I'm working on a map for RTC2017 competition and I'm looking for feedback. The map is in beta stage - terrain texturing and detailing are not finished, you can come across some debug messages but it's ready to played. You don't need to have a coop partner - you can try it alone. Thank you for any feedback!
US: battlenet:://starcraft/map/1/283295
EU: battlenet:://starcraft/map/2/198213
Features:
- cool transport gameplay mechanic, bonus objectives
- full voice over by Pr0nogo
- high replayability - variable objective locations, all enemy races are implented, final stage varies depending on your progress
- all difficulties are implemented
- custom assets
Description:
Amon's forces arrived on Aenyth - a home of Nerazim tribe. Protoss survivors have a plan how to stop the enemy's progress in the vast cavern system but they need your assistance in collecting Uridium Crystals.
Screenshots look good! Make sure you post it to the bnet forums when you're ready.
Rollback Post to RevisionRollBack
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.
Probably my favorite RTC map so far. I enjoy protecting escorts and this does exactly what I'd expect from escorts while being different enough from Mists.
It's got good pace, but when playing on hard I wished there were 1 - 2 more waves (wished it didn't end so soon, it's as if you suddenly didn't have last two waves on void launch. A buildup without a climax.).
When playing on brutal it felt like brutal+ with wave after wave pummeling you into submission, but then again I suck, it was against swarm zerg (as tempest protoss) and I was carried hard that game.
Idk how to feel about bonus objective giving you actual advantage however small that is, since then it kinda ceases to be "optional" and becomes "optimal" instead.
Second bonus objective I loved.
The weather storm came off as mapmakers "I need to add more mechanics to the map!", especially because unlike rising lava map, it comes up only once and doesn't repeat itself (no way to apply the experience of the event further down the game). The sudden objective stop also somewhat breaks the pace (it left us with not much to do on hard, on brutal it was a welcome breather). ..And I love the idea of storm disruption, it throws me back to C&C series, just in here it feels to me slightly underworked.
Also, some waves seem to spawn real close to objective and seem to prioritize it before your units.
Yep. The problem of my map is that it uses more AI players than the Blizz template. Double Orbital Strikes sounds fun to me but I heaven't tried it yet.
The transport unit has set lowest attack priority but enemy melee units care only little. From player perspective, you can simply send your army ahead of the transport unit but if this prooves to be a problem I will have another look at it.
Probably my favorite RTC map so far. I enjoy protecting escorts and this does exactly what I'd expect from escorts while being different enough from Mists.
It's got good pace, but when playing on hard I wished there were 1 - 2 more waves (wished it didn't end so soon, it's as if you suddenly didn't have last two waves on void launch. A buildup without a climax.).
When playing on brutal it felt like brutal+ with wave after wave pummeling you into submission, but then again I suck, it was against swarm zerg (as tempest protoss) and I was carried hard that game.
Idk how to feel about bonus objective giving you actual advantage however small that is, since then it kinda ceases to be "optional" and becomes "optimal" instead.
Second bonus objective I loved.
The weather storm came off as mapmakers "I need to add more mechanics to the map!", especially because unlike rising lava map, it comes up only once and doesn't repeat itself (no way to apply the experience of the event further down the game). The sudden objective stop also somewhat breaks the pace (it left us with not much to do on hard, on brutal it was a welcome breather). ..And I love the idea of storm disruption, it throws me back to C&C series, just in here it feels to me slightly underworked.
Thank you for your detailed feedback.
The lenght of the mission is something I was thinking about a lot. Right now the issue of adding another crystal is when you are not doing so well, you can lose two crystals/transports. Then the mission gets too long. But this area is definitely something I will watch closely.
The weather storm went throught several iterations so now it might not seem so amazing. Its main purpose is to change the pace of the game for a while after action packed segment (one of the goals of this map is to shake up stale early game that can be found in many other coop maps). That's how I justified its single appearance. Also it brings more defensive play to this more offensive focused map. Storm Clusters showed some promise during the development - dodging is fun but then there are AI forces which struggle to avoid it. I also thought about casual players who could find it too distracting. Anyway, if I won't be able to get it working I will get rid of this segment.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hello,
I'm working on a map for RTC2017 competition and I'm looking for feedback. The map is in beta stage - terrain texturing and detailing are not finished, you can come across some debug messages but it's ready to played. You don't need to have a coop partner - you can try it alone. Thank you for any feedback!
US: battlenet:://starcraft/map/1/283295
EU: battlenet:://starcraft/map/2/198213
Features:
- cool transport gameplay mechanic, bonus objectives
- full voice over by Pr0nogo
- high replayability - variable objective locations, all enemy races are implented, final stage varies depending on your progress
- all difficulties are implemented
- custom assets
Description:
Amon's forces arrived on Aenyth - a home of Nerazim tribe. Protoss survivors have a plan how to stop the enemy's progress in the vast cavern system but they need your assistance in collecting Uridium Crystals.
Screenshots look good! Make sure you post it to the bnet forums when you're ready.
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.
You can play as the same commander...
Also, some waves seem to spawn real close to objective and seem to prioritize it before your units.
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)
Probably my favorite RTC map so far. I enjoy protecting escorts and this does exactly what I'd expect from escorts while being different enough from Mists.
It's got good pace, but when playing on hard I wished there were 1 - 2 more waves (wished it didn't end so soon, it's as if you suddenly didn't have last two waves on void launch. A buildup without a climax.).
When playing on brutal it felt like brutal+ with wave after wave pummeling you into submission, but then again I suck, it was against swarm zerg (as tempest protoss) and I was carried hard that game.
Idk how to feel about bonus objective giving you actual advantage however small that is, since then it kinda ceases to be "optional" and becomes "optimal" instead.
Second bonus objective I loved.
The weather storm came off as mapmakers "I need to add more mechanics to the map!", especially because unlike rising lava map, it comes up only once and doesn't repeat itself (no way to apply the experience of the event further down the game). The sudden objective stop also somewhat breaks the pace (it left us with not much to do on hard, on brutal it was a welcome breather). ..And I love the idea of storm disruption, it throws me back to C&C series, just in here it feels to me slightly underworked.