Hi I'm pretty new to Star Craft 2, could you possibly tell me how I go about playing these maps? I've downloaded your Map but don't know where to put the file so I can play it. I'm a bit of a novice when it comes to these types of things so I'd appreciate it if you could help me.
Hi there, I've got about 6 hours of feedback on my channel for this series, but I will oblige your feedback thread here too.
This campaign is one of my absolute favorites and worth a play due to the tone and uniqueness of the Marauder faction. Huge shoutouts to Marauding and The Mechanic specifically for being some of the best, most interesting, and fun individual maps I've played as well. That 'AHA!' moment in The Mechanic when I grasped that it was Metroidvania was one of the happiest moments I've had playing a custom map.
Nitpicky issues I had were with the end of Mission 2 being very challenging and the map is large enough that reinforcing after a first failed attack on Bob is semi-frustrating. Mission 3 and having to destroy literally everything, perhaps consider adding indicators on the minimap when there are <10 or <5 units/structures remaining. Also, the Zerg canyon sections were fun, but my clicking finger was exhausted! I found Rising Tide to be so challenging that I couldn't make it past about 10 minutes, though maybe I couldn't quite grasp the way it was intended to be played.
I recently played the new Mission 10 and was happy to see you've retained the exact same style as the original maps - I have a video of it coming on Friday.
I actually did change mission 2 a little with the area where Bob is. It now has way less impalers on the cliffs. Rising Tide was indeed supposed to be hard. That's also why its endless.
The strat i used was to make a ton of workers up front, making sure to redirect them away from attack waves. The attack waves usually come from one or two sides at a time, and Yogg-Saron always shows up where the attack is coming from. I got to about 40 in-game minutes before i called it quits.
I am surprised you liked Marauding that much. On my personal list, its near the bottom with only Firejumpers being lower.
Just tried "Kaboom Baby! Part 1", simply awesome, the custom models are great, the annoying locusts wave of Bane (the bastard si still alive... he need to be kicked in the butt once again) was good to keep the attention, and the final phase with allied marauders vs protoss was enjoyable.
Firebadass is as alwais ready to kick it, i love it, i even loved more to kick his ass :D
The Cybros giant robot is a great addition, it forces you to use tactic,because if you simply a - click, he will simply heal for days, so you must lure it away from safety and snipe it... Great! I want to see more enemies that forces you to use tactic
Jerkface got rekt once again, this a good thing!
I will give you my ideas for future maps that you could think of doing when i will finish to test the other maps.
I played the last mission, a bit underwhelming to be honest, i capped to 200 supply no times and while attacking the Hybrid i was already building dozens of turrets... There must be attacks directly on your base... With air units, or warp prism, or even better warp ins, bigger and bigger every X minutes, so you must set some defences on your base and keep an army to defend it... Like now is a move into the hybrid, vapourize the attack waves (add hybrid behemoth and dominators to it, also the hybrid nemesis should be a good idea and fit the situation) and win before he can destroy the second gate... Maybe he can summon minions by his own while you attack it,or spam some AoEs or lots of projectiles from the last mission of the sc2 prologue...
Right now the mission is too easy and doesn't fit at all the epic battle you had in mind, still a good mission but it could be so much better!
Thanks for your feedback man. I actually tried most of your suggestions about Kaboom Baby 3 before releasing it. My main focus was the Hybrid smacking down the gates, and the fortress-like walls. The Hybrid defending itself, your base getting attacked, and big reinforcements for the Hybrid all made the the map very binary. You would lose your capped army once to defenders or the Hybrid and wouldn't be able to take it down before you lose. The map is on a 38 minute timer if i remember correctly (not too long not too short, the previous two could drag out for almost an hour if you aren't on point with your army comp). Having base attacks were also binary due to the size of the map necessary for the Hybrid. You either lose your whole base if your army is attacking the Hybrid, or you spam 50 turrets. No real challenge or strategy there, unlike part 2.
The 3 parts were also supposed to get easier and easier as the Marauders won more battles. Part 3 was more annoying than anything with those elements, so again, removed.
I understand the EZ win vibe you want to give us (what do you mean with binary? i don't get it, my english skillz are not so god m8), but if you really don't wanna make my base attacked, at least increase the reinforcements or make the hybrid far stronger, just look at this pic , he got rekt on less of 14 ingame minutes, and you can see how much resources i had and the giant wall on my base...
How to increase the challenge of the map without making it binary ? Decrease walls HP, increase Hybrid movement and attack speed, increase his attack damage, increase the waves increase Hybrid Armor, make him summon hybrids to defend itself or give him the leviathan tentacle attack to attack you and the wall, make him pop AoE attacks to your base and your units... Right now this Hybrid looks more like a joke (i don't know if it's intended) instead of a real threath.
A hybrid so powerful would make the make easy as it is right now, but also would make the hybrid able to reach easily the last wall, maybe creating an interesting situation of hybrid and protoss army vs your army and the turrets, plus this would still give you the option to fast supply cap or try lame Tower Defences strategy like Jayborino did ;D