Wait, it does? Well, I was playing on low shaders so that explains why I didn't notice it.
Something to note about playability: If playability is negatively impacted by setting the graphics options to the lowest possible settings then you may have made a bad design decision. What about people with crap computers who can only get stable frame rates at the lowest graphics settings and resolution? Do you just not want them to be able to play?
Maybe make the aura more similar to the Sentinel's reconstruction or the Immortal's barrier. It'll be seen by anyone who can run the game.
(it still doesn't really give any indication of what directions the lasers will come out from)
Re: Designing boss fights
Yeah. I can understand what you mean. The are limits to what you can do with just the Galaxy Editor and there are some things that are just way too time consuming. Creating custom animations for attacks come to mind. It'd require 3D animation software, importing and exporting the target model to and from the software, animating said custom animations, implementing the new animations into the editor. Lots and lots of work.
Still though. Even something as simple as a split second target marker on the ground or the targeted unit would be enough of a tell.
Sorry if I sounded harsh with that. I think I was being a little unfair with my criticisms.
Edriahno, I have a video of Mission 7 that will be up on my channel today. I ended up splitting the video into two parts with the second part coming tomorrow. I have a lot of suggestions that I hope help you out with making changes to this map.
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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.
Got a bunch of recordings for this campaign. Just gonna post them all at once. I hate scheduling - it's too tedious. I need some way to automatically do it.
Fair warning, all of them are me playing the way I would normally play this game. That means I don't care about the story, I play my own music over it, and don't really try to make good commentary (not that I consider my commentary is good in the first place)
Attempted mission 7. It's frustratingly difficult on normal and basically impossible on hard. You might want to tone down the rate at which they send reinforcements/replacements.
Also, I saw your comment that Kaiser's void form would make it so that they're able to solo the entire map all on their own. I don't see how that's possible considering their energy regen is so slow and their damage output is actually lower than a regular Hydralisk. Care to help this sorry soul figure out what strategy you had in mind for that?
Good call on making Kaiser's Void Form consume life instead of energy. Their energy regen was just too slow for it to be really useful without being incredibly time consuming. Now it has much more utility
The boss fight was up to par with your other boss fights. The only thing I might suggest is changing the color of the purple markers on the ground when it shoots the stun. They're very hard to see through the red void fog. Unless that's intentional, in which case that was a clever way of increasing difficulty - still a dick move, but clever.
I played on normal and it was moderately difficult. I've yet to reach the boss on hard. Once I finish on hard, I'll try to record and have a video up. Probably tomorrow (today, technically) or Sunday, you'll see it
Due to internet troubles, the video won't be up until late this Monday.
I retract my previous statements. On hard mode, using exclusively Kaiser makes the mission laughably easy, as well as incredibly boring to both play and watch. When not cheesing it on hard, it's very difficult. Not impossible like before, but tedious and time consuming.
When cheesing with Kaiser, I recommend playing on the hardest difficulty. It's the only possible way there'd be anything at stake and even then it's still pretty easy.
When playing with a regular strategy, I'd recommend casual or normal. The difference in respawn rates make just enough difference between normal and hard that the latter is less fun to me than the former.
I just played the updated version of Paradise Lost
You somehow managed to make this the best pure-micro mission in this campaign to me. It's now shorter with less down time where you're just moving across the map with nothing to fight, the boss now has/uses more attacks and varies them up a bit more - an overall significant increase in quality imo. I'd probably bump my score up to somewhere between a strong 7 to a light 8 for the boss fight and a medium to strong 8 for the stage.
Eeek, what have I done! How about removing the energy cost of the Temporal Shields just leaving it on the cooldown? That would make the boss a lot more intuitive and allowing the player to use it when needed to survive the that ultimate ability.
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I personally think that this boss was one of your best made ones. The problem is that the pattern isn't obvious to those who aren't the kind of people to look for said pattern. I could tell a few save-loads in that Jayborino wasn't gonna figure out the normal strategy on how to beat it.
I can see two possible solutions that won't detract from the difficulty. Neither are mutually exclusive.
Increase the boss's health so that you're fighting it for longer. To compensate, make the attacks significantly weaker and have them gradually increase in power so the first and second time it does the barrage attack it doesn't outright kill Mira Kel. Then have the heroes comment that the attacks are getting stronger after the second cycle - by then, it should be obvious that the only way to keep Mira from dying is to use the shields.
And/Or, put target markers on the targeted unit before the boss does the barrage attack. Maybe have the target marker be on Mira Kel slightly earlier than with Kyra Han
Said solutions make the boss a little less unfair. It still punishes players who don't figure out that you have to save your shield ability for Mira Kel but the punishment isn't as severe anymore
Those are both really good ideas, especially used together. Honestly, the biggest problem was the lack of a telegraph for the attack. It makes it much more difficult to notice the pattern when you don't really see the attack charging up. Hell, you might not even need to have a reticle on the target. The boss could be tinted to glow using hdr right before it shoots. It tells the player "Hey something is about to happen, you should probably run".
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