What's up, folks? Turns out I'm back with another campaign... or, at least I'm working on one! It's called Amber Sun, and it is a follow-up to Crimson Moon, which I sincerely hope you played (if you didn't, please come back when you have). It's not a new story, but a continuation of the old one. I've been planning it for a while, and once I figured out how to do it, I started scripting, as well as fiddling around with the editor.
I personally think the single-player campaign community needs a jolt, and I hope to be the cloud to provide it. I've tried to up my standards, and after rigorious testing, I have found the first mission to probably be the best one I've ever made. It will both challenge and surprise you!
Status
I've nearly completed the two first missions, and will post a demo sometime during the next 1-3 days. I'm looking for feedback, and have decided to include you guys more this time. Note: I don't want criticism just for the sake of criticism. If you don't find anything to complain about, just say so. :) I don't need too many suggestions either. If you come with one, I appreciate it, but it probably won't be included unless it's really good. That's not me being a dick, it's just talking out of experience. :p I guess I know what I want.
What I'm looking for is feedback for the following:
Difficulty. Were you sufficiently challenged?
Bugs and other malfunctions. I try to fix as many of these as I can.
General details. Did something catch your eye?
Gameplay. Is it original? Varied?
Story. What do you think of it? Was it easy to follow? Did it intrigue you? I would very much like to hear guesses of where you think it is going!
There was a lot of people who found the last campaign to be lacking in macro missions (there were actually just 3 in total), which I agree with. Expect a more even split this time. This is actually not as easy to do as one might think, as a mission has to fit in the story, and I won't cram in a map just to cram it in.
Please note that until the project is finished, all maps should be considered beta level and subject to change later.
Okay so heres a few things :
I will edit this when I have the time to test it more.
Mission 1:
Difficulty.
The last three waves of transport were quite hard (especially the last two with the battlecruisers).
I couldnt beat the map in three tries (one fail in the hunt and two in the next phase). I'm going to try later ofc.
EDIT: Finally I beated the phase 2 by maxing two spaceport + reactor and leaving a few tanks on the left side. The last part on the canyon was nice but I feel like the two BC killed my transport a little two fast.
Bugs and other malfunctions.
Henderson rank is still the Tychus's rank (i guess something like outlaw in EN)
The opponents on mission 1 during the hunt are killable and thus can be exploited to win easily.
Shared vision with overlords on mission 1 allow to notice red player base on the lower right corner of the map, maybe additional flyer blockers?
EDIT : the little marine + medic troops you find on the canyon is not rescuable and thus doesnt come with you, I think its a bug ?
The flying units in the last phase are not considered as enemies.
Also, in the phase two, I blocked the left side with depots to maximize my tanks. It caused the ennemy wave to glitch and get stuck on the upper right side after the entrance of your base (just right to your depots actually). It is embarassing as it put the marines at range of the transports.
General details.
The phase one is nice but maybe one active ability for the hero could make it more interesting.
The phase two was alright too but maybe should be a little longer ? I really apreciated these aerial warfare :).
The phase three was good even if I didnt finish it due to the alliance bug. I liked the canyon environnement and I found one secret resources :p a quiet moment before the big last battle was good to break the rhythm.
Gameplay.
Gameplay wise, it was a diversified mission. The phase one (overlord hunt) was nice but I execpted more entertainment, why not using more challengers (2,3 marines) then 2 vikings and ONE goliath. Apart from that I enjoyed it.
The phase two was more like macroing feel even if the key of victory was to micro hard the two different incoming waves + the transport. Woulda appreciated more waves, maybe terrestrial goliaths and some occasion to diversify our tactic ?
I agree the difficulty spike threw me off guard. One second I am hunting against a marine and viking who didn't get a single kill and the next I'm losing every time to an OP goliath. It took me a while to realize I'm supposed to kill it.
The transport thing again is too hard. For the first mission starting out the way it did it shouldn't jump so fast into a 1 base holding off three attack while defending 2 transports from their own attacks. I would either allow more colonists to die or decrease the amount of base attacks when the transports are going.
Bugs and other malfunctions.
The Firebat saying "Surely it's the last of them?" he should be making a statement not a question. Sorry I know it's an incredibly small detail. :)
After killing the goliath it went to the cutscene but didn't play. It just focused on a marauder and sat there for three or so minutes until I skipped it and bam! I'm under attack.
General details.
The little overlord thing was fun. What I really liked was the terrain you did a really good job on it.
Mission 2:
Difficulty.
This one threw me off because it was immensely easier. It was more consistent with the level of difficulty for a second mission. I liked it.
Bugs and other malfunctions.
Like Henderson Bayo is a Lieutenant Rebel Commander :)
General details.
I've never seen this mission concept before it was a new experience and I liked it. Once again bravo on the terrain. I would have liked to see some noise on the terrain in the areas with really open space. They were just straight flat.
I'm still to make a review on your previous campaign, Crimson Moon, but it's good to see you haven't been idle as of late. :)
The first mission has several issues I must point for people's sake. I'm still to play the second, but I'll first note what I experienced so far.
Overlord Challenge:
At first, I thought it was silly. Running around, killing Overlords as the poor weak Marine continued to try and kill a single one. But okay, story-wise it passes the grade. Then, the challenge steps up when the Viking and then the Goliath entered the game. The Viking was a piece of cake, but the Goliath took some time until I saw I was supposed to destroy it.
But it's also a major bug. The reason the post-challenge cinematic doesn't work (I'VE LOOKED THE TRIGGERS, PUNISH ME IF YOU DARE!) is because the Goliath is dead, and a trigger states it must be alive for it to progress. Maybe you should make a trigger that creates a Goliath Merc when it falls, then it fixes the problem. That's the first issue you must fix.
Transport Defense (With Base):
After I understood I was supposed to haul ass before the Thor reached me, came the transport mission, reminding the old days of Agria from WoL. I liked the multi-defense parts, with air and ground opponents coming in and forcing you to think in your strategy. As always, you know how to step up a challenge. The transport part was satisfactory, although you could be a bit light on the final transports, as one was lost in the mess.
At best, it was a good warm up for the campaign and especially folks who grinded through Crimson Moon like I did. At worse, waves didn't got harder or had upgrades as they proceeded. Maybe a little weighting on the attack waves should be in order.
Transport Defense (Without Base):
First, there is this overly easy walk to the transport bay, which could use a bit more Drop Pods. I once didn't understand why the Mineral and Gas Palettes, but when I arrived and saw I was supposed to defend the landed Hercules and the resources were to fixing it, I understood.
But, out of the three parts of the mission, this is what needs medical attention. Firstly, the resources. They set to their preset standards when they should be added, making the work of exploring a bit and collecting the palettes a waste. I saw through the triggers that the resource modifiers are set in 'Set To' when they should be at 'Add'. I'm one to realize that a player who collects these palettes deserves a more easy time than the guy who just ran straight.
The second is the enemy. At first, when I realized I should be manual attacking them, I was intrigued. I thought you did it deliberately, as this reminds me of old game from the times of LotC: Fallen Angel. But then, when I took a peek through those triggers, I saw that you set two triggers concerning the alliances: First you set the red enemy as enemy, then as Ally with Shared Vision. If you want to see the enemy, there's this option called "Enemy with Shared Vision", which I think you should change.
Well, that about covers it. A good, although bugged, start.
If I understand the goliath is not supposed to be killed. But it can be easier to beat him doing a few kill-steal or pushing the overlords away from him by firing at them.
Woah, thank you guys for incredibly detailed feedback! I woke up to see this and I'm so pleased. I will change everything that's wrong.
Now, first of all, let's get some things straight. The goliath is not supposed to be killed. I just forgot to make him invulnerable, because I'm an idiot. There is a trick to defeating him, but I won't reveal it (though I see Thunderzak has started speculating). I wanted to add a tactical part to the campaign where you are challenged to think and not just use force. Let's see who can defeat him first without killing him!
As for ranks: I know they are odd, and it bugs me too! But I don't know how to change them. Tips are appreciated! Surely this is quite easy to fix once you know how, right?
But, out of the three parts of the mission, this is what needs medical attention. Firstly, the resources. They set to their preset standards when they should be added, making the work of exploring a bit and collecting the palettes a waste. I saw through the triggers that the resource modifiers are set in 'Set To' when they should be at 'Add'. I'm one to realize that a player who collects these palettes deserves a more easy time than the guy who just ran straight.
The second is the enemy. At first, when I realized I should be manual attacking them, I was intrigued. I thought you did it deliberately, as this reminds me of old game from the times of LotC: Fallen Angel. But then, when I took a peek through those triggers, I saw that you set two triggers concerning the alliances: First you set the red enemy as enemy, then as Ally with Shared Vision. If you want to see the enemy, there's this option called "Enemy with Shared Vision", which I think you should change.
Another bug. Sometimes the details get drowned in the mess.
Lastly, difficulty! This is one of the biggest reasons I chose to include other people, as it's soooo easy to steam-roll through your own campaign. So, if you were challenged, that is a good thing. I forfeited the player's ability to choose difficulties, for a number of reasons. Firstly, I wanted to cut down on the work (it's not hard to do, but it requires more time, and every map needs to be tested for each difficulty, which eats up the hours). Secondly, I guess I'm kind of old-school. Many of the games I played as a kid (if not almost of them) had only one difficulty, so you were forced to play on that particular's games conditions. I don't want an "easy" button for the people who'd rather give up. Mean? Maybe, but that's the nature of challenge, as it rewards the persistent ones.
The consensus on mission 2 seems to be that it is easier, which I can see, though it's embarasssing to say that I haven't managed to complete it on its current state. I did finish it on an earlier and easier version, though. Now, I don't mind an uneven difficulty curve. There should be spikes here and there. I want to allow the player some breathing room every once in a while. So in overall, I think I am satisfied with the difficulties for the missions so far. Again, if you were challenged, it is a good thing!
Okay, a new version of the demo is up. I've changed what I was supposed to change. Plus, I found out how to edit the ranks and I have added another set of drop pods in the desert.
Let's see who can best the Goliath!
By the way, I'd like to plug a recommendation for the western movie Once Upon a Time in the West, easily one of the ten best films I've ever seen. See if you can recognize the music!
It seems the issue here is that you didn't think on having at least one or two testers you could trust. They can iron out these sort of bugs before you launch any type of mission and thus you avoid any kind of unnecessary publicity damage. Plus. they're willing to lose for the sake of newcomers. Hell, that's why they're called testers. They're masochist by nature. xD
/edit The Goliath was supposed to be INVINCIBLE!? Shit...
Even though the demo was intended to be for testing, I have to admit that is a good point. I might consider it. What should be the criteria for being chosen, tho? Anyone willing to pre-test the coming maps? I sketched #3 today, and will begin making it tonight.
Yep, the goliath is unkillable. Good luck!
Btw, Delta, I seem to remember you cooking up some sweet-ass terrain for a campaign. Any progress there?
Even though the demo was intended to be for testing, I have to admit that is a good point. I might consider it. What should be the criteria for being chosen, tho? Anyone willing to pre-test the coming maps? I sketched #3 today, and will begin making it tonight.
Yup of course. I think I fill nicely the masochist criteria :)
For the criteria, any people that is willing to commit time to test and debug maps with extensive vicious bug-abuse and capable of doing constructive feedback should do the trick IMO.
Well, a bit of progress went on. But I'm having to revamp terrain (Small stuff, don't you worry, before you ask!) to utilize the HotS assets which, thank god, have come to my liking. Especially some 'unique' terraining I've been making.
Well, then, Mission 2. I liked it. A solid defense map, that had it's decent amount of weighting. I liked the making up of the attack waves, albeit they could use a little more spice in the form of a Hydralisk or two, on both sides. At first it was a bit hard, but then I was playing like a dumbnut and ignored some things that required a criterious solution, like the Perdition Turrets, which I haven't been using since the final missions in WoL. Also, my hero almost got killed because I accidentally left him behind when I was transitioning bases. Other than that, it was business as usual and a good mission, which I praise your idea of transitioning, that reminded me of the Supernova mission, albeit a bit more faster. And funnier. :)
Now, the first base defense could use a little Mutalisk harassment on the mineral line as time went on, just to spice things a bit. My resource line remained virtually safe through out the entire first part, while clearing the first rock, and it allowed me to get a stable defense a bit quickier than a veteran would expect. You should look for some periodic 3-5 Mutalisk harassment every 5-7 minutes, just saying.
The second one, however, I like it. I like it more than Supernova itself. Especially the harassment and the fact two freaking Ultras got lifted to my backdoor, and how I was forced to pull some AA to fight off a Brood Lord just to avoid my mineral line from getting killed by my Sieges on the choke. Kudos for that and, by the way, was the Ultra backdoor thing pre-scripted?
Also, so far I haven't found any bugs of any sort in this mission. Bayo was the most stable mission, and challenging to a degree, I've played so far. Good job on this one, dude.
I really admired your terrain work, to the point of jealousy. I even decided to up the ante for myself too when I saw it. Don't be surprised if that installation garden shows up in Amber Sun (insert shameless smiley). In other words, there's going to be hell to pay if I can't play it, because you've really got me turned on!
Glad you liked the second mission. It is a very different one, and much simpler, which might explain the lesser amount of bugs. I also finished it some time ago, and tested it more.
Glad to hear you liked it more than Supernova! That's great praise, indeed. One of my favorite WOL missions. I wanted to capture the same feel, to be truthful. You know, having to relocate and stuff.
I will see about the attack waves. I find them incredibly hard to balance, even if it's the easiest thing to fix once you know what you want (you just punch in a few numbers).
The ultra backdoor was indeed scripted. I don't know if you have an idea of how attack waves work, but you can be pretty specific. So yes, it is specified where they will drop (roughly). I also see the brood lords work as intended. I think there is a natural instinct for people to just place turrets, which obviously won't work in that scenario, and I wanted to introduce more micro, I guess. :)
I finally figured out how to do the third misson, and if it works as intended, it will be killer.
The third mission is finished and is undergoing internal testing right now (I have recruited three great testers who to give me feedback, and I certainly have room for more people). I will start working on the fourth mission soon enough. I also added two screenshots to the campaign site:
What's up, folks? Turns out I'm back with another campaign... or, at least I'm working on one! It's called Amber Sun, and it is a follow-up to Crimson Moon, which I sincerely hope you played (if you didn't, please come back when you have). It's not a new story, but a continuation of the old one. I've been planning it for a while, and once I figured out how to do it, I started scripting, as well as fiddling around with the editor.
I personally think the single-player campaign community needs a jolt, and I hope to be the cloud to provide it. I've tried to up my standards, and after rigorious testing, I have found the first mission to probably be the best one I've ever made. It will both challenge and surprise you!
Status
I've nearly completed the two first missions, and will post a demo sometime during the next 1-3 days. I'm looking for feedback, and have decided to include you guys more this time. Note: I don't want criticism just for the sake of criticism. If you don't find anything to complain about, just say so. :) I don't need too many suggestions either. If you come with one, I appreciate it, but it probably won't be included unless it's really good. That's not me being a dick, it's just talking out of experience. :p I guess I know what I want.
What I'm looking for is feedback for the following:
There was a lot of people who found the last campaign to be lacking in macro missions (there were actually just 3 in total), which I agree with. Expect a more even split this time. This is actually not as easy to do as one might think, as a mission has to fit in the story, and I won't cram in a map just to cram it in.
Please note that until the project is finished, all maps should be considered beta level and subject to change later.
The demo is now up and should be playable once it's approved.
Oooooh I'll try it out soon. At first I laughed at the name but now that I know it's a continuation of the original I like it :D
Okay so heres a few things : I will edit this when I have the time to test it more.
Mission 1:
Difficulty.
The last three waves of transport were quite hard (especially the last two with the battlecruisers). I couldnt beat the map in three tries (one fail in the hunt and two in the next phase). I'm going to try later ofc. EDIT: Finally I beated the phase 2 by maxing two spaceport + reactor and leaving a few tanks on the left side. The last part on the canyon was nice but I feel like the two BC killed my transport a little two fast.
Bugs and other malfunctions.
Henderson rank is still the Tychus's rank (i guess something like outlaw in EN) The opponents on mission 1 during the hunt are killable and thus can be exploited to win easily. Shared vision with overlords on mission 1 allow to notice red player base on the lower right corner of the map, maybe additional flyer blockers? EDIT : the little marine + medic troops you find on the canyon is not rescuable and thus doesnt come with you, I think its a bug ? The flying units in the last phase are not considered as enemies. Also, in the phase two, I blocked the left side with depots to maximize my tanks. It caused the ennemy wave to glitch and get stuck on the upper right side after the entrance of your base (just right to your depots actually). It is embarassing as it put the marines at range of the transports.
General details.
The phase one is nice but maybe one active ability for the hero could make it more interesting. The phase two was alright too but maybe should be a little longer ? I really apreciated these aerial warfare :). The phase three was good even if I didnt finish it due to the alliance bug. I liked the canyon environnement and I found one secret resources :p a quiet moment before the big last battle was good to break the rhythm.
Gameplay.
Gameplay wise, it was a diversified mission. The phase one (overlord hunt) was nice but I execpted more entertainment, why not using more challengers (2,3 marines) then 2 vikings and ONE goliath. Apart from that I enjoyed it. The phase two was more like macroing feel even if the key of victory was to micro hard the two different incoming waves + the transport. Woulda appreciated more waves, maybe terrestrial goliaths and some occasion to diversify our tactic ?
@Thunderzak: Go
Mission 1:
Difficulty.
I agree the difficulty spike threw me off guard. One second I am hunting against a marine and viking who didn't get a single kill and the next I'm losing every time to an OP goliath. It took me a while to realize I'm supposed to kill it.
The transport thing again is too hard. For the first mission starting out the way it did it shouldn't jump so fast into a 1 base holding off three attack while defending 2 transports from their own attacks. I would either allow more colonists to die or decrease the amount of base attacks when the transports are going.
Bugs and other malfunctions.
The Firebat saying "Surely it's the last of them?" he should be making a statement not a question. Sorry I know it's an incredibly small detail. :)
After killing the goliath it went to the cutscene but didn't play. It just focused on a marauder and sat there for three or so minutes until I skipped it and bam! I'm under attack.
General details.
The little overlord thing was fun. What I really liked was the terrain you did a really good job on it.
Mission 2:
Difficulty.
This one threw me off because it was immensely easier. It was more consistent with the level of difficulty for a second mission. I liked it.
Bugs and other malfunctions.
Like Henderson Bayo is a Lieutenant Rebel Commander :)
General details.
I've never seen this mission concept before it was a new experience and I liked it. Once again bravo on the terrain. I would have liked to see some noise on the terrain in the areas with really open space. They were just straight flat.
@GhostNova91: Go
I'm still to make a review on your previous campaign, Crimson Moon, but it's good to see you haven't been idle as of late. :)
The first mission has several issues I must point for people's sake. I'm still to play the second, but I'll first note what I experienced so far.
Overlord Challenge:
At first, I thought it was silly. Running around, killing Overlords as the poor weak Marine continued to try and kill a single one. But okay, story-wise it passes the grade. Then, the challenge steps up when the Viking and then the Goliath entered the game. The Viking was a piece of cake, but the Goliath took some time until I saw I was supposed to destroy it.
But it's also a major bug. The reason the post-challenge cinematic doesn't work (I'VE LOOKED THE TRIGGERS, PUNISH ME IF YOU DARE!) is because the Goliath is dead, and a trigger states it must be alive for it to progress. Maybe you should make a trigger that creates a Goliath Merc when it falls, then it fixes the problem. That's the first issue you must fix.
Transport Defense (With Base):
After I understood I was supposed to haul ass before the Thor reached me, came the transport mission, reminding the old days of Agria from WoL. I liked the multi-defense parts, with air and ground opponents coming in and forcing you to think in your strategy. As always, you know how to step up a challenge. The transport part was satisfactory, although you could be a bit light on the final transports, as one was lost in the mess.
At best, it was a good warm up for the campaign and especially folks who grinded through Crimson Moon like I did. At worse, waves didn't got harder or had upgrades as they proceeded. Maybe a little weighting on the attack waves should be in order.
Transport Defense (Without Base):
First, there is this overly easy walk to the transport bay, which could use a bit more Drop Pods. I once didn't understand why the Mineral and Gas Palettes, but when I arrived and saw I was supposed to defend the landed Hercules and the resources were to fixing it, I understood.
But, out of the three parts of the mission, this is what needs medical attention. Firstly, the resources. They set to their preset standards when they should be added, making the work of exploring a bit and collecting the palettes a waste. I saw through the triggers that the resource modifiers are set in 'Set To' when they should be at 'Add'. I'm one to realize that a player who collects these palettes deserves a more easy time than the guy who just ran straight.
The second is the enemy. At first, when I realized I should be manual attacking them, I was intrigued. I thought you did it deliberately, as this reminds me of old game from the times of LotC: Fallen Angel. But then, when I took a peek through those triggers, I saw that you set two triggers concerning the alliances: First you set the red enemy as enemy, then as Ally with Shared Vision. If you want to see the enemy, there's this option called "Enemy with Shared Vision", which I think you should change.
Well, that about covers it. A good, although bugged, start.
If I understand the goliath is not supposed to be killed. But it can be easier to beat him doing a few kill-steal or pushing the overlords away from him by firing at them.
Woah, thank you guys for incredibly detailed feedback! I woke up to see this and I'm so pleased. I will change everything that's wrong.
Now, first of all, let's get some things straight. The goliath is not supposed to be killed. I just forgot to make him invulnerable, because I'm an idiot. There is a trick to defeating him, but I won't reveal it (though I see Thunderzak has started speculating). I wanted to add a tactical part to the campaign where you are challenged to think and not just use force. Let's see who can defeat him first without killing him!
As for ranks: I know they are odd, and it bugs me too! But I don't know how to change them. Tips are appreciated! Surely this is quite easy to fix once you know how, right?
Actually, I'm quite the perfectionist, so feel free to include details like that too. :) Not sure I agree, though you're the native English speaker.
This is indeed a bug. It should indeed be "add".
Another bug. Sometimes the details get drowned in the mess.
Lastly, difficulty! This is one of the biggest reasons I chose to include other people, as it's soooo easy to steam-roll through your own campaign. So, if you were challenged, that is a good thing. I forfeited the player's ability to choose difficulties, for a number of reasons. Firstly, I wanted to cut down on the work (it's not hard to do, but it requires more time, and every map needs to be tested for each difficulty, which eats up the hours). Secondly, I guess I'm kind of old-school. Many of the games I played as a kid (if not almost of them) had only one difficulty, so you were forced to play on that particular's games conditions. I don't want an "easy" button for the people who'd rather give up. Mean? Maybe, but that's the nature of challenge, as it rewards the persistent ones.
The consensus on mission 2 seems to be that it is easier, which I can see, though it's embarasssing to say that I haven't managed to complete it on its current state. I did finish it on an earlier and easier version, though. Now, I don't mind an uneven difficulty curve. There should be spikes here and there. I want to allow the player some breathing room every once in a while. So in overall, I think I am satisfied with the difficulties for the missions so far. Again, if you were challenged, it is a good thing!
Okay, a new version of the demo is up. I've changed what I was supposed to change. Plus, I found out how to edit the ranks and I have added another set of drop pods in the desert.
Let's see who can best the Goliath!
By the way, I'd like to plug a recommendation for the western movie Once Upon a Time in the West, easily one of the ten best films I've ever seen. See if you can recognize the music!
It seems the issue here is that you didn't think on having at least one or two testers you could trust. They can iron out these sort of bugs before you launch any type of mission and thus you avoid any kind of unnecessary publicity damage. Plus. they're willing to lose for the sake of newcomers. Hell, that's why they're called testers. They're masochist by nature. xD
/edit The Goliath was supposed to be INVINCIBLE!? Shit...
Even though the demo was intended to be for testing, I have to admit that is a good point. I might consider it. What should be the criteria for being chosen, tho? Anyone willing to pre-test the coming maps? I sketched #3 today, and will begin making it tonight.
Yep, the goliath is unkillable. Good luck!
Btw, Delta, I seem to remember you cooking up some sweet-ass terrain for a campaign. Any progress there?
Yup of course. I think I fill nicely the masochist criteria :) For the criteria, any people that is willing to commit time to test and debug maps with extensive vicious bug-abuse and capable of doing constructive feedback should do the trick IMO.
@EivindL: Go
Well, a bit of progress went on. But I'm having to revamp terrain (Small stuff, don't you worry, before you ask!) to utilize the HotS assets which, thank god, have come to my liking. Especially some 'unique' terraining I've been making.
Well, then, Mission 2. I liked it. A solid defense map, that had it's decent amount of weighting. I liked the making up of the attack waves, albeit they could use a little more spice in the form of a Hydralisk or two, on both sides. At first it was a bit hard, but then I was playing like a dumbnut and ignored some things that required a criterious solution, like the Perdition Turrets, which I haven't been using since the final missions in WoL. Also, my hero almost got killed because I accidentally left him behind when I was transitioning bases. Other than that, it was business as usual and a good mission, which I praise your idea of transitioning, that reminded me of the Supernova mission, albeit a bit more faster. And funnier. :)
Now, the first base defense could use a little Mutalisk harassment on the mineral line as time went on, just to spice things a bit. My resource line remained virtually safe through out the entire first part, while clearing the first rock, and it allowed me to get a stable defense a bit quickier than a veteran would expect. You should look for some periodic 3-5 Mutalisk harassment every 5-7 minutes, just saying.
The second one, however, I like it. I like it more than Supernova itself. Especially the harassment and the fact two freaking Ultras got lifted to my backdoor, and how I was forced to pull some AA to fight off a Brood Lord just to avoid my mineral line from getting killed by my Sieges on the choke. Kudos for that and, by the way, was the Ultra backdoor thing pre-scripted?
Also, so far I haven't found any bugs of any sort in this mission. Bayo was the most stable mission, and challenging to a degree, I've played so far. Good job on this one, dude.
I really admired your terrain work, to the point of jealousy. I even decided to up the ante for myself too when I saw it. Don't be surprised if that installation garden shows up in Amber Sun (insert shameless smiley). In other words, there's going to be hell to pay if I can't play it, because you've really got me turned on!
Glad you liked the second mission. It is a very different one, and much simpler, which might explain the lesser amount of bugs. I also finished it some time ago, and tested it more.
Glad to hear you liked it more than Supernova! That's great praise, indeed. One of my favorite WOL missions. I wanted to capture the same feel, to be truthful. You know, having to relocate and stuff.
I will see about the attack waves. I find them incredibly hard to balance, even if it's the easiest thing to fix once you know what you want (you just punch in a few numbers).
The ultra backdoor was indeed scripted. I don't know if you have an idea of how attack waves work, but you can be pretty specific. So yes, it is specified where they will drop (roughly). I also see the brood lords work as intended. I think there is a natural instinct for people to just place turrets, which obviously won't work in that scenario, and I wanted to introduce more micro, I guess. :)
I finally figured out how to do the third misson, and if it works as intended, it will be killer.
The third mission is finished and is undergoing internal testing right now (I have recruited three great testers who to give me feedback, and I certainly have room for more people). I will start working on the fourth mission soon enough. I also added two screenshots to the campaign site:
Mission one,
Personal strategy
After my 5th retry finally beat it.
Mission two
There is a way to 'cheat' your way out, here is how.
6. Create 3-4 siege tank and 3-4 goliath.
7. Go to the second rock, don't destroy any zerg building.
8. Wait until finish,
Beat it on my second retry.
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
Thatis the best post ever. Posting strategies for my maps? I love it. :D
Guys this campaign will rocks!!! Also more of Crimson Moon
Haha. So, my dear tester, should I release mission to the masses, or should I finish mission 4 first?
Finish mission 4 so we can test it :p