So the biggest change between this version and the last version is that I can no longer lift up my Factory which basically means I have to play this mission as it is intended.
Originally, I was going to use Vultures and Widow Mines. The idea was to pull enemies into the Widow Mines and slow push with a small group of fast cheap units.
Upon trying this out, it becomes very clear the moment I push out that it will not work. And to seal the deal even further, Edhriano explained how the attack waves work.
The AI doesn't really send attack waves your way. There are just enemies on the map that will be rebuilt as soon as you kill them. My strategy of pulling enemies into Widow Mine explosives will work up to a point. After pushing past that point, there are just so many enemies coming at you that the Widow Mines' won't have enough shots to kill everything. With their 20 second attack cooldown, it just isn't viable.
Instead, I did this map the normal way and pushed with Bio-Tank. A little bit boring, yes, but at least it can't be cheesed the way I did in the previous video.
Another change I pointed out was with the Hybrid Behemoth near the boss door. I think its vision radius or something was increased so using Snipe on it will now draw aggression.
One small change that I didn't comment on is that Stukov's color scheme is now green. Not the same bright shade of green as in Heart of the Swarm but close enough.
So far, a solid but breakable map was made more solid than it was previously. It'll be really hard to break this one. Great work, Edhriano.
I like looking at your playthrough, except for a few things you should watch out. Since this is about giving tips, suggestions, pointing potential issues, etc. comments such as "this thing is sh..." is a bad feedback. You should say something along the lines of "why do you think this is bad?" "What do you suggest to fix that?" For example, at around 40min into the video you complain for like 2 min about hotkeys. Okay, it's fine. Hotkey are not optimal, you could take 20sec and explain your thoughts in a positive way instead of a negative way. Just saying for the next time. Otherwise, its really nice to see people sending feedback.
I'm an accentuate the negative type of person. Unless I have something scripted, I have a hard time explaining my negative thoughts on something without sounding like I'm ranting. I'm better at delivering text reviews since I can stop and see how I can make things shorter and to the point. It doesn't stop it from sounding like I'm angry at it, unfortunately - usually I'm not.
The tip in the loading screen says to save often. The game itself is literally telling you to save. An actual autosave system for custom maps and campaigns is hard to implement. And yes, it would be more convenient for there to be an autosave system. I'm not saying your request is a bad one. But as it stands, the only reason you gave to not use saves is your forgetfulness and some personal moral hang up.
The tips, I can sort of get. But honestly, one look at the abilities and you should know what type of units all the heroes are. The Hydralisk and Medic are healers. The marine and sniper are your primary damage dealers. The adept is your offensive support. All the tips are literally just there to give backstory that you don't even really need to read. I didn't need to know the Medic is possibly a lesbian or bi-sexual, but it's there. There's nothing that forced me to read it. I just did.
Also yes, I agree that the best tutorial is the kind that can teach you while you're playing. Portal is literally a tutorial game for the first 19 levels and only the over analysts really noticed and pointed that out. But since you're playing a custom campaign here, assumptions can be made about how competent the player is. While those assumptions are not always correct, there are just some things that require text to explain how they work. It's either that or trial and error by way of save-scumming, which you have established that you will not do.
Finally, let me reiterate a point I made before. Challenging micro management is one of the core aspects of this campaign. What you're suggesting is the removal of the reason many people enjoy playing this campaign in the first place. Who do you think you are in telling the developer to completely change the point of his entire campaign all because you don't enjoy micro management?
Honestly, maybe this campaign just isn't for you.
As for the brain damage thing, personally, I don't care. I have a lot of bad habits that might end up killing me. I might only live for 50 years or less with my insomnia and habit of not eating breakfast or lunch. If playing Starcraft is also killing me then it's just another nail in the coffin.
I've beaten dark souls seven times with four different builds.
But yeah. It's always hardest the first time through. I knew what I was supposed to do so actually killing the boss wasn't really a problem. It threw me off when it did an attack that it never did before, though
Just finished playing version 6.3. Sorry no video this time, but you can watch my playthrough of version 6.0 if you want to see how much has changed.
Comments on V6.3:
Loading screen - get rid of the "Girls" writing on the floor. I understand that all of the heroes in your squad are girls, but I don't see a reason why it is written on the floor in a facility full of hybrid. It just takes away from the mood I guess.
Stimpack upgrade - says that it affects marines and mauraders but marines start with stimpacks. Either don't have marines start with stimpack or have the upgrade just say that it gives marauders stimpacks.
Definitely increase the difficulty of the first wave after the 10 minute timer. You have 10 min to build up a defense and then they send 1 ultralisk and a few other units. Stukov can do better than that. Maybe double it? I was playing on Normal btw.
Is the Last Remnant tooltip supposed to show up after the boss? Is the last remnant the boss in this mission? I'm a little confused about it.
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.
Mission was cool and the inside of the hybrid lab felt sufficiently "sciency" but in terms of cliffs, especially for biotic landscapes, try to make them at a slant with the diamond-shaped cliff brush as opposed to the square one. For these biotic landscapes, you can also use the circular brush to make the cliffs random in shape. It gives a better perspective and to be honest, it's makes the map look more professional in terms of eye-candy. So far terrain is 7 or 8/10 and it's the gameplay mechanics that are perfect so far, in my opinion. The heroes (heroines?) have cool abilities as well, but maybe a health buff would be nice because the boss is so hard :)
Loading screen : That is a reference to Total Recal there is one scene where the main hero ... nah I am not going to spoil it. But since it seems no one gets it I suppose I can get rid of it.
Stimpack : Noted
Attack wave : Ahh I was afraid if I build too many the player might get the feeling of overwhelmed. But sure I can add a queen or two.
Tooltips : Well the purpose for it to appear after the boss fight is because I was trying to make the player "whaatt?! that beast killed me a gazilion times and it only using half it's power?!" or something like that.
This mission is awesome!! Macro and hero combo is my favorite. I died at like the 7th Hybrid and ran out of time to continue playing, but well done!
This is all just stream of consciousness and there is no structure to it.
First off, I haven't played the other 5 missions but I wanted to support the bi-weekly testing thread so I just jumped in!!
Loading Screen...You need a different one. Check out the Odyssey ones'. He does screen shots but they look so good!! Also, the red font has got to go! :)
Nice cinematic in the beginning. Good set-up!! I think you shoudl be a little more subtle in why we have ten minutes to prepare. Like Stukov is preparing his army or something...maybe...where are the banes too...I just walled off and tank shot everything.
Please get rid of the transmission noise. It drives me crazy! :)
Some of the cinematics had people facing away from the person they were talking to
In the beginning of the mission, I went out with the Commander to do scouting and harass and Stukov just rampaged me to death. Totally unexpected...Nice job.
Why the white line at the end of my base?
Storm Shadow takes up two slots in the bunker while the Commander only takes 1.
I can't click on any mineral patches...like to know what I am working with...nor can I lift off buildings. I ran out of mins real fast and had to long-distance mine for a while.
Why not use Stukov's portrait. Using Narud's seems strange to me.
I think stim is on a different hotkey. Any reason?
I think we should lose mobility when we go through the water!! Also...those zerglings under water, I think they need to be some different type of creature!!
It was a pleasure to play and I am going to go back through the rest of your campaign!! This mission was awesome!!
Only real bugs I found is the Cobra Commander shield tooltip says 'surrounds Tosh', and the Terran heroes retain some of the weapon/armor upgrades you researched in the prior section. Minor grammar here and there is not a big deal. I found the macro section to be a tad tough as I sunk in a lot of $$ in defense, then had none to push out. I also couldn't float to a new base since building lift is turned off. Perhaps increase the amount of minerals per patch in the main base, but don't increase the # of patches, maybe even decrease the #, but add more per patch.
I enjoyed the macro section, but energy costs were quite restrictive to me. Also, have you considered making all the usable abilities QWER? I just gave up on the boss, the hotkeys of my heroes were a bit too hard for me to remember because I play too many maps with different ability hotkeys :) I think mapping the hotkeys to something consistent (specifically Q/W for major usable abilities and E for autocast stuff) would make it more manageable. I think the bosses abilities are interesting but either the lift or the Psionic Orb need toned down just a tad - only one or the other. My 150 HP hero got lifted then couldn't avoid Psionic Orb because of it, which led to frustrating RNG-related death. Maybe make the lift incapacitate but do very low damage instead, while still forcing the player to dodge the high impact Psionic Orbs.
Overall, the look of the map was very nice and I quite liked all of the heroes. That group of 5 at the end compliment each other well and I enjoyed using them together a lot.