so i've decided to release what i currently have on my campaign but i need peeps ta test it n give some feedback, Here's a link to the project page: https://www.sc2mapster.com/projects/lucian-crisis
Currently only two maps exist to test the third has nothing on it yet. Also if you have feedback can you like be specific how i can fix as i'm still new ta this map making stuff (I just use the starcraft editor as the galaxy stuff is waaaay to complex fer me).
Extensive list of problems (I have no idea how to fix many of them). Perhaps other users can recommend some tutorials to help with these.
AI problems
Ally AI cannot send colonists to their death
AI does not understand the resource layout, builds buildings in terrible locations
Figure out how to create a "custom AI" I guess
It's pretty anti-immursive to have AI bellow Raynor's voice whenever they do something, especially since they're not Raynor.
Design problems
Map #1 is way too big and too empty. I was spending huge amounts of time heading to ally units being harassed by Dominion banshees.
Bonus objective +'s did not appear. If you did not memorize them based on the pings then you may have to spend a fair amount of time.
For a race that's supposed to be "weak but fast build", I found that in the first map I had to wait to build up a force of the big splash damage things.
The spectres are 100% useless, they don't see anything
Lifting up your main base gives you resources, landing takes resources
You're not introduced to your units (didn't know the big tank has splash, for example) or your enemies main units, making what the enemy builds and your counters to their units a complete surprise.
Enemy AI pushes out with a huge army. Combined with the above, that's asking for a sudden loss about 15 minutes in the game. It feels very frustrating to lose suddenly this way.
Mining is really fast in this game. Why do colonists have better miners than the army?
Other problems
The big thingy has terrible pathing issues, spent a lot of time coaxing them out around structures in my base or around hills/trees.
Units in the ending cutscene all spawn in 1-spot.
Plenty of conflicting hotkeys (resource truck and assault vehicle from garage, or patrol and war pigs from raynor)
Missing buttons such as cancel from some production structures
Base isn't in an optimal spot, had to move it left a bit
You're not introduced to your units (didn't know the big tank has splash, for example) or your enemies main units, making what the enemy builds and your counters to their units a complete surprise.
So would a tutorial map prior to prologue be helpful to learn the new race?
Mining is really fast in this game. Why do colonists have better miners than the army?
Should I try and improve enemy mining or perhaps slow down further the colonists? suppose it's not well explained? (I figure that in most cases such as in an established colony the civilians would perform a better mining job?) Oh! i should reduce the miners ability to mine to just under an scv but make it quicker gather n make the truck gather less but sooooo much faster would that help?
Welcome to custom campaign making!! I'm not around as much as I used to be, with graduate school and all, but I just want to encourage you to play/test and leave feedback for other folks' maps. hat's the best way to get people interested in your campaigns. Oh...by the way I'm one of three or four folks loosely in charge of the Custom Campaign Initiative!! :) Good luck with your map-making. It's a lot of fun!!
I'll add you to the Custom Campaign Initiative when your first map is mostly bug free!!
So would a tutorial map prior to prologue be helpful to learn the new race?
It's up to you, there are mutliple ways to communicate each units role. Tooltips when you hover over the icon in a production structure, f12 tips, tutorial map...
Should I try and improve enemy mining or perhaps slow down further the colonists? suppose it's not well explained? (I figure that in most cases such as in an established colony the civilians would perform a better mining job?) Oh! i should reduce the miners ability to mine to just under an scv but make it quicker gather n make the truck gather less but sooooo much faster would that help?
Personally, I think you should slow down ALL resource rates (including vespene collection) and reduce prices as well. Think about making units "less" efficient then their "real" counterparts.
Welcome to custom campaign making!! I'm not around as much as I used to be, with graduate school and all, but I just want to encourage you to play/test and leave feedback for other folks' maps. hat's the best way to get people interested in your campaigns. Oh...by the way I'm one of three or four folks loosely in charge of the Custom Campaign Initiative!! :) Good luck with your map-making. It's a lot of fun!!
I'll add you to the Custom Campaign Initiative when your first map is mostly bug free!!
Hahah thx for the support yeah could be awhile but one step at a time ay?
Personally, I think you should slow down ALL resource rates (including vespene collection) and reduce prices as well. Think about making units "less" efficient then their "real" counterparts.
Okay so i'm thinking i've halved the collection amounts for collectors, and i've reduced cost of ground based army units think that'll do the trick? (kept flying units cost the same as they're suppose to be like highest tech colonists can attain ya know?)
By the way TChosenOne have you tried the first zerg plotline map yet? also u can take a sneak peek of the first terran dominion plotline map. trick is doing certain things on first map make it different plot for the second.
By the way TChosenOne have you tried the first zerg plotline map yet? also u can take a sneak peek of the first terran dominion plotline map. trick is doing certain things on first map make it different plot for the second.
Played it recently, have a few of the same complaints
AI is fairly basic (learn how to create a looping, growing power AI that sends attack waves using triggers )
Beat both maps with a fairly similar strategy: mass attack trains+the counter to the trains counter. (2 of them 1-shot defensive structures, and since they have poorly defined edges you can murder small units with ease). That's not to say the trains don't have weaknesses though; they were weak against ultralisks (large units with little splash) and banshees (air units). Used junkers to beat the banshees and just let the ally zealots tank the ultralisks
By the way TChosenOne have you tried the first zerg plotline map yet? also u can take a sneak peek of the first terran dominion plotline map. trick is doing certain things on first map make it different plot for the second.
Played it recently, have a few of the same complaints
AI is fairly basic (learn how to create a looping, growing power AI that sends attack waves using triggers )
Beat both maps with a fairly similar strategy: mass attack trains+the counter to the trains counter. (2 of them 1-shot defensive structures, and since they have poorly defined edges you can murder small units with ease). That's not to say the trains don't have weaknesses though; they were weak against ultralisks (large units with little splash) and banshees (air units). Used junkers to beat the banshees and just let the ally zealots tank the ultralisks
Yeah i keep thinking the maps are too easy o.O i'm thinking i'll up the difficulty of the ai and maybe on second map seperate the zerg into two ai that way it can do more with less, think that'd work?
- The miners are aberrantly slow. Give them the speed of a SCV.
- Neither the miners nor the builders are selectable as workers.
- The mechanical units are not selectable as an army.
- You have two buttons for building sentry towers.
- Dogs are also not selectable as an army.
- There is a specter that does nothing.
- When you win, messages from your allies keep coming.
- Try to put tips on what your new units do.
Place the feedback link on your home page.
Okay so the link should be there now ;) for the win thingy, sentry's, dogs, mechanical units and workers/builders I've either uploaded the fixed version or i've yet to upload (if i haven't uploaded with fixes listed pls give heads up). the miners are suppose ta be slow but yeah might make it a tiny bit faster, and the specter is suppose ta do nothing they're more there for aethstetics. and for the tips i'm making a tutorial map to help explain units/structures.
The stuff like atmosphere, and seeing edge of map i'll try to improve, but i'm not so great with the artistic side of things so i can't make any promises for pretty stuff
By the way TChosenOne have you tried the first zerg plotline map yet? also u can take a sneak peek of the first terran dominion plotline map. trick is doing certain things on first map make it different plot for the second.
Played it recently, have a few of the same complaints
AI is fairly basic (learn how to create a looping, growing power AI that sends attack waves using triggers )
Beat both maps with a fairly similar strategy: mass attack trains+the counter to the trains counter. (2 of them 1-shot defensive structures, and since they have poorly defined edges you can murder small units with ease). That's not to say the trains don't have weaknesses though; they were weak against ultralisks (large units with little splash) and banshees (air units). Used junkers to beat the banshees and just let the ally zealots tank the ultralisks
Yeah i keep thinking the maps are too easy o.O i'm thinking i'll up the difficulty of the ai and maybe on second map seperate the zerg into two ai that way it can do more with less, think that'd work?
I think you should learn how to use triggers to create and send attack waves (plenty of maps do this, try taking a look under a maps hood to see how they get to send things at the enemy)
By the way TChosenOne have you tried the first zerg plotline map yet? also u can take a sneak peek of the first terran dominion plotline map. trick is doing certain things on first map make it different plot for the second.
Played it recently, have a few of the same complaints
AI is fairly basic (learn how to create a looping, growing power AI that sends attack waves using triggers )
Beat both maps with a fairly similar strategy: mass attack trains+the counter to the trains counter. (2 of them 1-shot defensive structures, and since they have poorly defined edges you can murder small units with ease). That's not to say the trains don't have weaknesses though; they were weak against ultralisks (large units with little splash) and banshees (air units). Used junkers to beat the banshees and just let the ally zealots tank the ultralisks
Yeah i keep thinking the maps are too easy o.O i'm thinking i'll up the difficulty of the ai and maybe on second map seperate the zerg into two ai that way it can do more with less, think that'd work?
By the way TChosenOne have you tried the first zerg plotline map yet? also u can take a sneak peek of the first terran dominion plotline map. trick is doing certain things on first map make it different plot for the second.
Played it recently, have a few of the same complaints
AI is fairly basic (learn how to create a looping, growing power AI that sends attack waves using triggers )
Beat both maps with a fairly similar strategy: mass attack trains+the counter to the trains counter. (2 of them 1-shot defensive structures, and since they have poorly defined edges you can murder small units with ease). That's not to say the trains don't have weaknesses though; they were weak against ultralisks (large units with little splash) and banshees (air units). Used junkers to beat the banshees and just let the ally zealots tank the ultralisks
Yeah i keep thinking the maps are too easy o.O i'm thinking i'll up the difficulty of the ai and maybe on second map seperate the zerg into two ai that way it can do more with less, think that'd work?
I think you should learn how to use triggers to create and send attack waves (plenty of maps do this, try taking a look under a maps hood to see how they get to send things at the enemy)
I've been able ta teach myself like really basic attack waves but then the AI just kinda sits there and doesn't really defend itself or expand, hmmmmmm maybe linking attack waves with the melee ai i'm using?
Been awhile I know right? well working on new maps to follow up the current ones anywho's was wondering what everyone tought of the HERC race added in the Dominion plotline? I think they're either overpowered or underpowered not sure which best suits it cause like I have no real idea, anyways keep an eye out guys, soon i'ma be adding more maps to the collection. BTW I was also thinking of like making a couple a melee style maps that incorperate the new races so was wondering if anyone would like that?
Hiya Guyz,
so i've decided to release what i currently have on my campaign but i need peeps ta test it n give some feedback, Here's a link to the project page: https://www.sc2mapster.com/projects/lucian-crisis
Currently only two maps exist to test the third has nothing on it yet. Also if you have feedback can you like be specific how i can fix as i'm still new ta this map making stuff (I just use the starcraft editor as the galaxy stuff is waaaay to complex fer me).
Extensive list of problems (I have no idea how to fix many of them). Perhaps other users can recommend some tutorials to help with these.
AI problems
Design problems
Other problems
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)
Hey my friend,
Welcome to custom campaign making!! I'm not around as much as I used to be, with graduate school and all, but I just want to encourage you to play/test and leave feedback for other folks' maps. hat's the best way to get people interested in your campaigns. Oh...by the way I'm one of three or four folks loosely in charge of the Custom Campaign Initiative!! :) Good luck with your map-making. It's a lot of fun!!
I'll add you to the Custom Campaign Initiative when your first map is mostly bug free!!
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)
By the way TChosenOne have you tried the first zerg plotline map yet? also u can take a sneak peek of the first terran dominion plotline map. trick is doing certain things on first map make it different plot for the second.
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)
Feedback
-When you want a trigger to be triggered only once, the first action must be turn off trigger.
- The miners are aberrantly slow. Give them the speed of a SCV.
- Neither the miners nor the builders are selectable as workers.
- The mechanical units are not selectable as an army.
- You have two buttons for building sentry towers.
- The number of Dominion soldiers is absurd.
- In the cinematics you can see the edge of the map.
- Dogs are also not selectable as an army.
- There is a specter that does nothing.
- When you win, messages from your allies keep coming.
- Try to put tips on what your new units do.
- If you want to avoid the error message you put:
Map-> Map options-> Hide error during test document.
- And fix the atmosphere of the map, I know it's in ALPHA but it's very poor.
Place the feedback link on your home page.
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)
Holla peeps!!!!
Been awhile I know right? well working on new maps to follow up the current ones anywho's was wondering what everyone tought of the HERC race added in the Dominion plotline? I think they're either overpowered or underpowered not sure which best suits it cause like I have no real idea, anyways keep an eye out guys, soon i'ma be adding more maps to the collection. BTW I was also thinking of like making a couple a melee style maps that incorperate the new races so was wondering if anyone would like that?