I've played this map a few times now and I've seen some excellent progress. Map has a good vibe and with some more polishing I am sure can make the top 10. I also like that CybrosX is willing to make some drastic changes with terrain and gameplay if he sees something's not working right.
Hm, anyone else having difficulty getting attack waves to scale with difficulty? Their built in function for co-op map waves lets you choose supply and tech brackets, but these are supposed to scale based on difficulty. I can't seem to get them to do that. No matter what I set the difficulty level to, these attack waves always spawn set amounts.
I'm just doing it manually based on my own game attribute instead, just a shame if we can't use the built in scaling.
Hm, anyone else having difficulty getting attack waves to scale with difficulty? Their built in function for co-op map waves lets you choose supply and tech brackets, but these are supposed to scale based on difficulty. I can't seem to get them to do that. No matter what I set the difficulty level to, these attack waves always spawn set amounts.
I'm just doing it manually based on my own game attribute instead, just a shame if we can't use the built in scaling.
i had read some place that they don't want it on different difficulties. Just a "normal" difficulty and not "Brutal/Expert" or otherwise harder scale. I don't really think difficulty matters that much anyways. The concept is probably more important than specific enemy unit waves.
Hm, anyone else having difficulty getting attack waves to scale with difficulty? Their built in function for co-op map waves lets you choose supply and tech brackets, but these are supposed to scale based on difficulty. I can't seem to get them to do that. No matter what I set the difficulty level to, these attack waves always spawn set amounts.
I'm just doing it manually based on my own game attribute instead, just a shame if we can't use the built in scaling.
i had read some place that they don't want it on different difficulties. Just a "normal" difficulty and not "Brutal/Expert" or otherwise harder scale. I don't really think difficulty matters that much anyways. The concept is probably more important than specific enemy unit waves.
That's just a design guideline, does not HAVE to be followed (but perhaps it should). It's more that players should work more on design than multi-difficulty gameplay.
I am focusing on Normal (but to be honest I can't tell that the difficulty the wave sizes are locked too is Normal, it seems more like Hard) but I wanted to add a higher difficulty for the sake of personal testing, as I can't stand playing something on as easy as Normal is for co-op.
Next week i am going to publish my coop so...be ready muhahaha ^^
~be ready~? you be ready for the massive amounts of bug and game related fixes you will be flooded with. hahaha...
I didn't want to make a new thread for this question so i was going to ask it here - - - When people say "polished" what does that exactly mean? LOL. reason i am asking is that 90% of MY CO-OP map is completed and not sure what they mean by that. :/ Thanks.
When most people say polish, they usually mean adjusting the fine details. Anything from bug fixes to:
1. Making some visual effect slightly more impressive
2. Changing the doodads or terrain to be slightly better in some small part of the map 3. Making some action/trigger occur 5 seconds earlier or later
4. Making a certain specific part of the mission slightly easier or slightly harder
5. Observing as many people as possible playing your mission to see what parts they struggle with, don't understand, or don't like
Really, any refinement that makes your mission seem more professional, as if it was made by Blizzard themselves.
You probably don't know what it means because it doesn't have an exact meaning yet. It's just a catch-all term people use to say "I know it needs a lot more work, even if I don't know exactly what"
You probably don't know what it means because it doesn't have an exact meaning yet. It's just a catch-all term people use to say "I know it needs a lot more work, even if I don't know exactly what"
The thing about software, and especially games is, they are never truly finished. There is always something to adjust.
... If anyone's wondering about my contribution to the RTC: I've thrown away a lot of ideas now and now I've turned to the most simple: Bossfights. So imagine a typical co-op map like Rifts to Korhal, but instead of destroying Void Shards you kill bosses. Will be a while before I can post screenshots; too much real-life stuff to do :)
The thing about software, and especially games is, they are never truly finished. There is always something to adjust.
... If anyone's wondering about my contribution to the RTC: I've thrown away a lot of ideas now and now I've turned to the most simple: Bossfights. So imagine a typical co-op map like Rifts to Korhal, but instead of destroying Void Shards you kill bosses. Will be a while before I can post screenshots; too much real-life stuff to do :)
Should be interesting to see how you do that. I would guess the reason why there is no "single object" objectives (ex. void thrashers spawn in groups) is because of how easy it is for ability snipes (B/C, solar, fleet, nuke)
Hmm good thinking. Might have to think of something.
I'm also aware of long-range and air units, something boss battles don't usually account for.
edit: hmmm I don't really want to throw away another idea, so I was thinking about adding some sort of powering devices that have to be killed before a boss can be killed, or have units be near the boss, but that sounds like making it too complicated.... so now i'm thinking, what if I just add multiple bosses on each area? could be chaotic, but in a fun way...
Now I just have to find a new name for these "Primal Pack Leaders"
---- So it's like this now: - Kill the Primal Pack Ascendants (0/10) - No Primal Pack Ascendant Must Escape
Story: Amon has attacked Zerus. The Primal Pack Ascendants have sworm allegiance to Amon if his forces help them get away from the planet (or some other alibi story).
Gameplay: Groups of minibosses are scattered around the map: (4 groups of 1/2/3/4 bosses with same/similar attacks). Whenever a group is killed the player gets a bit more time to kill the next group.
First boss is a giant Ravager with slow but hard-hitting Corrosive Bile attacks.
Second group of bosses are giant plants that spawn Spore Rays with Planet Cracker-like abilities^^
Third group will probably be some Primal Hives (no abilities thought of yet).
Fourth group will be a variation of Yagdra (and possibly some Ash Worms).
Additional stuff: Player bases will be seperated, first boss will guard the expansions, which is between the player bases. Might add some caverns which allow quick access from one spot to another (like the Tram system in the Nova mission pack).
I'm writing this, because, apparently I'm way too inexperienced with the co-op mode. So maybe you guys have some tips or ideas.
So far only one person's approached me, so I don't think voice acting is actually a priority for a lot of people.
My YouTube | My SoundCloud | My Twitter
My coop mission WIP. Enjoy :D
I've played this map a few times now and I've seen some excellent progress. Map has a good vibe and with some more polishing I am sure can make the top 10. I also like that CybrosX is willing to make some drastic changes with terrain and gameplay if he sees something's not working right.
link to map/Published? accepting feedback at the moment?
Not published, still under progress
Hands in the air cybrosX!, this is a robbery! We want the map right now!
How a robbery!!! Its miiine! 😁
Hm, anyone else having difficulty getting attack waves to scale with difficulty? Their built in function for co-op map waves lets you choose supply and tech brackets, but these are supposed to scale based on difficulty. I can't seem to get them to do that. No matter what I set the difficulty level to, these attack waves always spawn set amounts.
I'm just doing it manually based on my own game attribute instead, just a shame if we can't use the built in scaling.
The condensed Custom Campaign Initiative is on this Google Sheet!
List of my Custom campaign text reviews (warning: only the first half of each is serious)
I am focusing on Normal (but to be honest I can't tell that the difficulty the wave sizes are locked too is Normal, it seems more like Hard) but I wanted to add a higher difficulty for the sake of personal testing, as I can't stand playing something on as easy as Normal is for co-op.
Just make a trigger to add a multiplier to the resource pools.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Next week i am going to publish my coop so...be ready muhahaha ^^
When people say "polished" what does that exactly mean? LOL. reason i am asking is that 90% of MY CO-OP map is completed and not sure what they mean by that. :/ Thanks.
Let me test...and i will polish :D
Not sure if massive amounts of bug ^^ because we are testing it everyday :D
+ It should be published at friday...I hope so :D or end of february.
When most people say polish, they usually mean adjusting the fine details. Anything from bug fixes to:
1. Making some visual effect slightly more impressive
2. Changing the doodads or terrain to be slightly better in some small part of the map
3. Making some action/trigger occur 5 seconds earlier or later
4. Making a certain specific part of the mission slightly easier or slightly harder
5. Observing as many people as possible playing your mission to see what parts they struggle with, don't understand, or don't like
Really, any refinement that makes your mission seem more professional, as if it was made by Blizzard themselves.
You probably don't know what it means because it doesn't have an exact meaning yet. It's just a catch-all term people use to say "I know it needs a lot more work, even if I don't know exactly what"
The thing about software, and especially games is, they are never truly finished. There is always something to adjust.
... If anyone's wondering about my contribution to the RTC: I've thrown away a lot of ideas now and now I've turned to the most simple: Bossfights. So imagine a typical co-op map like Rifts to Korhal, but instead of destroying Void Shards you kill bosses. Will be a while before I can post screenshots; too much real-life stuff to do :)
The condensed Custom Campaign Initiative is on this Google Sheet!
List of my Custom campaign text reviews (warning: only the first half of each is serious)
Hmm good thinking. Might have to think of something.
I'm also aware of long-range and air units, something boss battles don't usually account for.
edit: hmmm I don't really want to throw away another idea, so I was thinking about adding some sort of powering devices that have to be killed before a boss can be killed, or have units be near the boss, but that sounds like making it too complicated.... so now i'm thinking, what if I just add multiple bosses on each area? could be chaotic, but in a fun way...
Now I just have to find a new name for these "Primal Pack Leaders"
---- So it's like this now:
- Kill the Primal Pack Ascendants (0/10)
- No Primal Pack Ascendant Must Escape
Story: Amon has attacked Zerus. The Primal Pack Ascendants have sworm allegiance to Amon if his forces help them get away from the planet (or some other alibi story).
Gameplay: Groups of minibosses are scattered around the map: (4 groups of 1/2/3/4 bosses with same/similar attacks). Whenever a group is killed the player gets a bit more time to kill the next group.
First boss is a giant Ravager with slow but hard-hitting Corrosive Bile attacks.
Second group of bosses are giant plants that spawn Spore Rays with Planet Cracker-like abilities^^
Third group will probably be some Primal Hives (no abilities thought of yet).
Fourth group will be a variation of Yagdra (and possibly some Ash Worms).
Additional stuff: Player bases will be seperated, first boss will guard the expansions, which is between the player bases. Might add some caverns which allow quick access from one spot to another (like the Tram system in the Nova mission pack).
I'm writing this, because, apparently I'm way too inexperienced with the co-op mode. So maybe you guys have some tips or ideas.