That was really good! Love the terrain and lighting even more now that I’ve played the map, especially the attention to detail with doodads. It felt very atmospheric! Though, that forest area after the boss fight/before discovering the base was amazing, great work with that! :) I also liked the destroyed protoss base and wreckages of the battles between them and the Terrans.
At first, I thought the map would be similar to the 3rd mission, just taking place outside, and was pleasantly surprised to see it had more phases and wasn’t just “Kill zerg that unburrow, regenerate, move on, repeat”.
The boss fight was alright, I liked how you had the option of destroying the rocks or killing him, though it’d be nice if he did something more than just attack you, maybe a stomp ability or shooting a projectile you can dodge, at least? Then again there’s plenty of projectiles to dodge with those Ravasaurs around :P
The final area was my favorite, redirecting the Zerg while taking out Bunkers and Tanks with Kinetic Blast was fun :D Was hoping for a little more space or bushes to sneak between areas, kept running into Zerg and they don’t seem to wanna give up on chasing me. I waited until they all passed by, but there’s a very small time window before the next wave arrived, and couldn’t blink without proper vision on the area or teleporting into another group of zerg. At least got to kill some more of them :P
A few notes, just some minor stuff:
The boss gives up on you and returns to his cave if you teleport to one of the cliffs Ravasaurs spawn from, not sure if that’s intentional but it lets you sit there and wait for regen/cooldowns as long as you like. Maybe some zerglings could come out of the caves if you sit there for too long?
Will there be more Xel’naga Relics in the next missions to take seconds off cooldowns? Because if not, that -1 second doesn’t seem like much of an upgrade. :P
Anyway, nice work in overall! Wonder how mission 5 is gonna be like :)
I've spent some time with the terrain and I find terrain making a very soothing and relaxing way of fun. Like some people find gardening perhaps.
Thanks for feedback. I agree that during the last phase of the mission the Zerg waves are a bit hard to avoid. I might make the waves more predictable by adding more time between each wave. Thanks for the tip.
The cliff was sort of intentional as I kinda wanted a safe spot to regenerate shields. However, it might be too safe. Perhaps I could make it so that if you've spent too much time there raptors will come and chase you away.
Brakk move back to his cave to avoid that the player just blast him to death while standing on the cliff. Sorry, he doesn't chase you by appearing on the cliffs... yet. But that's a very cool idea, Lerida. I'll see what I can add.
I have thought about giving Brakk an "zealot charge"- like ability. As Agdos and Brakk have identical running speed you can just run away from Brakk infinitely while regenerating shields. With charge you will have to plan a little more.
There are two hidden Xel'Naga relics hidden on that map apart from those in the boss fight, and one of them will also reduce cooldowns with 1 second. So if you get that relic and the relic after the Boss fight you'll get 2 seconds reduced cooldown. Perhaps I should add another one that's not so well hidden, making a potential 3 seconds reduction.
I think I want to carry the cooldown reductions over to mission5, but those hidden bonuses complicate things a little. Is there a way to carry information from map to map, so that I can count how many relics were found in mission4 when in mission5?
Mission 5 is in early stages. You will control a base, but you'll also control Agdos. But it's too early to say anything certain about the gameplay of that map.
Man the terrain was magic, the boss battle... easy... the ninja base assault part... I choose the bulldozer approach, i think that i had to use 45 minutes to kill every single fucker and run away while the last 3 bunkers are under attack by primals... I don't understand why there is a cave that must be closed... What does it means ? that i have to close both ways of the caves?
Anyway the first and boss part was all about the ninja moves and attack/regeneration...
The assault part you have to close the first cave (or both?)
You support zergs with ranged damage and stuns until they arrives near to the mineral line... Now things becames tricky and you will have to do a shitload of kills =>
You have to kill the bunker/tank right on the CC, then you have to kill a lot of scvs, until there are only 2 or 3... then attack with the atk speed increaser and the ranged attack the CC while the zerg are attacking... The CC should fall on not too much time...
You must keep killed the siege tanks and thors because they exterminate the primals
when all scvs are dead you have to kill all bunkers, buildings that creates choke points and finally the tanks and units... Done that you can finally escape!
I think I might need to make that boss battle a little more tedious, at least on hard. I already have some ideas that's been posted here. Always open for new ideas as well.
Perhaps I should make that cave part a little more obvious? The idea is that the primals are moving from one cave to another. By sealing the end cave you force them to take another route to their destination, a route that passes the terran base. There are three of those.
Very nice tactic. Very close to how I did it as well. After the CC I tend to switch to the other side of the base since it's easier to support the primals and taking out the barracks/factories from there.
It took you that long? Perhaps the last part is a bit long winded?
i did it on "hard", and i suggest that the first cave remain the same, but the other two could spawn a Tyrannozor (awfull name dear Blizzard), so the base destruction could be more... Fast and spectacular... You know... watch giant behemoths rape entire bases could be satisfying
I will check mission 1, i see a lot of stuffs that was hardly needed
All these campaigns confuses me... I have 3 storylines to follow: Annihilation, Ignos and the EvindL trilogy
I just got a chance to play the 1st mission and it was awesome!! Those camera angles were bad-ass. I loved the shot of the scouts and mutalisks battling it out on a cliff and you dropped down into the valley. So good!!
Gameplay was excellent. I played it on hard and found it very challenging. I had to save a few times and retry. Ultralisks tore through me on a couple of occasions, but I got blink early and danced around them.
Nothing like holding out for 15 mins and then getting a bunch of carriers and going on a rampage! So much fun!! I can't wait to play the next couple of maps you have made.
1) Infestors don't attack. Right before I got the carriers there were like ten infestors sitting a few feet from my front lines.
2) I noticed a few spelling errors in the last cinematic, e.g. "of" instead of "off"
Loading Screens could use some sprucing up...maybe a little more back-story or just a Protoss warrior rampagiing??? I grow tired of staring off into space.
/ mission 1 (new)
I didn't have the fungal growth bug, my zealot were all green =)
But as I already reported you, the creep never disappeared.
The fleet summoning is pretty fun, but maybe a bit to easy. I had no problem with the zerg since the flyng crew arrived. Maybe the cooldown is to short?
/ mission 4, after the Brack fight, I could easily "jump" in the background forest instead of the pilars.
But the mission 4 is awesome. ultra high quality terrain.
It's always nice to see that people enjoy the missions. It makes me even more motivated.
I've uploaded an updated version of the Ignos1 where the Infestor bug should be fixed, but the old version with the bug is still in the zip with the first three missions. I'm planning to update it. But that is why people say that the infestors were working, because it is quite correct that in the old version they don't
Yeah, I think i must lenghten that cooldown. Not sure what makes that creep stay, but i'll look into it.
The pillars in mission 4 was a bit hard to do. Had to use alot of Page Up and Page Down on the rubble 3x3 doodad (the doodad that makes the platform for the pillars). That and the fact that the game camera is always a bit tilted made it hard to predict where the doodads where placed in comparison to the pathing layers. I'll try to look into it, but it'll probably wont be bullet proof.
Finished the update to mission 1, now is much better, and with mass stalker 3/3/3 upgraded is more easy, the first version i used sentry with zealot to tank and stalker to support... Mass stalker with micro+blink and mass cannon is much easier, the wall of cannons will resist to all weak zerg assault after the arrival of the fleet...
Add 2 or 3 void rays to the first fleet recall, and at least 5 tempest, because two tempests are USELESS
The protoss base looks much better now
Other suggestion is to add some phoenixes, to make it looks like a more majestic recall
Nice fungals, the 4 infestor pack was simple to avoid, i know very well that fungal sucks as hell against stalkers so i took 8 stalkers and said "Come here free fungals!" result: 8 stalker with half of HP and infestor without energy, i blinked all the other stalkers on the infestor hydralisk and GG