note: This version is not intended for public release, and is only posted for testing. Thank you.
Hello guys, the map needs testing. Exploits, errors, difficulty, comprehensibility, resource balance, pacing, whatever you wish to say something about. Please post them here.
First of all. It looks really good and it seems to be a longer mission which I like a lot (always hate super short missions)
A couple of things.
Is terran not suppose to have a science vessel? I found it really hard to push out against so many banshees without the ability to make one. Scan is not that great.
Also, in general, securing that second base seems very difficult. Maybe I just have to fairy units over there with drop. I tried breaking the gate and walk along the south side, but he had too many tanks/banshees blocking the way. The minerals in the starting base is just too few to get anything done without getting that second base. I like that sense of urgency to expand, I just wish it was a bit easier.
Also, and you probably have thought about this, but if this is the first mission of the Starbow campaign you might want to explain units as they finish in the tech tree. And perhaps restrict tech even more (but then the mission might get too hard). Actually maybe it's best if this is not one if the very first missions, but I am not sure if that was your intention.
I really liked those rocks. They all seemed to be placed at tactical places.
Very much detail put into this, but I couldn't finish it without sorting to cheat as I found it very hard. Too hard perhaps.
Love those custom transmission boxes. Just one of many things which makes this stand out. Very good job. I also loved the custom upgrades. New upgrades to well known units are very fun and refreshing. I think that is actually more interesting then new custom units.
Objectives, pings, doodad actors when the emitter transmittes. It's all just show how you put effort into the details. Nice.
The AI was very responsive. Do you have alot of AI triggers? I am sorry to say I was not fast enough counter it. Got a little feeling I was playing a RedRevolution map. Probably because it so fast paced.
This is very good stuff, looking forward to see more.
First of all. It looks really good and it seems to be a longer mission which I like a lot (always hate super short missions)
I'm really glad you like it! I was so insecure.
I like 4x games, and I'm trying to incorporate the same pressure and initiative those games give to the player, in that while the environment is evolving, the player is given some freedom what to do and when to do them.
I had the more "let the player make his move, and react" design in mind for this mission. What I mean is to pressure the player differently, giving him some sense of control.
Immediately, there are no attacks from the AI, rather responses to when the player moves units around, and with what units. And hence the longer pacing.
Is terran not suppose to have a science vessel? I found it really hard to push out against so many banshees without the ability to make one. Scan is not that great.
Yes. It had a science vessel option, but removed it later.
I'm glad you pointed this out. This does make those banshees pesky, right? And those things can disturb tank pushes. Losing tank positions I think you find quite damaging to our forward advance efforts!
There is an upgrade for scanner sweeps, which I should be pointing out through transmission.
I'm guessing your unit composition was tanks, marines, medics? Did you have goliaths with range upgrades?
I generally use the BCs to deter banshees, and jump drive at the right moment to dodge ghost lock-downs.
Also, in general, securing that second base seems very difficult. Maybe I just have to fairy units over there with drop. I tried breaking the gate and walk along the south side, but he had too many tanks/banshees blocking the way. The minerals in the starting base is just too few to get anything done without getting that second base. I like that sense of urgency to expand, I just wish it was a bit easier.
Yep, ferrying units would be ideal. Taking it covertly will also relieve some pressure, by keeping the AI focused on your force at the gate area.
Did you take it prior to setting up the emitter? Having the emitter in place and pounding the base will releave some pressure from you.
Also, and you probably have thought about this, but if this is the first mission of the Starbow campaign you might want to explain units as they finish in the tech tree. And perhaps restrict tech even more (but then the mission might get too hard). Actually maybe it's best if this is not one if the very first missions, but I am not sure if that was your intention.
Oh, last thing. Too many rocks?
Yes, you are right. This is some missions away. Third or fourth. The story is barebones at best for now.
It is too hard for now, I agree.
Those rocks may become allies. Did you try and block the pathway by destroying those collapsable rocks at the ridge?
There are some triggers now pertaining to them rocks. :D
I really liked those rocks. They all seemed to be placed at tactical places.
Very much detail put into this, but I couldn't finish it without sorting to cheat as I found it very hard. Too hard perhaps.
Ah, You got it!
The rocks serve as punching bags for the player as well as things that change the nature of the map. It also hints at some idea about the theme of the map.
In the first iterations of the map, if the player chooses to open the map up things could happen like zerglings flooding in. This can also happen atm but not too often.
I keep bunkers there for safety. You noticed the placement I think. ;)
You guys are right. It's too much atm. However, I'd like to know, were you guys trying to attack the outpost or let the zerg do it?
I should adjust some values. Maybe the Dominion Outpost reinforces too quickly.
Love those custom transmission boxes. Just one of many things which makes this stand out. Very good job. I also loved the custom upgrades. New upgrades to well known units are very fun and refreshing. I think that is actually more interesting then new custom units.
Objectives, pings, doodad actors when the emitter transmittes. It's all just show how you put effort into the details. Nice.
Starbow does have lots of interesting stuff in it. I like it, and asked them if they'd approve a single-player campaign for Starbow.
They're looking to make this an official campaign for Starbow. So any input you guys do, I'll be sure to have you guys on the credits. I promise you that, if all turns out well. Might not be much, but I'm hoping you guys might appreciate it at least.
The AI was very responsive. Do you have alot of AI triggers? I am sorry to say I was not fast enough counter it. Got a little feeling I was playing a RedRevolution map. Probably because it so fast paced.
This is very good stuff, looking forward to see more.
Yes. Lots. There's a new one now that makes the AI siege a position and defend it. I'm testing it currently.
I'm really glad you like it. I'll check out RedRevolution, I'm not familiar with it. Maybe I could get a handle on that and adjust the AI accordingly.
The AI does have super boost atm at retraining units and responding. A slight adjustment might work.
Thank you guys for this feed. We should do more!
If you guys do streams, I'd like to watch as you play the map so I can see what's really happening, what you do, how you do it.
some zergs do upgrade slowly and i think zerg's attack is too weak
How did you do that replay? I want to do one myself too.
Anyway, I receded back the AI currently, completely freeing the path towards the expo from the AI. And reduced the reinforce boost for Red. It felt less claustrophobic, and a bit more satisfying.
Still testing though.
I thought the zerg were too strong, and might dial everything down later. Especially when drawing Red to a trap of missile turrets and tanks. Thanks for the heads up, yeah, I think upgrades should come in slower for everyone.
Rollback Post to RevisionRollBack
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
Don't worry about it. I'll check them out. Thank you!
edit:
Unfortunately, I can't seem to load up your replays. It says the map data does not match. I have swapped my map files to the uploaded ones, but still getting the error.
Yes sir. I don't know how battle.net works. Maybe it had changed something on your side. I logged on to the korean server, thinking I might be able to load it from there. No luck.
By the way, how did you save a replay? Do I need to upload to battle.net to be able to save replays?
Rollback Post to RevisionRollBack
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
Yeah the first version was way too hard. Impossible to move out because you keep getting bombarded with an endless stream of banshees/tanks that you don't have the resources to defend on that one base alone. Would take a lot of playthroughs to beat if it's even possible. :p
Overall I like that the map makes you think about strategy however. I agree that the rocks are placed at tactical locations. Confused as to the function of the psi emitter though. Doesn't seem to have any effect on the game.
note: This version is not intended for public release, and is only posted for testing. Thank you.
Hello guys, the map needs testing. Exploits, errors, difficulty, comprehensibility, resource balance, pacing, whatever you wish to say something about. Please post them here.
The map has been approved. Get it here: http://www.sc2mapster.com/maps/sbc-alpha-fire-and-sand/
Give it a spin. :)
Map Info:
Mission Type: Tutorial, FFA, Assist and Infiltrate Mission, with tactical focus akin to Drake's Campaigns for Starcraft and Starcraft Broodwar.
Completion level: features only first half of the scenario. Contains one functioning defeat condition, and no victory triggers.
Hint:
“Being smart was key; being careful was critical. Being lucky didn’t hurt.” ― Kate Brady, One Scream Away
Just took that right off of a googled site.
Update 09-18-2014: http://www.sc2mapster.com/maps/sbc-alpha-fire-and-sand/files/2-fire-and-sand-alpha-release-v2/ (change log on the page)
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
Hihi
tested it briefly.
First of all. It looks really good and it seems to be a longer mission which I like a lot (always hate super short missions)
A couple of things.
Is terran not suppose to have a science vessel? I found it really hard to push out against so many banshees without the ability to make one. Scan is not that great.
Also, in general, securing that second base seems very difficult. Maybe I just have to fairy units over there with drop. I tried breaking the gate and walk along the south side, but he had too many tanks/banshees blocking the way. The minerals in the starting base is just too few to get anything done without getting that second base. I like that sense of urgency to expand, I just wish it was a bit easier.
Also, and you probably have thought about this, but if this is the first mission of the Starbow campaign you might want to explain units as they finish in the tech tree. And perhaps restrict tech even more (but then the mission might get too hard). Actually maybe it's best if this is not one if the very first missions, but I am not sure if that was your intention.
Oh, last thing. Too many rocks?
I really liked those rocks. They all seemed to be placed at tactical places.
Very much detail put into this, but I couldn't finish it without sorting to cheat as I found it very hard. Too hard perhaps.
Love those custom transmission boxes. Just one of many things which makes this stand out. Very good job. I also loved the custom upgrades. New upgrades to well known units are very fun and refreshing. I think that is actually more interesting then new custom units.
Objectives, pings, doodad actors when the emitter transmittes. It's all just show how you put effort into the details. Nice.
The AI was very responsive. Do you have alot of AI triggers? I am sorry to say I was not fast enough counter it. Got a little feeling I was playing a RedRevolution map. Probably because it so fast paced.
This is very good stuff, looking forward to see more.
STARBOW campaign ??? I Love that mod! I will test it when the installation of sc2 will finish (it started to lag heavily, so i unistalled it)
I'm really glad you like it! I was so insecure.
I like 4x games, and I'm trying to incorporate the same pressure and initiative those games give to the player, in that while the environment is evolving, the player is given some freedom what to do and when to do them.
I had the more "let the player make his move, and react" design in mind for this mission. What I mean is to pressure the player differently, giving him some sense of control.
Immediately, there are no attacks from the AI, rather responses to when the player moves units around, and with what units. And hence the longer pacing.
Yes. It had a science vessel option, but removed it later.
I'm glad you pointed this out. This does make those banshees pesky, right? And those things can disturb tank pushes. Losing tank positions I think you find quite damaging to our forward advance efforts!
There is an upgrade for scanner sweeps, which I should be pointing out through transmission.
I'm guessing your unit composition was tanks, marines, medics? Did you have goliaths with range upgrades?
I generally use the BCs to deter banshees, and jump drive at the right moment to dodge ghost lock-downs.
Yep, ferrying units would be ideal. Taking it covertly will also relieve some pressure, by keeping the AI focused on your force at the gate area.
Did you take it prior to setting up the emitter? Having the emitter in place and pounding the base will releave some pressure from you.
Yes, you are right. This is some missions away. Third or fourth. The story is barebones at best for now.
It is too hard for now, I agree.
Those rocks may become allies. Did you try and block the pathway by destroying those collapsable rocks at the ridge?
There are some triggers now pertaining to them rocks. :D
Ah, You got it!
The rocks serve as punching bags for the player as well as things that change the nature of the map. It also hints at some idea about the theme of the map.
In the first iterations of the map, if the player chooses to open the map up things could happen like zerglings flooding in. This can also happen atm but not too often.
I keep bunkers there for safety. You noticed the placement I think. ;)
You guys are right. It's too much atm. However, I'd like to know, were you guys trying to attack the outpost or let the zerg do it?
I should adjust some values. Maybe the Dominion Outpost reinforces too quickly.
Starbow does have lots of interesting stuff in it. I like it, and asked them if they'd approve a single-player campaign for Starbow.
They're looking to make this an official campaign for Starbow. So any input you guys do, I'll be sure to have you guys on the credits. I promise you that, if all turns out well. Might not be much, but I'm hoping you guys might appreciate it at least.
Yes. Lots. There's a new one now that makes the AI siege a position and defend it. I'm testing it currently.
I'm really glad you like it. I'll check out RedRevolution, I'm not familiar with it. Maybe I could get a handle on that and adjust the AI accordingly.
The AI does have super boost atm at retraining units and responding. A slight adjustment might work.
Thank you guys for this feed. We should do more!
If you guys do streams, I'd like to watch as you play the map so I can see what's really happening, what you do, how you do it.
Hit me if you do! :)
Ah, Defiler, you made me jump back there. Man, drop the hammer of justice anytime you like.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
some zergs do upgrade slowly and i think zerg's attack is too weak
How did you do that replay? I want to do one myself too.
Anyway, I receded back the AI currently, completely freeing the path towards the expo from the AI. And reduced the reinforce boost for Red. It felt less claustrophobic, and a bit more satisfying.
Still testing though.
I thought the zerg were too strong, and might dial everything down later. Especially when drawing Red to a trap of missile turrets and tanks. Thanks for the heads up, yeah, I think upgrades should come in slower for everyone.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
here is my replay. i cant understand how i do replay, is it about build order or tactics? or game setting?
Don't worry about it. I'll check them out. Thank you!
edit:
Unfortunately, I can't seem to load up your replays. It says the map data does not match. I have swapped my map files to the uploaded ones, but still getting the error.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
@GnaReffotsirk: Go
hm my client can load my replay.. my client is korean are all replays errored?
Yes sir. I don't know how battle.net works. Maybe it had changed something on your side. I logged on to the korean server, thinking I might be able to load it from there. No luck.
By the way, how did you save a replay? Do I need to upload to battle.net to be able to save replays?
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
@GnaReffotsirk: Go
are you windows user? then go to document folder and go \Documents\StarCraft II\Replays replay of game played in editor test is stored in there
Oh, wow. I can even "take command"!
I can load with other replays just fine. I'll keep checking.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
The map's been updated. It's much more manageable, I think a little too easy.
This might serve as the easy difficulty level, where the first one be at a brutal or impossible level.
Post up your replays, if you got the time. It'd be very helpful, and fun.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
@GnaReffotsirk: Go
time : 1:10
using banshee tank turret
hi geonchodeomi! Are you using the first map version or the second one? I hope this one loads though.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
@GnaReffotsirk: Go
oh hi, this map is second one did replay work well?
Nope, still the same error. Are you loading the map through the Editor>Test Document, or through drag-and-drop via sc2switcher.exe?
Maybe if you load the map through the editor, the editor will do something to the map, like localize it, and thus resulting in a different version?
I'm really interested to watch your replay.
What's your comment on the map, by the way? Too easy?
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
Yeah the first version was way too hard. Impossible to move out because you keep getting bombarded with an endless stream of banshees/tanks that you don't have the resources to defend on that one base alone. Would take a lot of playthroughs to beat if it's even possible. :p
Overall I like that the map makes you think about strategy however. I agree that the rocks are placed at tactical locations. Confused as to the function of the psi emitter though. Doesn't seem to have any effect on the game.
the zerg will attack towards the rally point of the emitter. Gives you some control.
Maybe I can cook up something that will make it more important. Have it do more with regards to Zerg attacks and the red terran defenders.
Thanks Grad!
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.