I recommend to link to your map project along with a small description about it here too ;)
For convenience, I am reposting my thoughts here:
Mission 1
Abathur looking at the camera while the overmind talks to it is great.
Im not sure I like that Abathur is voiced while the Overmind isnt. I think its preferable that neither is voiced.
This might get explained later, but I would like to know if the Oracle is the narrator or is actually talking with someone.
I havent looked at the triggers much, but I am not quite clear what is the actual victory condition on the first mission. The rocks seemed more like secondary objectives rather than part of the primary objective. It feels like I randomly won. Just set a more straightforward objective: "Survive the onslaught for 30 minutes while the overmind sends abathur somewhere else"; "Hold the terran forces until the Protoss Fleet arrives"; either of those or whatever you can come up with will help a lot knowing what the player has to do.
I like the idea of this alternate timeline. You dont have to, but it would be desirable to know what caused this time convergence. Maybe a small mistery dialogue where two unseen people discuss what they did to change it.
Grammar is not perfect, but its much better than you are giving yourself credit for. Im still willing to help you fixing it if you want. Drop me a PM.
I like the idea of zooming out the camera, but my computer doesnt handle it well, so I will have to argue against it for the sake of performance and readability (purplish zerg on purplish creep is hard to read).
I honestly like how you laid out the irrgeular mineral fields. Some will argue against it, but I like it and suggest to keep it.
You should place minimap markers on where the rocks are tho. It takes a reaaaaally long time to find them. Maybe put an in-game reticle display too.
I would also suggest that the waves are announced by an admiral or whatever, and adress what the actual attacks will do. Maybe something like when the siege tanks will show up, have this line "Admiral: Attention artillery squad, attack the Zerg defenses from the west!". Something like that.
Consider using the CharEx2 tileset. It looks sexier.
Mission 2
The first cinematic looks good, and they seem genuinely amusing.
I like the intent behind the over the shoulder camera, and it works well for the first part of the mission. For the second part, it doesnt work at all IMO.
Please show how many Primal Mothers or whatever they are called you have to kill. Like "Erradicate the infestation (0/3 Big Monsters killed)"
The first part plays well and is very straightforward overall. I think the second part needs a lot of fixing tho. I like the idea behind your objectives, but the Coolant Towers are placed all over the place without any rhyme or reason. It took me many tries dealing with the Warhound/Aegis Guard/SCV group dealing papercut damage until I killed them all (after many repairing trips), and then I learned that another coolant tower area had them instal killed if I wanted, which could have saved me the pain. I think you should consider tiering tower placement and hint that there might be other means to dispose of harder camps.
I think the main problem is that the map becomes too open and you can find many things more by accident than by intent. I obliterated the second terran base with the primal zerg without any info that what i did would have worked for that.
I recommend capping the total primal zerg spawned per cavern. There was a point where there were hundreds of them, killing my performance.
I would also suggest using different player colors for the primal zerg and the enemy terran, even those allied with them.
The repair trips are fun for the first part of the map, but it becomes a chore for the second. I would recommend that you give JB an ability to repair itself on cooldown, similar to artanis healing spell, at least for the second part, under the excuse that the twins mounted a new tech on JBs viking.
I would also recommend adding more cooldown based abilities to JB, maybe some grenade, shield or whatever you like, if only to make a single character commando mission more interesting.
I still havent finished it for reasons, I will give you more thoughts once I finish it.
Overall its a good start, the premise shows promise, the characters are enjoyable, but it still needs some work here and there. If you get to address some of those issues this could become a great camapign. Keep up the good work!
First, thanks for investing your time, for free, to create this campaign. I know how time-consuming mapping is and how long it takes to make something playable. So good job just on that.
I played mission 1. Here's my feedback:
1. Got excited about a new kind of hero but was a little let down that it was just a normal viking with stat boosts and no new abilities.
2. Decent terraining
3. You put a space after every period for some reason in the dialog and it was annoying to read.
4. The dialog was very dragging/ungengaging. There are long periods where you just stare at the exact same camera angle while people off screen are talking. Also the camera doesn't correctly adjust after cutscenes.
5. The giant sea serpent is a cool idea.
6. The objective said to "kill Plage" which seeems like the name of some enemy, but apparently it's 3?
7. Your allies say that "We are Dominion!" yet they are the color of the Kel Morians (teal) and wear the Raynor Raider decal.
8. Wow this dialog is really dragging.
9. The "tip" about Lenny is some broken texture
10. Dialog triggers were repeated, try turning off the trigger ("I need that!")
11. It's really annoying to fly your ship back to get repairs every 2 minutes or so. You spend sooo much time just waiting for the flight to be over. Very monotonous and makes me feel like you didn't test the map.
12. No death animation for your hero? Just instant game over when you get low on life?
I died to a thor on the far side of the map and wasn't "pulled" into retrying.
To improve this map:
- Give the viking at least 1 novel ability (I heard self-heal suggested, not a bad idea)
- Cut the fluff out of the dialog
- More fast-paced action
- Proofread the text
- Cutscenes are boring and don't keep me interested - instead they feel like they slow down the development of the story, not ramp it up
Overall, the map still suffers from problems that you would have easily saw yourself and corrected if you would have play tested the whole thing through once, so there's definitely a lot of room for improvement.
I noticed you use the turn off trigger action at the end of the current trigger. instead, put it at the beginning - it wont interrupt the current instance and will prevent any future instances from running
A minor bug i noticed is that you set 7 armor for assult mode, but for flyer mode you didnt. i think this cause a bug on me where assualt mode had 0 armor for some reason. I suggest putting the same armor value on both modes. Also, go to Flags and check Hero. That will give you a little icon for JB on the bottom right.
I eliminate the maps for the great amount of mistakes i have made. One of the motives is because a dont have time to fix them. My country is passing for revolutionary problem in education and for that my vacations was cut in half. I hope one day can make the history i have in my head but until then i thanks yours help and suport.
I'm sorry to hear that you have less free time! I hope one day you'll want to give this another shot, it sounded like you had a very interesting idea.
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Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)
Goddamnit, this was the right map feedback thread, i will post it again, the map is ok , the story is kind of strange but still interesting and there are some grammatical errors
The waves are few but it's not important since is a siege map, the idea of different obelisks on different races was an interesting twist
Goddamnit, this was the right map feedback thread, i will post it again, the map is ok , the story is kind of strange but still interesting and there are some grammatical errors
The waves are few but it's not important since is a siege map, the idea of different obelisks on different races was an interesting twist
I played the first 2 missions over the weekend. Overall there is a lot of potential. Some feedback:
The cinematics could use some work. There were a few cinematics that seemed a little too long. I think you could cut down the amount of dialogue a bit. I would add in more camera work during the cinematics as well. Having the camera stuck at one angle with nothing happening on screen except for the change in dialogue makes these cinematics seem even longer than they already are.
I also noticed that quite a few cinematics didn't have any music playing.
Mission 1
I would add a path blocker so you can't run a unit through the fire. Failing the mission by accidently having a unit run through the fire is not an enjoyable way to lose.
I like the part with the Nydus worms. It is unexpected but fair since you should have had plenty of time to build up your base defenses.
Maybe mix up the defenses a bit at each section. For example, throw in a few siege tanks at the Terran base and remove some marines.
Make sure that during the cinematics that everything else stops. My units were dying during one cinematic.
The mission is pretty long, especially for a first mission. Reducing the dialogue and/or reducing the amount of defenses at each base would help.
Mission 2:
I really enjoyed this mission with the traps and surprises that you put in there.
Again I would suggest cutting down amount of exposition. Try to make the dialogue more concise.
Cutscenese without any music.
Psi storm ability tooltip states that it doesn't damage friendly units. But it does. I see this a lot in custom campaigns.
Towards the end of the mission, the gameplay starts getting a little repetitive. The Zerg part was the most interesting to me. Maybe you could add more allied neutral units to the protoss and terran sections to spice things up.
I'm sure I am forgetting some things but I hope my feedback has been helpful!
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Check out my YouTube channel for test playthroughs of custom campaigns as well as editor tutorial videos. Mapmakers, don’t hesitate to PM me if you would like me to test your campaign.
A cinematic prologue mission is cool, but the mission is also really long! I would have the player start out with enough resources so that they can build up an army quickly and start pushing out. Currently there is a lot of down time in the beginning of the mission where nothing is happening.
Yest the part with the terran neutral allies. I enjoy micro sections that aren't just defeat this group of enemies, move on to the next, defeat the next similar group of enemies, and repeat.
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Check out my YouTube channel for test playthroughs of custom campaigns as well as editor tutorial videos. Mapmakers, don’t hesitate to PM me if you would like me to test your campaign.
Ok. Im going cut some dialogues on the first map and change some unit. I like the part to change que amount of minerals.... to the second i think i can make a hold on for the protoss and traps... some thing like that i supose..
Played the first Zerg map. There isn't any music in the entire mission this time. There are quite a few structures that your units can move right through, like the overmind for example- you need to add path blockers. Once you destroy the rocks, the waves kind of just stop and it becomes pretty boring. Also, I got the percentage past 100% and nothing happened. I feel like this map needs more variety in the attack waves and just more stuff happening overall. Holdout missions are supposed to get harder as time goes on.
Rollback Post to RevisionRollBack
Check out my YouTube channel for test playthroughs of custom campaigns as well as editor tutorial videos. Mapmakers, don’t hesitate to PM me if you would like me to test your campaign.
Thanks Deltron. I wish more people give me feed back. I have downloads but a few talk to me. Could you tell me how long was until 100% and sorry about nothing happen, i work alot in the last cinematic to no show it.
I don't remember exactly how far past 100% it was but it went a little over and nothing happened. I assume the mission is supposed to end when it reaches 100%.
About wishing more people give feedback - the only control you have is the quality of your maps and the quality of the advertisement (maps page). Generally the higher the map quality is, the more likely people are going to give feedback. So my advice would be to keep tweaking the maps until you are completely happy with them and the feedback will come. You are off to a good start. Also it wouldn't hurt to include more images of the campaign on the maps page. Maybe even a short video/trailer. There are a lot of custom campaigns right now for people to play. You need to show people why they should play your campaign instead of other ones. What makes your campaign stand out from the rest?
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Check out my YouTube channel for test playthroughs of custom campaigns as well as editor tutorial videos. Mapmakers, don’t hesitate to PM me if you would like me to test your campaign.
To get people to play your maps and leave feedback you need to play other people's maps and leave feedback! :):)
Like Delton said, there are a lot of Custom Campaigns out there. We all try and support each other, but we only have so much time to critically play a map. Having people know you and that you supported their campaigns in feedback and hype will create a reciprocal relationship!
Definitely want to spend some time on your map-page making a better layout, images maybe even a brief playthrough video...check out Annihilation or Perfect Soldiers they are the gold-standard for campaign pages.
I put you in the news section of the Custom Campaign Initiative too!!
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Put here any mistakes or things that you think can be improved in this campaign.
I recommend to link to your map project along with a small description about it here too ;)
For convenience, I am reposting my thoughts here:
Mission 1
Mission 2
Overall its a good start, the premise shows promise, the characters are enjoyable, but it still needs some work here and there. If you get to address some of those issues this could become a great camapign. Keep up the good work!
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
@VastanX: Go
First, thanks for investing your time, for free, to create this campaign. I know how time-consuming mapping is and how long it takes to make something playable. So good job just on that.
I played mission 1. Here's my feedback:
1. Got excited about a new kind of hero but was a little let down that it was just a normal viking with stat boosts and no new abilities.
2. Decent terraining
3. You put a space after every period for some reason in the dialog and it was annoying to read.
4. The dialog was very dragging/ungengaging. There are long periods where you just stare at the exact same camera angle while people off screen are talking. Also the camera doesn't correctly adjust after cutscenes.
5. The giant sea serpent is a cool idea.
6. The objective said to "kill Plage" which seeems like the name of some enemy, but apparently it's 3?
7. Your allies say that "We are Dominion!" yet they are the color of the Kel Morians (teal) and wear the Raynor Raider decal.
8. Wow this dialog is really dragging.
9. The "tip" about Lenny is some broken texture
10. Dialog triggers were repeated, try turning off the trigger ("I need that!")
11. It's really annoying to fly your ship back to get repairs every 2 minutes or so. You spend sooo much time just waiting for the flight to be over. Very monotonous and makes me feel like you didn't test the map.
12. No death animation for your hero? Just instant game over when you get low on life?
I died to a thor on the far side of the map and wasn't "pulled" into retrying.
To improve this map:
- Give the viking at least 1 novel ability (I heard self-heal suggested, not a bad idea)
- Cut the fluff out of the dialog
- More fast-paced action
- Proofread the text
- Cutscenes are boring and don't keep me interested - instead they feel like they slow down the development of the story, not ramp it up
Overall, the map still suffers from problems that you would have easily saw yourself and corrected if you would have play tested the whole thing through once, so there's definitely a lot of room for improvement.
<Click Here> To See My Epic Single Player Campaign (LifeForceCampaign.com)
thats mission 2. mission 1 is prologue00
Aaaaaanyway
I noticed you use the turn off trigger action at the end of the current trigger. instead, put it at the beginning - it wont interrupt the current instance and will prevent any future instances from running
A minor bug i noticed is that you set 7 armor for assult mode, but for flyer mode you didnt. i think this cause a bug on me where assualt mode had 0 armor for some reason. I suggest putting the same armor value on both modes. Also, go to Flags and check Hero. That will give you a little icon for JB on the bottom right.
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
Whenever possible, create a simple map loader. Only buttons that load currently finished maps should suffice.
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
I eliminate the maps for the great amount of mistakes i have made. One of the motives is because a dont have time to fix them. My country is passing for revolutionary problem in education and for that my vacations was cut in half. I hope one day can make the history i have in my head but until then i thanks yours help and suport.
I'm sorry to hear that you have less free time! I hope one day you'll want to give this another shot, it sounded like you had a very interesting idea.
Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)
the thread list tells me defiler replied here, but i see nothing
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
I checked another Map and posted here for mistake, so i deleted The comment, i will post when i will try your campaign
@DEFILERRULEZ: Go
No problem. Thanks for playing.
Goddamnit, this was the right map feedback thread, i will post it again, the map is ok , the story is kind of strange but still interesting and there are some grammatical errors
Thanks.
I played the first 2 missions over the weekend. Overall there is a lot of potential. Some feedback:
Mission 1
Mission 2:
I'm sure I am forgetting some things but I hope my feedback has been helpful!
Check out my YouTube channel for test playthroughs of custom campaigns as well as editor tutorial videos. Mapmakers, don’t hesitate to PM me if you would like me to test your campaign.
@deltronLive: Go
Thanks for the feed back. I really admire your work and jayborino for put the maps in youtube.
@VastanX: Go
A cinematic prologue mission is cool, but the mission is also really long! I would have the player start out with enough resources so that they can build up an army quickly and start pushing out. Currently there is a lot of down time in the beginning of the mission where nothing is happening.
Yest the part with the terran neutral allies. I enjoy micro sections that aren't just defeat this group of enemies, move on to the next, defeat the next similar group of enemies, and repeat.
Check out my YouTube channel for test playthroughs of custom campaigns as well as editor tutorial videos. Mapmakers, don’t hesitate to PM me if you would like me to test your campaign.
@deltronLive: Go
Ok. Im going cut some dialogues on the first map and change some unit. I like the part to change que amount of minerals.... to the second i think i can make a hold on for the protoss and traps... some thing like that i supose..
Played the first Zerg map. There isn't any music in the entire mission this time. There are quite a few structures that your units can move right through, like the overmind for example- you need to add path blockers. Once you destroy the rocks, the waves kind of just stop and it becomes pretty boring. Also, I got the percentage past 100% and nothing happened. I feel like this map needs more variety in the attack waves and just more stuff happening overall. Holdout missions are supposed to get harder as time goes on.
Check out my YouTube channel for test playthroughs of custom campaigns as well as editor tutorial videos. Mapmakers, don’t hesitate to PM me if you would like me to test your campaign.
@deltronLive: Go
Thanks Deltron. I wish more people give me feed back. I have downloads but a few talk to me. Could you tell me how long was until 100% and sorry about nothing happen, i work alot in the last cinematic to no show it.
@VastanX: Go
I don't remember exactly how far past 100% it was but it went a little over and nothing happened. I assume the mission is supposed to end when it reaches 100%.
About wishing more people give feedback - the only control you have is the quality of your maps and the quality of the advertisement (maps page). Generally the higher the map quality is, the more likely people are going to give feedback. So my advice would be to keep tweaking the maps until you are completely happy with them and the feedback will come. You are off to a good start. Also it wouldn't hurt to include more images of the campaign on the maps page. Maybe even a short video/trailer. There are a lot of custom campaigns right now for people to play. You need to show people why they should play your campaign instead of other ones. What makes your campaign stand out from the rest?
Check out my YouTube channel for test playthroughs of custom campaigns as well as editor tutorial videos. Mapmakers, don’t hesitate to PM me if you would like me to test your campaign.
Piggybacking on Deltron.
To get people to play your maps and leave feedback you need to play other people's maps and leave feedback! :):)
Like Delton said, there are a lot of Custom Campaigns out there. We all try and support each other, but we only have so much time to critically play a map. Having people know you and that you supported their campaigns in feedback and hype will create a reciprocal relationship!
Definitely want to spend some time on your map-page making a better layout, images maybe even a brief playthrough video...check out Annihilation or Perfect Soldiers they are the gold-standard for campaign pages.
I put you in the news section of the Custom Campaign Initiative too!!