I tried that before I tried the cave. Problem was if you order multiple units to a point they will remain in a mini-formation, so not all units might go where you think. Also some players tend to give an order multiple times (e.g. right-click often), so if some units have already been teleported they would be ordered back to the original teleport spot.
Another idea I have now is to just modify the Nydus mechanic. Make units pop out much faster (all at once maybe), or even make the exit Nydus pop them out automatically, but that would only work in a two-way system (like the teleport). The thing is, the current level layout doesn't need it, Designing the level around this mechanic causes more problems with spacing in other areas.
Guess who changed his design again (see attached image)?
As you can see the eggs are now all together in one place, close to the middle ramp. Reason I did i was to satisfy the coop guideline "Design moments where the players need to fight together, and moments where they need to fight apart." Now all enemy units can destroy the eggs, not just the Ascendants. This will have players split their forces when they want to attack an Ascendant while an enemy wave is incoming.
Objectives now:
- Slay the Primal Pack Ascendants (0/4) - Do Not Let 20 Eggs Be Destroyed (0 destroyed)
To save some space I repositioned the bases/expansions and the first boss. The rest of the map is practically untouched. I feel confident that I will not need to make very big changes anymore (also I'm running out of time).
Btw. you see the reintroduction of the caves. I was thinking of using them in some way for the bonus objective, but nothing's been decided yet.
I've managed to figure out why my waves weren't behaving correctly. 1-2 more days of fixing/adjusting and I will upload a first playable version of my map. Because it is still an early version I will refrain from creating a thread on battle.net and announce it publically. I will be relying on you guys to help me improve it.
The map should be public on EU now but I can't find it (does it take some time?) You can try to search for "Primal Ascension" or use the link: battlenet:://starcraft/map/2/198992 (copy into your browser and then start SC2)
- Terrain: Focus currently is on gameplay. Won't work on terrain until gameplay is as fun as possible. Expect to work on terrain late March/early April.
- Difficulty: Supposed to be Normal difficulty for two players. Other difficulties currently not planned. If you play alone it should feel like Hard/Brutal
- Gameplay: 4 epic boss fights. Players also have to protect eggs. Caves help move across the map faster. Secondary objective not planned yet.
- The eggs can be attacked by me. Most likely not a good idea for trolls ^^. Eggs can also regenerate hp, not sure if intended but cool.
- Will u use custom models for the boss-es? Or will it remain like now?
- Does not make sense to me that the boss is just standing and cant be attacked. Would make more sense if he was in hibernation (giant egg),burrowed half seen or burrowed invisible.
- What about placing units on some of them cliffs? Could be annoying.
- The void crystal idea is soo awesome. Since the crystal is flying was it intended that my banshees can attack a "air unit"?
First boss attack is a bit to fast/frequent for my taste (normal). He doesn't deal that great damage so wasn't really a problem. Hard to tell since its on normal.
Second boss feel easier than the first. I think he needs to be scaled more since at this point im stronger. (plus im playing solo).But he definitely had almost no hp.
Third boss-es base was way to fortified,I lost all of my army. Second boss base had almost no units,defenses.
Third boss was way to stronger than the 2nd boss. I think this needs tweaking. He had so much hp.
After i defeated third boss i was attacked by 4 thors, couple of tanks and a lot of goliaths. Was a tough attack.
I seen a lot of this combo of siege,thor,science vessel in other maps. Really powerful combo.
Lol i just lost the game (was going to the 4th boss) while i was typing above. Forgot to pause game.
- void crystal idea is nice but how about if u put something else than just hp regen? Like boss increases attack speed,armor,dmg. Void crystals could also spawn randomly and each spawn giving it random attributes to the boss.
Imagine a void crystal spawning all of a sudden on other side of the map (maybe not that far) and that crystal makes the boss invulnerable, higher armor. Your ally or yourself would have to take care of it.
- I'll have a look at making the eggs untargetable for the players.
- Egg regeneration is intentional. I don't think players can stall the game by distracting the bosses and havign the eggs heal.
- Will not use custom models. Besides the Ravager all other models are rarely seen in my opinion.
- Bosses can be attacked. You don't have to wait. I will look at having the bosses pop out from underground or eggs.
- I will add cliff blockers and make the terrain on odd cliffs look inaccessible.
- Void Crystals can be attacked by ground and air attacks. It's intentional and works like the last Epilogue map.
- I will decrease the rate at which the first boss uses abilities.
- I will slightly increase the damage and life for all abilities by the second boss.
- I will remove some defensive units on the third base and place some more on the second.
- I will slightly decrease the life of the third boss.
- I will decrease the tech level/amount of units send by waves after minute 25
About adding more types of Void Crystals: I had thought about that but decided against it for a few reasons:
- I don't want the boss fights to become too complex. It should be very clear what the Void Crystals do and how to deal with them.
- Besides making a boss fight more interesting they only really serve one purpose: So the players can't just fire all their abilities on a single target. Making them heal a boss is the only way to force players to target something other than a boss. If you give them a damage or speed boost it is likely the players won't care and just continue attacking the boss.
- I had thought about adding more Void Crystals that are far away to make players split, but in reality they don't have to split. If a Void Crystal is healing so much that the boss can't be dealt with there is no reason for any of the players to stay with the boss. This is actually the real reason why I made the eggs attackable by standard enemy forces, so sometimes players have to split when an enemy wave is incoming.
The truth is, I would still like to find a way to add Void Crystals that are far away and make the eggs generally unattackable. I'll think about it. I could have Void Crystals that attack the eggs, but that would take away from the boss fights. I want new Void Crystals to make the boss fights more interesting. One of the first ideas I had was to just spawn the same boss in different areas multiple times, but that just took away from how epic a single boss encounter could be.
Thank you for your feedback. Check again in 1-2 days when I will have implemented the above list.
I wanted it to be assymetrical. Also because of a lack of space. The intention was that the first boss would be killed around the same time people usually get expansions but I had to delay the boss' activation. I understand it might be a bit too weird so I might redesign it.
I have this weird issue with the Crystals Heal ability not being a proper channeled ability. When I make it channeled and decrease the cooldown to 0 the beam is cast over and over making the beam overlap several times. I tried adding a validator but failed. Anyway, no need to answer that. I can always just increase the healing amount.
What about using a twin boss and placing them on both expansions? His stats would have to be lowered since u need to split your army.
Plus im curious will u use primal units in this map? Excuse me for my ignorance but i don'tknow if some of the terran forces are just placeholders.
It would be interesting to incorporate the primals themselves into the map. By means of them attacking the terran forces sometimes or having a game-mechanic involving primals. Like primals wants to test amons strength and are sending armies at him? Not the best idea but just to illustrate a primal usage. It seems a missed opportunity only having amons generic 3 race forces attacking you.
Hehe, I also thought about having a twin boss spawn but refrained from it because I didn't want to take away from the epicness of a single boss. I hadn't thought about lowering its stats though. Anyway, yesterday I came up with a very similar idea. First of all I redesigned the starting areas (see attached screenshot). The first boss is now in a small fight pit along with the eggs, in front of the base. Once the players have disposed of the first boss a new mini boss (Ash Worm) will appear every 8(?) minutes (or whenever a normal boss wakes up). These mini bosses are not part of the main objective, but will also attack the eggs if not engaged. Normal enemy units will no longer be attacking the eggs.
New objectives will be:
- Slay the Primal Pack Ascendants (0/4)
- Ascendants Must Not Drain 20 Eggs (0 drained)
I'm also unhappy with the lack of normal Primal Zerg. I will probably replace some preplaced terran units with primal zerg units. I'm not sure how to add them to an attack wave. I might also create a bonus objective centered around normal primal zerg units.
I agree with the choosen one. Just played another game with ally and we ignored the crystals and went for boss straight.
Think healing amount needs to be bigger.
Actually there was a post on battlenet about the dissatisfaction of amon always being the enemy. It got a lot of up-votes. I believe there is a big audience out there who got fed up by amon and would love to see a map with primals. They offer a lot of possibility. Primitive,savages,instinctive,lack of loyalty. They offer a lot of fun ideas. I believe u will get a lot of brownie points by community if u use primals ^^
- Dont know if u played dark souls but the nice thing there is that when u face bosses they have stages. If boss reaches 75 % hp he reaches stage 2 where u have to face new,stronger ability's. To make it more fun they off course added randomness to the attacks. The boss also retains the same abilitys from stage 1 but mixes it with the next stages.
- An idea. So once the boss awakens amon summons a force field around the boss. Units that are inside cant get out. Units that are outside cant get in. The boss deals immense dmg to the eggs when he is in the "ring". So amons force field would force players to engage the boss and distract him from killing so many eggs. Also he spawn crystals outside that u would have to kill.
To make it fair the force field weakens every 30 seconds and player are allowed shortly to enter the "ring".
I just got the idea so haven't thought it logically of any flaws.
Since u didnt add any bonus what do you think about this 3 ideas:
a) Dehaka wants to test the commanders will power. He sends u on a remote location where primal units await you. Depending of difficulty you have to kill a certain amount of units.
b) Collect amount of essence - Dehaka wants you to kill primal units and collect their essence. Which u either collect by killing unit or picking it up from ground.
c) Dehaka want essence of a special critter on the map. He will come to field later but other primals want to gather critters essence as well. U have to defend the critter against primal attacks. To avoid players to put static D on 1 location this critter will wander around.
Maybe instead of just 1 critter the objective could be 2 or 3. And to make it more interesting the objective could last the whole game.
I just published a new version with increased healing and numerous other changes.
At one point I had stages for the last boss, but even he dies relatively quickly, so you barely notice the stages. The forcefield idea sounds interesting so I'll write it down. For now the new mini boss is "in charge" of separating the players.
Bonus objectives: I think "b)" suits this map very well. Having to kill numerous units sounds like an interesting change compared to the main objective. It also makes this map be in contrast to existing coop maps, where the main objective is usually about killing lots of things and the bonus objective are about killing few things. I've already replaced almost all standard terran units with primal zerg units; shouldn't be that hard to add an objective about having to collect essence. Although, if I just add essence to every primal zerg it won't feel like anything special players need to take care of. They just do it on the side. I think I would need to add special primal zerg in remote locations, so players need to go a little bit out of their way to get the essence.
Question for the current version: Are the Cave Entrances of any use?
edit: From my perspective only two things are left to do: Add the bonus objective and balance the map (too easy right now). After that I'll make the terrain and look for a voice actor.
Actually i improved the b) objective a bit and added flair. Since it dosnt make sense that a terran or protoss can collect essence. Also dehaka has a lone wolf personality.
b) "Help dehaka collecting number ??? essence." Dehaka comes into battle. He desires essence of special primal units on remote location. He will need the commanders help. Kill ?? amount of units and dehaka A.I will automatically collect the essence on ground. Beware to defend dehaka as well, although he has a heal ability so it should be ok.
I think this bonus could be fun since u need to protect dehaka a bit and also kill small zergling-esque units.
To make it fair if dehaka dies he will just unburrow and regenerate hp. You can still lose bonus if a timer is added.
Actually i forgot to mention the caves feel a bit redundant. I havent use them that much so cant really say for sure. I think the problem is that u cant access the cave because of the fog and rock. Second problem is once u defeat the boss u dont really have a need to access that part of the map. Except the third boss cave feels right to use, since it allows u to go to the 4th boss.
- Heal is nice now although i add small bit of damage to the 1st boss. Tiny bit more.
- The 1st boss didnt have timer. Only after the 5th minute he had a 2 min timer.
- Also not sure i never play normal but the 2nd boss could attack a bit sooner. Maybe 30-45 seconds. Maybe someone who plays normal difficulty could say if its enough. The 3th and 4th boss timers feel enough.
- The 4th boss defenses i would slightly weaken but not by much.
- Since u added the primal units the map feels much better. The ash worm idea is also very nice. But they could come a bit more frequent, only spawned once. I placed canons where my eggs are so maybe that made it not appear.
- The bosses could also have more power when they drain egss. I dont ever feel in danger of my eggs once he attacks them. Plus its 20 eggs so i can do whatever.
- There is a strange bug when i start the map creep surrounds my base and of ally, even if we pick artanis,raynor.
- Did you play it alone? I think the map is just generally too easy for two players. I'll increase the number of enemies and waves strength.
- I'll slightly make the bosses attack a bit sooner, but not too much.
- Right now the Ash Worms come as soon as the bosses 2-4 have life <75%, but you can imagine that you won't really care about an Ash Worm once you have damaged the 4th boss enough. Instead I'll make the Ash Worms come via timers or as soon as a Void Crystal has <50% life. Ash Worms should destroy all nearby buildings before unburrowing. Will check again.
- Will increase damage of bosses when draining eggs.
- The creep is nothing to worry about. It's visible because I placed Hatcheries on the map (to test base sizes). The Hatcheries are only visible when testing the map offline, unfortunately the creep doesn't get removed when playing on Bnet.
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What about trigger "if unit enters cave region it instantly teleport to other cave"? So skipping the loading part.
Because i really really loved that cave mechanic. ^^
I tried that before I tried the cave. Problem was if you order multiple units to a point they will remain in a mini-formation, so not all units might go where you think. Also some players tend to give an order multiple times (e.g. right-click often), so if some units have already been teleported they would be ordered back to the original teleport spot.
Another idea I have now is to just modify the Nydus mechanic. Make units pop out much faster (all at once maybe), or even make the exit Nydus pop them out automatically, but that would only work in a two-way system (like the teleport). The thing is, the current level layout doesn't need it, Designing the level around this mechanic causes more problems with spacing in other areas.
Guess who changed his design again (see attached image)?
As you can see the eggs are now all together in one place, close to the middle ramp. Reason I did i was to satisfy the coop guideline "Design moments where the players need to fight together, and moments where they need to fight apart." Now all enemy units can destroy the eggs, not just the Ascendants. This will have players split their forces when they want to attack an Ascendant while an enemy wave is incoming.
Objectives now:
- Slay the Primal Pack Ascendants (0/4)
- Do Not Let 20 Eggs Be Destroyed (0 destroyed)
To save some space I repositioned the bases/expansions and the first boss. The rest of the map is practically untouched. I feel confident that I will not need to make very big changes anymore (also I'm running out of time).
Btw. you see the reintroduction of the caves. I was thinking of using them in some way for the bonus objective, but nothing's been decided yet.
the caves are back. Dis is how i feel
http://giphy.com/gifs/excited-dancing-dkGhBWE3SyzXW
https://media0.giphy.com/media/l0HFiOtai3t3xIoLK/giphy.gif
http://giphy.com/gifs/the-grinder-3oEdv03JAv74J6KGTS
I've managed to figure out why my waves weren't behaving correctly. 1-2 more days of fixing/adjusting and I will upload a first playable version of my map. Because it is still an early version I will refrain from creating a thread on battle.net and announce it publically. I will be relying on you guys to help me improve it.
So u will upload it her on sc2mapster? Cant wait to test it, ever since u announced u will participate.
I will upload it on bnet and tell you the name and server.
The map should be public on EU now but I can't find it (does it take some time?) You can try to search for "Primal Ascension" or use the link: battlenet:://starcraft/map/2/198992 (copy into your browser and then start SC2)
- Terrain: Focus currently is on gameplay. Won't work on terrain until gameplay is as fun as possible. Expect to work on terrain late March/early April.
- Difficulty: Supposed to be Normal difficulty for two players. Other difficulties currently not planned. If you play alone it should feel like Hard/Brutal
- Gameplay: 4 epic boss fights. Players also have to protect eggs. Caves help move across the map faster. Secondary objective not planned yet.
Feedback of any (sane) kind appreciated.
- The eggs can be attacked by me. Most likely not a good idea for trolls ^^. Eggs can also regenerate hp, not sure if intended but cool.
- Will u use custom models for the boss-es? Or will it remain like now?
- Does not make sense to me that the boss is just standing and cant be attacked. Would make more sense if he was in hibernation (giant egg),burrowed half seen or burrowed invisible.
- What about placing units on some of them cliffs? Could be annoying.
- The void crystal idea is soo awesome. Since the crystal is flying was it intended that my banshees can attack a "air unit"?
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------
First boss attack is a bit to fast/frequent for my taste (normal). He doesn't deal that great damage so wasn't really a problem. Hard to tell since its on normal.
Second boss feel easier than the first. I think he needs to be scaled more since at this point im stronger. (plus im playing solo).But he definitely had almost no hp.
Third boss-es base was way to fortified,I lost all of my army. Second boss base had almost no units,defenses.
Third boss was way to stronger than the 2nd boss. I think this needs tweaking. He had so much hp.
After i defeated third boss i was attacked by 4 thors, couple of tanks and a lot of goliaths. Was a tough attack.
I seen a lot of this combo of siege,thor,science vessel in other maps. Really powerful combo.
Here are some tough waves:
https://postimg.org/image/erf4m3as3/
https://postimg.org/image/p7h8f9w9j/
Lol i just lost the game (was going to the 4th boss) while i was typing above. Forgot to pause game.
- void crystal idea is nice but how about if u put something else than just hp regen? Like boss increases attack speed,armor,dmg. Void crystals could also spawn randomly and each spawn giving it random attributes to the boss.
Imagine a void crystal spawning all of a sudden on other side of the map (maybe not that far) and that crystal makes the boss invulnerable, higher armor. Your ally or yourself would have to take care of it.
Next game i try with ally.
- I'll have a look at making the eggs untargetable for the players.
- Egg regeneration is intentional. I don't think players can stall the game by distracting the bosses and havign the eggs heal.
- Will not use custom models. Besides the Ravager all other models are rarely seen in my opinion.
- Bosses can be attacked. You don't have to wait. I will look at having the bosses pop out from underground or eggs.
- I will add cliff blockers and make the terrain on odd cliffs look inaccessible.
- Void Crystals can be attacked by ground and air attacks. It's intentional and works like the last Epilogue map.
- I will decrease the rate at which the first boss uses abilities.
- I will slightly increase the damage and life for all abilities by the second boss.
- I will remove some defensive units on the third base and place some more on the second.
- I will slightly decrease the life of the third boss.
- I will decrease the tech level/amount of units send by waves after minute 25
About adding more types of Void Crystals: I had thought about that but decided against it for a few reasons:
- I don't want the boss fights to become too complex. It should be very clear what the Void Crystals do and how to deal with them.
- Besides making a boss fight more interesting they only really serve one purpose: So the players can't just fire all their abilities on a single target. Making them heal a boss is the only way to force players to target something other than a boss. If you give them a damage or speed boost it is likely the players won't care and just continue attacking the boss.
- I had thought about adding more Void Crystals that are far away to make players split, but in reality they don't have to split. If a Void Crystal is healing so much that the boss can't be dealt with there is no reason for any of the players to stay with the boss. This is actually the real reason why I made the eggs attackable by standard enemy forces, so sometimes players have to split when an enemy wave is incoming.
The truth is, I would still like to find a way to add Void Crystals that are far away and make the eggs generally unattackable. I'll think about it. I could have Void Crystals that attack the eggs, but that would take away from the boss fights. I want new Void Crystals to make the boss fights more interesting. One of the first ideas I had was to just spawn the same boss in different areas multiple times, but that just took away from how epic a single boss encounter could be.
Thank you for your feedback. Check again in 1-2 days when I will have implemented the above list.
Managed to kill the last boss with 3 healing crystals still standing.
Why is one of the commanders expo a quick expansion, but the other is really slow (as you have to kill boss)?
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 wanted it to be assymetrical. Also because of a lack of space. The intention was that the first boss would be killed around the same time people usually get expansions but I had to delay the boss' activation. I understand it might be a bit too weird so I might redesign it.
I have this weird issue with the Crystals Heal ability not being a proper channeled ability. When I make it channeled and decrease the cooldown to 0 the beam is cast over and over making the beam overlap several times. I tried adding a validator but failed. Anyway, no need to answer that. I can always just increase the healing amount.
What about using a twin boss and placing them on both expansions? His stats would have to be lowered since u need to split your army.
Plus im curious will u use primal units in this map? Excuse me for my ignorance but i don't know if some of the terran forces are just placeholders.
It would be interesting to incorporate the primals themselves into the map. By means of them attacking the terran forces sometimes or having a game-mechanic involving primals. Like primals wants to test amons strength and are sending armies at him? Not the best idea but just to illustrate a primal usage. It seems a missed opportunity only having amons generic 3 race forces attacking you.
Hehe, I also thought about having a twin boss spawn but refrained from it because I didn't want to take away from the epicness of a single boss. I hadn't thought about lowering its stats though. Anyway, yesterday I came up with a very similar idea. First of all I redesigned the starting areas (see attached screenshot). The first boss is now in a small fight pit along with the eggs, in front of the base. Once the players have disposed of the first boss a new mini boss (Ash Worm) will appear every 8(?) minutes (or whenever a normal boss wakes up). These mini bosses are not part of the main objective, but will also attack the eggs if not engaged. Normal enemy units will no longer be attacking the eggs.
New objectives will be:
- Slay the Primal Pack Ascendants (0/4)
- Ascendants Must Not Drain 20 Eggs (0 drained)
I'm also unhappy with the lack of normal Primal Zerg. I will probably replace some preplaced terran units with primal zerg units. I'm not sure how to add them to an attack wave. I might also create a bonus objective centered around normal primal zerg units.
I agree with the choosen one. Just played another game with ally and we ignored the crystals and went for boss straight.
Think healing amount needs to be bigger.
Actually there was a post on battlenet about the dissatisfaction of amon always being the enemy. It got a lot of up-votes. I believe there is a big audience out there who got fed up by amon and would love to see a map with primals. They offer a lot of possibility. Primitive,savages,instinctive,lack of loyalty. They offer a lot of fun ideas. I believe u will get a lot of brownie points by community if u use primals ^^
- Dont know if u played dark souls but the nice thing there is that when u face bosses they have stages. If boss reaches 75 % hp he reaches stage 2 where u have to face new,stronger ability's. To make it more fun they off course added randomness to the attacks. The boss also retains the same abilitys from stage 1 but mixes it with the next stages.
- An idea. So once the boss awakens amon summons a force field around the boss. Units that are inside cant get out. Units that are outside cant get in. The boss deals immense dmg to the eggs when he is in the "ring". So amons force field would force players to engage the boss and distract him from killing so many eggs. Also he spawn crystals outside that u would have to kill.
To make it fair the force field weakens every 30 seconds and player are allowed shortly to enter the "ring".
I just got the idea so haven't thought it logically of any flaws.
Since u didnt add any bonus what do you think about this 3 ideas:
a) Dehaka wants to test the commanders will power. He sends u on a remote location where primal units await you. Depending of difficulty you have to kill a certain amount of units.
b) Collect amount of essence - Dehaka wants you to kill primal units and collect their essence. Which u either collect by killing unit or picking it up from ground.
c) Dehaka want essence of a special critter on the map. He will come to field later but other primals want to gather critters essence as well. U have to defend the critter against primal attacks. To avoid players to put static D on 1 location this critter will wander around.
Maybe instead of just 1 critter the objective could be 2 or 3. And to make it more interesting the objective could last the whole game.
I just published a new version with increased healing and numerous other changes.
At one point I had stages for the last boss, but even he dies relatively quickly, so you barely notice the stages. The forcefield idea sounds interesting so I'll write it down. For now the new mini boss is "in charge" of separating the players.
Bonus objectives: I think "b)" suits this map very well. Having to kill numerous units sounds like an interesting change compared to the main objective. It also makes this map be in contrast to existing coop maps, where the main objective is usually about killing lots of things and the bonus objective are about killing few things. I've already replaced almost all standard terran units with primal zerg units; shouldn't be that hard to add an objective about having to collect essence. Although, if I just add essence to every primal zerg it won't feel like anything special players need to take care of. They just do it on the side. I think I would need to add special primal zerg in remote locations, so players need to go a little bit out of their way to get the essence.
Question for the current version: Are the Cave Entrances of any use?
edit: From my perspective only two things are left to do: Add the bonus objective and balance the map (too easy right now). After that I'll make the terrain and look for a voice actor.
Actually i improved the b) objective a bit and added flair. Since it dosnt make sense that a terran or protoss can collect essence. Also dehaka has a lone wolf personality.
b) "Help dehaka collecting number ??? essence." Dehaka comes into battle. He desires essence of special primal units on remote location. He will need the commanders help. Kill ?? amount of units and dehaka A.I will automatically collect the essence on ground. Beware to defend dehaka as well, although he has a heal ability so it should be ok.
I think this bonus could be fun since u need to protect dehaka a bit and also kill small zergling-esque units.
To make it fair if dehaka dies he will just unburrow and regenerate hp. You can still lose bonus if a timer is added.
Actually i forgot to mention the caves feel a bit redundant. I havent use them that much so cant really say for sure. I think the problem is that u cant access the cave because of the fog and rock. Second problem is once u defeat the boss u dont really have a need to access that part of the map. Except the third boss cave feels right to use, since it allows u to go to the 4th boss.
If u look at this picture https://postimg.org/image/ukhgm4dtz/ i i dont need cave 2 to get to the 3d boss. I can just use cave 3 or 1.
I still find the cave a welcome change to a map. But believe they either
a) need to be re-positioned
b) one removed
c) one could be scrapped and used for access bonus objective
About voice acting i think the kind gentlemen pronogo is offering his services.
I thought that cave placement was already changed in the last version. Anyway, here's a picture of the current version: http://imgur.com/a/idEyD
Escorts are always a bit tricky but I'll have a look.
Tried the new version.
- Heal is nice now although i add small bit of damage to the 1st boss. Tiny bit more.
- The 1st boss didnt have timer. Only after the 5th minute he had a 2 min timer.
- Also not sure i never play normal but the 2nd boss could attack a bit sooner. Maybe 30-45 seconds. Maybe someone who plays normal difficulty could say if its enough. The 3th and 4th boss timers feel enough.
- The 4th boss defenses i would slightly weaken but not by much.
- Since u added the primal units the map feels much better. The ash worm idea is also very nice. But they could come a bit more frequent, only spawned once. I placed canons where my eggs are so maybe that made it not appear.
- The bosses could also have more power when they drain egss. I dont ever feel in danger of my eggs once he attacks them. Plus its 20 eggs so i can do whatever.
- There is a strange bug when i start the map creep surrounds my base and of ally, even if we pick artanis,raynor.
- Did you play it alone? I think the map is just generally too easy for two players. I'll increase the number of enemies and waves strength.
- I'll slightly make the bosses attack a bit sooner, but not too much.
- Right now the Ash Worms come as soon as the bosses 2-4 have life <75%, but you can imagine that you won't really care about an Ash Worm once you have damaged the 4th boss enough. Instead I'll make the Ash Worms come via timers or as soon as a Void Crystal has <50% life. Ash Worms should destroy all nearby buildings before unburrowing. Will check again.
- Will increase damage of bosses when draining eggs.
- The creep is nothing to worry about. It's visible because I placed Hatcheries on the map (to test base sizes). The Hatcheries are only visible when testing the map offline, unfortunately the creep doesn't get removed when playing on Bnet.