

WorldWide Invitational 2008: Pictures, Presentations, Videos (StarCraft II Panel: Evolving Design) SC2 Blog. StarCraft II Q&A - Batch 39: Map Maker Series. StarCraft II: Legacy of the Void Map Editor. Irvine, Calif.: Blizzard Entertainment, 1998

Thanks in advance for a reply, whether you are able to answer some questions or not. I didn't intend this comment to be that massive, but I had a bunch of questions that I couldn't manage to word succinctly. REALLY sorry, so much so, for the large wall of text. True artists! Anyway, here's a link to his gallery ( ). We both ADORE the Blizzard Art, Music, and Sound teams' work. Beyond that, I'm impressed with his work so far, and I'm sure if you feel the same, that'd mean a lot to him. There's an uncanny resemblance between his sunken colony from a year ago and your impaler colony that I found kinda funny. I'm pretty sure I showed you a couple of a friend of mine's concept sketches for this project, but if not, check him out when you get a chance. I'm trying to keep a Blizzard feel for the upgrades and unit buffs for the project (which is hard, given the project currently has around 6 terran tech trees, 4 zerg, 5 protoss and 1 hybrid), so I was wondering if I might get a quick opinion on that.Īgain, I COMPLETELY understand if your job obligations prevent you from answering those last few questions. When it reaches 150 energy, it spawns six melee infested terrans. This buffed up aberration deals bonus damage to energy-users, and drains 1/5 of the damage dealt (something around 20-25, I think) into its energy bar. In my campaign, the aberration can evolve much like zerglings to raptors, into the abomination.


I had an idea for how SC2 would play out in my head since 2003, and I've decided to take a shot at an alternate StarCraft II storyline (I love the current one, but it'll be good experience for game design and story-writing for RTSes, something I hope to do in the future). Incidentally, I'm working on a custom campaign for the game. One more quick one: if there was plans to add mutations and evolutions to the aberration, would you be able to explain a couple? I understand if policy dictates you're being unable to, but if you can, that'd be great. Evolve one of your Hatcheries into a Lair and then build a Spire. Might I ask why the aberration didn't get similar treatment? It's easily one of my favourite zerg designs, so I was kind of disappointed I didn't get to make it absurdly OP with mutations and evolutions. Mutate the Creep Colony into a Sunken Colony and make some more Sunken Colonies. The latter two make sense, as they are already extremely powerful and useful by default in the Heart campaign. The aberration is one of the few main units in campaign that didn't get an evolution, alongside the queen and infestor. I had a development question, if you don't mind mine asking one: I was quite pleased to see these made it into the campaign as a proper unit.
