Yea, we've been debating the merits of it. I was also considering adding the mod file to the episode 1 and episode 2 files, but that's 70+ mb's you have to download twice. I also considered some kind of installer, but it seems like a lot of work to get it done right for what might not be much of a gain.
I'm starting to think that we should, just based on the download numbers. Seeing twice the number of downloads for one of the items than the other is pretty maddening, since we know those people are going to have all sorts of bugs.
You could do it like Mass Recall and have links on the overview page to the correct files people need, which is probably an easier option for you. Only issue is needing to update those links when updates come out.
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FYI for all: we've released a number of hit fix patches this weekend for Jay's video series. We'll do a comprehensive release soon to clear up any confusion.
Lmao, I didn't know 2-9 functioned as an epilogue! I think I may still release it separately because I used some extra time in the video to talk about other campaigns I plan on playing.
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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!)
Mod: did some general clean up of the mod data entries.
Mod: Gurney is now using the special texture/model that Hammer was kind enough to make for us.
Mod: Turmalis' Psionic Chain Lightning now will not chain onto friendly units. (It can still be cast on them and will still chain to enemies if cast on them.)
Mod: Upon discovery that Khrillian loaded a second weapon onto his corsair we have reduced the effectiveness of them.
Mod: Fixed cutscene trigger that rendered many missions unplayable.
Multiple Maps: Fixed Nurohk's briefing portrait.
2-4: The tip about locking down the sentry bots is no longer a lie. Unlike the cake.
2-5: Captured and executed the missile turret atop the Koprulu Sector’s Most Wanted list, making this mission much less confusing. Alas, this likely prevents most players from doing a building drop.
2-5: In further efforts to make this mission less hilarious to watch other people play, we now make our reward of dropships quite clear to the player after the destruction of the fourth pirate base.
2-6: Shuttle can longer be killed in explosions. Well, at least not Vespene-related ones.
2-6: Nurohk, no longer shy, has turned his portrait so that more than his bubbles shows.
2-6: In the interest of letting the level be completed, heroes can no longer enter the shuttle.
2-6: Rather than have the player sit around aimlessly, we’ve added an objective to sit around aimlessly once you arrive at the outpost.
2-7: Taking control during the opening cutscene now makes the camera stop following Moloch.
Mod: A recent mod update broke Khrillian's portrait. This patch remedies that error.
2-7: Put even more safeguards in place to prevent camera locks if the Executor takes control of New Antioch's defenses.
2-7: Put even more safeguards in place to prevent camera locks if the Executor takes control of New Antioch's defenses.
Mission "The Auriga Gambit": very challenging, but there is a problem, even if i complete all the objectives, the objective "all heroes must surive" doesn't complete itself, so i basically can't win, plus the northest vespene geyser on the map is too near to the cliff, so i can't build an assimilator on it
Mission where you have to kill the psionic cocoon, maybe a bit too easy, especially considering the precedent mission, that was challening...
I liked the backdoor attack wave with Mutalisks and Guardians on the Protoss Main... Looking forward to play episode two with that rocky siege tank.
Are you still in contact with the creator of Antioch Chronicles ? What about do episode 3 by yourself, maybe inspired by wol-hots-lotv missions? Just a question, i know that a campaign 100% new is a hell to develop
Finished mission 1 (prologue) of chapter 2, the main suggestion here is to make it only a cinematic, you play only 2 or 3 minutes and all the rest of the mission is done by cutscene, the gameplay section are meaningless, so i think that a cinematic-only prologue should be better and would not brake the rhythm of the prologue
Save the doomed temple mission: Again the start is pretty meaningless imho, the only thing that you can do is save that alone zealot by make your hero zealot charge to save him, also here would more usefull a full length cutscene for the start, where your warriors runs to the temple and kill the zerg on their way, there is potential here for some cool tricks with camera angles, like a 45° camera near to the ground that shows the far troops that runs to it, then some zergs spawns near to the camera and you have a cool look at the fight, also the temple you could do the protoss kill the last zerglings and when the victory looks near, an Ultralisk come from behind the temple and he destroys it, something scenic i mean...
Difficulty not existent i think (i can't do comparison with SC1 Antioch Chronicles because i cheated all, i would not waste my time on missions that takes the triple of the time only for technical limitations. Basically you run into hopeless zerg colonies with your burst damage heroes plus you Witch Doctor... pardon... Turmalis with his chain healing, i suggest to decrease the timer that you can use to run into your dropship and instead to have to put on the medivac all of your units, you should do a terran beacon that once reached release a cutscene where your heroes are dropped while the zerg are attacking them, then the Dropships use the speed boost ability from Heart of the Swarm and runs away like a boss.
Destroy the Cerebrate mission, very easy also because you can simply run into the enemy base with 100 or less supplies, please remove the chain lighting from the DT hero, it doesn't make sense on him, plus i already have 9999999 medics to heal, the suggestion is to add the Void prison or the Blink.
Another suggestion is to have some ground units or drops or guardian/mutalisks waves to attack the protoss allied base (not the NPC one, that is basically immortal, i didn' feel very in peril, the waves on it are really too weak), so you have to defend a bit the protoss base.
Other then that i am starting to like a bit more this remake, the cinematics are yet weak imho, but the overall work is good, like 7,5/10 for now (still have to finish all the missions)
Terran installation misson is kind of weird and annoying, because you can walk for all the maps to find the beacons of the trams, suggestion is to put a permanent yellow ping to the location of your next objective, so you have not to waste time on useless walking... The Ghost looks badass for now, as every ghost on starcraft
Stealth mission... Acceptable terreaining, no challenge and pretty boring mission, my hero is obviously OP.
Here's the suggestions:
Reduce the attack range to 9, so he cannot shoot outside the reveal range.
Increase the range of the Giant Robot guard to 8, so you have to care about attack it out of range, plus try to add to it an AoE missiles like the Archangel boss of HotS.
Medics are alwais bugged, they heal and stop healing for like 0.5 seconds, then they restart to heal and so on, the heal is not continuos but keep being interrupted every second
Kill highland bases, really easy, nice thing of drops a pack of units, but still to easy, need more assaults on your bases, like drops near of all your Command Centers, something like that...
Mission Mirror.Mirror ... Dark Archons doesn't apply mind control, they change allegiance, but they are not under my control and keep attacking me, both zerg and protoss, i will try to redownload all the missions and the mod
i reinstalled the mod, the maps, maps 2-7 2-8 and 2-9, but the mind control jut doesn't work, i think i will have to wait the next patch to see if the problem is fixed or is a problem with my computer
finished mirror mission, i simply rushed with everything i had, then i started spamming shield upgrades, zealot/scout/dragoon compostion and roflstomped everything... Kind of ok, also because i rushed beacause my dark archons have a mind control taht still doesn't work
@JayborinoPlays: Go
Yea, we've been debating the merits of it. I was also considering adding the mod file to the episode 1 and episode 2 files, but that's 70+ mb's you have to download twice. I also considered some kind of installer, but it seems like a lot of work to get it done right for what might not be much of a gain.
@JayborinoPlays: Go
I'm starting to think that we should, just based on the download numbers. Seeing twice the number of downloads for one of the items than the other is pretty maddening, since we know those people are going to have all sorts of bugs.
@LucidIguana: Go
You could do it like Mass Recall and have links on the overview page to the correct files people need, which is probably an easier option for you. Only issue is needing to update those links when updates come out.
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!)
FYI for all: we've released a number of hit fix patches this weekend for Jay's video series. We'll do a comprehensive release soon to clear up any confusion.
Lmao, I didn't know 2-9 functioned as an epilogue! I think I may still release it separately because I used some extra time in the video to talk about other campaigns I plan on playing.
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!)
Created a quick video explaining how to install:
0.9.661
@JayborinoPlays: Go
Oh shit, sorry. Yeah, it's even shorter than 1-9.
Mission "The Auriga Gambit": very challenging, but there is a problem, even if i complete all the objectives, the objective "all heroes must surive" doesn't complete itself, so i basically can't win, plus the northest vespene geyser on the map is too near to the cliff, so i can't build an assimilator on it
Mission where you have to kill the psionic cocoon, maybe a bit too easy, especially considering the precedent mission, that was challening...
@DEFILERRULEZ: Go
Well, now that you mention it...
http://www.sc2mapster.com/forums/player-zone/map-feedback/80462-coming-next-from-team-antioch-thoughts-in-chaos/
Finished mission 1 (prologue) of chapter 2, the main suggestion here is to make it only a cinematic, you play only 2 or 3 minutes and all the rest of the mission is done by cutscene, the gameplay section are meaningless, so i think that a cinematic-only prologue should be better and would not brake the rhythm of the prologue
@DEFILERRULEZ: Go
Good one!
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Stealth mission... Acceptable terreaining, no challenge and pretty boring mission, my hero is obviously OP.
Kill highland bases, really easy, nice thing of drops a pack of units, but still to easy, need more assaults on your bases, like drops near of all your Command Centers, something like that...
Mission Mirror.Mirror ... Dark Archons doesn't apply mind control, they change allegiance, but they are not under my control and keep attacking me, both zerg and protoss, i will try to redownload all the missions and the mod
i reinstalled the mod, the maps, maps 2-7 2-8 and 2-9, but the mind control jut doesn't work, i think i will have to wait the next patch to see if the problem is fixed or is a problem with my computer
finished mirror mission, i simply rushed with everything i had, then i started spamming shield upgrades, zealot/scout/dragoon compostion and roflstomped everything... Kind of ok, also because i rushed beacause my dark archons have a mind control taht still doesn't work
Finished the campaign, what an open ending!
@DEFILERRULEZ: Go
No kidding. I hope you like the third act.
Been super busy, but will parse your feedback into tickets sometime soon.