You should try some time to create a grid floor with vents which releasing air streams and cause hero to flail, while being immobilised (like phoenix ability).
i have high standards and agree with most of critique but that perfectionism is also preventing me from finishing any project. I invest a lot of time to learn editor and know the most of things (good data/moderate trigger and terrain understanding). My ideas works out amazing in my test maps. But then i just estimate time i need to assemble that pieces together and do the rest of required work with the same level of quality. It's just too much for one person, especialy considering that it's just our hobby.
Maybe EivindL's maps lack some data editing and default abilities look kind of boring (for my high standards), but still i am imressed how well he managed to utilize default campaign stuff to create such diversified gameplay in his maps. For example that boss fights when locusts provide vision to a siege tank and generators that should be triggered in a timely manner to deal damage, or that Corelia defence sequence. I think that descisions emphasising that he is pretty good particularly in game design, though he could be realy bad with unit editing.
But again, in my opinion, sc2 need this type of people for they can slowly move the scene forward with their average quality content (again i mean it realy good for a hobbyst. I just imagine the time invested in those terrains XD). In opposite to myself, sitting on a bunch of realy complex high quality data assets that got broken every next big patch and gives nothing but a headache to me.
You should try some time to create a grid floor with vents which releasing air streams and cause hero to flail, while being immobilised (like phoenix ability).
i have high standards and agree with most of critique but that perfectionism is also preventing me from finishing any project. I invest a lot of time to learn editor and know the most of things (good data/moderate trigger and terrain understanding). My ideas works out amazing in my test maps. But then i just estimate time i need to assemble that pieces together and do the rest of required work with the same level of quality. It's just too much for one person, especialy considering that it's just our hobby.
Maybe EivindL's maps lack some data editing and default abilities look kind of boring (for my high standards), but still i am imressed how well he managed to utilize default campaign stuff to create such diversified gameplay in his maps. For example that boss fights when locusts provide vision to a siege tank and generators that should be triggered in a timely manner to deal damage, or that Corelia defence sequence. I think that descisions emphasising that he is pretty good particularly in game design, though he could be realy bad with unit editing.
But again, in my opinion, sc2 need this type of people for they can slowly move the scene forward with their average quality content (again i mean it realy good for a hobbyst. I just imagine the time invested in those terrains XD). In opposite to myself, sitting on a bunch of realy complex high quality data assets that got broken every next big patch and gives nothing but a headache to me.
Shame on me glory to our campaign makers! :D