Description
Map Brief description:
Today,
we retake our Legacy.
And with it,
our Legends.
The commanders who enter an ancient temple discover an old legacy and
divide their forces to compete for it.
----------------
2025.02.07 Update: Open Beta Test Plus
Main Issue
Last month, only the minimum condition was achieved and distributed as a dependency issue, and this time, the maximum condition was achieved by solving the dependency issue.
Also, this [Legacy of Legends] game itself has been significantly redirected from the Arcade map to the Melee map mode, and related prior work has been done. Details will be listed below.
Add Contents
I wanted to make sure that the Legacy of Legends unit set works well for other Melee maps under this max condition.
First of all, the conclusion is that it's not working well for the official ladder map yet. Howerver, it works fine for the arcade side. Based on this, I decided to apply a set of Legacy of Legends units by selecting a few Melee maps or Star Leargue maps (including SC1) that I remember from before to now purely by myself. These maps will only be published to the arcade side
Here are the maps selected for this StarCraft: Legacy of Legends - Open Beta Test Maximum Conditions.
![]() |
![]() |
| 투혼 Fighting Spirit | 만발의 정원 Overgrowth |
![]() |
![]() |
| 카트리나 Katrina | 세종과학기지 King Sejong Station |
- Fighting Spirit, Overgrowth
The map called the balance map was selected from SC1 and SC2, respectively.
- Katrina
I tracked down the images and shapes of the maps that were fun and memorable in S1 League and found that they were [Katrina]. However, SC2 didn't have a remake of that map yet. So, although it's not enough;; I solved that map by writing it myself.
The destruction map is named [카트리나 LLE, Katrina LLE] and can be found on Melee's side. Please refer to the shape of the map you distributed in the picture below. And after making these Melee maps, we transplanted three Legacy of Legends units and distributed them to the arcade side.

The tag on that map was taken from the remade R0SE - Fighting Spirit. The Mud material was also worked on by level-shifting the Void3 texture in the editor.
- King Sejong Station
First of all, since the Korean aspect was realized in the Legacy of Legends unit set itself... I wanted to select a map related to Korea. Among them, I chose it because I wanted to explore a map that changes phase severely with each balance patch.
Corrections
Common
+ Correction of Overgrowth tile broken when applying Legacy of Legends unit set
+ Swtch the count of the game to the Melee method just before the start of the game
+ Modify Keystone activation cost to 500/500 > 1000/1000
+ Modifying that Mengsk, Stetmann are selected when Random Race is selected (unselected)
+ Relocate buttons across infrastructure and production buildings >
| First line: SC1 units | ![]() |
| Second line: SC2 units | |
| Third line: Ultimate units |
Terran
+ Delete the Missile Turret equipped with the Hellstorm Batteries
+ Correcting Cloaking by pressing the Attack button on Spectre
+ Lower Hercules Acceleration
+ Viking, Wraith Remove Additional Armored Attacks
+ Implementation of Predator Additional Damage (Psionic)
+ HERGrapple, Siege Tank's Jump Jets, Warhound's Deploy Turret Skill can't cross gap + cliff > Expected Value: This Skill does not cross a cliff or a gap.
+ Increased missile launches when upgrading Valkyrie air attack. 6 > 8 > 10 > 12
+ Battlecruiser Tacticla jump distance limit granted, no range limit > range designation (30), range area display enabled
+ ControlCruiser Tactical Jump distance limit granted, no range limit > range designation (50), range area display enabled
+ Control cruiser The Middle: Yi Sun-Shin Cannon, additional damage to the structure (basic 300 structure +200) and increased area of wide area damage (1.5 > 2.5)
Zerg
+ Remove additional Armored damage during Ravager, normal damage 8 > 11
Protoss
+ Fix the status quo where additional upgrades remain after a third (last) upgrade of Forge Ground Force
+ Hardened Shield Effects and Sound Implementation in Carrier Main Hull Over 20 Damage
+ Phoenix high-density graviton beam implementation > Massive unit can be specified, Frenzied unit cannot be specified
+ Modified Mothership Time Surge Time Scale to 1000% > 650%
+ Modifying Mothership's Photon Overcharge Was Not Up
+ Mothership Core Chrono Boost Range Area Increase, 11 > 15 and Enable Range Area Display
+ Mothership Time Surge Range Area Increase, 25 > 35 and Enable Range Area Display
+ Re-writing Mothership research tables
Finale - Mothership
Can Attack Ari and Ground
| Research Name | Infra | Require Time, Resource |
Activate Skill | Activate Passive |
| - | - | - | Enhancing Guardian Shield, Time Surge, Massive Recall |
- |
|
1. Stabilization
|
Fleet Beacon
|
210s, 200/200
|
-
|
Increase Maximum Energy (Max 300), Increase Energy Recovery |
| 2. Glory of Daelaam: Salvation |
Templar
Archive |
240s, 250/250
|
Photon Overcharge(125)
|
Additional Shield in Enhancing Guardian Shield |
| 2. Glory of Daelaam: Guidance |
Dark Shrine
|
240s, 250/250
|
Vortex (125)
|
Complete Sanctuary (Cloacking Field) |
| 3. Purifier Core Matrix |
Robotics Bay
|
540s, 500/500
|
Planet Cracker (250)
|
Increase Maximum Life and Shield (Max 450/450) |
Other than this, the remaining additional research is really the last thing to do... I'm sure there are only 3 items... I'll leave a separate link for this part because my analysis is very long.
련이네글방 :: 스타크래프트Ⅱ: 전설의 유산 - 공개 테스트 Plus [남은 연구사항]
I have translated the English document below.
Publish Status
EU/US
EU/US

KR
KR
</figure>
Currently, StarCraft II: Legacy of Legends OBT Plus Version has been distributed in the EU/KR/US region as of February 7, 2025.
Then, have a nice day!
련이네글방 :: 스타크래프트Ⅱ: 전설의 유산 - 공개 테스트 Plus 설계서
This update is linked to the previous [Legacy of Legends - Open Beta Test
https://www.youtube.com/live/8jJryqPBxlk?si=hD7bwlQP9nwMM9iz

Katrina Testing
https://www.youtube.com/live/mkEitPGRVO4?si=DraBYjV8mju4OO4H

All map Testing Except Katrina
----------------
2025.01.06 Update: Open Beta Test
StarCraft II: Legacy of Legends - Open Beta Test, Update Revealed Test
Legendary legacy has been a lot of thought since the last cataclysm update, and since then I've decided that I need to redraw the overall outline for SC1 + SC2. So I started analyzing SC1 and SC2 according to my standards. And the implementation is based on the concept... but I decided to pick up this and that.
game redesign
In the legacy of this legend, it was decided to design the infrastructure suitable for SC1+ SC2, that is, the unit level design stage. I thought the most distinctly different point between these two games was [Tempo].
The tempo can also be raised in a way that takes the UI interface or the actual game delta time, or the time itself, faster. However, when I analyzed it a little more, there were more differences in tempo. That's where the infrastructure (e.g. SC1. Aviator Tribune vs. SC2. Fleet Signal), upgrade or not (e.g. SC1. Seas Tank vs. SC2. Siege Tank), skill duration (e.g. SC1. Dark Swarm vs. SC2. Black Cloud) all of the things that SC1 deemed to be a little slower or longer-effective than expected have all gone or got faster.
UI and game speed were considered to be a matter of game engine and user involvement, respectively. So in this update, I decided to design the infrastructure, upgrades, skill effects, that is, again, the level design of the unit that I, as an editor, can be directly involved in. However, the main axis was set to SC1. The part where the tempo was too low was redesigned, but the outline was decided to be maintained as much as possible. That way, I decided that I could put the weight of SC2 on top of it.
Final Legend Heritage Level Design Update Design Direction
SC 1 Units Upgraded, Several Units Under Redesign
SC 1 unit is designed to serve one person without any action
SC 2 units are designed for 1-1.5 servings with active skills (0.8 servings or below if you can't)
Avoid check-oriented games by delaying the infrastructure stage of SC 2 transport units one step by one
SC 2 Several Units Go ahead with unit redesign to fit the concept and organize the tier
The correlation between the SC 1 and 2 units of the same tech is divided into one deal and near deal (the relationship between juggling and queen)
Actually, this is the real main part of this update. This [Open Beta Test] update allows all races to take advantage of the... skill that brings the opposing unit for a while in line with the concept. I'll mark that skill in gold.
Terran - Infantry (Bionic)

- Marine and HERC are designed for Mineral 50 as basic units. Each has positions of a long-distance dealer and a short-range dealer.
The reason why one-deal and near-deal positioning is necessary at the basic unit stage was derived from the jug unit. If the basic infrastructure building, spawning pond, is built among the jugs, the short-range dealer, Zergling, and the long-distance dealer, the Queen can be selected at once. Accordingly, it is balanced to provide everything from the basic unit stage to the terran, jug, and protos.
Huck does more than a certain level of damage with a hook impact study. - Firebat and Marauder are performed in the Techlab, each other, respectively, respectively, respectively, respectively, respectively.However, Marauder designed to with stand Armed units.
- The Medic remains the same, but combat shields are given (+10 physical strength) to enhance survival. Reaper is changed from a strategic unit to a healing unit, and finally, it becomes a healing unit with good mobility. Therefore, the final design becomes a more reliable passive unit for the Medic and an active healing unit for the Reaper with better mobility.
- The ghost was drawn in the form of a pure dealer to fight with a gun. So if you're on Bionic Tech, you're holding a semi-essential Stimpack, plus research increases Ghost range and health point. Finally, to match the name of the patch, domination was added. Domination is a technique that brings a unit for a while.
- The Bionic Final Weapon is the final weapon based on an Reaper and can only produce one. It can execute nuclear attacks shared with Spectre, and the original design is to confidentially penetrate the enemy base and launch a fatal attack. Among them, the Jelly-bowl mine will play a big role, but in order to produce the mine, the movement must be stopped for a while.
The Pure Dealer Ghost, which has no energy, needs the corresponding side effects when using domination, but has now chosen a certain level of health depletion.
Terran - Mechanic

- Vulture is set up so that the ion thrusters can be easily completed so that its unique mobility can be utilized. However, unlike the SC1's Spider Mine (125 in the previous work), the spider mine has an attack power of 70 in SC2, and I am thinking about whether to make it more nerf. >> If you take 70 or 125 as it is, set it as mineral 100, which is the same price as the predator. The flame truck was deleted because it was expected that the flame radiator would take over the role.
- Predator is a close-range dealer position so that it's the opposite of a redesigned fire truck just above. Except in this case, it seems like several more skills will be needed to be worth the mineral, gas 100, which increases the chance of close-range access by deleting existing technologies and simply adding a cover-up upgrade.
- The Siege Tank and the Warhound are designed to act as an siege weapon. However, the siege tank was equipped with a thruster so that it could move once without the need to release the mode, but it was designed to prevent the hill from jumping for balance. Of course, the deployment of the Auto-Turrets does not cross the hill either. Now, what this unit has in common is the turret, and the tram acts as a turret by itself, and the pit dog is sporadic turret installation.
- Goliath and Cyclones digest surface-to-surface and surface-to-air units. Only research is added to increase attack power to suit each characteristic.
Cobra will be deleted because its location is ambiguous due to the emergence of Goliath and Siege Tanks. - Odin is used as the Ultimate Weapon.
The Scold! Shell of the unit can be thought of as the impact bullet of the existing SC2 Marauder and the speed reduction of movement during the hit. However, the Scold! Shell slows down the aerial unit as well.
The Big K-BTN is a nuclear fired directly by Odin and has a system different from that of the Ghost Academy. As the nucleus of a single system, it causes enormous damage to the wide radius of the drop point. - The state of the Psionic Backpropagation Algorithm corresponds to the thunderbolt directly above and can resist the Ultimate Weapon's CCs that will be described further in the future. As for the Ultimate Weapon concept, Terran is learning, Zerg is immune, and Protoss is sanctuary.
Currently, I am considering whether to go to the passive of this final weapon in a form in which CC units of general units also resist.
Terran - Sky

- The Wraith and the Viking are placed in the same position. However, the Wraith can research cloak, and the Viking can make a quick transformation and have strategic movements. >> I don't know if the Vikings are useful, but I thought the offensive side was too low compared to the Wraith, so I put in a range up. However, since they are both tier 1, I will eliminate the Armor bonus attack power.
- However, the above units have limitations, so they provide units with better maneuvers and attack.
(It's not a secret that Valkyrie was dramatically implemented just before the deadline.)Valkyrie implemented the existing splash damage by making it a little nerf because it was a scam. In addition, the concept of this unit itself seems to be a charge type, so I put Hyper Jet Flight, or a speed upgrade. Banshee decided to remove the cloak and put Air-strike. This is because the Wraith hides it. - There are medical ships and Hercules as transport units. > Set up a check technology based on Techros 1 of the technology room. There is no need to mass-produce it because there is a Medic or Reaper.
The medical line plays the same role as SC1's drop ship, but it is changed to allow biometric healing through research.
Hercules can transport the final weapon, Odin, and use rapid downing in research to get out of the boarding time limit. - The magic units are Science Vessel and Raven, and they are in charge of aerial healing with Star 1's medical and scientific lines. The rest of the technology uses a debuff that does not affect weak or attack power at all. However, it is considering whether to permanently attack the range of optical scintillation bullets or give them duration.
Raven is made up of a slightly fatal skill, and it is designed to heal both living things and machines with healing ability. However, all are decorated with active skills. - Unit Redesign: Liberator. From now on, This unit of archangelism will Liberate the truly wings of liberty.
Liberator. Relocate to Fusion Core infra
Basic Mounting, Advanced Ballistics
The Arcangel Targeting System:
- What? You know how heavy that archangel system is?
- Oh, yeah- So you can't do it?
- No, I didn't say that! ... Oops.
Liberator New Research: Arcangel Trageting System > Can Attack Air and Ground and Structure in Defender Mode - The Ultimate weapon Control Cruiser is designed to partially replace the role of the Orbital Command. As a result, scanner exploration is designed to be used even when energy is low, and MULE is designed to live longer. In other words, the unit can be helpful for overall stable operation. In addition, Yi Sun-Sin Cannon is designed to cause radiation damage so that it can cause enormous damage with a single shot.
In this way, the damage of the three final weapons combined is enormous.
The Terrans are designed to be as sustainable as possible. In other words, due to the nature of the Terrans, a certain number of people are required to generate powerful firepower, and a recovery unit has been placed in this area to show a lot of rolling. This is also a very important factor in team warfare, and we designed it so that the commander can operate more attack and recovery strategically by decorating it so that it does not fall behind in terms of mobility.
------
Legacy of Legends 2nd unit set, time to reveal the Zerg. Hmm...nothing much to say. I'll just get started.
Zerg - Hatchery Tech

- The Zergling is maintained. However, the queen has touched it a bit, and I think the Transfusions acted as quite a big variable when looking at the games played by so many queens. I don't want to design variables like this to occur from the beginning. In other words, I wanted the initial variable to occur purely by the commander's tactics. So, boldly delete the initial stage blood transfusion ability, and instead set it to be able to walk smoothly outside the creep. Instead, in the second half, additional researches were installed so that Transfusions could produce certain effects.
- Zergling, Roach are the same as before.
- The extinct plays the same position as the hydralisk of SC1. It was decided that the queen needed a separate position as an aerial dealer because she lacked in terms of aggressive and utility to play the role of Hydra. However, it is set by removing the existing armoured personnel properties of the exterminator. For this reason, it was determined that the armoured personnel property did not mean much to long-distance dealers, and with this change, the exterminator hopes to become a complete long-distance dealer position at the hatchery stage like the SC1 Hydra.
+ The attack range of the exterminator is designed at a slightly ambiguous level because there is bile. > Bile is the point at which the aerial attack was obtained, and it is designed for use after a separate study to ensure that it is used only for reverse field or structure removal. - The Queen's Transfusion is designed to automatically test upon completion of the Research. > Subject to automatic test if the physical strength is less than 1/2 (inefficient for units such as Zergling)
Zerg - Lair

- Tier 2, short-range and long-range attacker were decorated with Aberration and Hydralisk. In addition, they are responsible for holding out in the middle of the game by lowering the Lucker which is an siege weapon, to the Lair stage (of course, they are going to do spec down). Abberation focuses on breaking down the force field and charging. Hydralisk is focused on attack. Both are Hydralisk Den Infra.
- Corruptor was able to engage in combat more actively based on speed upgrades, and Mutalisk was able to work harder based on resilience. However, Mutalisk alone could weaken the air force, so it revived the Scourge.
- Infector really had a lot of headaches. Especially because of Fungal Growth and Infected Terrans, and first of all, Fungal Growth was made available after research. Parasite was used as the basic technology, and based on this, I hope that the limited areas of vision can be resolved even a little.
- The infected terrans were simply raised by colony testing and consumed by incidental supplies. In other words, the infected terrans are now an infinite number of surviving units. Simply think of it as producing a Marine. > So, energy and resources are needed to spawn infected terrans. The reason why we do this is that the Viper is actually absorbed into the Ultimate Weapon and there is no magic unit at the Hive stage.
- Zerg has one Ultimate weapon coming from Lair stage. The idea was that it would be quite attractive if the niadra lay eggs here and there, but it was decided that it would be hectic from the standpoint of the opponent, so it was made at a speed like a queen outside the creep. Transportation is possible, however. In addition, the study of the niadra becoming really hard (the queen of armor level 5 incresed.) shifts to Hive stage.
Zerg - Hive

- Ultralisk New Base Plating: Quantized Plating
Identify the structure of the ultralisk plating. Although it is rigid, it is fatal from the impact of the strong impact on the inside. Divide the plating tissue into minimum units and restructure it so that a certain amount of impact is applied to the strong impact. >> None Armored properties - Unit Redesign: Swarm Host. From now on, This unit of Having absorbed the essence of regeneration, will give birth to the heart of the swarm that never gets tired.
Spawn Locusts 2: Mineral 50, Gas 50, Population 1 (0.5, respectively) + Unlimited survival; locust can only be spwaned during Burrow - Ultralisk and Swarm Host are in charge of the three-tier short-range and long-range attackers, respectively. First of all, the concept of Ultralisk was set, based on the heart of the swarm trailer. It was impressive to move while being hit even if it was slow. So, to express this, we redesigned the plating properties to withstand any attack while keeping the speed intact. In addition, the Swarm Host was raised to Tier 3, because the unit's use of Locust to attack was not under Tier 2. Therefore, the concept of this Locust was further clarified, and instead of giving it a certain amount of resources, it ended its time-limited life. In this way, the Swarm Host becomes an air weapon, with a little hand to control the insecticide separately, but a Tier 3 unit that is slightly stronger than the Ultrasisk is completed. Naturally, the size of the Swarm host was slightly increased.
- The Zerg's 3rd tier unit Guardian, Devourer, and Brood Lord are all left the same. And there are more options here because we have included a research in which the Mutalisk and Corruptor of Tier 2 are actually Tier 3. In fact, I thought the main body of the Zerg was the ground forces, not the air. Anyway, Tier 3 air was decorated with a little bit of an siege weapon. The Brood Lord... It would be very fast at the same time as an siege weapon... First of all, I reduced health point a little.
- Zerg Ultimate Weapon - Ground. Hazelisk is based on the previous Defiler. But the reason why I suddenly changed the name is because I was looking at the Zerg unit and I named it because there seems to be no 'Lisk 'among the magic units. For example, there are Hydra'Lisk' and Ultra'Lisk' on the ground, and Mutal'Lisk' in the air.
As the price is also pricey, it is possible to use a Plague without research, but Deep Burrow, which can be moved anywhere with absorption, new technology from SC2, and creep, is decorated in a way that is used after research. - Zerg Ultimate Weapon - Air. Megalord is based on a Leviathan. Therefore, the nerf was confirmed, but the skill brought the Viper as it was. The design of the Megalord was completed with the ultimate addition of a large amount of transport capacity and ground forces (time limit).
However, the final technology, the number of units in this Drop Pod, is directly linked to destructive power, and it seemed better to combine the three new Terran Ultimate Weapons. They prepared a gift set with units that seemed to be that big.
I don't know if it would be okay to delete the buff of the Zerg Creep, but I'm keeping it in mind for now. It's 50:50, so it's actually very likely to leave it alone.
Anyway, the concept of the Zerg race was made without thinking, and I designed it with the hope that it would become a race that could be attacked after just scratching it. Next, let's go to deal with Protoss, where each unit with the opposite personality is very precious.
------
Protoss from now on. Protoss... I don't want to write anything down. I just wrote down the position... Rather, some existing technologies + my experimental techniques have been introduced.
Protoss - Gateway

- Zealot, Adept's relationship was re-established. Zealot was left as it was, and Adept's tier was lowered to 1. Therefore, Adept's light damage disappeared, and Psionic Transfer was decorated for use after research at Twilight Council like Zealot. The speed of attack was also set at a speed somewhere between the existing attack speed and the Resonating Glaves. I thought about an aerial attack, but I decided to put this part on hold. (I don't think I'll put it in?)
Through the first tier of Adept, more units can be produced without gas. Through this, it is hoped that various combinations of protos units will be born. - With the appearance of SC1's Dragoon, it was decided to completely separate the role from the existing Stalker. These units were recognized as Tier 2, and armor damage was added according to each concept.
Dragoon put in a study on increasing the physical strength of cooperative warfare. However, reducing the waiting time for protective shields is too fraudulent, so I left them out. Stalker... left it as it was. - Sentry recognized it as a second-tier magic unit, and it was made available after research to slightly slow down the Hallucination scout. I was going to hand over the study to Twilight Council. Instead, a protective film restoration was installed to ensure a strong defense capability. The existing shield was handed over to Mothership Core.
- Mothership Core is a pre-Ultimate Weapon stage. The reason Mothership Core was revived was because the magic units among the back Stargate units had the technology pushed back one step. It was designed to help the base operate rather than focus on any attack or defense at the same time.
- New Ability: High Templar. Astral Wind >> Nearby unit recovery of shield and health (30(s), 20(h))
Hight Templar. Ego Integrating
- I tried to build a system that can connect and release to Khala. First, after reviewing the information stored by materializing Templar in the Templar Archive, it proceeds. If a person who is not Templar is identified in the process, Dark Shrine will punish it. However, I'm afraid. First of all, it will take a lot of resources to produce materialized information for all Templars, and many people who can destroy Khala's connection are urgently needed. And above all, I think such a method of connection and disconnection can damage Khala's spirit.
- Khala is a symbol of arrogance, and I still deny it. The Khala connection and release method you presented seems to give control to the collar. However, if that method can safely protect Templar, it may be another way to subordinate the collar.
- We will coolly punish those who break into Templar's territory without permission.
- We will support the resources Templar needs as much as possible.
- It is also undeniable that our fellow people flourished brilliantly through Khala, but they were violated horribly through it. Looking back, I think it is none other than our ignorance that misused Khala, which shares all Protoss' feelings and ideas. And that ignorance resulted in arrogance. Let me take a closer look at the parts you have not counted.
And may Khala's light, guide us.
>> Control the opposing unit for 15 seconds.
Now, not only Dark Archeron but also High Templar can steal from others through Mind Control similar abilities. In addition, it is also the time when the entire concept of this patch is implemented.
- New Ability: Dark Archon. Confusion >> Units in that position attack each other (4 seconds, can misfire allies)
Dark Archon. Mind Blast >> Deal 300 damage to the target unit. - However, High Templar's Astral Wind and Dark Argon's Mind Blast are the owner's experimental skills.
- New Ability: (Twilight) Archon. Argumented Shield >> Archon and Twilight Archon's shield level increases by 2.
Of course, this is the owner's experimental pick, and the concept was impressive when the protective film was seen against Ultralisk in the Legacy of the void trailer, so I came up with an upgrade related to the Shield. - Ultimate Weapon - Salvation. Twilight Archon
It has almost the same spec as Archon, but it is a twilight unit that utilizes both shadow and dawn power, so a shadow charging was added. The shadow rush is concealed for a certain period of time after charging at the enemy. Share the research status of augmented shield. - Ultimate Weapon - Guidance. Successor
It has almost the same specification as the Dark Templar, but since it is a twilight unit, Feedback has been added. The Feedback depletes all the energy of the target unit and transmits it as damage. The cloak state is released for a certain period of time. and The unitshare the research status of Blink the Dark Templar.
Protoss - Robotics

- I have Warp Prism's Phasing Mode as an upgrade. I thought about whether to put this upgrade on Cybernetics Core or Robotics Bay, but I put it on Robotics for now. This is to put the check-oriented game behind me.
- Observer was left intact, and Immortal and Colossus tried adding related upgrades to make Armmed and Light more responsive, respectively.
- I also added SC1 Reaver, but Armed Bonus is already in front, so I thought it was necessary to add structure bonus. However, Disruptor seems to overlap the concept with this Reaver too much, so I took it out for now.
- Khaydarin Monolith was put at this stage, which resulted in a unit that would first attack the air during Robotics Tech. However, since this unit is a structure, movement is limited, but it is expected that it will perform a more reliable defense than Photon Cannon.
Protoss - Stargate

- Corsair and Phoenix tried not to put the concept very similar, but just put it in. Strictly speaking, it's different in terms of skills. Still, I think Disruption Web is better, but I tried putting in a Phoenix. However, the effect duration of Disruption Web was reduced.
- Scout is an SC1 unit, but there was something missing to bring. That was my understanding of this Scout. However, honestly, it was not easy to find the identity of this unit in SC1. This problem was finally discovered to some extent in SC2, and this unit was Purifier's unit.
- I understand that the meaning of [Purify] in Purifier is quite different from the usual meaning. In light of that, I immediately assumed that the meaning of [Scout] in Scout could be quite different.
'There was no one there.'
Wouldn't it be okay to devastate everything and report the above? So I recognized this unit called Scout as another flagship of Protoss, and decided to increase the unit's own physical strength and attack specifications at the expensive price. In addition, a speed study was put in so that it could hit the battlefield faster. - Void Ray has a different position than the previous Scout, and research has been put in to secure a sufficient range to support stable firepower from the back with a slightly weaker physical strength.
- Carrier has a Hardened Shield. The Hardened Shield is to ensure that any powerful attack receives up to 20 or less damage. This makes it better able to withstand units such as Liberator and Scourge, and in the extreme, it can withstand Nuclear Attacks.
- From now on, this unit with Brilliance will shine a bright light on their legacy in the face of adversity.
Tempest. New Research: Brilliance
The field of view increases by 3. It's kind of a test pick. It's a sketch in which the carrier takes the lead and disturbing action from the front, and Tempest attacks from the back. However, I'll have to see for myself how this unit works with the carrier. Because I'm also thinking about Repair Drone on the carrier. - The Arbiter brought the SC1 as it was, but I noticed the duration of the Stasis Field, which slowed down the tempo. And a detector was attached as a member of upward leveling. This is to play the same role as Oracle's Revelation.
- From now on, this unit with Fate will lead those who wander through the void on the right path to fate.
Unit Redesign: Oracle. Dark Shrine Tech
First of all, the required infrastructure has increased. The price and population have been set at a level similar to that of Arbiter. Because by SC1, this unit is a magical vessel. However, since there is no need for a building like the Arbiter Tribunal, the entire infrastructure has been reduced.
Revelation is an extension of the field of view, and Time Warp is a member of Arbiter's Stasis Field, so it looks similar to this. However, I tried to capture the identity of Oracle in the skill of Thread of Fate. Unlike the Cloaking Field of Arbiter, The Thread of Fate is a time limit cloacking field. In addition to this, if the Strike of Fate is researached, The Cloaking Field is designed to be an attack buff as it is.
This is the design for the Protoss general units. Now, the last unit, Mothership, will be designed, and first of all, I wanted to understand Mothership.
Mothership seemed to want to be the Ultimate Weapon in this Starcraft world view from its first appearance more than 20 years ago. However, in this Legacy of Legends world view, all races already have Ultimate Weapon. So I decided to challenge myself to a grade above Ultimate Weapon. So a lot of research was done, and eventually, the basic state of Mothership was Ultimate Weapon, and I decided to design it to reach Finale Class through research.
Protoss - Mothership

- Sanctuary is a buff, such as a psychonic backpropagation algorithm and a central nervous system, and can resist the CC period of the Ultimate Weapons.
- The finale Class Mothership requires a three-stage study of it, and even if you use all of the Chrono Overload, you've added a lot of time so that it doesn't end in an hour. And the last technology Planet Cracker is expected to be the most powerful wide-area technology (range 12, diameter 24) in this Legacy of Legends world view, and it is designed to be the combination of Terran's Three-Weapons and Zerg's ultimate attack power.
Until now, work has been designed for side dishes, main dishes, and bowls, but this time, I would like to design a table part that can top all the most important foods above.
First of all, it was determined that the number of existing Legacy of Legends players could break the upper leg. So this time, I redrawn the map so that I could focus on Melee.
Well, it's a bit cheesy, but maybe it's time to get that map out.
The Dark Knight
The earth becomes a strong force
The waves becomes a flexible breathing
A Dark flower penetrates the gray mist
It will summon the unlimited thing in the middle of this earth


The map above is a remade map of Dark Knight, which I made in SC1 the previous day, into SC2.
The main feature is the four-person map method commonly seen in SC1 league maps, and the map is made with the motif of the infinite map. So you can see that the traces remain on the map to some extent, and 50,000 resources representing the infinite map are assigned to the center.
Keystone is located in the middle of the map, oh, I didn't explain this map.
In the game Legacy of Legends, you can either destroy all the buildings or get surrendered to destroy the opponent, but you can also activate Keystone in the center. This is because if you pay a certain resource and defend Keystone for a certain period of time, keystone will destroy all the enemies on its own.
Anyway, the object is the same configuration and map as the existing Dark Knight except for the one in the middle of this map. However, the strange thing about making it is that the base arrangement is SC1 method, and the base is a two-layer structure. This is SC2 method. Anyway, since the game direction is SC1+SC2, the map itself feels like SC1+SC2, but it is completed anyway.
Legacy of Legends: What's lacking
Unfortunately, there is a regret that has not been fixed even though it has been shown in this update. This was judged to be a production desire caused by getting to know the map editor little by little, and in a cool way, the minimum development condition of the unit-level design initially proposed was achieved, so the public and game distribution was finally decided. However, since it is a few critical issues, the update was first distributed as a test version rather than as a regular one.
- There are no effects of some skills. > As I realized the dependency relationship, I picked up and implemented some effects, but unfortunately, there are skills that do not have effects. Since I am not a graphicist, I was disappointed that I could not draw a plausible effect.
- It is a matter of limited distribution area > dependency. I referred to the Korean server co-op mission for the dependency, but I guess this data file is not available in foreign countries. So, the deployment is not proceeding! Therefore, the Legacy of Legends test version is provided only on KR servers.
- It's a random race error > dependency problem. It seems that Mengsk and Stetmann are included in the dependence on cooperative warfare. However, I cannot deal with the two within the editor. I looked it up and it seems to be an external reference, but I can't see any way to turn them off. Therefore, when choosing a race, Terran, Zerg, and Protoss are three races output normally, but if they are randomly selected, Mengsk, Stetmann is caught once. It's upsetting.
A common error is dependency. I think I need to go back to the previous dependency version to get all of this. Then, I might have to rebuild the unit again. Well, it's possible, but I don't have any promise when I can do it all. And because it's going to be a writing cycle soon, there's no promise anymore. Anyway, there are a lot of things I've made now, so I think I'll forget about them at that time, so I'll end by writing these three.
It's late, but I wish you all a happy new year!
01/09/2025, all translations have been completed.
The translation was written with the help of an AI translator. Therefore, it may be different from the original text.
----------------
June, 01, 2024. Legacy of Legends: Cataclysm Update
- Remove Commanders Setting. RTS element enhancement.
- Collaborate SC1, SC2 Units. Balancing Basic Units(Just Tech Mineral Units)
- Ultimate Unit update Ultimate Skill
Protoss
1. Succesor > Feedback
2. Twilight Archon > Shadow Charge
3-1. Mothership Core > Guardian Shield, Chrono Boost, Tactical Recall
3-2. Mothership > Enhancing Guardian Shield, Super Chrono, Mass Recall,
[Photon Overcharge, Vortex, Planet Cracker]
(Mothership has 3 chain upgrade.
1) Postural Stabilization - Fleet Beacon > 300 Max Energy, increasing energy recovery, Cloaking nearby airforce units.
2) The Glory of Daelaam - Twilight Council > It can use Photon Overcharge and Vortex, Cloaking nearby air and ground units.
3) Purifier Core Matrix - Robotics Support Bay > It can use Planet Cracker, Cloaking nearby units and structures.)
Zerg
1. Megaload > Viper Skill, Drop Pod(Primal Zerg(No Supply, time limit)
2. Swarm Queen - Niadra > Swarm Chitinous Plating(Armor + 5), Birth Ground Units, Heal.
3. Hazelisk > Dark Swarm, Plague, Consume, Deep Burrow
Terran
1. Unknown > Small: MSB Mine, EMP, Cloak
2. Control Cruiser > Calldown: Permanent MULE, Middle: YSS Cannon
3. Odin > Thunder Shells(Sudden Drop for Air force), Big: Big K-BTN
Add. some Ultimate Units have Special passive ability.
Protoss: Sanctuary > There can be no Sudden Drop, Drag, Swallowed for this unit.Passive ability.
Zerg: Central Nervous Body > This unit is immune to Sudden Drop, Drag, Swallowed.
Terran: Psionic Backpropagation Algorithm > This unit has learned Sudden Drop, Drag, Swallowed.
>> This passive ability counteracts several critical conditions.
Basic Units Renewal
Protoss: Zealot, Adept(Research Psionic Transfer in Twilight Council) > Mineral 100
Zerg: Zergling, Queen(Queen can walk outside creep. But 75 energy heal, creep tumer reduced mucosal expansion ability)
Terran: Marine, HERC(65 health, Research Grapple in Tech Lab) > Mineral 50
>> These attempts aim to balance long-range and close-range units.
Reset Battle Field
>> Change battlefield to more co-operate > 3 vs 3, Blue vs Red

Translate visible Korean into English as much as possible.
If you look at Korean, please report it. I'll translate it for you.
Thank you.
Ⅱ. Commanders Setting
It is a 5 vs 5 progression and the commander per team consists of
Vanguard CommanderCentral CommanderWeapon CommanderTactical Operation CommanderAir Support Commander
The specifications of the commanders' units are all set to campaign versions.
Some fraudulent or underutilized skills were randomly touched.
Among them, the Vanguard, Central, and Weapon Commanders are the Main Commanders,
and the basic unit settings are as follows.
|
|
|||||
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
||||||
|
|
|
|
||||
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|||
|
|
|
|
|
|||||
|
|
|
|
|||
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Additional Information:
Vangaurd, Weapon Commander:
The Vanguard's armor is increased by 2, and
the Weapon's weapon is increased by 2.
It has a supply limit of 180.
The expansion base is exposed to the outside.
Central Commander:Basically 1 up weapon and 1 up armor.
Has a supply limit of 200.
The largest area.
This base includes an expansion base.
The Tactical Operations Commander's basic unit settings are as follows:
|
|
|||||
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
||||||
|
|
|
|
||||
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|||
|
|
|
|
|
|||||
|
|
|
|
|||
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Additional InformationBasically 1 up weapon.Has a supply limit of 150.
Only One Base4 rich mineral fields, 4 general mineral field, 1 rich vespene gas, 1 general vespene gas.
The Air Support Commander's basic unit settings are as follows:
|
|
|||||
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
||||||
|
|
|
|
||||
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|||
|
|
|
|
|
||||||
|
|
|
|
|
|||
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Additional Information
Basically 1 up armor.
Has a supply limit of 150.
Only One Base4 rich mineral fields, 4 general mineral field, 1 rich vespene gas, 1 general vespene gas.
Additional Information - Protoss Support Unit & Structure
Removes Sentry’s Guardian Shield. Instead, it gains the abilities of Shield Battery.
As the function of the Shield Battery is transferred to the Sentry, the structure will be deleted.
However, due to the nature of this game, base defense needs to be maximized in the second half,
so I replace it with Khaydarin Monolith.
The Sentry's Guardian Shield is transferred to the Air Support Commander's Mothership Core and Mothership.
It asks whether the Mothership will defend the base with Photon Overcharge or support the front line with a Guardian Shield.
Ⅲ. Element
The entrance to the Central Command building is blocked by rubble (HP 2000)
A Dark Archon is deployed at 12 o'clock on the battlefield.
(7 minutes after the start of the game, 1800 shield, 300 HP) Upon killing, 2 defense, 2 health regeneration, and
1.5x move speed buff are provided for 3 minutes. It reappears 4 minutes after being eliminated.
A hybrid is deployed in the 6 o'clock area of the battlefield.
(9 minutes after starting the game, 1000 shield, 1000 HP) Upon killing, 2 attack power, 1 range, and
1.5x attack speed buff are provided for 3 minutes. They reappear 4 minutes after being eliminated.
A Keystone placed in the middle of the map
A unit approaches and performs a Keystone charge.
Ⅳ. End Game Scenario
First Scenario - Surrender (gg Declaration)
Second Scenario - Destroy all enemy structures (Eliminated)
Final Scenario - Activate the Keystone
The third scenario in this game is implemented as a use map trigger. So there may be errors, but so far I haven't had one.
The most important object Keystone is placed in the center of the map.
And the Keystone provides all users with a view of their surroundings.
The user brings even one unit closer to the placed Keystone. ->
Press the button on the top right to recharge the Keystone by using 500 minerals and 500 gas each. ->
If you defend the Keystone with 3000 HP for 3 minutes, the Keystone will activate and eliminate all enemies. ->
If it fails, the Keystone resets and can be recharged after 30 seconds.
Keystone Activating 14:18~14:38





