I’ve been reading a lot of suggestions (mostly about Karax), and I’ve been playing with Editor for a long time to try to implement some of these suggestions and test them in real game. It wasn’t simple to understand how coop maps work, but I’ve made it this far thanks to Maguro Maps (MM) and Terin’s allied commanders speedrun mod. Here is a git repository with my mods that have suggested changes: https://github.com/tangorcraft/sc2coop-repo
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Full list of suggested changes: https://github.com/tangorcraft/sc2coop-repo/blob/master/README.md
Test map with all this and some other changes:
US: battlenet:://starcraft/map/1/312650
EU: battlenet:://starcraft/map/2/219836
Also I uploaded some COOP missions, with these changes applied, to Arcade. Search “Suggestions Test”. Some changes require player to enter a command to activate.
Information down here may be outdated
See https://github.com/tangorcraft/sc2coop-repo/blob/master/README.md
for up to date information
Karax bug with Chrono Boost:
second Nexus won’t cast boost on itself upon completion. I’ve made three variants to fix this bug:
- Normal - just fix a bug.
- Let Karax’s Chrono Wave affect buildings under construction.
- Let Karax’s Chrono Wave and Nexus’ Chrono Boost affect buildings under construction, Nexus won’t boost itself while under construction. This variant is used in test missions.
Swann Suggestion:
- “Pulse Amplifier” will give Wraith an ability to attack while moving. Wraith can’t turn to enemy while in movement and it still require micro,
since they need “Move” command to have buff applied. But it makes this buff actually useful.Old style stutter-stepping is not changed (when you need to attack specific target). - Added “Calldown: Extra Supplies” ability to Command Center. Made it cost 100 minerals instead of energy and have 30 seconds cool down. Main purpose of this is to give player more space to build, since using 2 SCV building supplies is more time-efficient (Supply depot base build time is 30) and minerals cost is the same.