Thank you again for feedback. I have fixed many things you reported to me. I would recomend downloading the new file when it´s up. Couse the MOD file was broken =(. You noticed the marines...
Ep 5 .a small bug in the boss fight with the ghost. im my first attempt he found a spot to blink to which he apperently could not get out of again.
its in the left wall where.
also in the last mission in episode 5 - the protoss ai is sending void rays to attack our common enemys, only they have no attack???
primal hydralisk could need some specifying on range and if they are in fact able to hit air - i mean, i can tell that they shoot air, but it dosnt actually say anywhere.
Man this is really well done. Only one little issue that was disturbing throughout whole campaign — queuing the workers. When a worker stars building I can't Shift-queue more because he's technically mutating. And it's annoying. If I want to queue like 6 buildings I have to send a worker somewhere distant from the spot and only then order to build =D
This episode 5 was another great campaign, i especially loved that we had to finally use primal zerg (plus hybrids on last missions), great idea the fact that every primal unit can level up with kills and there is a shared XP system, so that keeping alive your units make them level up faster and stronger.
Now l'et's see what i've found about bugs or suggestion on this chapter 5
* Mission launcher for Chpater 5, there are some Zerglings walking on top of it for no reason (i think you misplaced that doodad)
*On almost all missions the camera shakes a bit on some cutscenes, don't know exactly why
*Mission 1. when i pick up the health box it heals my infesteds, but not the queen that i gained from the bonus objective
*Good idea to add hidden resources on the first mission
*The higher vespene geyser on your base cannot be taken due to wrong placement
*The destructible door that guards the Hydras, is walkable by the infesteds, i had some of them
*Hydra's hitbox is way too big imho, they have a small model but the circle of selection is big as the one of an Ultralisk
*If i pur a new creep tumor from an old one, the old one can still produce new creep tumors
*Mission 3, the cutscene with the Leviathan leaving is too empty, imho it needs more doodads here and there, not a problem, just a personal consideration
*Mission 3 "With help of Dehaka's pack and with the help of some..." - you used Dehakas instead of Dehaka's
*It was not explained how or when Valerian was taken by the Leviathan on mission 2, he just magically appears on mission 3
*Primal hives don't show the number of workers gathering minerals on it
*Merc compound doesn't have a buidling animation
*If i don't have enough essence it tells me "not enough CUSTOM" on mission 5
*Unroot Primal Hives gives me resources and root them costs resources, i am pretty sure that this is a bug
*Mission 6: Dabiri's spell "R" sometimes doesn't slide all the distance intended, but it stops on mid animation or doesn't slide at all, even with no obstacles
*Mission 8, the powerlink is not enemy but for some reasons is neutral
* Missions are on normal speed instead of Very Fast, don't know if intended or not
*Merc Compound doesn't have a "Cancel" icon to can cancel the production of a unit
* On mission 9 our "drones" doesn't follow the rally point, same problem on mission 10 if i remember well
* Shade hits the wraiths of the moebius empire while fighting me and the door is too close to the arena, so i can attack the boss with my hybrid nemesis, you should put some debris and no fly zone to prevent intrusions on the boss fight
* Mission 10, put a "no creep" route on the overmind, because it is covered on creep and imho it looks bad, the result should be like this, there's no creep on the overmind (the image is an example) http://i.imgur.com/c9qrndQ.jpg
* Stukov base is not 100% neutral when i kill his Hive, don't know if intended or not
Have you put the testmod.mod file in the correct folder? Els it won't load correctly. It should be put in the mods folder in your main starcraft 2 location.
Thank you again for feedback. I have fixed many things you reported to me. I would recomend downloading the new file when it´s up. Couse the MOD file was broken =(. You noticed the marines...
Custom Campaign initiative StarCraft: Pandora , StarCraft: Replicant
You disable the intro in mission 9 my friend.
All good in mission 10
Was it intentional to not allow production of more Workers?
Hmm what do you mean?
Custom Campaign initiative StarCraft: Pandora , StarCraft: Replicant
Some problems I've noticed (all ep.4)
Mission 2: you can hold position with units to block your "allies" from reaching the dominion
Mission 4: Raven's have the seeker missile upgrade, which makes seeker missiles pretty much unstoppable. Please have a look at that
Mission 6: Cutscene fails if you build a building where the Dark Archon is supposed to go.
The condensed Custom Campaign Initiative is on this Google Sheet!
List of my Custom campaign text reviews (warning: only the first half of each is serious)
Ep 5 .a small bug in the boss fight with the ghost. im my first attempt he found a spot to blink to which he apperently could not get out of again.
its in the left wall where.
also in the last mission in episode 5 - the protoss ai is sending void rays to attack our common enemys, only they have no attack???
primal hydralisk could need some specifying on range and if they are in fact able to hit air - i mean, i can tell that they shoot air, but it dosnt actually say anywhere.
I will look into the bos fight. Oh, no attack you say? Have to check that...
Thank you for bringing it to my attention.
Custom Campaign initiative StarCraft: Pandora , StarCraft: Replicant
Man this is really well done. Only one little issue that was disturbing throughout whole campaign — queuing the workers. When a worker stars building I can't Shift-queue more because he's technically mutating. And it's annoying. If I want to queue like 6 buildings I have to send a worker somewhere distant from the spot and only then order to build =D
Thank you. Yeah, I can agree on that. You have to be quick ;)
Custom Campaign initiative StarCraft: Pandora , StarCraft: Replicant
Just finished Chapter 5, glad to see that your writing still got balls, so fresh and full of surprises, feedback coming soon
In reply to DEFILERRULEZ:
Custom Campaign initiative StarCraft: Pandora , StarCraft: Replicant
This episode 5 was another great campaign, i especially loved that we had to finally use primal zerg (plus hybrids on last missions), great idea the fact that every primal unit can level up with kills and there is a shared XP system, so that keeping alive your units make them level up faster and stronger.
Now l'et's see what i've found about bugs or suggestion on this chapter 5
* Mission launcher for Chpater 5, there are some Zerglings walking on top of it for no reason (i think you misplaced that doodad)
*On almost all missions the camera shakes a bit on some cutscenes, don't know exactly why
*Mission 1. when i pick up the health box it heals my infesteds, but not the queen that i gained from the bonus objective
*Good idea to add hidden resources on the first mission
*The higher vespene geyser on your base cannot be taken due to wrong placement
*The destructible door that guards the Hydras, is walkable by the infesteds, i had some of them
*Hydra's hitbox is way too big imho, they have a small model but the circle of selection is big as the one of an Ultralisk
*If i pur a new creep tumor from an old one, the old one can still produce new creep tumors
*Mission 3, the cutscene with the Leviathan leaving is too empty, imho it needs more doodads here and there, not a problem, just a personal consideration
*Mission 3 "With help of Dehaka's pack and with the help of some..." - you used Dehakas instead of Dehaka's
*It was not explained how or when Valerian was taken by the Leviathan on mission 2, he just magically appears on mission 3
*Primal hives don't show the number of workers gathering minerals on it
*Merc compound doesn't have a buidling animation
*If i don't have enough essence it tells me "not enough CUSTOM" on mission 5
*Unroot Primal Hives gives me resources and root them costs resources, i am pretty sure that this is a bug
*Mission 6: Dabiri's spell "R" sometimes doesn't slide all the distance intended, but it stops on mid animation or doesn't slide at all, even with no obstacles
*Mission 8, the powerlink is not enemy but for some reasons is neutral
* Missions are on normal speed instead of Very Fast, don't know if intended or not
*Merc Compound doesn't have a "Cancel" icon to can cancel the production of a unit
* On mission 9 our "drones" doesn't follow the rally point, same problem on mission 10 if i remember well
* Shade hits the wraiths of the moebius empire while fighting me and the door is too close to the arena, so i can attack the boss with my hybrid nemesis, you should put some debris and no fly zone to prevent intrusions on the boss fight
* Mission 10, put a "no creep" route on the overmind, because it is covered on creep and imho it looks bad, the result should be like this, there's no creep on the overmind (the image is an example) http://i.imgur.com/c9qrndQ.jpg
* Stukov base is not 100% neutral when i kill his Hive, don't know if intended or not
In reply to DEFILERRULEZ:
Custom Campaign initiative StarCraft: Pandora , StarCraft: Replicant
I cannotfind episode V anywhere. ANYWHERE. From here i can download IV alone without the rest. Where should i look for second campaign?
In reply to Forge_User_40839293:
Custom Campaign initiative StarCraft: Pandora , StarCraft: Replicant
Nope. This still downloads 3.3 IV.
In reply to Forge_User_40839293:
Custom Campaign initiative StarCraft: Pandora , StarCraft: Replicant
HI,
great campaign , i have a problem with mission 4 episode V
it sayd "missing dependencies or mod"
when I open it.
do you have any sugesstion on what to do?
missions 1,2,3 work great.
In reply to Hamchevsky:
Custom Campaign initiative StarCraft: Pandora , StarCraft: Replicant