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He's done it, the absolute madman!
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Awesome boss fights in 21! Only bug I found was Silent Killer would say 'Start', I would move, and he would kill me. There was a gap between 'Start' and him cloaking that still triggers insta-death, maybe make him cloak a split second before saying 'Start' instead?
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Major framerate issues on map 20. Interesting concept, but 10-15 FPS is rough!
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Mission length felt absolutely fine to me and did not come across as too long nor short.
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Very minor quality of life things with Overseers, can you move the command card Overseer morph button to the bottom left? If you click it too fast, then you accidentally spam cancel the morphing with it in the bottom right. Also, I noticed Overlord/Overseer speed was not available for upgrade and it would have been surprisingly helpful!
I/We appreciate your hard work on this project even in the face of Blizzard tacitly putting editor stopping blocks in your way constantly.
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Anyone having cinematic issues with this map specifically? I'd like to play it, but wanted to check first.
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Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)
Almost forgot, can you add Overseers to be selected with F2? Currently, they don't get snagged and I'm not good at the game to have them follow me around without Select All :)
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I did notice the Mutalisk problem. Unsure how to fix it as of yet, but will keep looking.
Mass Recall team had this issue with Hydralisk/Lurker morphing and corrected it somehow. If you can get ahold of Telenil or Jones, they may have answer for you. I built neither Mutas or Swarm Hosts for this map so didn't notice either issue!
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Played 18 last night and have a video for Friday. Solid Zerg macro map with a twist; great consistent application of incremental upgrades for both heros and army units!
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Yeah, for this reason I might need to make some changes. It might be a good idea to allow the player to destroy the bases, as their positions, particularly the Zerg bases, do make them slightly hard to avoid.
This is definitely up to you entirely - I think the charm of the macro section is that those bases never let up and can't be stopped, hence never ending pressure as opposed to downhill ease as you start rolling over them, removing their ability to attack you. I just view it as a very mild terrain issue where, if the lanes were widened a bit, your allies would be much less likely to get accidentally pulled into them due to the high sight ranges of their Void Rays, Collosi, and Carriers. Only other thing is the layout of the first expansion - not much room to lay defenses behind the minerals and I had hunter banelings jump up and kill all my workers :) What about flipping the geysers and the mineral patch placements?
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Looking back on my recording now, you're definitely right. They made it down there often pretty early, it was later on when I needed them that they weren't making it and I was sort of salty at that point so my view was clouded, haha.
Edit: I didn't mention mission 16 - you are absolutely killing it with awesome boss fights in both 16 and 17. Someone should bundle all yours up like that Epic Boss Battles map that won Rock the Cabinet a few years back as people obviously like that map style and I bet it would perform well on the Arcade!
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Just finished Map 17 - the Protoss and Zerg bases being beefed up the way they are makes it sort of irritating. I get why they are that way, but there's no indication you shouldn't try to wipe them out to stop the attacks until you lose an army trying to do it - it seemed intuitive to try to destroy their bases. The Idu'ran also frequently threw their attacking units away into those bases more often than not so they were pretty much unhelpful the whole time.
The attacks being non-stop with no way to eliminate the enemy production makes sense to uphold the challenge, but maybe you should remove the bases entirely and spawn the attack waves offscreen instead. Breaking into the front of the RSSI base even just on Hard difficulty was very rough as the Idu'ran never got remotely close because they walked into the super bases pretty much every time and I couldn't get any reinforcements up there in time to continue the assault.
I think this is on the cusp of being one of the best macro maps I've played, but there are minor things that added up to that made the first section bothersome to me personally.
On the other hand, I found the boss to be uniquely intense and probably the most enjoyable I've played since Col Kovac in Aureolin Eclipse :)
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Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)
let's gooooo
Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)
Awesome boss fights in 21! Only bug I found was Silent Killer would say 'Start', I would move, and he would kill me. There was a gap between 'Start' and him cloaking that still triggers insta-death, maybe make him cloak a split second before saying 'Start' instead?
Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)
Major framerate issues on map 20. Interesting concept, but 10-15 FPS is rough!
Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)
In reply to DudkiSC2:
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Had a nice time with Map 19!
Very minor quality of life things with Overseers, can you move the command card Overseer morph button to the bottom left? If you click it too fast, then you accidentally spam cancel the morphing with it in the bottom right. Also, I noticed Overlord/Overseer speed was not available for upgrade and it would have been surprisingly helpful!
I/We appreciate your hard work on this project even in the face of Blizzard tacitly putting editor stopping blocks in your way constantly.
Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)
Anyone having cinematic issues with this map specifically? I'd like to play it, but wanted to check first.
Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)
woohoo!
Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)
Almost forgot, can you add Overseers to be selected with F2? Currently, they don't get snagged and I'm not good at the game to have them follow me around without Select All :)
Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)
Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)
Played 18 last night and have a video for Friday. Solid Zerg macro map with a twist; great consistent application of incremental upgrades for both heros and army units!
Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)
Woohoo!
Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)
@DudkiSC2: Go
This is definitely up to you entirely - I think the charm of the macro section is that those bases never let up and can't be stopped, hence never ending pressure as opposed to downhill ease as you start rolling over them, removing their ability to attack you. I just view it as a very mild terrain issue where, if the lanes were widened a bit, your allies would be much less likely to get accidentally pulled into them due to the high sight ranges of their Void Rays, Collosi, and Carriers. Only other thing is the layout of the first expansion - not much room to lay defenses behind the minerals and I had hunter banelings jump up and kill all my workers :) What about flipping the geysers and the mineral patch placements?
Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)
@DudkiSC2: Go
Looking back on my recording now, you're definitely right. They made it down there often pretty early, it was later on when I needed them that they weren't making it and I was sort of salty at that point so my view was clouded, haha.
Edit: I didn't mention mission 16 - you are absolutely killing it with awesome boss fights in both 16 and 17. Someone should bundle all yours up like that Epic Boss Battles map that won Rock the Cabinet a few years back as people obviously like that map style and I bet it would perform well on the Arcade!
Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)
Just finished Map 17 - the Protoss and Zerg bases being beefed up the way they are makes it sort of irritating. I get why they are that way, but there's no indication you shouldn't try to wipe them out to stop the attacks until you lose an army trying to do it - it seemed intuitive to try to destroy their bases. The Idu'ran also frequently threw their attacking units away into those bases more often than not so they were pretty much unhelpful the whole time.
The attacks being non-stop with no way to eliminate the enemy production makes sense to uphold the challenge, but maybe you should remove the bases entirely and spawn the attack waves offscreen instead. Breaking into the front of the RSSI base even just on Hard difficulty was very rough as the Idu'ran never got remotely close because they walked into the super bases pretty much every time and I couldn't get any reinforcements up there in time to continue the assault.
I think this is on the cusp of being one of the best macro maps I've played, but there are minor things that added up to that made the first section bothersome to me personally.
On the other hand, I found the boss to be uniquely intense and probably the most enjoyable I've played since Col Kovac in Aureolin Eclipse :)
Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)