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.
Okay. Just finished mission 1-3 again. Played on hard this time.
Mission 1 is pretty much the same, even on hard mode. Nothing for me to really comment on.
Mission 2 still has the most interesting if a little tedious enemy placement. Reavers just wreck me, even in engagements I technically win. Also, the Colossus are not scary at all. You need like 4-6 at once if they're every going to be a threat. Unfortunately, by that point, it'd just be unfair as their total health pool would make killing them a nightmare. Nothing else really new to report other than the progression being somewhat more streamlined. There are still major terraining and doodading issues, though. You have several doodads that block the view of your units and they don't turn semi-transparent when there are units behind it. Similarly, high cliffs can block the view of your units, preventing you selecting them when they're pressed against them.
Mission 3 is still ridiculously easy. Which I'm fine with, I guess. I had music turned off but the game kept playing music so I just turned off sound. Word of advice, if you're gonna put music in a game with a volume slider for music, have the music actually be affected by the slider.
Well mission 01 mostly about terraining and trying to make players interested to play some more. I don't want to scare of 1st time players by making them to difficult to handle. But tbt I also felt somewhat un satisfy with mission 01, so maybe I will make a new map but with same triggers.
Mission 02 :
I did major terraining change on mission 02, to make them more maze like to match the title. Yeah I also felt the colossus a bit easy, that is why on hard I mix them with other units. I think it is a good thing doodads don't turn transparents when there are units behind it, if so you'll be able see enemy troops that are trying to ambush you. Example imagine playing FPS game and you can see your enemy hiding behind a transparent crates or something, yeah...
Mission 03 :
I am not sure the music suppose to do that, probably because of the music bugs from the patch few weeks ago.
I'm talking about when it's not transparent for your own units. If you choose to hide enemy units behind walls then fine but I want to be able to see my own units when they're under doodads
It was was basically Agria from the Evacuation mission, with a couple of small tweaks.
The first part with handsome jack was fairly easy. There are three encounters, and you have three mines. Plant one in advance for each encounter, pull the enemies into the mines, and engage like normal. The next parts with Kyra and company were significantly harder but nothing too dramatic. You seem to have a knack for putting mines in inconvenient places, luckily I'm pretty well acquainted with that style by this point.
The boss fight was not very inventive - it's basically the Arch Angel/Stone Zealot fight all over again except easier now that all of your units are ranged.
There was a lot of waiting around while in front of a door. Really boring just standing there reading, especially when you don't really want to read. Either make it a skippable cutscene or cut down the wait time to 10 or less seconds.
Overall, passable map. Nothing new to the table except a change in units fought. Would definitely play mission 1 and 3 over this one. 6/10
Finished mission 5 and replayed mission 6 on hard.
So mission 5. I guess it was pretty easy, though that may just have been the way I played it.
The only unit that really needed to be cloaked was the Baroness as she had higher target priority whenever she healed. Otherwise, enemies would always be attacking the Cobra Commander. CC just does so much damage per shot that all enemies hit by him will immediately switch targets, especially when their original targets cloak or move behind him. Also, CC is really tanky - what with his Psi-shield basically increasing his health by 33%.
In any case, I ran past most of the enemies and the ones that were in my way I wiped out. I took the same route when I got to use the HoD crew and just hauled ass. Nothing to it.
The boss fight was my least favorite boss fight. I have no idea what tell Radgar has for his beam attack. There's no lines on the ground. It doesn't seem like it's aimed. It just seems random to me. Radgar doesn't even face the direction of whichever beam attack comes out of him. How can I possibly predict what attacks he does without suddenly dying to it and needing to reload?
4/10 - Not absolutely terrible but does not live up to the rest of your boss fights.
The other parts of the mission however get a strong 7 to a light 8.
Mission 6 on hard mode caught me off guard. Namely, the macro section
You have to play very scrappy. Once you kill the Ultralisks in the attack wave, you have to immediately destroy the closest hive. After that, you have to hold out for a good long while until you've got enough tanks that you can leave your SCVs and your now building Command Center and kill the western base. Rinse repeat unit you have so many units that you can kill basically everything the enemy has and still survive somehow.
The macro section gets a strong 8 from me.
The boss fight was about the same, though I'm starting to like it less after playing the other boss fights. It has the same problem I had with Radgar. Last Remnant has two attacks that have absolutely no way of predicting and can easily kill one of your units. Psi orb. Once again, no lines on the ground, no tracking, no indication of which unit its aiming for - how am I supposed to dodge it without knowing beforehand what direction LR will shoot?
These boss fights are slowly losing their novelty to me and the more I look at them critically, the less I find them appealing. 6/10
Although...
My standards for might be a little high, for this. Holding a dodge-micro boss fight in an RTS like StarCraft to a boss fight in a Bullet Hell shooter like touhou is pretty unfair. Still, it doesn't change the fact that I'm unsatisfied (not that it matters that me specifically am unsatisfied. It's just an opinion, just like anyone else's)
Actually, when the boss is going to start using his ultima there is a brief window (4 seconds in casual, 3 on normal and 2 on hard I believe) in that time he will regenerate some aura on his body. When you see that aura best to run away as far as possible.
I am surprise you didn't notice the aura, if you don't mind me asking did you happen to put your video on low setting? If yes may I suggest to put it on medium or higher next re-play, perhaps the Aura would be noticeable.
Mission 06 :
Really? The boss was suppose to be fairly easy, and judging from your video you don't seems to have any trouble at all, killed it in just one try. Is about micro managing you units, their skills and their health. About not able to dodge it because no indicator, yeah there is no indicator for psi-orb. I'll see what I can do about it in the editor.
@EDHRIANO: Go
The QWER mod doesn't seem to work on any of the missions other than Last Remnant
@redlerred7: Go
Well you are not wrong, it is in the mods description.
QWER Mods
Sooo.. you want me to make the QWER mods available for all the mission?
My projects : The Hammer of Dawn, Noir : Automata, Noir : Evolution, Noir : Ascension, Hammer of Dawn Revamp
Many awesome projects : Custom Campaign Initiative
Something for the community : A Small Letter of Thanks, SC2mapster Classic Skin - Alevice
@redlerred7: Go
I've send the QWER files to your PM.
Have fun.
My projects : The Hammer of Dawn, Noir : Automata, Noir : Evolution, Noir : Ascension, Hammer of Dawn Revamp
Many awesome projects : Custom Campaign Initiative
Something for the community : A Small Letter of Thanks, SC2mapster Classic Skin - Alevice
Hello mapster
Here is mission 07 preview.
Still in alpha but I am confidence will finish it in two weeks (hopefully).
My projects : The Hammer of Dawn, Noir : Automata, Noir : Evolution, Noir : Ascension, Hammer of Dawn Revamp
Many awesome projects : Custom Campaign Initiative
Something for the community : A Small Letter of Thanks, SC2mapster Classic Skin - Alevice
@EDHRIANO: Go
Another macro map?
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 macro with boss fight,
I am trying to recreate dudkisc2 awesome boss fights from his annihilation Mission 13 - Facility 14A.
Been giving me lots of headache for the last 3 weeks, really don't know how he manage to pull it off.
My projects : The Hammer of Dawn, Noir : Automata, Noir : Evolution, Noir : Ascension, Hammer of Dawn Revamp
Many awesome projects : Custom Campaign Initiative
Something for the community : A Small Letter of Thanks, SC2mapster Classic Skin - Alevice
Yo
@redlerred7: Go
Thanks for the video redler.
I tried make the 1st mission not to difficult for not so experience player. Soo maybe that is why you found it least interesting.
Terhornator suggested to polish the earlier mission, so I am currently doing that right now for mission 01-03.
[Edited]
I just notice after re watching your video, you still using the map from before. You didn't get the QWER maps I send you?
My projects : The Hammer of Dawn, Noir : Automata, Noir : Evolution, Noir : Ascension, Hammer of Dawn Revamp
Many awesome projects : Custom Campaign Initiative
Something for the community : A Small Letter of Thanks, SC2mapster Classic Skin - Alevice
Mission 07 Loading screen, -
Council of Eldar, from left to right : Karax, Vorazun, Artanis, Alarak, Selendis.
In the middle near the holo planet Fenix / Talandar.
Still trying out the Boss Fight making sure no bugs.
My projects : The Hammer of Dawn, Noir : Automata, Noir : Evolution, Noir : Ascension, Hammer of Dawn Revamp
Many awesome projects : Custom Campaign Initiative
Something for the community : A Small Letter of Thanks, SC2mapster Classic Skin - Alevice
@EDHRIANO: Go
Those were recorded nearly a month ago
@redlerred7: Go
Waw, last month?
That explains it.
My projects : The Hammer of Dawn, Noir : Automata, Noir : Evolution, Noir : Ascension, Hammer of Dawn Revamp
Many awesome projects : Custom Campaign Initiative
Something for the community : A Small Letter of Thanks, SC2mapster Classic Skin - Alevice
During Bi-Weekly Testing Thread #2:Last Remnant alot of people brought up the issues with the heroes abilities hotkeys.
With that consideration and also by Terhonator suggestion I update the 1st mission (other mission will soon follow).
So what is the different?
Well there are numerous terrain polishing, many enemy adjustment, new loading screen and the the implement of QWER for heroes abilities.
You can find it in download section.
My projects : The Hammer of Dawn, Noir : Automata, Noir : Evolution, Noir : Ascension, Hammer of Dawn Revamp
Many awesome projects : Custom Campaign Initiative
Something for the community : A Small Letter of Thanks, SC2mapster Classic Skin - Alevice
Hammer of Dawn mission 07 - Swarm of Amon is up.
Please leave comments / feedback ^_^.
My projects : The Hammer of Dawn, Noir : Automata, Noir : Evolution, Noir : Ascension, Hammer of Dawn Revamp
Many awesome projects : Custom Campaign Initiative
Something for the community : A Small Letter of Thanks, SC2mapster Classic Skin - Alevice
@EDHRIANO: Go
Gonna try and go through all of the maps in quick succession and see what's new. Then I'll play mission 7. I'll post my thoughts when I'm finished
@redlerred7: Go
Not all map is updated (yet), so far only mission 01-03 is updated.
Okey redlerred7, have fun ^_^.
My projects : The Hammer of Dawn, Noir : Automata, Noir : Evolution, Noir : Ascension, Hammer of Dawn Revamp
Many awesome projects : Custom Campaign Initiative
Something for the community : A Small Letter of Thanks, SC2mapster Classic Skin - Alevice
@EDHRIANO: Go
Okay. Just finished mission 1-3 again. Played on hard this time.
Mission 1 is pretty much the same, even on hard mode. Nothing for me to really comment on.
Mission 2 still has the most interesting if a little tedious enemy placement. Reavers just wreck me, even in engagements I technically win. Also, the Colossus are not scary at all. You need like 4-6 at once if they're every going to be a threat. Unfortunately, by that point, it'd just be unfair as their total health pool would make killing them a nightmare. Nothing else really new to report other than the progression being somewhat more streamlined. There are still major terraining and doodading issues, though. You have several doodads that block the view of your units and they don't turn semi-transparent when there are units behind it. Similarly, high cliffs can block the view of your units, preventing you selecting them when they're pressed against them.
Mission 3 is still ridiculously easy. Which I'm fine with, I guess. I had music turned off but the game kept playing music so I just turned off sound. Word of advice, if you're gonna put music in a game with a volume slider for music, have the music actually be affected by the slider.
@redlerred7: Go
Mission 01 :
Well mission 01 mostly about terraining and trying to make players interested to play some more. I don't want to scare of 1st time players by making them to difficult to handle. But tbt I also felt somewhat un satisfy with mission 01, so maybe I will make a new map but with same triggers.
Mission 02 :
I did major terraining change on mission 02, to make them more maze like to match the title. Yeah I also felt the colossus a bit easy, that is why on hard I mix them with other units. I think it is a good thing doodads don't turn transparents when there are units behind it, if so you'll be able see enemy troops that are trying to ambush you. Example imagine playing FPS game and you can see your enemy hiding behind a transparent crates or something, yeah...
Mission 03 :
I am not sure the music suppose to do that, probably because of the music bugs from the patch few weeks ago.
Thanks for the feedbacks redlerred7.
My projects : The Hammer of Dawn, Noir : Automata, Noir : Evolution, Noir : Ascension, Hammer of Dawn Revamp
Many awesome projects : Custom Campaign Initiative
Something for the community : A Small Letter of Thanks, SC2mapster Classic Skin - Alevice
@EDHRIANO: Go
I'm talking about when it's not transparent for your own units. If you choose to hide enemy units behind walls then fine but I want to be able to see my own units when they're under doodads
Just finished mission 4
It was was basically Agria from the Evacuation mission, with a couple of small tweaks.
The first part with handsome jack was fairly easy. There are three encounters, and you have three mines. Plant one in advance for each encounter, pull the enemies into the mines, and engage like normal.
The next parts with Kyra and company were significantly harder but nothing too dramatic. You seem to have a knack for putting mines in inconvenient places, luckily I'm pretty well acquainted with that style by this point.
The boss fight was not very inventive - it's basically the Arch Angel/Stone Zealot fight all over again except easier now that all of your units are ranged.
There was a lot of waiting around while in front of a door. Really boring just standing there reading, especially when you don't really want to read. Either make it a skippable cutscene or cut down the wait time to 10 or less seconds.
Overall, passable map. Nothing new to the table except a change in units fought. Would definitely play mission 1 and 3 over this one. 6/10
Finished mission 5 and replayed mission 6 on hard.
So mission 5. I guess it was pretty easy, though that may just have been the way I played it.
The only unit that really needed to be cloaked was the Baroness as she had higher target priority whenever she healed. Otherwise, enemies would always be attacking the Cobra Commander. CC just does so much damage per shot that all enemies hit by him will immediately switch targets, especially when their original targets cloak or move behind him. Also, CC is really tanky - what with his Psi-shield basically increasing his health by 33%.
In any case, I ran past most of the enemies and the ones that were in my way I wiped out. I took the same route when I got to use the HoD crew and just hauled ass. Nothing to it.
The boss fight was my least favorite boss fight. I have no idea what tell Radgar has for his beam attack. There's no lines on the ground. It doesn't seem like it's aimed. It just seems random to me. Radgar doesn't even face the direction of whichever beam attack comes out of him. How can I possibly predict what attacks he does without suddenly dying to it and needing to reload?
4/10 - Not absolutely terrible but does not live up to the rest of your boss fights.
The other parts of the mission however get a strong 7 to a light 8.
Mission 6 on hard mode caught me off guard. Namely, the macro section
You have to play very scrappy. Once you kill the Ultralisks in the attack wave, you have to immediately destroy the closest hive. After that, you have to hold out for a good long while until you've got enough tanks that you can leave your SCVs and your now building Command Center and kill the western base. Rinse repeat unit you have so many units that you can kill basically everything the enemy has and still survive somehow.
The macro section gets a strong 8 from me.
The boss fight was about the same, though I'm starting to like it less after playing the other boss fights. It has the same problem I had with Radgar. Last Remnant has two attacks that have absolutely no way of predicting and can easily kill one of your units. Psi orb. Once again, no lines on the ground, no tracking, no indication of which unit its aiming for - how am I supposed to dodge it without knowing beforehand what direction LR will shoot?
These boss fights are slowly losing their novelty to me and the more I look at them critically, the less I find them appealing. 6/10
Although...
My standards for might be a little high, for this. Holding a dodge-micro boss fight in an RTS like StarCraft to a boss fight in a Bullet Hell shooter like touhou is pretty unfair. Still, it doesn't change the fact that I'm unsatisfied (not that it matters that me specifically am unsatisfied. It's just an opinion, just like anyone else's)
@redlerred7: Go
Mission 05 :
Actually, when the boss is going to start using his ultima there is a brief window (4 seconds in casual, 3 on normal and 2 on hard I believe) in that time he will regenerate some aura on his body. When you see that aura best to run away as far as possible.
I am surprise you didn't notice the aura, if you don't mind me asking did you happen to put your video on low setting? If yes may I suggest to put it on medium or higher next re-play, perhaps the Aura would be noticeable.
Mission 06 :
Really? The boss was suppose to be fairly easy, and judging from your video you don't seems to have any trouble at all, killed it in just one try. Is about micro managing you units, their skills and their health. About not able to dodge it because no indicator, yeah there is no indicator for psi-orb. I'll see what I can do about it in the editor.
Thanks for the feedbacks redlerred7.
My projects : The Hammer of Dawn, Noir : Automata, Noir : Evolution, Noir : Ascension, Hammer of Dawn Revamp
Many awesome projects : Custom Campaign Initiative
Something for the community : A Small Letter of Thanks, SC2mapster Classic Skin - Alevice