Me too,some ideas of mission 3 was suggested by myself XD,our dear evindl is really a skilled mapmaker.SPOILER:On the mission 3 you must kill all terran and hybrid e with warhounds :D Trollface
Nice gimmicks. Not overly complicated but interesting. And since there where a progression in the unvailing of the twists, as opposed to them all being thrown at the player at the same time, the gimmicks didn't come off as frustrating.
I know you don't like to hold the players hand too much, but perhaps you could place some permanent minimap pings on all the remaining cooling towers. The towers are kinda grey as is the rest of the map, and it makes it a bit hard to notice them. Also it didn't state how many there where.
I have to admit that I cheated when the Zerg caves where opened and the protoss attacked.;) I'm really not that good at playing the game so someone else have to give feedback on difficulty.
Overall a very nice mid-campaign mission. The enviroment was superb and the polish of the map seem very professional. I really like that about your maps, they always give the impression of being toroughly done.
Mission 04
I only tried the first sequence with the infested terrans, was a bit in a hurry when i tested the maps. But wow, the scenery was stunning.
You seem to like creating bleak enviroments, and you do them quite well! I noticed that about your first campaign too. In Crimson Moon most of the maps where rather gritty and bleak with only one lush enviroment (the final map). It's quite efficient at creating mood. You have an unique signature when it comes to terrain and enviroment.
I'm have be a bit short, I have to get up early in the morning and it's quite late here in Norway, but yes, this campaign show great potential. Can't wait to see it finished. Keep up the good work :)
Nice gimmicks. Not overly complicated but interesting. And since there where a progression in the unvailing of the twists, as opposed to them all being thrown at the player at the same time, the gimmicks didn't come off as frustrating.
I know you don't like to hold the players hand too much, but perhaps you could place some permanent minimap pings on all the remaining cooling towers. The towers are kinda grey as is the rest of the map, and it makes it a bit hard to notice them. Also it didn't state how many there where.
Never thought about the colors. That is an interesting point. However, I do believe there are those green highlighters showing them?
I tried it with the pings on the mini-map, and didn't like how it looked, to be honest. :D Of all the reasons...
I have to admit that I cheated when the Zerg caves where opened and the protoss attacked.;) I'm really not that good at playing the game so someone else have to give feedback on difficulty.
Hehe, that part is a bit tricky, though I find it to be an integral part of the map.
I only tried the first sequence with the infested terrans, was a bit in a hurry when i tested the maps. But wow, the scenery was stunning.
There first part is the least interesting (though it's kinda necessary to introduce the environment and the ravagers). The mission has a lot of "mini-games", each testing different types of skills.
You seem to like creating bleak enviroments, and you do them quite well! I noticed that about your first campaign too. In Crimson Moon most of the maps where rather gritty and bleak with only one lush enviroment (the final map). It's quite efficient at creating mood. You have an unique signature when it comes to terrain and enviroment.
Hehe, well, the story is dark, so I guess that's natural. :-p I find terrain to be a valuable story-telling tool actually. I chose Deadman's Port specifically for Roverville, for instance, because it does look like the "rectal end end of the universe". I would argue that the fifth mission had a less-than-bleak look (though that might have been hard to notice behind all the executions).
Amber Sun is also quite dark, though the fifth mission uses the Zerus tileset, which is just so cool to make maps with.
Nice holdout. Tought I've never been a huge fan of holdout missions, and for me 10 minutes might have been a few minutes too much. But that's me. But I like that you have to use abilities to uncloak the enemy. That was a nice twist.
APC
I really liked this part. Escort missions are more my cup of tea. The green line that made you see where the APC where going was also a good feature in my eyes. It made it more predictable in a good way by giving a glimpse of what to expect.
Prison
This was nifty. You really excell at these kind of missions. Fun and unerving, got caught a couple of times. My only complain is that you could have stated that the key was on a guard, I did search for a while at spots I thought I could have missed. But no biggie.
Hiding
This part was frustrating for me. I simply could not find him. I searched for a good while, and used EMP about everywhere. At this point I became tired and quited. I thought he might been hideing near around the V symbol as that had been mentioned in a cinematic, but he was nowhere there. Perhaps it was a bug?
Funny dialog though ;)
Other
I was a bit baffled by the story. Before the prison it seemed that Janus would have figured out the Echilles really where Vanaris, but then he escaped and are cooperating with Echilles. I got the impression that Janus already had blown his cover.
And again, excellent enviroment. Few campaigns have such magnificent scenery.
Nice holdout. Tought I've never been a huge fan of holdout missions, and for me 10 minutes might have been a few minutes too much. But that's me. But I like that you have to use abilities to uncloak the enemy. That was a nice twist.
Yeah, I found that 10 minutes was a little bit too long too. I guess it feels longer when you have no base. I'll look into it.
I really liked this part. Escort missions are more my cup of tea. The green line that made you see where the APC where going was also a good feature in my eyes. It made it more predictable in a good way by giving a glimpse of what to expect.
Escort missions is something that doesn't have a very good reputation in gaming, but I like them, and I am glad you liked mine. )
This was nifty. You really excell at these kind of missions. Fun and unerving, got caught a couple of times. My only complain is that you could have stated that the key was on a guard, I did search for a while at spots I thought I could have missed. But no biggie.
Oh, I have to make you look a bit, don't I? :D As I mentioned in my PM, that sort of stealth gameplay will reappear later, though it will be a break-in instead of a break-out then. I consider the Alzadhar prison escape to be a sort of teaser to that, as well as a tutorial.
This part was frustrating for me. I simply could not find him. I searched for a good while, and used EMP about everywhere. At this point I became tired and quited. I thought he might been hideing near around the V symbol as that had been mentioned in a cinematic, but he was nowhere there. Perhaps it was a bug? Funny dialog though ;)
How much time did you spend looking for him? He'll give pretty large hints if you just wait long enough. EMP won't do it, though, I'm afraid. Red Fox is a place that is supposed to screw with your head, and you have to think in unorthodox manners. Micro or macro will do you no good there, I'm afraid.
I was a bit baffled by the story. Before the prison it seemed that Janus would have figured out the Echilles really where Vanaris, but then he escaped and are cooperating with Echilles. I got the impression that Janus already had blown his cover.
What? Here's what happens: Janus finds the V, and then he exposes Echuilles (a bit too late), escapes from the prison, and eventually ends up in Red Fox. Janus never meets Echuilles again after the prison. Are you sure you got it right?
And again, excellent enviroment. Few campaigns have such magnificent scenery.
Thank you. I loved making this map. Post-apocalyptic cities are fun to make.
But enough about that, because I have a...
...NEW MISSION ON ITS WAY!
I've just sent mission 5 to my awesome testers, and I should have it released as soon as all bugs are squashed and we are satisfactory with the difficulty. In the meantime, here are some pictures to give you all a good taste (spot the Crimson Moon reference):
Are missions 1,2,3,4 completely fixed ? Might make some translations in Italian ...
I'd also be glab to become a tester !
Btw , nice job. Imo this is the best custom campaign i ever seen.
Waiting for mission 5 ....
I have made some minor changes that will make it in the next reupload, but I don't know when that'll be. I always tinker with the maps here and there, until I reach a point where I am somewhat happy with them. So, if you want to translate, go right ahead, but I'd advice you to wait a bit more.
I've sent you a PM with a version of mission 5 if you want to test it.
Are missions 1,2,3,4 completely fixed ? Might make some translations in Italian ... I'd also be glab to become a tester ! Btw , nice job. Imo this is the best custom campaign i ever seen. Waiting for mission 5 ....
Yes all the first 4 missions are fixed,mission 5 is taking the last touches but i don't know when it will be released,don't know if the campaign need to be tranlsated,but an Italian could appreciate it,like me "trollface"
Haha, I wish. That would have been awesome, though.
I was supposed to postpone work on mission 6 (the stealth mission) until June (when school is over), but I couldn't resist. I haven't gotten far, but it's looking good so far. Initially, I wanted to use the Avernus tileset, then Umoja, but ultimately decided for Moros. The map will feature an "alert system" where the enemy sends reinforcements after you if you are spotted, forcing you to hide from them. There's a lot of other stuff as well (micro missions usually make it easier to get creative), but I won't say more than that, other than the fact that you have a lot in store for you. However, I will say that I aim to create a somewhat open map (as opposed to the "just walk in one direction until you reach your goal"-type usually found in missions like this). It won't be WOW, obviously, but still, it should make a great change from the norm.
So , one question : Will there be an "urban" style mission ? Something like raining korhal would be awesome. Even Frozen korhal would be perfect :D
Btw , i played Mission 5 a lot , and here's my suggestions :
Terrain : as always , perfect. Your "less-doodads " style is always good. You should make atleast a natural expansion , that , if taken , will make the enemies attack it.
Gameplay : i dont think you have much liberty here ... even in the first APC you must produce marines or Mines to destroy it ... it does simply feel weird. Consider delay the APC for about 30 seconds of add a Warhound in the initial units ( I dont know about you , but personally i love that unit asd ).
At 1 base you can have about 4 Factories producing Tanks\Goliath\Mines\Hellion. This simply destroy every APC in about 2 seconds.
Last stuff , this might be my thought , but i would love to see some triggered stuff , like in-gameplay-dialogs. Be creative , you absolutely can and must be. :D Add one more path for APCs and one more bridge , this way it will be very much harder and will require to spread some units across the map. COnsidered adding 1-2 Apc ?
So , one question : Will there be an "urban" style mission ? Something like raining korhal would be awesome. Even Frozen korhal would be perfect :D
Btw , i played Mission 5 a lot , and here's my suggestions :
Terrain : as always , perfect. Your "less-doodads " style is always good. You should make atleast a natural expansion , that , if taken , will make the enemies attack it.
Gameplay : i dont think you have much liberty here ... even in the first APC you must produce marines or Mines to destroy it ... it does simply feel weird. Consider delay the APC for about 30 seconds of add a Warhound in the initial units ( I dont know about you , but personally i love that unit asd ).
At 1 base you can have about 4 Factories producing Tanks\Goliath\Mines\Hellion. This simply destroy every APC in about 2 seconds.
Last stuff , this might be my thought , but i would love to see some triggered stuff , like in-gameplay-dialogs. Be creative , you absolutely can and must be. :D Add one more path for APCs and one more bridge , this way it will be very much harder and will require to spread some units across the map. COnsidered adding 1-2 Apc ?
Sorry , writing from Iphone :D
First of all, send me a PM. Don't write here. This is a test version, so it's obviously not finished.
Yes, there will be some "urban" missions coming (though that might change). In mission 7 you'll fight the Zerg in an infested city (this is mentioned in the ending cinematic), and in mission 8 you'll fight in the skies (Korhal Platform tileset).
You shouldn't destroy the first APC, but rather retract the bridge. Remember, the critters are the enemies of Geraldus as well. The APC escorts will see a buff (as will the attack waves). I realized that to balance the map, the platforms would have to be lightly defended (to encourage bridge retracting), whilst the escorts need to be heavily defended (to discourage facing them head-on too often).
I think 3 bridges and platforms are more than enough. There is a map size limit, and if even there wasn't, I think the current arrangement is sufficient. If you create too big a map, you'll end up spending half the time travelling across it. I also belive super-big maps is a relic from SC1 that Blizzard thankfully abandoned (look at a mission like The Great Train Robbery to see how you can make a mission last as long as 20 minutes, even if the map itself is small and the enemy is low in numbers).
Thanks for playing the map. Glad you liked it. And no, I wouldn't count on Warhounds, though. They are a bit too powerful.
@Thunderzak: Go
So you are one of the testers?
Yeah do the mission 4 :D
Yup ;) and I feel lucky about it :p
@Thunderzak: Go
Me too,some ideas of mission 3 was suggested by myself XD,our dear evindl is really a skilled mapmaker.SPOILER:On the mission 3 you must kill all terran and hybrid e with warhounds :D Trollface
All right, dudes and dudettes, you may now play missions 3 and 4. Check the page in the signature for a download link.
First impressions:
Mission 03
Nice gimmicks. Not overly complicated but interesting. And since there where a progression in the unvailing of the twists, as opposed to them all being thrown at the player at the same time, the gimmicks didn't come off as frustrating.
I know you don't like to hold the players hand too much, but perhaps you could place some permanent minimap pings on all the remaining cooling towers. The towers are kinda grey as is the rest of the map, and it makes it a bit hard to notice them. Also it didn't state how many there where.
I have to admit that I cheated when the Zerg caves where opened and the protoss attacked.;) I'm really not that good at playing the game so someone else have to give feedback on difficulty.
Overall a very nice mid-campaign mission. The enviroment was superb and the polish of the map seem very professional. I really like that about your maps, they always give the impression of being toroughly done.
Mission 04
I only tried the first sequence with the infested terrans, was a bit in a hurry when i tested the maps. But wow, the scenery was stunning.
You seem to like creating bleak enviroments, and you do them quite well! I noticed that about your first campaign too. In Crimson Moon most of the maps where rather gritty and bleak with only one lush enviroment (the final map). It's quite efficient at creating mood. You have an unique signature when it comes to terrain and enviroment.
I'm have be a bit short, I have to get up early in the morning and it's quite late here in Norway, but yes, this campaign show great potential. Can't wait to see it finished. Keep up the good work :)
Never thought about the colors. That is an interesting point. However, I do believe there are those green highlighters showing them?
I tried it with the pings on the mini-map, and didn't like how it looked, to be honest. :D Of all the reasons...
Hehe, that part is a bit tricky, though I find it to be an integral part of the map.
There first part is the least interesting (though it's kinda necessary to introduce the environment and the ravagers). The mission has a lot of "mini-games", each testing different types of skills.
Hehe, well, the story is dark, so I guess that's natural. :-p I find terrain to be a valuable story-telling tool actually. I chose Deadman's Port specifically for Roverville, for instance, because it does look like the "rectal end end of the universe". I would argue that the fifth mission had a less-than-bleak look (though that might have been hard to notice behind all the executions).
Amber Sun is also quite dark, though the fifth mission uses the Zerus tileset, which is just so cool to make maps with.
I have played the fourth mission some more
Ravagers
Quite forward and simple
Holdout
Nice holdout. Tought I've never been a huge fan of holdout missions, and for me 10 minutes might have been a few minutes too much. But that's me. But I like that you have to use abilities to uncloak the enemy. That was a nice twist.
APC
I really liked this part. Escort missions are more my cup of tea. The green line that made you see where the APC where going was also a good feature in my eyes. It made it more predictable in a good way by giving a glimpse of what to expect.
Prison
This was nifty. You really excell at these kind of missions. Fun and unerving, got caught a couple of times. My only complain is that you could have stated that the key was on a guard, I did search for a while at spots I thought I could have missed. But no biggie.
Hiding
This part was frustrating for me. I simply could not find him. I searched for a good while, and used EMP about everywhere. At this point I became tired and quited. I thought he might been hideing near around the V symbol as that had been mentioned in a cinematic, but he was nowhere there. Perhaps it was a bug? Funny dialog though ;)
Other
I was a bit baffled by the story. Before the prison it seemed that Janus would have figured out the Echilles really where Vanaris, but then he escaped and are cooperating with Echilles. I got the impression that Janus already had blown his cover.
And again, excellent enviroment. Few campaigns have such magnificent scenery.
Yeah, I found that 10 minutes was a little bit too long too. I guess it feels longer when you have no base. I'll look into it.
Escort missions is something that doesn't have a very good reputation in gaming, but I like them, and I am glad you liked mine. )
Oh, I have to make you look a bit, don't I? :D As I mentioned in my PM, that sort of stealth gameplay will reappear later, though it will be a break-in instead of a break-out then. I consider the Alzadhar prison escape to be a sort of teaser to that, as well as a tutorial.
I got caught plenty of times too.
How much time did you spend looking for him? He'll give pretty large hints if you just wait long enough. EMP won't do it, though, I'm afraid. Red Fox is a place that is supposed to screw with your head, and you have to think in unorthodox manners. Micro or macro will do you no good there, I'm afraid.
What? Here's what happens: Janus finds the V, and then he exposes Echuilles (a bit too late), escapes from the prison, and eventually ends up in Red Fox. Janus never meets Echuilles again after the prison. Are you sure you got it right?
Thank you. I loved making this map. Post-apocalyptic cities are fun to make.
But enough about that, because I have a...
...NEW MISSION ON ITS WAY!
I've just sent mission 5 to my awesome testers, and I should have it released as soon as all bugs are squashed and we are satisfactory with the difficulty. In the meantime, here are some pictures to give you all a good taste (spot the Crimson Moon reference):
Are missions 1,2,3,4 completely fixed ? Might make some translations in Italian ... I'd also be glab to become a tester ! Btw , nice job. Imo this is the best custom campaign i ever seen. Waiting for mission 5 ....
I have made some minor changes that will make it in the next reupload, but I don't know when that'll be. I always tinker with the maps here and there, until I reach a point where I am somewhat happy with them. So, if you want to translate, go right ahead, but I'd advice you to wait a bit more.
I've sent you a PM with a version of mission 5 if you want to test it.
Yes all the first 4 missions are fixed,mission 5 is taking the last touches but i don't know when it will be released,don't know if the campaign need to be tranlsated,but an Italian could appreciate it,like me "trollface"
Seems good. Will wait until the next release for the translation.
Will PM you some suggestions and feedbacks about the 5th map in a few hours.
I think that a skilled guy like you will join our testers team soon :D
By only watching the map via editor , i must pray Blizzard to hire you in the Campaign team. You are just awesome creating maps.
Haha, I wish. That would have been awesome, though.
I was supposed to postpone work on mission 6 (the stealth mission) until June (when school is over), but I couldn't resist. I haven't gotten far, but it's looking good so far. Initially, I wanted to use the Avernus tileset, then Umoja, but ultimately decided for Moros. The map will feature an "alert system" where the enemy sends reinforcements after you if you are spotted, forcing you to hide from them. There's a lot of other stuff as well (micro missions usually make it easier to get creative), but I won't say more than that, other than the fact that you have a lot in store for you. However, I will say that I aim to create a somewhat open map (as opposed to the "just walk in one direction until you reach your goal"-type usually found in missions like this). It won't be WOW, obviously, but still, it should make a great change from the norm.
So , one question : Will there be an "urban" style mission ? Something like raining korhal would be awesome. Even Frozen korhal would be perfect :D
Btw , i played Mission 5 a lot , and here's my suggestions :
Terrain : as always , perfect. Your "less-doodads " style is always good. You should make atleast a natural expansion , that , if taken , will make the enemies attack it.
Gameplay : i dont think you have much liberty here ... even in the first APC you must produce marines or Mines to destroy it ... it does simply feel weird. Consider delay the APC for about 30 seconds of add a Warhound in the initial units ( I dont know about you , but personally i love that unit asd ).
At 1 base you can have about 4 Factories producing Tanks\Goliath\Mines\Hellion. This simply destroy every APC in about 2 seconds.
Last stuff , this might be my thought , but i would love to see some triggered stuff , like in-gameplay-dialogs. Be creative , you absolutely can and must be. :D Add one more path for APCs and one more bridge , this way it will be very much harder and will require to spread some units across the map. COnsidered adding 1-2 Apc ?
Sorry , writing from Iphone :D
I don't think that we will ever see the Imba OP sexy Warhound on this campaign
First of all, send me a PM. Don't write here. This is a test version, so it's obviously not finished.
Yes, there will be some "urban" missions coming (though that might change). In mission 7 you'll fight the Zerg in an infested city (this is mentioned in the ending cinematic), and in mission 8 you'll fight in the skies (Korhal Platform tileset).
You shouldn't destroy the first APC, but rather retract the bridge. Remember, the critters are the enemies of Geraldus as well. The APC escorts will see a buff (as will the attack waves). I realized that to balance the map, the platforms would have to be lightly defended (to encourage bridge retracting), whilst the escorts need to be heavily defended (to discourage facing them head-on too often).
I think 3 bridges and platforms are more than enough. There is a map size limit, and if even there wasn't, I think the current arrangement is sufficient. If you create too big a map, you'll end up spending half the time travelling across it. I also belive super-big maps is a relic from SC1 that Blizzard thankfully abandoned (look at a mission like The Great Train Robbery to see how you can make a mission last as long as 20 minutes, even if the map itself is small and the enemy is low in numbers).
Thanks for playing the map. Glad you liked it. And no, I wouldn't count on Warhounds, though. They are a bit too powerful.
APC escorted by warhounds!!! Powerful against our bio and our mech!!