StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Mission 17 on Brutal (as alwais), first part was ok, the boss part was enjoyable like ripping my eyes out of my skull with my bare hands.
I see what you did here, double damage into enemy bases, you are lucky that i thought about the fact they don't have double health and i could have clean all bases with a bunch of nukes plus scans when i already had a supply cap army of BC/Science Vessels.
Protoss ally is useless, he delays early attacks and that's it, he is too busy to suicide into double damage zerg/toss bases, i suggest to change his routines to make him only attack the final terran base (a great strategy when taking expansion was to scan the central bases so he helped me take new mineral fields really early)
I don't know if waves would spawn even if all zerg/toss bases are destroyed (again very easy with nukes and then spectre stuns / damage burst)
The final base is really well defended, i tryed a frontal attack with mass BCs and i hammered all defences with shield BCs and yamato snipes, i was going to kill the main objective but then the giant mech killed my last BCs with few enemy BC allied... Luckily for me the flanks are not defended, so mass BC yamato on the objective and EZ win, they don't even care of damage, at full energy they have 3 shield charge... Very good base, you can do a frontal assault with a really carefull strategy, or cheese everthing by flanking
I don't even know where to begin with the boss fight... Dark Souls has a lot of good bosses and they never have health regen... Diablo 3 most bullshit trait on launch was health regen mobs and was immediately removed... And what does your boss have? Health regeneration, cheapest way to prolongue a fight that would last much less, is not even adding difficulty, especially on a spam lasers/missiles/minions boss fight, same goes with the shield that last forever, i found it another way to unnecessary prolongue a boss fight that instead would have last half of the actual duration
The spear of adun beams that randomly launch on the sides of the map imho should be segnalated with blue beacons, liek the red ones for all the other attacks, i get it the ones that follow your heroes, that's fine, but this can easily oneshot your heroes because you know only approximately when the hits will land, and die from semi-random hits it's dumb
The spawns are fine, some cloack / AoE and they are done, maybe adding one second between each spawn
The stuns are a nice idea to keep distance from my heroes, even if they are really annoying and maybe should last a bit less
The stun grenade could use a bit of a nerf, reduce the stun effect, even by a little
Too much taunts from Malrick (don't know if they are announcements for X or Y attack, but i counted dozens of them on my message list)
How did Reeves don't notice not one but two on his same room spying them? It's now clear that he is not a traitor, but how on the living hell can't he notice two psionic entities at few meters of distance? It's an oversight by yourself or it was because he was really tired / injuried?
PS: As i've already stated, i really hope you don't turn Annihilation Organization on a bunch of losers wich only objective is to lose every single battle without gaining any significant victory, i've already had EmoAmon for that... Imho they are less of a threat with the time passing, i really hope they really pull off omething really unexpected that almost lead them to victory or something like that... For now they are just a bunch of losers on my book, especially with Malrick finally dead
Protoss ally is useless, he delays early attacks and that's it, he is too busy to suicide into double damage zerg/toss bases, i suggest to change his routines to make him only attack the final terran base (a great strategy when taking expansion was to scan the central bases so he helped me take new mineral fields really early)
He was never designed to be able to do anything significant, espcially within the R.S.S.I base. He's more there to help you push into the first defenses, and allow you to clean up more easily. It is a problem that they sometimes go directly into the other bases and get killed. Due to the layout of the map and the bases being very close to each other, it's hard to prevent them from doing that, unfortunately.
I don't even know where to begin with the boss fight... Dark Souls has a lot of good bosses and they never have health regen... Diablo 3 most bullshit trait on launch was health regen mobs and was immediately removed... And what does your boss have? Health regeneration, cheapest way to prolongue a fight that would last much less, is not even adding difficulty, especially on a spam lasers/missiles/minions boss fight, same goes with the shield that last forever, i found it another way to unnecessary prolongue a boss fight that instead would have last half of the actual duration
You know, there were many reasons for me wanting to do this.
First of all, it's something we haven't seen before in my fights, so for the sake of keeping things interesting, I added it.
It serves as an important boss mechanic, making you use abilities on him frequently as to prevent him from healing.
I also found the battle to be too quick without it.
This was a very important fight for the story, with a character you've been hunting for a while, so I really wanted to make a really long fight that would test your endurance.
The spear of adun beams that randomly launch on the sides of the map imho should be segnalated with blue beacons, liek the red ones for all the other attacks, i get it the ones that follow your heroes, that's fine, but this can easily oneshot your heroes because you know only approximately when the hits will land, and die from semi-random hits it's dumb
I thought about this. I really wanted to make the mechanics of this fight interesting and thought that he had enough generic abilities that the player could just see coming and dodge. I wanted to try out a different approach, and knew that players would fail in the beginning, but eventually learn that either they have to move away from where they are, or towards the middle when the 4 blasts strike. For the sake of keeping things interesting, I wish to avoid adding targeting beacons, but instead come up with something else that will allow players to know how and when to dodge the attacks.
How did Reeves don't notice not one but two on his same room spying them? It's now clear that he is not a traitor, but how on the living hell can't he notice two psionic entities at few meters of distance? It's an oversight by yourself or it was because he was really tired / injuried?
Really tired/injured. Concentrated on the fight at hand. Malrick took all of Reeves' focus.
You bring up some interesting suggestions for possible nerfs etc. I will take a look at those too! Thanks!
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StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Finally catching up to you with my playthroughs. Completed M16 over the weekend and will be playing M17 sometime this week. M16 is very long and challenging but in a good way. I'm not going to complain about any additional quality content added to this campaign. Having it split into multiple portions (micro/macro/micro/boss/macro/boss/micro) may seem overwhelming to anyone reading this who hasn't played it yet, but it works. If you can't play 2 hours straight, a good place to stop and take a break is the beginning of the 2nd macro section.
Playing on hard and with the most recent version of the mission, I felt like the final 3 sections were a tad on the difficult side, but fair. Besides heroes dying in the initial push into the ammunition centers, I didn't have to restart that macro section at all on my first playthrough.
The 2nd boss battle is very unique and once you get the hang of it, not super challenging. My only criticism is that you are given very little time to get used to playing with Rhik and orient yourself with the mechanics (i.e. beacon locations, what beacons do what, where enemies spawn, location of building you have to protect, etc.) before getting attacked. Once you get the hang of it though, I found it very enjoyable since you really have to think about turret/mine placement and timing as well as deciding the optimal time to max out the beacon percentage.
The final micro section is not too bad if you use Reeve's abilities well. It'll be tough to complete the first try, since Ferring's speed is quite shocking.
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.
Nice to hear you're catching up! Looking forward to seeing the recordings for Mission 16 and 17!
You bring up some very fair points with Rhik and your little timeframe to learn before you're thrown right into the action. The only problem is that you only have a chance to use him at that specific section, which is a quite complex section, indeed. I'm open to any suggestions, if you have any.
I should point out that I did expect people to find it very complicated, so I did my best to explain the mechanics in the tips, but there might be room for improvements.
Before you play Mission 17, I do want to point out that the final section might be slightly overtuned, and for good reason, as it was my intention to make noticeably more challenging than other sections you've seen. Where and exactly how I should tone it down (if the need is there) I'm hoping you're video can shed some light on. I just wanted to give you a heads-up, and say Good luck! :D
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StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
For the Rhik section, consider, just for the first spawned attack wave, reducing the # of units so you have a chance to lay down a turret. Currently if you don't lay a turret down within a few seconds of starting, you're probably going to lose. I think there was a predator, marine, and marauder in the first attack. Maybe just a marauder? Unless you want the player to learn by losing first. Another thing that might help is panning over the Computer Core and beacons in the cinematic beforehand so the player has an idea of the layout.
Now I'm nervous for M17...
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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.
Come on bro, it's not THAT hard haha. Granted, Defiler did play on Brutal, Deltron. You can do this!
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StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Come on bro, it's not THAT hard haha. Granted, Defiler did play on Brutal, Deltron. You can do this!
It took me more of 90 minutes just to complete that boss fight, prepare your anus Deltron, Dudki lost his mind and made one of the more sadistics boss fights ever, it's 100% action and (your) ass whooping
Can I say that I really like almost everything about this map? The layout, the varied enemy compositions, an ally that can actually do something (looking at you, LotV epilogue) . I'm still going to complain about the amount of vespene you get early, but that's just because I love vespene, and upgrades.
Really tough map, loved the boss, even though half of my deaths trying to figure out the cue for orbital strikes before realizing what it is, and a further half forgetting about it (not spoiling it for anyone).
A few things:
You can snipe the base using cloaked banshees, head up the left corridor, turn left between the bunker and the cannon, flying a little closer to the cannon, go up, hit the turret by the base, then GG.
Why the double orbital strikes on the corners? The instant-kill seems a bit much.
PLEASE, PLEASE put a cooldown on cloak, starting when he decloaks. The number of times I've decloaked him and he instantly cloaks again.... ugh.
I'm worried about ultrasonic pulse or whatever his second phase ranged stun is. It seems too crippling, especially during a rocket phase or a minion phase. While I never died because of it, there have been a number of close calls.
I agree with the cloaking. I imagine that can be pretty annoying if you get unlucky with his ability usage. The removal of the double orbital strike waves could be a welcome nerf as well.
Didn't realize banshees could get in that easily. I'll have to try and take a look at that!
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StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
I wroted it, i spammed shield with full energy when i was near the objective and farted yamatos into it, i had a 200 supply army of bcs btw, also the regular assault works with shield spam and yamatos but is by far more risky and you can easily lose ten or more BCs regardless if you don't snipe vikings and the archangel in time, not even mission 17 could stop my lame strategies, in case BCs would have not worked i was ready to spam nukes... LameStrats® by DefilerRulez - No skill required
Yeah. The thing is, at this point I think I have to let those things go. Given the tech you have available now, I can't prevent every single cheesy strategy.
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
I think a patrol of viking could work... But i can simply snipe them with Yamato and go on... Ghosts with EMP to prevent shielding... I have enough HPs to can snipe the Objective with Yamatos regardless, yeah i think too that the RTS part is fine even with this tier 3 cheese... At least you still have to survive a long time before massing all the necessary BCs (well, it wasn't a problem for me, siege tanks, widow mines and vikings to snipe detectors/ air units, i started mass BCs after i took the first exp)
Give the base an energy drain mechanism (within 10-15 range or something) and a cannon that shoots air units for a billion damage within BC AA range, no more cheese. That is unless reapers have anti-structure grenades, in which case a medivac/reaper cheese might be possible.
That would be a dumb idea that would cut out all your detection and make colossi/air units way stronger, no artificial difficulty / gimmick crap thanks
I don't understand how it would cut diversity if the "drain" is a short range around the main target. You can still Yamato anything (even units right in front of the target!) with no ill effects, just not the base.
And again, cannon is on the main target and shoots within B/C AA range, the only things that would be effected by this is banshees (attack range 6) and battlecruisers (range 6) that are attacking the main target.
Krayen still has work to do back on Netmack. What could be his next move?
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Starcraft II: A War Story Campaign - A multi-act campaign with custom factions. Follow my discord for updates: https://discord.gg/Ztu44gZ
If you want to see a list of other awesome campaigns, go to: Custom Campaign Initiative
Really impressive terrain :)
Mission 17 on Brutal (as alwais), first part was ok, the boss part was enjoyable like ripping my eyes out of my skull with my bare hands.
@DEFILERRULEZ: Go
He was never designed to be able to do anything significant, espcially within the R.S.S.I base. He's more there to help you push into the first defenses, and allow you to clean up more easily. It is a problem that they sometimes go directly into the other bases and get killed. Due to the layout of the map and the bases being very close to each other, it's hard to prevent them from doing that, unfortunately.
You know, there were many reasons for me wanting to do this.
I thought about this. I really wanted to make the mechanics of this fight interesting and thought that he had enough generic abilities that the player could just see coming and dodge. I wanted to try out a different approach, and knew that players would fail in the beginning, but eventually learn that either they have to move away from where they are, or towards the middle when the 4 blasts strike. For the sake of keeping things interesting, I wish to avoid adding targeting beacons, but instead come up with something else that will allow players to know how and when to dodge the attacks.
Really tired/injured. Concentrated on the fight at hand. Malrick took all of Reeves' focus.
You bring up some interesting suggestions for possible nerfs etc. I will take a look at those too! Thanks!
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Starcraft II: A War Story Campaign - A multi-act campaign with custom factions. Follow my discord for updates: https://discord.gg/Ztu44gZ
If you want to see a list of other awesome campaigns, go to: Custom Campaign Initiative
Finally catching up to you with my playthroughs. Completed M16 over the weekend and will be playing M17 sometime this week. M16 is very long and challenging but in a good way. I'm not going to complain about any additional quality content added to this campaign. Having it split into multiple portions (micro/macro/micro/boss/macro/boss/micro) may seem overwhelming to anyone reading this who hasn't played it yet, but it works. If you can't play 2 hours straight, a good place to stop and take a break is the beginning of the 2nd macro section.
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.
@deltronLive: Go
Nice to hear you're catching up! Looking forward to seeing the recordings for Mission 16 and 17!
You bring up some very fair points with Rhik and your little timeframe to learn before you're thrown right into the action. The only problem is that you only have a chance to use him at that specific section, which is a quite complex section, indeed. I'm open to any suggestions, if you have any.
I should point out that I did expect people to find it very complicated, so I did my best to explain the mechanics in the tips, but there might be room for improvements.
Before you play Mission 17, I do want to point out that the final section might be slightly overtuned, and for good reason, as it was my intention to make noticeably more challenging than other sections you've seen. Where and exactly how I should tone it down (if the need is there) I'm hoping you're video can shed some light on. I just wanted to give you a heads-up, and say Good luck! :D
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Starcraft II: A War Story Campaign - A multi-act campaign with custom factions. Follow my discord for updates: https://discord.gg/Ztu44gZ
If you want to see a list of other awesome campaigns, go to: Custom Campaign Initiative
@DudkiSC2: Go
For the Rhik section, consider, just for the first spawned attack wave, reducing the # of units so you have a chance to lay down a turret. Currently if you don't lay a turret down within a few seconds of starting, you're probably going to lose. I think there was a predator, marine, and marauder in the first attack. Maybe just a marauder? Unless you want the player to learn by losing first. Another thing that might help is panning over the Computer Core and beacons in the cinematic beforehand so the player has an idea of the layout.
Now I'm nervous for M17...
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.
@DEFILERRULEZ: Go
lol
Come on bro, it's not THAT hard haha. Granted, Defiler did play on Brutal, Deltron. You can do this!
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Starcraft II: A War Story Campaign - A multi-act campaign with custom factions. Follow my discord for updates: https://discord.gg/Ztu44gZ
If you want to see a list of other awesome campaigns, go to: Custom Campaign Initiative
It took me more of 90 minutes just to complete that boss fight, prepare your anus Deltron, Dudki lost his mind and made one of the more sadistics boss fights ever, it's 100% action and (your) ass whooping
@DudkiSC2: Go
Can I say that I really like almost everything about this map? The layout, the varied enemy compositions, an ally that can actually do something (looking at you, LotV epilogue) . I'm still going to complain about the amount of vespene you get early, but that's just because I love vespene, and upgrades.
Really tough map, loved the boss, even though half of my deaths trying to figure out the cue for orbital strikes before realizing what it is, and a further half forgetting about it (not spoiling it for anyone).
A few things:
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)
@TChosenOne: Go
I agree with the cloaking. I imagine that can be pretty annoying if you get unlucky with his ability usage. The removal of the double orbital strike waves could be a welcome nerf as well.
Didn't realize banshees could get in that easily. I'll have to try and take a look at that!
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Starcraft II: A War Story Campaign - A multi-act campaign with custom factions. Follow my discord for updates: https://discord.gg/Ztu44gZ
If you want to see a list of other awesome campaigns, go to: Custom Campaign Initiative
Bruh i did the same with BCs, do you really think that smaller and faster units like banshees can't do that? Of course they can
@DEFILERRULEZ: Go
Suppose I forgot how you did it. Or, I missed it.
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Starcraft II: A War Story Campaign - A multi-act campaign with custom factions. Follow my discord for updates: https://discord.gg/Ztu44gZ
If you want to see a list of other awesome campaigns, go to: Custom Campaign Initiative
I wroted it, i spammed shield with full energy when i was near the objective and farted yamatos into it, i had a 200 supply army of bcs btw, also the regular assault works with shield spam and yamatos but is by far more risky and you can easily lose ten or more BCs regardless if you don't snipe vikings and the archangel in time, not even mission 17 could stop my lame strategies, in case BCs would have not worked i was ready to spam nukes... LameStrats® by DefilerRulez - No skill required
@DEFILERRULEZ: Go
Yeah. The thing is, at this point I think I have to let those things go. Given the tech you have available now, I can't prevent every single cheesy strategy.
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Starcraft II: A War Story Campaign - A multi-act campaign with custom factions. Follow my discord for updates: https://discord.gg/Ztu44gZ
If you want to see a list of other awesome campaigns, go to: Custom Campaign Initiative
I think a patrol of viking could work... But i can simply snipe them with Yamato and go on... Ghosts with EMP to prevent shielding... I have enough HPs to can snipe the Objective with Yamatos regardless, yeah i think too that the RTS part is fine even with this tier 3 cheese... At least you still have to survive a long time before massing all the necessary BCs (well, it wasn't a problem for me, siege tanks, widow mines and vikings to snipe detectors/ air units, i started mass BCs after i took the first exp)
Give the base an energy drain mechanism (within 10-15 range or something) and a cannon that shoots air units for a billion damage within BC AA range, no more cheese. That is unless reapers have anti-structure grenades, in which case a medivac/reaper cheese might be possible.
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)
That would be a dumb idea that would cut out all your detection and make colossi/air units way stronger, no artificial difficulty / gimmick crap thanks
@DEFILERRULEZ: Go
I don't understand how it would cut diversity if the "drain" is a short range around the main target. You can still Yamato anything (even units right in front of the target!) with no ill effects, just not the base.
And again, cannon is on the main target and shoots within B/C AA range, the only things that would be effected by this is banshees (attack range 6) and battlecruisers (range 6) that are attacking the main target.
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)