I'll be happy to continue testing these maps. Feel free to send it to me and any in the future that you want tested to my email. I can test it out this Friday.
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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.
I just finished the 4th map. It was quite fun once I got the general idea of it. I lost the first time just trying to get the map figured out, but beat it my second playthrough. It took me about 30 in game minutes to beat it. I feel like it is pretty balanced. Some notes:
My ally hero failed to respawn probably a quarter into my playthrough. I'm pretty sure he was supposed to keep respawning.
I was confused at first which lane was the crystals and which lane was King. Maybe have the transports labeled or have a description when you hover over them.
The beacon in the middle of the map where you can get siege tanks. Maybe have an indicator on who is currently controlling it that pops up after you initially find it.
The abilities are pretty fun to use. You really just need to use the penetrator round as often as you can. I never really used blink that much - didn't find it too useful. It might be neat to have an ability that you can warp back to base - it could be on a really long cooldown or something. You could also have available upgrades that you can buy specifically for your hero. For example, you could upgrade the fire rate or even add an extra ability.
Maybe have a tooltip with information/background of your allied hero. I don't really understand who he is supposed to be.
I like the use of the Zerg that are hostile too both factions.
I capped out at Lvl 11 I think. It might be nice to specify the max level in the tooltips.
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Just played Mission 5 (Kel Rash). Wasn't able to beat it though.
Intro screen - should be "King and AJ have" instead of has (not that big of a deal)
It's very hard to avoid guards in the first section. I would make it so there are markers/icons where the guards are. Similar to how EivindL does it in some of his stealth missions.
The 2nd time you have to use AJ to open the gate for Rick, the ARES robot was attacking me while they were talking. I would make it so the gate opens right away and then they can talk. Or have the ARES robot stop while they are talking. There just isn't enough time for first time players.
I would put one health pack after the first teleport.
Why are the terrans neutral to you after you teleport and the protoss start warping in? I'm glad they were neutral but it didn't make sense to me.
The dark templar section cinematic needs to be adjusted. The first time through I was killed by a dark templar without the cinematic even playing. The 2nd time the cinematic played but one of the dark templar killed me during the cinematic. Either have the cinematic play earlier or make it so the dark templar can't reach you while the cinematic is playing.
I couldn't beat Zer'Rash. I really liked the mechanics in this fight but it was very challenging. The furthest I got him down to was about half health. First of all he attacks you right away before you really have a chance to do anything. You could have him further away to start out to give the player a chance to move. His orb lightning attacks are very hard to dodge. Maybe reduce the number of them or the duration they last. Also, I only saw one weapon pickup, so I don't know if there is more that pop up. You could also have different health and/or weapon pickups in different sections so it forces you to move around.
I liked the map overall and I think the boss fight has a lot of potential. It took me about 25 in game minutes to get to the boss. Is there more after the boss fight?
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Ah, I will fix that, I want to get better at my english =)
Okay, what kind of markes is that? Is it on the minimap or something?
That is not good, I think I will make the ARES stop if you succeed opening the gate.
If the Terrans becomes neutral is a matter if you kille someone or not. If you kill anybody in section 1, no Terran will join you. If you do not kill anybody
you can control them, perhaps this is just not woth it, I wanted some kind of bonus objective, have to think about that one.
The dark templar still doing that? God it
Did you feel like the boss had to much health? I can imagen it´s hard with only one weapon pick up, have to look into why they do not spawn.
Thanks for helping me, and that you have the patience for bugs =) And yes, there is more after the boss-
The markers I was thinking of are similar to those in .
I did kill the terrans in the first part and I did not get any allied terrans to control, but they all became neutral to me in the second part of the mission.
I do think the boss has too much health. More weapon pickups would definitely help too.
Let me know if you want me to re play an updated version of this map.
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Aha, I know what you mean. Aj has this ability but it is disable in this mission. making it more difficult.
Yeah but if you manage to sneak past everyone, you will have a small armie =)
I have done some changes to the boss fight and some other small changes to the map, so if you feel that you want you can play the updated map.
I will email it to you.
Hey man, I just played the updated M5. I was able to complete it this time. Well done on the boss fight! Was really engaging and kept you on your toes without being too hard. I wouldn't change the boss fight at all. Some notes:
I didn't kill any guards this time - had to be very careful but I managed. However the protoss weren't hostile to the terran until I brought Rick up to them and they became allied with me. Also maybe give a tip that you can have to bring Rick to the units to rescue them.
Game froze for a few seconds after killing the boss but then resumed fine.
Maybe have a healing pod after boss fight.
I guess I just don't understand why the terran units are hostile to you, then allied, than hostile again. Doesn't really make sense to me. I would give some sort of explanation on why the terran in that middle section are willing to join you.
Beacon to free zerglings doesn't disappear. I noticed it in the escape section.
Units didn't respond to auto attack from Kel'Rash when he outranged them.
After escaping, it would be nice to have some dialogue (doesn't have to be long) before the victory screen pops up.
I also played M6:Vortex as well. This was a pretty fun map with an interesting mechanic I've only seen once before. The macro portion was pretty straightforward but not too hard or too easy. Notes:
F2 selecting all units can be a problem because it selects both ground and air units. Either have a tip telling the player to be careful when using F2 or make it so only the units in the current screen are affected.
Fleet beacon - graviton catapult upgrade - when researched it still shows as a upgrade option to get.
You have tips on Kel'Rash hero but he is not used until later on and that is when he is an air unit.
Possibly put minerals in space section to give the player an incentive to move out earlier with the air units.
Space section is a little repetitive after a while since most enemy groups are exactly the same. Liberators would be a nice choice to vary it up a bit.
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Hi, I have made a few changes to the maps aftre your feedback, hopefully to the better =)
Regarding the space mission. I wanted to have minerals..but they have no "ground" to stand on, and can´t be placed. And if I ignor placement, they are not the right height and if I change the height it´s only how they appear in game not thier psysical selfs =/ so havent found any solution to this. nor to the fact that enemies do not attack Kel´Rash in mission 5 =/
Just played M7:Pandora. I both really liked and hated the camera and minimap changes you put into this map. It made it challenging and unique (in a good way) but it was also frustrating which I think was mostly due to the large map size. I would reduce the size of the map by at least 25%. This will make it easier for the player to get around and not get lost as easily. You could also reduce the number of dead end paths. Even with these changes the map would still be challenging enough. Some small things:
Kel'Rash's storm does do friendly damage but the tooltip says that it does not. M5 had the same problem. The high templars storm does not do friendly fire.
Sentrys don't have shield recharge, but it says they are supposed to.
There was no victory screen. Just a black screen with music playing.
Looking forward to the last mission!
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- Not much of a fan of lab map, but yours the section placing, the doodads. is nicely done.
- The boss, lol. You had me there, I was like "eehhhh no problem AJ can cliff jump". But then the battle begin and I was like "Noooooooo!!". Can't beat it yet, even after my 3rd retry.
My only complain is that the campaign end so soon, I was hoping to get to play another map or two.
Hi
I am in need of a tester for map 4, anybody interessted?
Custom Campaign initiative StarCraft: Pandora , StarCraft: Replicant
I can test it.
Just question, isnt Zerus homeworld of zerg and char just base? :D (Just asking)
@Narudek: Go
Right you are =) In my universe char is the homeworld ;) ( it could also be that I momentarily forgot about Zerus hehe )
Can I email the map to you?
Custom Campaign initiative StarCraft: Pandora , StarCraft: Replicant
@Hultmanable: Go
I'll be happy to continue testing these maps. Feel free to send it to me and any in the future that you want tested to my email. I can test it out this Friday.
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
Thanks =) I have emailed you the map.
Custom Campaign initiative StarCraft: Pandora , StarCraft: Replicant
@Hultmanable: Go
I just finished the 4th map. It was quite fun once I got the general idea of it. I lost the first time just trying to get the map figured out, but beat it my second playthrough. It took me about 30 in game minutes to beat it. I feel like it is pretty balanced. Some notes:
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.
Pandora Map 4 is done and uploaded. enjoy.
Custom Campaign initiative StarCraft: Pandora , StarCraft: Replicant
@deltronLive: Go
Thanks for testing as always, much appreciated. I took much of your feedback and implemented it in my map, hopefully for the better.=)
Custom Campaign initiative StarCraft: Pandora , StarCraft: Replicant
Here is my review on mission 1.
Nice work on the Terrain, very cleaver use of trigger for hero abilities.
Great work on 2nd boss battle. But a 10k HP just to much for me to handle.
I ended up lowering it to 3k lol.
Really like what you done here, the atmosphere really dark and gloomy.
Over all aside from the 2nd boss insane HP this is a great custom map.
My projects : The Hammer of Dawn, Noir : Automata, Noir : Evolution, Noir : Ascension, Hammer of Dawn Revamp
Many awesome projects : Custom Campaign Initiative
Something for the community : A Small Letter of Thanks, SC2mapster Classic Skin - Alevice
Just played Mission 5 (Kel Rash). Wasn't able to beat it though.
I liked the map overall and I think the boss fight has a lot of potential. It took me about 25 in game minutes to get to the boss. Is there more after the boss fight?
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.
Thanks for helping me, and that you have the patience for bugs =) And yes, there is more after the boss-
Custom Campaign initiative StarCraft: Pandora , StarCraft: Replicant
@Hultmanable: Go
Let me know if you want me to re play an updated version of this map.
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
Aha, I know what you mean. Aj has this ability but it is disable in this mission. making it more difficult.
Yeah but if you manage to sneak past everyone, you will have a small armie =)
I have done some changes to the boss fight and some other small changes to the map, so if you feel that you want you can play the updated map. I will email it to you.
Custom Campaign initiative StarCraft: Pandora , StarCraft: Replicant
Well just finish playing map 3,
Like the terrain mapping, and excellent use of doodads.
Not able to beat it, with the boss insane amount of HP.
It was a very good gaming experience.
My projects : The Hammer of Dawn, Noir : Automata, Noir : Evolution, Noir : Ascension, Hammer of Dawn Revamp
Many awesome projects : Custom Campaign Initiative
Something for the community : A Small Letter of Thanks, SC2mapster Classic Skin - Alevice
@Hultmanable: Go
Hey man, I just played the updated M5. I was able to complete it this time. Well done on the boss fight! Was really engaging and kept you on your toes without being too hard. I wouldn't change the boss fight at all. Some notes:
I also played M6:Vortex as well. This was a pretty fun map with an interesting mechanic I've only seen once before. The macro portion was pretty straightforward but not too hard or too easy. Notes:
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.
@EDHRIANO: Go
hmm too bad =) But thanks for the nice comments about the terraining Yeah the boss have much HP but thtas noting some nukes can´t change =D
Custom Campaign initiative StarCraft: Pandora , StarCraft: Replicant
@deltronLive: Go
Hi, I have made a few changes to the maps aftre your feedback, hopefully to the better =)
Regarding the space mission. I wanted to have minerals..but they have no "ground" to stand on, and can´t be placed. And if I ignor placement, they are not the right height and if I change the height it´s only how they appear in game not thier psysical selfs =/ so havent found any solution to this. nor to the fact that enemies do not attack Kel´Rash in mission 5 =/
Custom Campaign initiative StarCraft: Pandora , StarCraft: Replicant
@Hultmanable: Go
Just played M7:Pandora. I both really liked and hated the camera and minimap changes you put into this map. It made it challenging and unique (in a good way) but it was also frustrating which I think was mostly due to the large map size. I would reduce the size of the map by at least 25%. This will make it easier for the player to get around and not get lost as easily. You could also reduce the number of dead end paths. Even with these changes the map would still be challenging enough. Some small things:
Looking forward to the last mission!
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.
Hello Hultmanable
Here is my review on "the collector - finale"
- Not much of a fan of lab map, but yours the section placing, the doodads. is nicely done.
- The boss, lol. You had me there, I was like "eehhhh no problem AJ can cliff jump". But then the battle begin and I was like "Noooooooo!!". Can't beat it yet, even after my 3rd retry.
My only complain is that the campaign end so soon, I was hoping to get to play another map or two.
My projects : The Hammer of Dawn, Noir : Automata, Noir : Evolution, Noir : Ascension, Hammer of Dawn Revamp
Many awesome projects : Custom Campaign Initiative
Something for the community : A Small Letter of Thanks, SC2mapster Classic Skin - Alevice
@EDHRIANO: Go
As always thanks for playing and leaving comments =)
Thank you.. the map was remade some times and it became much of what it is thanks to detronlive.
hehe, try using towers on brutalisk and other abilities on the zerglings ^^
Yeah it would be fun if it had continued but I feelt it had to end. So you have yet to meet the collector? =)
Custom Campaign initiative StarCraft: Pandora , StarCraft: Replicant