Hello everyone, I have recently completed the first huge chunk of my latest project. Those of you that know my older ones know that they were incomplete and effortlessly done, but this project is a far cry from that (get it?). While still an amateur project, as my level of skill in the Data Editor and Terrain is still improving, I feel like I've put in a great deal of work to make something that is worthy of being shared.
Please post here if there are any bugs I may have missed. I've tested all of them myself and have yet to see anything, but you might find something I didn't. Also note that I will be working on a difficulty setting as soon as I am done with the final mission, but as it stands currently the campaign is about Hard to Brutal for a Blizzard campaign. If you've beaten those, you should be alright for the most part. I did test that none of the waves were obscenely difficult if you approach them the right way, but if you have too much trouble getting past them I will lower their difficulty or tell you how I beat them :)
Note: Secret Mission is quite difficult, if it is too hard for you I will lower wave difficulty and preplaced enemies without question.
hi i played campaign...noticed it was fun and i played your old twilight of exikas which was bad xdddd so much bugs and bad mechanics! XDDD this one is much better, terraining is something to work on but i never pay attention to it unless it's bad, and yours was quite well-done for your first proper campaign. i remember all the bugs vastanx and tchosenone said, you fixed them so that's good there isn't anything else i can see. really liked hammer107's models you put in there, glad you gave credit or that would've been cheap
mission07 is very challenging, air attack waves Destroyers murdered me and the ground waves kept destorying my bunkers. only way to beat it in my opinion is play like To Chain the Beast from epsiode 5 of Starcraft original - make mass BC because your pirate bcs are so op the only thing that kills them are wrathwalkers. but maybe ground army might work because they're strong elite versions? will you do walkthrough by developer because it seems quite hard to play blind, or maybe i just bad.
good luck with your future projects, what will the next one be? also again very good job, impressed to see this is your first complete work that looks and plays like a proper campaign
edit: I get the far cry 5 joke, i have it but i never been to america so i have no idea whether any of it makes sense lol
Good to see you finally back here Vinodh. And thanks for the feedback! My next project will probably be a Protoss-oriented campaign (or maybe a MOBA but not sure) since I've got the first Hero unit done.
As for Strictly Business, I am closing out my work on that project. Unless there are bugs that require immediate attention, similar to the ones that have already been told to me (all of which I've fixed, save one or two icon issues) I will not be updating the Files for this campaign. Instead, I will be doing "developer playthrough" videos for people having difficulty with the missions as they do not have a difficulty system. I will not add one because I don't feel like going back and editing tens of waves individually for all 8 maps and then making triggers and buttons for each to select difficulty. I will instead do that from the get-go with all future scenario/campaign maps.
Keep your ear to the ground as I will release the next 7-mission Episode once 4-5 missions are fully complete.
Strictly Business is a breath of fresh air after the last few custom campaigns I've played. With a heavy focus on strategy and macro over micro, ksnumedia delivers an experience for lovers of WoL-style barracks/factory terran turtling.
The early parts of the mission usually are the most critical. Being greedy and trying to focus on economy first can be punished, leading to a careful balancing act for the player. Due to the lack of enemy upgrades the base pushes tend to become an uneventful a-move, as you rip things apart with 9-damage marines. Mission 5 does offer a significant change of pace, and awards excellent use of control groups.
The story on strictly business is sadly a bit sparce. The first two missions are there just to pad up the mission count, and do nothing out of the obvious. While missions 4 and 5 trundle along on some cliche's with minor twists and namedrops, the story itself doesn't really kick off until 5x.
Verdict: Come for the turtling, stay for the turtling, all it offers is turtling
I agree, it is boring at start because you just make a huge army and then amove. It is very turtley but mission 5 was especially unique, best mission in my opinion.
ksnumedia, if you want to do campaign with story it will be hard to make good story with just the 8 missions. Like the starcraft 1 episodes all had mini plotlines but was not a full fledged plot. like Rebel Yell was just how raynor's raiders became a thing, and overmind was how aiur was destroyed by the zerg. small tidbits of a bigger story.
also make it so player does not need to turtle for a long periods of time before moving out. but TChosenOne is true, if you likes wings of liberty campaign this will be fun for you. and finally numedia make sure enemy upgrades match yours...except for mission 5 and 7 it was piece of cake because you marines deal more damage and have bonus armour. overall very different from many campaigns there on mapster, but i dont know if that is good part or not. keep working at it bro this is a good start!
Yes, I agree with both of you. I wanted the player to play more campy and then make a victory force, but in the future I think I want to tone that down a bit. I think I dug a little too deeply into the WoL mission patterns. So in my future scenarios/campaigns, the player will have the opening to cover some ground with their initial units and maybe secure or scout for an expansion early on. Because that is very difficult to do in this campaign, save for Mission 5 which I also agree is the best mission in the campaign.
And of course, I will make the enemy upgrades scale with the player's...