps have been taken down from all servers as of Monday, September 3rd at 3:00am PST due to notice from Blizzard about potential conflicts with the upcoming HOTS Beta. Thank you to everyone who supported the map.



On August 31 2012 17:46 XenoX101 wrote:
Hey everyone, got a bit of sad news about the mod. Blizzard emailed me today about some concerns they have of the mod becoming too similar to the Closed Beta, the potential for confusion and conflict between the custom and beta versions of Heart of the Swarm, and how in being so similar my map technically will allow people to bypass the Closed aspect of the Beta. As such, the maps will be taken down from all servers as of Monday, 3rd of September 2012. I say this now so that people can make the most of the limited time left on the maps before it goes down.

So I guess this will be it for the mod, I will say though that it's been a good run, and much of where the mod is today is thanks to all the feedback you guys were able to provide. I hope that everyone made the most of the opportunity they had, and looks forward to doing the same thing in the real Heart of the Swarm some time in the near future. I am glad that I was able to work on such a project and provide people this great opportunity to experience Heart of the Swarm.

...




[image loading]

Latest Version: 1.12 (patch notes)
Map Names:
HOTS Custom 2 Map Rotation (Rotate* for KR server)
HOTS Custom 2 - 2v2 Map Rotation
HOTS Custom 2 - 3v3 Map Rotation
HOTS Custom 2 - 4v4 Map Rotation
HOTS Custom 2 - FFA Map Rotation
HOTS Custom 2 - <Individual map name> (e.g. Daybreak, Entombed Valley)
HOTS Custom 2 Unit Tester (currently bugged, will fix sometime in the future)
Chat Channel: HOTS
Regions: NA, SEA, EU, KR


HOTS Custom 2 is the second version of the popular Heart of the Swarm conversion mod HOTS Custom*. The HOTS Custom 2 mod replicates all the new units and changes in the upcoming Heart of the Swarm expansion. This new version of the HOTS Custom mod adds all the new changes recently announced at MLG Anaheim. There is also a HOTS Custom 2 Unit Tester which is a modded version of XGDragon's Unit Tester map, allowing you to test all the units on a variety of predetermined arenas.


[image loading]

Some of the new units in the most recent version of Heart of the Swarm include the long-range firing Protoss Tempest, the mech-piercing walker unit the Warhound, and the deadly burrowing Swarm Host and its locust minions. For an overview of all the new units feel free to view the HOTS Custom 2 infographic below.

Infographic


For all the specific stats I used in this map for every new unit, change and ability, please see the updated HOTS Custom 2 Unit Stat Spreadsheet below.

Unit Stats: Image, XLS


Although I have almost all the information about the changes in HOTS, there are some discrepencies that I haven't been able to figure out from the information I researched and was given. See below for these discrepencies.

Discrepencies
- Specific armor values of Warhound, Widow Mine, Oracle, Swarm Host and Viper (I have a good idea but not certain)
- Impact of weapon/armor upgrades on new units (have a reasonable idea but not precise values)
- Unit radiuses (how tightly units bunch up, have estimated pretty well from battle reports but still don't know exact values)
- Increased Locust Lifetime upgrade may have either 100 build time, or 120 build time (currently set to 120)
- Reaper build time may be either 40 or 45 (currently 40)
- Mothership Stasis AoE not known (currently same as mass recall at 6.5), energy not known (currently same as vortex at 100), and cooldown not known (currently same as duration at 20)
- Widow Mine AoE may be 3 or 4, range may be 5 or 6
- Oracle Cloaking field range is 'around' 7


[image loading]


HOTS Custom 2 will be primarily running on a 'map rotation' system similar to peepmode's map of the day, where there will be a Map Rotation map on the server that changes map every few days.

Current 1v1 map:

[image loading]

1v1 Individual map pool:

Antiga Shipyard
Cloud Kingdom
Daybreak
Entombed Valley
Metropolis
Ohana
Howling Peaks (Unofficial Remake)


Current 2v2 map:

[image loading]

Current 3v3 map:

[image loading]

Current 4v4 map:

[image loading]

Current FFA map:

[image loading]


FFA Individual Maps:
Toxic Slums


The most notable feature of this map is the new Constructible Rocks, rocks that *create* barriers at choke points instead of removing them like Destructible Rocks. This remake was made using the HOTS Battle Reports and is extremely accurate to the original. There may however be some balance issues I'm unaware of due to my inexperience in melee mapmaking, though I will do my best to fix these.


[image loading]

Recently there was a donation run to purchase EU and KR accounts for uploading the map on these servers, thanks to the donations from the community I will be purchasing these accounts and uploading the map on them soon.

Proof of purchase receipts: EU Account, TW/KR Account

-------------------------
Past donation run
+ Show Spoiler +


[image loading]
Creator
XenoX101

Icons
SoulFilcher
XenoX101

Models
GhostNova

Main Testers
MorroW:
special thanks to Morrow for providing a ton of insightful feedback on the map
Existor
morrezor

Pre-release Testers
htpkSEDUCE
Limitless
Contraband
PianoMan
Tydrokos
shmoo
Warpath
Trozz
AlmostLiquid
UloseTheGame

Special Thanks
Howling Peaks Niflheim Tileset: gurluas
TheAlmaity:
for helping me fix the Unit Tester triggers
SC2Mapster.com for being an invaluable resource on map-making




-------------------------
*Original HOTS Custom Thread (includes original HOTS Custom map pool, balance stats & video)[/center]
+ Show Spoiler +
Last edit: 2012-09-04 03:51:42
Old Post

 
 extropy   United States. October 30 2011 13:09. Posts 36
Profile # 
Interesting. Since the information on the new units went public I was curious when something like this would show up.

Question, what is the best search term to find your map in customs? I tried "HotS" and came up with four results none of which were authored by you (assuming your b.net ID is the same as you TL.net ID).

EDIT: Ah, now it is showing up. It is indeed published under XenoX.
Last edit: 2011-10-30 13:35:01
Old Post

 
 Twelve12   Australia. October 30 2011 13:19. Posts 267
Profile # 
wow this looks amazing! since i am on SEA server i will have a look right away
Old Post

 
 RumbleBadger   October 30 2011 13:26. Posts 322
Profile # 
Very cool, can't wait to try it!
Games before dames.
Old Post

 
 Dudemeister   Sweden. October 30 2011 13:28. Posts 305
Profile # 
What name is it published in?
Old Post

 
 ZJAT   United States. October 30 2011 13:45. Posts 83
Profile # 
We have an entire thread devoted to a community project >< Looks cool though!
Last edit: 2011-10-30 13:46:52
"Experimentation is the key to success, though often requisite is failure." -ZG [Zjat's Project Vault] http://zjat.webs.com
Old Post

 
 FlopTurnReaver   Switzerland. October 30 2011 13:45. Posts 1808
Profile Blog # 
Is this on EU?
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Old Post

 
 XenoX101   Australia. October 30 2011 13:48. Posts 697
Profile # 
Just realised I forgot to revert Nexus energy back to 0 , uploading new version.
Old Post

 
 GenesisX   Canada. October 30 2011 13:53. Posts 3981
Profile Blog # 
Gonna try it out :o

edit: there were no models on the terran units, and hellion battle mode damaged itself
played on HOTS-Custom Meta
Last edit: 2011-10-30 14:01:35
133 221 333 123 111
Old Post

 
 ZJAT   United States. October 30 2011 14:02. Posts 83
Profile # 
It seems your strengths are high with the editor. I am impressed with the zerg so far.
Vipers and swarms are missing skins. Tooltips are missing all over, looks like almost everything works. Parasite requires 5000% of something, and cannot be cast.
"Experimentation is the key to success, though often requisite is failure." -ZG [Zjat's Project Vault] http://zjat.webs.com
Old Post

 
 extropy   United States. October 30 2011 14:04. Posts 36
Profile # 
Okay so I did play against the Very Easy AI just to test out the units. I played only as Zerg. A few things I noted that seem off:

-When picking which unit you'd like to spawn, the Swarm Host clearly uses the Lurker Icon. However when the unit actually hatches it doesn't appear to have the lurker model, it's just a circular orb with a checkerboard pattern. Is this intentional? If it is, I think the Lurker model would look better as a placeholder. (The Viper also has this weird placeholder model as well)
[image loading]

-Burrow icon for swarm host doesn't appear, instead there is a blank icon in its place.

-Viper has the same hot key for Blinding Cloud and Abduct. (B)

-Swarm Host rally point doesn't get reset when unburrowing and reburrowing.

A few other things I noticed, and simply thought were interesting, but not sure if they are good or bad:

- Ultralisk charge can be, and by default is, autocast. I wasn't at Blizzcon so I don't know if this is how it is working in the current pre-beta phase (or if it is worthwhile to even speculate at this point), but I didn't expect that.

- A building can be siphoned by only one corrupter at a time. Also didn't expect it, but it's interesting and makes the ability even less useful than I thought.

This was just me screwing around for 10 minutes (so I'm sure there are a lot things I missed), but it was definitely a neat mod. I especially liked the animation for the Ultralisk charge and Viper abduct, looked very similar to what was found in the preview videos I have seen.

EDIT: If it makes any difference, I was playing on the Metalopolis version.
Last edit: 2011-10-30 14:15:04
Old Post

 
 Twelve12   Australia. October 30 2011 14:07. Posts 267
Profile # 
yeah i agree that the lurker would be a cool placeholder for the swarm host, maybe a flying version of the defiler from sc2BW for the viper?

I assume the goliath would be the best model for the warhound as well
Last edit: 2011-10-30 14:08:11
Old Post

 
 XenoX101   Australia. October 30 2011 14:11. Posts 697
Profile # 
Well this is embarassing, not sure how it managed to stuff up like that. Thanks for the feedback I'll try to fix this as soon as I can.

Ok one of the dependencies was missing, fixing this ASAP.
Last edit: 2011-10-30 14:19:07
Old Post

 
 ZJAT   United States. October 30 2011 14:15. Posts 83
Profile # 
We have 2-3 other mod makers in this thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=278603
Maybe we can combine maps? Up to you.
Your modding abilities are beyond mine, but I have very detailed list of data (attack ranges/speeds and such) On this subject, your hydras/locust do 11-12 dmg, instead of 15 or so.
(Also the OP says something untrue, my map does not have all units in it, as well my most recent is not published, but my guess is you already have anything I've made)

Last edit: 2011-10-30 14:17:00
"Experimentation is the key to success, though often requisite is failure." -ZG [Zjat's Project Vault] http://zjat.webs.com
Old Post

 
 Bargil   United States. October 30 2011 14:20. Posts 141
Profile Blog # 
Besides the placeholder models, I tried both Protoss AND Terran.

Seems to be buggy but when I tried the new units, they work very well.

Protoss
-Arc shield is WAY too OP, it 2 shots probes and has a significantly high rate of fire. 20 damage per shot is too powerful tbh, maybe 5?
-Tempest is a bit too powerful, correct me if I'm wrong but is the air attack supposed to be weaker than its ground? if it is, then ignore this one.
-Phase Shift is ineffective against assimilator, extractors, and refineries.
-I don't know if this is right, but are Replicants air units? Also, this may not be a bug, but when I replicated a Stalker I could blink and I never even researched it.

Terran
-Can't build Warhound
-Shredders are WAY too big, and a little underpowered if you ask me. Also, it's blowing up animation is enourmous.
-Battle Hellion works, but you can't see attack.

I'll post more as I find them. Though I must say, I'm very impressed with this. Keep it up!
youtube.com/BargilStarcraft
Old Post

 
 ClysmiC   United States. October 30 2011 14:23. Posts 1951
Profile Blog # 
Amazing how quickly you were able to make this! I really wanna try it out :D
"The LORD is close to the brokenhearted, and saves those who are crushed in spirit." -Psalm 34:18
Old Post

 
 extropy   United States. October 30 2011 14:37. Posts 36
Profile # 

On October 30 2011 14:20 Bargil wrote:
Besides the placeholder models, I tried both Protoss AND Terran.

Seems to be buggy but when I tried the new units, they work very well.

Protoss
-Arc shield is WAY too OP, it 2 shots probes and has a significantly high rate of fire. 20 damage per shot is too powerful tbh, maybe 5?
-Tempest is a bit too powerful, correct me if I'm wrong but is the air attack supposed to be weaker than its ground? if it is, then ignore this one.
-Phase Shift is ineffective against assimilator, extractors, and refineries.
-I don't know if this is right, but are Replicants air units? Also, this may not be a bug, but when I replicated a Stalker I could blink and I never even researched it.

Terran
-Can't build Warhound
-Shredders are WAY too big, and a little underpowered if you ask me. Also, it's blowing up animation is enourmous.
-Battle Hellion works, but you can't see attack.

I'll post more as I find them. Though I must say, I'm very impressed with this. Keep it up!


20 damage against light is true to the current (as of blizzcon) build of HotS for Arc shield. I think this mod is trying to replicate HotS as much as possible, not trying to balance it.

I don't know the damage of the air attack of the tempest, but anti-air is its primary utility. Its anti-ground does decent single target damage, but it's very slow.

Replicants are not air units, but they do look like they float.
Old Post

 
 XenoX101   Australia. October 30 2011 14:46. Posts 697
Profile # 

On October 30 2011 14:04 extropy wrote:
Okay so I did play against the Very Easy AI just to test out the units. I played only as Zerg. A few things I noted that seem off:

-When picking which unit you'd like to spawn, the Swarm Host clearly uses the Lurker Icon. However when the unit actually hatches it doesn't appear to have the lurker model, it's just a circular orb with a checkerboard pattern. Is this intentional? If it is, I think the Lurker model would look better as a placeholder. (The Viper also has this weird placeholder model as well)
[image loading]

-Burrow icon for swarm host doesn't appear, instead there is a blank icon in its place.

-Viper has the same hot key for Blinding Cloud and Abduct. (B)

-Swarm Host rally point doesn't get reset when unburrowing and reburrowing.

A few other things I noticed, and simply thought were interesting, but not sure if they are good or bad:

- Ultralisk charge can be, and by default is, autocast. I wasn't at Blizzcon so I don't know if this is how it is working in the current pre-beta phase (or if it is worthwhile to even speculate at this point), but I didn't expect that.

- A building can be siphoned by only one corrupter at a time. Also didn't expect it, but it's interesting and makes the ability even less useful than I thought.

This was just me screwing around for 10 minutes (so I'm sure there are a lot things I missed), but it was definitely a neat mod. I especially liked the animation for the Ultralisk charge and Viper abduct, looked very similar to what was found in the preview videos I have seen.

EDIT: If it makes any difference, I was playing on the Metalopolis version.



This should now all be fixed, the campaign dependency went missing for some strange reason.
Last edit: 2011-10-30 14:47:06
Old Post

 
 Fearlezz   Croatia. October 30 2011 14:50. Posts 172
Profile # 
Just tried Zerg quickly, and while most of the errors I encountered were mentioned before, these weren't:

Ultralisks can end up inside a building after charging
Viper can abduct units into space (played on Antiga) and then they just move back
Multiple Corrupters can syphon a building but you need to order each Corrupter individually
Can't toggle building attack while banelings are burrowed
Can't build Mutas nor Corrupters after upgrading to a Greater Spire, you need to build an additional Spire
"Broodlings" from Swarm Hosts should be on attack-move command by default rather than move

That's what I can think of now, I'll probably post more after I get some sleep
Last edit: 2011-10-30 14:55:51
Old Post

 
 ZJAT   United States. October 30 2011 14:51. Posts 83
Profile # 
I don't have time to check all your stats but I believe this thread has BlizzCon stats:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=280746
(there are some from blizzcon and some released around the same time, and I think the public releases had older stats)
"Experimentation is the key to success, though often requisite is failure." -ZG [Zjat's Project Vault] http://zjat.webs.com
Old Post

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