That's really impressive, EivindL, yet it's a bit worrying: Won't it just kill down processors, on just how demanding will be the processing power for all the fire and smokes?
- Create Gorgon while dock is closed (Use ignore placement flag).
- Change Gorgon's height to below the dock, zero blend so it's instant.
- Open docking bay, change Gorgon height with blend, so it gives the impression it's taking off. I'd go with slow as too fast sounds unrealistic for a ship that big.
- Close dock.
Make sure that the angle of both Gorgon and the dock match (Diagonal with diagonal, straight with straight) and that the dock covers the Gorgon fully. Make and use variables for easy reference.
That reminds me to actually return to work on that on hold project campaign I was doing. I'll do it by the time I'm done with Earth II, it's just getting too good to let it down, now. Besides, better a map released than a campaign that takes too long. :)
When I usually think boss fights, I like to recall the Archangel (Big Viking) boss fight in the HotS campaign, except it'd be more variated, with timing set right (It was a mess, that one) and without those red markers, except in specific circumstances.
Well, a bit of progress went on. But I'm having to revamp terrain (Small stuff, don't you worry, before you ask!) to utilize the HotS assets which, thank god, have come to my liking. Especially some 'unique' terraining I've been making.
Well, then, Mission 2. I liked it. A solid defense map, that had it's decent amount of weighting. I liked the making up of the attack waves, albeit they could use a little more spice in the form of a Hydralisk or two, on both sides. At first it was a bit hard, but then I was playing like a dumbnut and ignored some things that required a criterious solution, like the Perdition Turrets, which I haven't been using since the final missions in WoL. Also, my hero almost got killed because I accidentally left him behind when I was transitioning bases. Other than that, it was business as usual and a good mission, which I praise your idea of transitioning, that reminded me of the Supernova mission, albeit a bit more faster. And funnier. :)
Now, the first base defense could use a little Mutalisk harassment on the mineral line as time went on, just to spice things a bit. My resource line remained virtually safe through out the entire first part, while clearing the first rock, and it allowed me to get a stable defense a bit quickier than a veteran would expect. You should look for some periodic 3-5 Mutalisk harassment every 5-7 minutes, just saying.
The second one, however, I like it. I like it more than Supernova itself. Especially the harassment and the fact two freaking Ultras got lifted to my backdoor, and how I was forced to pull some AA to fight off a Brood Lord just to avoid my mineral line from getting killed by my Sieges on the choke. Kudos for that and, by the way, was the Ultra backdoor thing pre-scripted?
Also, so far I haven't found any bugs of any sort in this mission. Bayo was the most stable mission, and challenging to a degree, I've played so far. Good job on this one, dude.
It seems the issue here is that you didn't think on having at least one or two testers you could trust. They can iron out these sort of bugs before you launch any type of mission and thus you avoid any kind of unnecessary publicity damage. Plus. they're willing to lose for the sake of newcomers. Hell, that's why they're called testers. They're masochist by nature. xD
/edit The Goliath was supposed to be INVINCIBLE!? Shit...
I'm still to make a review on your previous campaign, Crimson Moon, but it's good to see you haven't been idle as of late. :)
The first mission has several issues I must point for people's sake. I'm still to play the second, but I'll first note what I experienced so far.
Overlord Challenge:
At first, I thought it was silly. Running around, killing Overlords as the poor weak Marine continued to try and kill a single one. But okay, story-wise it passes the grade. Then, the challenge steps up when the Viking and then the Goliath entered the game. The Viking was a piece of cake, but the Goliath took some time until I saw I was supposed to destroy it.
But it's also a major bug. The reason the post-challenge cinematic doesn't work (I'VE LOOKED THE TRIGGERS, PUNISH ME IF YOU DARE!) is because the Goliath is dead, and a trigger states it must be alive for it to progress. Maybe you should make a trigger that creates a Goliath Merc when it falls, then it fixes the problem. That's the first issue you must fix.
Transport Defense (With Base):
After I understood I was supposed to haul ass before the Thor reached me, came the transport mission, reminding the old days of Agria from WoL. I liked the multi-defense parts, with air and ground opponents coming in and forcing you to think in your strategy. As always, you know how to step up a challenge. The transport part was satisfactory, although you could be a bit light on the final transports, as one was lost in the mess.
At best, it was a good warm up for the campaign and especially folks who grinded through Crimson Moon like I did. At worse, waves didn't got harder or had upgrades as they proceeded. Maybe a little weighting on the attack waves should be in order.
Transport Defense (Without Base):
First, there is this overly easy walk to the transport bay, which could use a bit more Drop Pods. I once didn't understand why the Mineral and Gas Palettes, but when I arrived and saw I was supposed to defend the landed Hercules and the resources were to fixing it, I understood.
But, out of the three parts of the mission, this is what needs medical attention. Firstly, the resources. They set to their preset standards when they should be added, making the work of exploring a bit and collecting the palettes a waste. I saw through the triggers that the resource modifiers are set in 'Set To' when they should be at 'Add'. I'm one to realize that a player who collects these palettes deserves a more easy time than the guy who just ran straight.
The second is the enemy. At first, when I realized I should be manual attacking them, I was intrigued. I thought you did it deliberately, as this reminds me of old game from the times of LotC: Fallen Angel. But then, when I took a peek through those triggers, I saw that you set two triggers concerning the alliances: First you set the red enemy as enemy, then as Ally with Shared Vision. If you want to see the enemy, there's this option called "Enemy with Shared Vision", which I think you should change.
Well, that about covers it. A good, although bugged, start.
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@EivindL: Go
That's really impressive, EivindL, yet it's a bit worrying: Won't it just kill down processors, on just how demanding will be the processing power for all the fire and smokes?
@EivindL: Go
Wow, that, somehow... Got me, in an emotional way...
@EivindL: Go
You can always go manual, like this:
- Create Gorgon while dock is closed (Use ignore placement flag).
- Change Gorgon's height to below the dock, zero blend so it's instant.
- Open docking bay, change Gorgon height with blend, so it gives the impression it's taking off. I'd go with slow as too fast sounds unrealistic for a ship that big.
- Close dock.
Make sure that the angle of both Gorgon and the dock match (Diagonal with diagonal, straight with straight) and that the dock covers the Gorgon fully. Make and use variables for easy reference.
@EivindL: Go
Will stand at the ready the moment you send those for beta test.
That reminds me to actually return to work on that on hold project campaign I was doing. I'll do it by the time I'm done with Earth II, it's just getting too good to let it down, now. Besides, better a map released than a campaign that takes too long. :)
Well, not wanting to rush things up, but it's been weeks since the last beta test? When's the next mission will be available for testers?
Or is the campaign on hold and no one knows about it?
How the hell Janus isn't affected by the nuke blast radius?
@EivindL: Go
When I usually think boss fights, I like to recall the Archangel (Big Viking) boss fight in the HotS campaign, except it'd be more variated, with timing set right (It was a mess, that one) and without those red markers, except in specific circumstances.
@EivindL: Go
So it's a Commandos style mission? Interesting...
Also, when I review your bosses, I'll be incredibly frank and honest, may you like the opinion or not. Just warning.
@EivindL: Go
Well, a bit of progress went on. But I'm having to revamp terrain (Small stuff, don't you worry, before you ask!) to utilize the HotS assets which, thank god, have come to my liking. Especially some 'unique' terraining I've been making.
Well, then, Mission 2. I liked it. A solid defense map, that had it's decent amount of weighting. I liked the making up of the attack waves, albeit they could use a little more spice in the form of a Hydralisk or two, on both sides. At first it was a bit hard, but then I was playing like a dumbnut and ignored some things that required a criterious solution, like the Perdition Turrets, which I haven't been using since the final missions in WoL. Also, my hero almost got killed because I accidentally left him behind when I was transitioning bases. Other than that, it was business as usual and a good mission, which I praise your idea of transitioning, that reminded me of the Supernova mission, albeit a bit more faster. And funnier. :)
Now, the first base defense could use a little Mutalisk harassment on the mineral line as time went on, just to spice things a bit. My resource line remained virtually safe through out the entire first part, while clearing the first rock, and it allowed me to get a stable defense a bit quickier than a veteran would expect. You should look for some periodic 3-5 Mutalisk harassment every 5-7 minutes, just saying.
The second one, however, I like it. I like it more than Supernova itself. Especially the harassment and the fact two freaking Ultras got lifted to my backdoor, and how I was forced to pull some AA to fight off a Brood Lord just to avoid my mineral line from getting killed by my Sieges on the choke. Kudos for that and, by the way, was the Ultra backdoor thing pre-scripted?
Also, so far I haven't found any bugs of any sort in this mission. Bayo was the most stable mission, and challenging to a degree, I've played so far. Good job on this one, dude.
It seems the issue here is that you didn't think on having at least one or two testers you could trust. They can iron out these sort of bugs before you launch any type of mission and thus you avoid any kind of unnecessary publicity damage. Plus. they're willing to lose for the sake of newcomers. Hell, that's why they're called testers. They're masochist by nature. xD
/edit The Goliath was supposed to be INVINCIBLE!? Shit...
@GhostNova91: Go
I'm still to make a review on your previous campaign, Crimson Moon, but it's good to see you haven't been idle as of late. :)
The first mission has several issues I must point for people's sake. I'm still to play the second, but I'll first note what I experienced so far.
Overlord Challenge:
At first, I thought it was silly. Running around, killing Overlords as the poor weak Marine continued to try and kill a single one. But okay, story-wise it passes the grade. Then, the challenge steps up when the Viking and then the Goliath entered the game. The Viking was a piece of cake, but the Goliath took some time until I saw I was supposed to destroy it.
But it's also a major bug. The reason the post-challenge cinematic doesn't work (I'VE LOOKED THE TRIGGERS, PUNISH ME IF YOU DARE!) is because the Goliath is dead, and a trigger states it must be alive for it to progress. Maybe you should make a trigger that creates a Goliath Merc when it falls, then it fixes the problem. That's the first issue you must fix.
Transport Defense (With Base):
After I understood I was supposed to haul ass before the Thor reached me, came the transport mission, reminding the old days of Agria from WoL. I liked the multi-defense parts, with air and ground opponents coming in and forcing you to think in your strategy. As always, you know how to step up a challenge. The transport part was satisfactory, although you could be a bit light on the final transports, as one was lost in the mess.
At best, it was a good warm up for the campaign and especially folks who grinded through Crimson Moon like I did. At worse, waves didn't got harder or had upgrades as they proceeded. Maybe a little weighting on the attack waves should be in order.
Transport Defense (Without Base):
First, there is this overly easy walk to the transport bay, which could use a bit more Drop Pods. I once didn't understand why the Mineral and Gas Palettes, but when I arrived and saw I was supposed to defend the landed Hercules and the resources were to fixing it, I understood.
But, out of the three parts of the mission, this is what needs medical attention. Firstly, the resources. They set to their preset standards when they should be added, making the work of exploring a bit and collecting the palettes a waste. I saw through the triggers that the resource modifiers are set in 'Set To' when they should be at 'Add'. I'm one to realize that a player who collects these palettes deserves a more easy time than the guy who just ran straight.
The second is the enemy. At first, when I realized I should be manual attacking them, I was intrigued. I thought you did it deliberately, as this reminds me of old game from the times of LotC: Fallen Angel. But then, when I took a peek through those triggers, I saw that you set two triggers concerning the alliances: First you set the red enemy as enemy, then as Ally with Shared Vision. If you want to see the enemy, there's this option called "Enemy with Shared Vision", which I think you should change.
Well, that about covers it. A good, although bugged, start.