Hi everyone. This is my first ever SCII project: A Reimagined version of Mantidz Ascension of Duran. My goal is to recreate all of the original missions, while still adding some new ones. Since I just released what I would consider to be "stable" versions of the first two missions and the campaign launcher, I thought it might be a good time to create this thread.
Both storywise and gameplaywise nothing is set in stone yet, so if you have any ideas for future missions or perhaps the plot itself, feel free to post them alongside your feedback. Anyways, have fun.
I quite enjoyed the first missions, I thought the idea of using the Leviathan backdrop and SM characters for the Launcher was awesome. I didn't notice any gameplay glitches, and in the first mission I think you captured the cavelike, winding cliffs of a snowy valley pretty well. Mission 2 felt like I was back on Kaldir.
My only comment would be that Archons attack godly fast - whether this is just a SCMR thing I never noticed is unclear, but man they rip through your forces like nobody's business XD Maybe tone that down a bit, in the early missions your only meatshields are Zerglings and they get shred really easily as a result. It isn't really an issue, as you could just fall back and make more, but it somewhat forces you to resort to poking tactics. Also, the Archons turn green when they attack. I'm not sure what that's about.
For a future mission, do you like the idea of a "hold out" or "defend the allied base" type mission? I think a holdout would be nice where you need to defend yourself for a certain period of time, get reinforcements, and then clear your way out. Or a mission where your allied base is controlled by that new Cerebrate and he'll be able to train elite Zerg breeds, and sorta go at the Protoss like an AI tug-of-war. Just throwing things out there, I'm liking it so far.
Edit: I agree with TChosenOne - the AI does not have enough production to keep up with rebuilding lost preplaced units so just opt for stronger waves - this can be offset by a slightly longer delay, although I wouldn't increase it too much. Mission 2 felt really campy in the sense that you could only push against the main base while camping in the third and holding off the flanking Scouts and main attack forces.
Yeah, I noticed that thing with the archons too (Edit: wait, they turn green? Jeez, I have to take a look at that!). Thats why I included that zergling hp upgrade. I might also decrease the enemy rebuilding, but I do think that it would be a risky move to increase the size of the attacks, since a larger force with reaver support can easily wipe out your base while you are gone attacking somewhere.
I might still do it though. It will just require abit more testing. The text scroll and the readme are gonna get changed aswell btw.
in the old version, as soon as you get 4 lurkers or so at each entrance the attacks tend to crumble, as there's no detection (high templar might take a few down, tho). Once you take the mid base nothing becomes threatening and the trickle just becomes a nuisance.
I just finished reworking mission 3. A lot of problems have been fixed: The enemy attack waves are more consistent but smaller, your allies send more support and I also redid a lot of the terrain. I should be able to upload version 0.3.2 wednesday.
Mission four on the other hand will take a lot of time to complete. I still need to get used to the new tileset (skyshield) and the new units still require some balancing.