What confused me about the R.S.S.I wasn't their sudden appearancd (I have seen enough of The Wire and Game of Thrones to trust an author that things that don't make sense at first will do so eventually), but rather that I hadn't played the previous missions in a while and didn't remember all the details.
I like skyboxes too. If you turn the camera upwards, you get less lag. Alternatively, you can put the camera closer to the map edge, so there isn't so much "info" for the cam to pick up.
The music was gone for the entire mission.
I used the same "corpse" technique for Phantom Locust. What I did to fix it was to have a Trigger with Repeat Forever hiding the corpse until the boss is dead (with a 1-sec delay).
Thanks for all the help. I did sorta the same thing with the doodads in this updated version. I just basically set it to hide them every few seconds, so when you load the game, you might get a glimpse of it, but then it'll go away. It's not the best solution, but at least the doodads won't be in the way of the action now.
I also fixed all of the other bugs you mentioned, so I decided to go ahead and release an updated version.
If you have time, do you mind taking the updated mission 4 for a short test run to make sure it works fine for you now? You don't have to play the entire mission, but just check if the music plays for you now, as I honestly have no idea why that happened to you, but not to me. Perhaps it bugged out?
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.
What the fuck with mission 4... I really want to smash your head on the floor! :D Feedback coming later, massing OP Toss deathball was pretty sweet... Mission 3 was easy....
Looking forward for Zerg missions, i really have enoguh to see Only and Alwais terran campaigns :/
Mission 3: Nothing of too hard, the secret is to tank all the damage with the Hero, with this technique you will be able to lose 0 units...
The stone zealots entry was so badass "you are screwed!" - "fuck this shit, rise stone zealots!"
Suggestion for stone zealots, they have too much HP, so my suggestion is to remove 100 HP and add 1 to the range of the weapon and put the movement speed to 2 or 2.25
Mission 4:
On the boss battle (i already did this battle before :P) there is not enough space to move the HT hero on the beacons, if you don't pay extreme attention your hero will activate the beacon and will go on the other beacon, instead of going ahead to the next objective, so the suggestion is to add space on the quadrant that contain the beacon.
The Warhound doesn't have a circle that indicate their vision radius, you could put it like an indicator of his "special amplified vision range" or something like that, because if you are 1 mm too near he turns and says "HAHA! I see you!", and this is pretty annoing... Even if crushing the head of one of that stupid Northest (left part of the map) was pretty satisfying... And fuck that dumb squad, when he arrived i was already at the start location of the mission (so scared that they would search me even here :O)
You must add one or three drops/reaper incursions on our mineral lines... I was campering at 9000 minerals and 12 gateways on easy style and no one dropped on my base... Drop are one of that simple thing that add a bit of difficulty.
Add one or two predators on the defence/waves... They really crunch zealots, not more or the mission could be a bit broken...
The only think i had to use the mass stalkers was the planetary fortress... I could a+click even that... But why lose 10 units for nothing?
Other stuff on defences could be one or two Thors, because (i repeat this) the RTS part of the mission was simply an a-click zealots + quick heal + little micro on stalker/sentry and zealots... I didn't even had to use the "X" spell of the HT hero.
Add 3 ghost that does EMP and 3 spectre that uses stun or the psy wave of 200 damage on the last base... This would be another deterrent to a+click and an incentive to use more of your stalkers.
Also add a Ghost EMP on all bases would be an increasing difficulty factor.
My feedback is short because that damned EvindL already reported 90% of what i noticed.
@DEFILERRULEZ: Go
It doesn't matter if your feedback is short if it's useful, which it definitely is. You come up with some interesting points and suggestions.
Thanks for playing the maps. I hope they were enjoyable. And also, I love how you challenge yourself with Brutal difficulty everytime :D
Mission 3: Nothing of too hard, the secret is to tank all the damage with the Hero, with this technique you will be able to lose 0 units...
Wow, you must be really good at these kinds of missions. You thought the right way, Khaduros' amount of health and his "Shield Recharge" was intended to be used together to make him an effective tank. I'm glad you utilized that strategy. However, I have yet to succeed in not loosing any units. I usually lose at least 1 or 2 Stone Zealots during the final part and they usually get quite low during the first battle after you get them.
Suggestion for stone zealots, they have too much HP, so my suggestion is to remove 100 HP and add 1 to the range of the weapon and put the movement speed to 2 or 2.25
I appreciate the suggestion. I’ll have to take it into consideration but I can’t promise anything. I personally felt like the stats I’ve given the Stone Zealots worked quite well, but I will experiment with the changes you suggested and see how it works.
On the boss battle (i already did this battle before :P) there is not enough space to move the HT hero on the beacons, if you don't pay extreme attention your hero will activate the beacon and will go on the other beacon, instead of going ahead to the next objective, so the suggestion is to add space on the quadrant that contain the beacon.
I’m not sure I understand the issue here. Couldn’t you reach the beacons and what objective do you mean? The way the issue is formulated is a little confusing, sorry.
The Warhound doesn't have a circle that indicate their vision radius, you could put it like an indicator of his "special amplified vision range" or something like that, because if you are 1 mm too near he turns and says "HAHA! I see you!", and this is pretty annoing... Even if crushing the head of one of that stupid Northest (left part of the map) was pretty satisfying... And fuck that dumb squad, when he arrived i was already at the start location of the mission (so scared that they would search me even here :O)
You can kind of already see their vision range since you have shared vision with them, but I assume you mean a way to know their exact target acquire range. Unfortunately, this seem to require a behaviour or something else data-related, which I’m not the best at.
You must add one or three drops/reaper incursions on our mineral lines... I was campering at 9000 minerals and 12 gateways on easy style and no one dropped on my base... Drop are one of that simple thing that add a bit of difficulty.
Now this is something I like. I myself found the second part of the mission to be quite easy once you got your stuff going, and for a while I thought of ways to increase the difficulty, without just increasing the number of units per base. I will definitely consider the drops. I think that could be a neat feature to implement into the mission.
Add 3 ghost that does EMP and 3 spectre that uses stun or the psy wave of 200 damage on the last base... This would be another deterrent to a+click and an incentive to use more of your stalkers.
Spectres and especially Ghosts are very powerful specialist units against protoss units, and I feel adding too many would break the game, considering the high amount of tech restrictions you have. I’ll try to find a way to balance all the difficulty-suggestions you had until it feels comfortable enough but still a bit more difficult.
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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.
@EivindL: Go
Haha that's awesome! Pleased to know it :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.
"Wow, you must be really good at these kinds of missions. You thought the right way, Khaduros' amount of health and his "Shield Recharge" was intended to be used together to make him an effective tank. I'm glad you utilized that strategy. However, I have yet to succeed in not loosing any units. I usually lose at least 1 or 2 Stone Zealots during the final part and they usually get quite low during the first battle after you get them."
The secret here is simple, instead of a Frontal charge like a bull, you can use your Hero to lure enemies one by one, or at least on small groups, instead of a full army with a siege tank you find yourself to fight 2 or 4 units at time with a hero and 4 stone zealots... Easy rape time
The predator is better of Firebat or Hellbat for the 360° damage passive, it will hit more zealots at once.
I know that the beacon report was confusional... i will explain myself better with an image
You should add two quadrants (green), so i am not forced to follow the green/yellow route to don't accidentally trigger the teleport (red line) when you want to move from the beacon (green line)
OMFG WARLORDS OF DRAENOR CUTSCENE JUST SEE IT !!!!!!!!!
You should add two quadrants (green), so i am not forced to follow the green/yellow route to don't accidentally trigger the teleport (red line) when you want to move from the beacon (green line)
Honestly, there's an easy way to fix this. You see, whenever Voradin teleports to a side, I set the trigger to turn off for 5 seconds, so that way he doesn't teleport endlessly. What you basically need to do is whenever you have teleported, immediately move away from the beacon. (You may walk over it because the trigger doesn't activate before 5 seconds have passed.)
OMFG WARLORDS OF DRAENOR CUTSCENE JUST SEE IT !!!!!!!!!
Already seen it XD. Watched Blizzard's livestream. It really is awesome, isn't it?
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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.
Yes i watched too on GameSpot stream, really impressive, CGI from Other companies looks like shit comparire to this, Also the teletubbies feat LoL cutscenes... Animations, particellar effects models, textures, models... Way better!!! Did you see that Grommash went to Gym from wc3 to Now?
No you mean 16 years earlier he hit the gym a lot but the invasion of Azeroth took too much time so he stopped going to the gym. He became a lot slimmer for WC3 :D
Yep, anyway this is one of the best cutscenes ever, LOOK at the Garrosh Face, is so fucking real and expressive, was so beautiful... These guys are so mascoline that they get you pregnant by just watching them, even of you are a male :D
I tried the first part of the mission. The music seems to work fine now. It didn't at first, so I turned off/on the music during the intro, and then it appeared.
Been mostly gone for a few days and logging in to find new missions, yay! I'll be trying them soon and give some feedback. Gonna start off at Brutal this time, I'll keep a count of how many times I get wrecked before beating them. :P
I tried the first part of the mission. The music seems to work fine now. It didn't at first, so I turned off/on the music during the intro, and then it appeared.
Hm, Oh well. I'm glad to know you got it working, but it's rather weird that you had to do that in the first place. :/
Been mostly gone for a few days and logging in to find new missions, yay! I'll be trying them soon and give some feedback. Gonna start off at Brutal this time, I'll keep a count of how many times I get wrecked before beating them. :P
Brutal on your first try? Good luck on mission 4 then. That's quite hard. Excited to hear your thoughts about the latest missions :)
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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.
Okay, just finished playing the two missions! Must say I really enjoyed them, especially the third one. :D I also like that we got to see the story from another faction’s perspective, I haven’t seen many campaigns do this (well, I have seen it done by showing the PoV of others groups of your faction, but rarely that of entirely different factions).
The terrain was great on both levels, I especially liked the fourth level’s, so many details here and there! The fortress walls around the Terran base were also a nice touch, especially since you could walk on them!
The Protoss heroes were pretty cool, I especially like Khaduros, love his tankyness. :P Though, I think Voradin’s Asphyxiate might be a little too strong, with that much damage and 5 seconds duration, I easily wiped out the attack waves they sent after my base.
Before saying anything on mission 3, I noticed there was a checkbox on the top left of the loading screen, I thought it was real for a sec, but seems to be part of the picture? Anyways, the intro was pretty cool, I liked how you showed the Protoss walking around the ship, taking formations, the space cameras, etc.
The gameplay itself was also very interesting, I liked how you had to be careful and think of your next move while under near-nonstop action. Pacing was great, imo. It was also freaking awesome when those Stone Zealots rose up and the Terrans were like “Screw this, I’m outta here!”. Also, thank you for giving us control over them after the cutscene, was equally awesome using them. My favorite part would probably be the last one, especially when the Battlecruisers arrive. :D
Just three things to note, though:
The skybox seemed to be missing in the intro
The dialog for the escape pod timer is a little too small, the countdown was between it and its borders.
When the timer for the escape pods ended, Khaduros died, the cinematic went on and I got defeated 2-3 seconds after it started. I recommend either not starting the cinematic if he’s dead or making him invulnerable when the timer expires.
As for the fourth mission, really liked all three phases, the first one the most. It was fun sneaking around Warhounds and taking out the supply thingies (speaking of, they have no wireframe and “Unknown” as their shield name, maybe you should make them unselectable :P). Though, holy crap that incursion team was huge, I was near their spawn point when a Warhound first spotted me. Pretty nerve-racking trying to hide from Warhounds and avoiding the incursion team at the same time. Once again, good job!
As for the second phase, was rather underwhelming for me (although it was fun trashing their bases, sweet revenge!), I expected them to attack me full-force with everything they’ve got, but instead was attacked by mostly basic units (which Asphyxiate wrecked). I was also hoping that they’d bring in 2-5 Reapers from that little cliffside behind my mineral line, or some form of drops using medivacs/dropships.
The boss was pretty sweet, although it’d be nice to have an indication when he was going to fire those blue missiles and when he was going to barrage me with rockets, or if there was a short delay before he started doing so, took me some time before (partially) figuring out his patterns. The whole revival and generators mechanic also made it quite interesting (should’ve seen my face when I was celebrating after finally destroying it, only to see it come back to life :P). Also, the buildup and its stomping sounds before it appeared were awesome.
And some last things to note:
The two giant rock spires in the intro seemed to be partially faded/transparent, I think it’s because of an actor/model option that does so when the player’s camera is above them or something?
The secret lab cutscene camera was blocked by something white/silver/gray-ish at some point
When the LMT was about to begin its one-hit-kill barrage, it prepared its cannons, but then went back to its stand animation until its cast time was over, and then back to shooting its cannons.
The red lighting in the cutscene before you get a base feels rather weird, since we don’t see any nearby alarms/lights and the base is outside rather than inside. I think just the alarm sound would do, unless the R.S.S.I. have a giant lightbulb in the sky on standby. :P
Anyways, looking forward to playing any new missions and to see how the story continues!
@StealthToast: Go
Thank you for the feedback! So awesome to read. Interesting suggestions as well.
I'm glad to know you enjoyed them. Did you end up playing on Brutal? Sounds like it wasn't too hard for you, which is good.
Now, to answer some of your points:
The Protoss heroes were pretty cool, I especially like Khaduros, love his tankyness. :P Though, I think Voradin’s Asphyxiate might be a little too strong, with that much damage and 5 seconds duration, I easily wiped out the attack waves they sent after my base.
Yeah, you could definitely own the attack waves. I personally thought that overall, the spell is decent in power. His cooldown is also quite long (20 seconds might not be that much, but it's longer than most heroes abilities.) It's also not often you get a chance to just lift up so many units unless there is an attack wave. I also want to make sure the player feels the spell is worth using, but i'll have to consider it, definitely. This, being only mission 4 is also meant to be quite easy as the difficulty will raise with the missions, and I believe making players feel slightly overpowered during the early missions will help build up a noticeable difficulty later. I think you'll be finding yourself wishing it was stronger for future missions xP
Before saying anything on mission 3, I noticed there was a checkbox on the top left of the loading screen, I thought it was real for a sec, but seems to be part of the picture? Anyways, the intro was pretty cool, I liked how you showed the Protoss walking around the ship, taking formations, the space cameras, etc.
Haha, yeah I noticed that a while ago actually. What it is, is basically the little checkboxes that I luckily managed to remove but used to be in my missions. (The screenshot was taking before I figured out how to fix that issue) I'll have to go back and change it before the next update which will most likely arrive simultaneously with mission 5 & 6.
What's annoying here is the fact that there is actually a skybox (If you look at the very first camera in the Intro Cinematic.) Unfortunately, the skybox is just black at the locations where my cameras are at. (It's very rare, but sometimes there will be a few stars blinking, but its barely noticeable.)
The dialog for the escape pod timer is a little too small, the countdown was between it and its borders.
I've been contemplating whether or not to remove the timer window entirely, and just keep the timer itself, as this bug is really hard to fix. What basically happens is if I increase the size of the window, the countdown decides to move as well, meaning it will always be outside the border, which is unfortunate.
When the timer for the escape pods ended, Khaduros died, the cinematic went on and I got defeated 2-3 seconds after it started. I recommend either not starting the cinematic if he’s dead or making him invulnerable when the timer expires.
First of all, Ouch. What a bad time to die at xD Secondly, that's actually a very good suggestion. That never occured to me as I've always managed to keep him alive, but I see now that it would look much better. Definitely adding that change to the next update.
As for the second phase, was rather underwhelming for me (although it was fun trashing their bases, sweet revenge!), I expected them to attack me full-force with everything they’ve got, but instead was attacked by mostly basic units (which Asphyxiate wrecked). I was also hoping that they’d bring in 2-5 Reapers from that little cliffside behind my mineral line, or some form of drops using medivacs/dropships.
This is actually pretty interesting. The majority of the feedback actually mentioned that part II needs a bit more difficulty. Again, I wanted not to make it too hard as you would then also have a boss and then part I, both which are reasonably hard. And then, I feel making Part II just as difficult, the mission would eventually turn out to be very unforgiving. It is only mission 4, and the difficulty will of course rise. I could add some stronger waves and maybe a couple more units but I feel like I want to wait with the kind of attacks that can hurt your economy as I feel like those are the biggest game changers if you're not prepared for them.
Again, I'll have to consider that and see what I can do, but I won't promise anything.
The two giant rock spires in the intro seemed to be partially faded/transparent, I think it’s because of an actor/model option that does so when the player’s camera is above them or something?
To be honest, I never actually noticed that during the cinematic. I will attempt to fix it, but the solution is data-related, which is not my forte.
The secret lab cutscene camera was blocked by something white/silver/gray-ish at some point
This happened in the previous version as well. I don't know what's going on. I both changed the camera and made sure it wasn't obstructed by anything. I need to figure out what is causing this.
When the LMT was about to begin its one-hit-kill barrage, it prepared its cannons, but then went back to its stand animation until its cast time was over, and then back to shooting its cannons.
I am well aware of that. I will also attempt to find a solution for this. I think I know how.
The red lighting in the cutscene before you get a base feels rather weird, since we don’t see any nearby alarms/lights and the base is outside rather than inside. I think just the alarm sound would do, unless the R.S.S.I. have a giant lightbulb in the sky on standby.
Haha, it does seem very odd. I thought it was a cool mechanic to actually have the lighting change each second to create that effect. So basically, I wanted to try it out but I should have removed it already. (I did add that same mechanic to the boss battle anyway)
Thanks for the feedback again! Greatly appreciated :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.
Yeah, you could definitely own the attack waves. I personally thought that overall, the spell is decent in power. His cooldown is also quite long (20 seconds might not be that much, but it's longer than most heroes abilities.) It's also not often you get a chance to just lift up so many units unless there is an attack wave. I also want to make sure the player feels the spell is worth using, but i'll have to consider it, definitely. This, being only mission 4 is also meant to be quite easy as the difficulty will raise with the missions, and I believe making players feel slightly overpowered during the early missions will help build up a noticeable difficulty later. I think you'll be finding yourself wishing it was stronger for future missions xP
Hmm…didn’t think about it that way, especially considering that the campaign is already challenging enough yet still at the starting missions. Gonna have to wait until the later missions then!
I've been contemplating whether or not to remove the timer window entirely, and just keep the timer itself, as this bug is really hard to fix. What basically happens is if I increase the size of the window, the countdown decides to move as well, meaning it will always be outside the border, which is unfortunate.
You could try making a separate dialog with an appropriate size, then after it create the timer window but without borders, then destroy both when the timer expires. It’s a little bit more to do, but it could work. :P
This is actually pretty interesting. The majority of the feedback actually mentioned that part II needs a bit more difficulty. Again, I wanted not to make it too hard as you would then also have a boss and then part I, both which are reasonably hard. And then, I feel making Part II just as difficult, the mission would eventually turn out to be very unforgiving. It is only mission 4, and the difficulty will of course rise. I could add some stronger waves and maybe a couple more units but I feel like I want to wait with the kind of attacks that can hurt your economy as I feel like those are the biggest game changers if you're not prepared for them. Again, I'll have to consider that and see what I can do, but I won't promise anything.
I agree that it shouldn’t be too hard, being only the fourth mission, but I feel like drops or air attacks (or even just a siege tank tagging along waves every now and again) could work decently if exclusive to Brutal. That way, Brutal could keep you a bit more on edge, while not really making you struggle to the point that you don’t have any energy left to take care of the boss, and the other difficulties would remain as they are. In comparison, I felt Part II of mission 2 was harder on that difficulty, but mostly because it was on a timer. :P Though, I have no idea how difficult Mission 05 is going to be, so maybe having a breather/easier level before it would be a better idea.
You could try making a separate dialog with an appropriate size, then after it create the timer window but without borders, then destroy both when the timer expires. It’s a little bit more to do, but it could work. :P
That might actually be quite cool! Dialogs are no problem for me. It's only really figuring out the exact size that takes a bit of time xD
I agree that it shouldn’t be too hard, being only the fourth mission, but I feel like drops or air attacks (or even just a siege tank tagging along waves every now and again) could work decently if exclusive to Brutal. That way, Brutal could keep you a bit more on edge, while not really making you struggle to the point that you don’t have any energy left to take care of the boss, and the other difficulties would remain as they are. In comparison, I felt Part II of mission 2 was harder on that difficulty, but mostly because it was on a timer. :P Though, I have no idea how difficult Mission 05 is going to be, so maybe having a breather/easier level before it would be a better idea.
I think something that also can make these missions seem much harder is the fact that there are so many tech restrictions. I like the idea of unlocking more technology as you go through the story. This does give me a few enemy restrictions as well, I feel like. I can't just plop down a bunch of Thor's in this mission because you don't have any good units against that like Void Rays. You basically ONLY have basic units, which can certainly make some missions hard. This is one of the reasons why I want to be careful with adding things like Reaper incursions or drop pods at your main base, or a bunch of high-tier tech units for you to fight. I attempt not to break the game too much, and I feel that as you grow stronger and earn more units, your enemies will become stronger as well, in addition to becoming smarter in their methods of taking you down.
I do want to try and do some stuff that is exclusively Brutal difficulty, so people really have to be prepared to face a much harder foe than they're used to from the other difficulties. I guess it comes down to how well I can actually balance it. (It does take a while with 4 difficulties) But things like a couple of Siege Tanks like you mentioned or perhaps some Predators for the attack waves as DEFILERRULEZ mentioned could help make that happen. Again, I'll have to try it out and see how it works.
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.
What confused me about the R.S.S.I wasn't their sudden appearancd (I have seen enough of The Wire and Game of Thrones to trust an author that things that don't make sense at first will do so eventually), but rather that I hadn't played the previous missions in a while and didn't remember all the details.
I like skyboxes too. If you turn the camera upwards, you get less lag. Alternatively, you can put the camera closer to the map edge, so there isn't so much "info" for the cam to pick up.
The music was gone for the entire mission.
I used the same "corpse" technique for Phantom Locust. What I did to fix it was to have a Trigger with Repeat Forever hiding the corpse until the boss is dead (with a 1-sec delay).
@EivindL: Go
Thanks for all the help. I did sorta the same thing with the doodads in this updated version. I just basically set it to hide them every few seconds, so when you load the game, you might get a glimpse of it, but then it'll go away. It's not the best solution, but at least the doodads won't be in the way of the action now.
I also fixed all of the other bugs you mentioned, so I decided to go ahead and release an updated version.
If you have time, do you mind taking the updated mission 4 for a short test run to make sure it works fine for you now? You don't have to play the entire mission, but just check if the music plays for you now, as I honestly have no idea why that happened to you, but not to me. Perhaps it bugged out?
Please notify me of the results.
UPDATED MISSION DOWNLOADER
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
What the fuck with mission 4... I really want to smash your head on the floor! :D Feedback coming later, massing OP Toss deathball was pretty sweet... Mission 3 was easy....
BRUTAL difficulty (of course) feedback:
Btw, I just wanted to say that mission 4 gave me an idea for me to make AE3 better. So thank you!
@DEFILERRULEZ: Go It doesn't matter if your feedback is short if it's useful, which it definitely is. You come up with some interesting points and suggestions. Thanks for playing the maps. I hope they were enjoyable. And also, I love how you challenge yourself with Brutal difficulty everytime :D
Now, to answer some of your points:
Wow, you must be really good at these kinds of missions. You thought the right way, Khaduros' amount of health and his "Shield Recharge" was intended to be used together to make him an effective tank. I'm glad you utilized that strategy. However, I have yet to succeed in not loosing any units. I usually lose at least 1 or 2 Stone Zealots during the final part and they usually get quite low during the first battle after you get them.
I appreciate the suggestion. I’ll have to take it into consideration but I can’t promise anything. I personally felt like the stats I’ve given the Stone Zealots worked quite well, but I will experiment with the changes you suggested and see how it works.
I’m not sure I understand the issue here. Couldn’t you reach the beacons and what objective do you mean? The way the issue is formulated is a little confusing, sorry.
You can kind of already see their vision range since you have shared vision with them, but I assume you mean a way to know their exact target acquire range. Unfortunately, this seem to require a behaviour or something else data-related, which I’m not the best at.
Now this is something I like. I myself found the second part of the mission to be quite easy once you got your stuff going, and for a while I thought of ways to increase the difficulty, without just increasing the number of units per base. I will definitely consider the drops. I think that could be a neat feature to implement into the mission.
That would be a good idea too. I know I added one but maybe I should try adding them to the waves. I’ll see what I can do.
Spectres and especially Ghosts are very powerful specialist units against protoss units, and I feel adding too many would break the game, considering the high amount of tech restrictions you have. I’ll try to find a way to balance all the difficulty-suggestions you had until it feels comfortable enough but still a bit more difficult.
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
@EivindL: Go Haha that's awesome! Pleased to know it :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
"Wow, you must be really good at these kinds of missions. You thought the right way, Khaduros' amount of health and his "Shield Recharge" was intended to be used together to make him an effective tank. I'm glad you utilized that strategy. However, I have yet to succeed in not loosing any units. I usually lose at least 1 or 2 Stone Zealots during the final part and they usually get quite low during the first battle after you get them."
@DEFILERRULEZ: Go
AH, I understand it now.
Honestly, there's an easy way to fix this. You see, whenever Voradin teleports to a side, I set the trigger to turn off for 5 seconds, so that way he doesn't teleport endlessly. What you basically need to do is whenever you have teleported, immediately move away from the beacon. (You may walk over it because the trigger doesn't activate before 5 seconds have passed.)
Already seen it XD. Watched Blizzard's livestream. It really is awesome, isn't 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
Yes i watched too on GameSpot stream, really impressive, CGI from Other companies looks like shit comparire to this, Also the teletubbies feat LoL cutscenes... Animations, particellar effects models, textures, models... Way better!!! Did you see that Grommash went to Gym from wc3 to Now?
@DEFILERRULEZ: Go
No you mean 16 years earlier he hit the gym a lot but the invasion of Azeroth took too much time so he stopped going to the gym. He became a lot slimmer for WC3 :D
Yep, anyway this is one of the best cutscenes ever, LOOK at the Garrosh Face, is so fucking real and expressive, was so beautiful... These guys are so mascoline that they get you pregnant by just watching them, even of you are a male :D
I tried the first part of the mission. The music seems to work fine now. It didn't at first, so I turned off/on the music during the intro, and then it appeared.
Been mostly gone for a few days and logging in to find new missions, yay! I'll be trying them soon and give some feedback. Gonna start off at Brutal this time, I'll keep a count of how many times I get wrecked before beating them. :P
Hm, Oh well. I'm glad to know you got it working, but it's rather weird that you had to do that in the first place. :/
Brutal on your first try? Good luck on mission 4 then. That's quite hard. Excited to hear your thoughts about the latest missions :)
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
Okay, just finished playing the two missions! Must say I really enjoyed them, especially the third one. :D I also like that we got to see the story from another faction’s perspective, I haven’t seen many campaigns do this (well, I have seen it done by showing the PoV of others groups of your faction, but rarely that of entirely different factions).
The terrain was great on both levels, I especially liked the fourth level’s, so many details here and there! The fortress walls around the Terran base were also a nice touch, especially since you could walk on them!
The Protoss heroes were pretty cool, I especially like Khaduros, love his tankyness. :P Though, I think Voradin’s Asphyxiate might be a little too strong, with that much damage and 5 seconds duration, I easily wiped out the attack waves they sent after my base.
Before saying anything on mission 3, I noticed there was a checkbox on the top left of the loading screen, I thought it was real for a sec, but seems to be part of the picture? Anyways, the intro was pretty cool, I liked how you showed the Protoss walking around the ship, taking formations, the space cameras, etc.
The gameplay itself was also very interesting, I liked how you had to be careful and think of your next move while under near-nonstop action. Pacing was great, imo. It was also freaking awesome when those Stone Zealots rose up and the Terrans were like “Screw this, I’m outta here!”. Also, thank you for giving us control over them after the cutscene, was equally awesome using them. My favorite part would probably be the last one, especially when the Battlecruisers arrive. :D
Just three things to note, though:
As for the fourth mission, really liked all three phases, the first one the most. It was fun sneaking around Warhounds and taking out the supply thingies (speaking of, they have no wireframe and “Unknown” as their shield name, maybe you should make them unselectable :P). Though, holy crap that incursion team was huge, I was near their spawn point when a Warhound first spotted me. Pretty nerve-racking trying to hide from Warhounds and avoiding the incursion team at the same time. Once again, good job!
As for the second phase, was rather underwhelming for me (although it was fun trashing their bases, sweet revenge!), I expected them to attack me full-force with everything they’ve got, but instead was attacked by mostly basic units (which Asphyxiate wrecked). I was also hoping that they’d bring in 2-5 Reapers from that little cliffside behind my mineral line, or some form of drops using medivacs/dropships.
The boss was pretty sweet, although it’d be nice to have an indication when he was going to fire those blue missiles and when he was going to barrage me with rockets, or if there was a short delay before he started doing so, took me some time before (partially) figuring out his patterns. The whole revival and generators mechanic also made it quite interesting (should’ve seen my face when I was celebrating after finally destroying it, only to see it come back to life :P). Also, the buildup and its stomping sounds before it appeared were awesome.
And some last things to note:
Anyways, looking forward to playing any new missions and to see how the story continues!
@StealthToast: Go Thank you for the feedback! So awesome to read. Interesting suggestions as well.
I'm glad to know you enjoyed them. Did you end up playing on Brutal? Sounds like it wasn't too hard for you, which is good. Now, to answer some of your points:
Yeah, you could definitely own the attack waves. I personally thought that overall, the spell is decent in power. His cooldown is also quite long (20 seconds might not be that much, but it's longer than most heroes abilities.) It's also not often you get a chance to just lift up so many units unless there is an attack wave. I also want to make sure the player feels the spell is worth using, but i'll have to consider it, definitely. This, being only mission 4 is also meant to be quite easy as the difficulty will raise with the missions, and I believe making players feel slightly overpowered during the early missions will help build up a noticeable difficulty later. I think you'll be finding yourself wishing it was stronger for future missions xP
Haha, yeah I noticed that a while ago actually. What it is, is basically the little checkboxes that I luckily managed to remove but used to be in my missions. (The screenshot was taking before I figured out how to fix that issue) I'll have to go back and change it before the next update which will most likely arrive simultaneously with mission 5 & 6.
What's annoying here is the fact that there is actually a skybox (If you look at the very first camera in the Intro Cinematic.) Unfortunately, the skybox is just black at the locations where my cameras are at. (It's very rare, but sometimes there will be a few stars blinking, but its barely noticeable.)
I've been contemplating whether or not to remove the timer window entirely, and just keep the timer itself, as this bug is really hard to fix. What basically happens is if I increase the size of the window, the countdown decides to move as well, meaning it will always be outside the border, which is unfortunate.
First of all, Ouch. What a bad time to die at xD Secondly, that's actually a very good suggestion. That never occured to me as I've always managed to keep him alive, but I see now that it would look much better. Definitely adding that change to the next update.
I guess an easy fix would be to just do that. I'll go ahead and add that as well :) I do agree it looks a bit odd.
This is actually pretty interesting. The majority of the feedback actually mentioned that part II needs a bit more difficulty. Again, I wanted not to make it too hard as you would then also have a boss and then part I, both which are reasonably hard. And then, I feel making Part II just as difficult, the mission would eventually turn out to be very unforgiving. It is only mission 4, and the difficulty will of course rise. I could add some stronger waves and maybe a couple more units but I feel like I want to wait with the kind of attacks that can hurt your economy as I feel like those are the biggest game changers if you're not prepared for them. Again, I'll have to consider that and see what I can do, but I won't promise anything.
To be honest, I never actually noticed that during the cinematic. I will attempt to fix it, but the solution is data-related, which is not my forte.
This happened in the previous version as well. I don't know what's going on. I both changed the camera and made sure it wasn't obstructed by anything. I need to figure out what is causing this.
I am well aware of that. I will also attempt to find a solution for this. I think I know how.
Haha, it does seem very odd. I thought it was a cool mechanic to actually have the lighting change each second to create that effect. So basically, I wanted to try it out but I should have removed it already. (I did add that same mechanic to the boss battle anyway)
Thanks for the feedback again! Greatly appreciated :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
Hmm…didn’t think about it that way, especially considering that the campaign is already challenging enough yet still at the starting missions. Gonna have to wait until the later missions then!
You could try making a separate dialog with an appropriate size, then after it create the timer window but without borders, then destroy both when the timer expires. It’s a little bit more to do, but it could work. :P
I agree that it shouldn’t be too hard, being only the fourth mission, but I feel like drops or air attacks (or even just a siege tank tagging along waves every now and again) could work decently if exclusive to Brutal. That way, Brutal could keep you a bit more on edge, while not really making you struggle to the point that you don’t have any energy left to take care of the boss, and the other difficulties would remain as they are. In comparison, I felt Part II of mission 2 was harder on that difficulty, but mostly because it was on a timer. :P Though, I have no idea how difficult Mission 05 is going to be, so maybe having a breather/easier level before it would be a better idea.
That might actually be quite cool! Dialogs are no problem for me. It's only really figuring out the exact size that takes a bit of time xD
I think something that also can make these missions seem much harder is the fact that there are so many tech restrictions. I like the idea of unlocking more technology as you go through the story. This does give me a few enemy restrictions as well, I feel like. I can't just plop down a bunch of Thor's in this mission because you don't have any good units against that like Void Rays. You basically ONLY have basic units, which can certainly make some missions hard. This is one of the reasons why I want to be careful with adding things like Reaper incursions or drop pods at your main base, or a bunch of high-tier tech units for you to fight. I attempt not to break the game too much, and I feel that as you grow stronger and earn more units, your enemies will become stronger as well, in addition to becoming smarter in their methods of taking you down. I do want to try and do some stuff that is exclusively Brutal difficulty, so people really have to be prepared to face a much harder foe than they're used to from the other difficulties. I guess it comes down to how well I can actually balance it. (It does take a while with 4 difficulties) But things like a couple of Siege Tanks like you mentioned or perhaps some Predators for the attack waves as DEFILERRULEZ mentioned could help make that happen. Again, I'll have to try it out and see how it works.
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