If I remember correctly EivindL also puts the portrait on the left side, and he said he does it to keep it consistent with the non-cinematic transmissions.
some like me, where they can't even play any maps.
To be honest, if there has to be a bug, this is one I wouldn't mind to have, as it will be fixed anyway. Anything fucking up triggers, terrain or other stuff that affects many maps is much worse.
This is really odd. I haven't downloaded the patch yet, and I can't test my maps either. Thought it might be a one-shot thing, but it was the same yesterday.
Browsed a bit around reddit and TeamLiquid, and there are gameplay bugs as well as editor bugs. Hopefully such a wide spread will incentivize Blizzard to fix the patch quickly.
I think someone else mentioned this but the destructible rocks that aren't destructible possibly could be changed to something that does not say "attack this to destroy it". Very minor though.
That message can actually be removed (in the actor, I think).
EivindL mentioned this too, but having the allied units not take any damage was probably the biggest weakness of this map imo. For example, when the zerg are attacking the Executor's Shield (Protoss city), they were all aggregated on a single stalker. So there was 2-3 ultralisks and a number of zerglings, roaches, and hydralisks, all attacking a single stalker. This happened when I was defending the Executor's shield.
Because of the music issues—which I believe to be an issue of the editor, and not your map—I started the map anew. Not a big problem. I rewatch great movies all the time, so replaying great missions shouldn't be an issue.
Note: I played this on Hard, wanting to experience the storywhile while simultaneously not steamrolling through the entire thing.
This, I am certain, will for a long time be renowned as one of the premiere custom campaign missions ever designed for SC2. How anyone could find serious faults with this is beyond me, though I suspect a positive correlation between contentment and number of maps released. Anyone who's tried to create a map as detailed as this will know how hard it is.
Now we know why we waited so long for this thing, and I'm proud of you for sticking through with it. It must have been a test of endurance, I am sure.
Every issue I have with this map is purely nit-picking, not reaching beyond petty bugs and tiny grammar errors. Some of them have been mentioned already, so I apologize if I bring them up again:
I noticed you used the "Enter region" event for the crash site mission, forcing me to exit the regions and then re-enter (similar to mission 7). Could be confusing for players less familiar with triggers.
I must admit some of the mission pings confused me at first, particularly the one where you pick plants. I thought the ping designated the plant, when it really represented the entire area. This is a minor nitpick, though. Not sure how to improve this beyond making me smarter. Eh, just ignore it.
Some camera shots lagged, most likely because of the angle. This was particularly true when the DT is saying, "and using this information...".
There are some spelling errors, like "spritiual vigor" instead of "spiritual vigor" (in the archives for the ultimate ability), "undevided" instead of "undivided", and one time in the beginning where it said "need of reinforcements" instead of "in need of reinforcements".
I noticed that neither the enemy Zerg and Protoss seemed to have campaign AI activated, as I could attack a unit of theirs without nearby units interfering.
Zealots turn when idle. I learned in AE09 that idles for some units don't work exactly as they should, and zealots is one of those units. Setting "turn" to 0 won't work, so just delay idle by 9999 seconds.
Small nitpick: you should make Nassarin's minimap icon smaller, especially as she has the boss ping anyway. The boss ping doesn't block the icon completely (as the icon's so large).
The locusts levitate below ground sometimes, most likely because they're so big and because they're height is reduced. They fly up and down, and then occasionally do a lower dive.
There was one point Voradin dies, and the "Voradin has been slain" message appeared twice in a row. At another time, this didn't happen, so not sure what could explain that.
I also noticed that allied units didn't take any damage, which I suppose has a gameplay mechanic explanation or something?
I have written down "city lag" in my notes, which I think is supposed to mean that there are parts of the city cinematic that lags.
Now, to the good stuff. I really, as I said before, loooove this map. It engaged me from the start, with its superb terrain and excellent music. I really got involved with this thing, not wanting to skip any mission. I loved how you would enter a new area, and you'd get the name in titles on top of the screen and the music changing.
Lack of environmental variation is not an issue. First of all, it's varied enough for me. Secondly, any area in a given setting is bound to have limited variation, anyway, something any cross-country skier in Norway will tell ya. Thirdly, there's only so much variation one can do with eight tiles before you sacrifice quality.
The music was great too, btw, an amazing feat considering how many tracks there were.
I loved the boss fight, which was really intense, and increasingly so as it went on! I must have died like eight-or-so times! Wouldn't change anything with it, really. I do have a question: where have I heard Nassarin's voice before?
I also loved the ending cinematic. Kinda spooky that we have two long, battle-centric ending cutscenes being released only days between each other. I had to smile when I noticed ssome imilarities between them (that must have been unintentional), like the forces getting into position, some camera angles, and confident soldiers getting a can of well-deserved karmaic whoop-ass retribution handed to them as only a sadistic and remorseless map-maker is able to.
I liked the ending too, with everyone crowding Nassarin, obviously eager to see their leader returned safely.
Well done, my friend. Bring on mission 12, I say. Though I hope for the sake of your endurance that it's not this complex.
I was going to continue this mission today. However, when I loaded my save, there was no music. I don't know if it's a bug or just the editor being stupid (don't think I've ever saved, quit and then loaded before). Anyway, I'm going to start over tomorrow from the beginning. Was really tired today and not in a gaming mood.
I started playing the mission, and I'm 27 game time minutes in. Will play even more when I get the time! Looks veeeeeeery promising so far, though. Easily one of the best custom campaign maps ever made. Glad you're in charge of Terran, cause you're gonna be perfect for the Vault mission!
Of course, it's definitely always worth it, especially as you tend to forget all the boring stuff after some time, thereby leaving the focus on the finished product.
Defiler, does this virus result in fungus on the penis? Because I hav-... uh, never mind.
I actually hate doing cinematics. They are by far the most boring thing to create in a map. If copy+paste didn't exist, I might not have any of them at all. Some of my cinematics are actually short only because I couldn't bother to make them any longer. An example is the ending of CM08, which lasts a mere 30 seconds. I was just so tired of making that mission that I just wanted to move on.
It gets especially tiresome when there's action involved, which takes far more time than just dialogue (for a lot of reasons).
Apart from the occasional landscape shots, I try to actually minimize the duration of cinematics, so that they only convey the information I want them to convey. Occasionally, I decide to step up my game, which results in a few that are longer. But even some of my longest ones, like AM09 and 10 (which last roughly 6 minutes), or AE03 and 06 (roughly 7 minutes) contain only what they need to contain, and nothing more.
AE09 is an exception because I really wanted to go all-out with that one (seeing as it is the penultimate mission).
I've got an awesome 12-minute cinematic coming up for you in the end, which I highly hope you enjoy!
It's really just a pissing contest at this point, isn't? :P I think Odyssey's got the record, though. The latest two missions had ending cinematics at 16 and 18 minutes, respectively.
Time is obviously not an indicator of quality, but I've been wanting to do a real long mission for a while now, though I didn't want to force it. It's not the time itself that's the goal, but rather the drive to create something truly epic.
Cinematic portraits should be bottom left and gameplay portraits should be center right. Anything else is disgusting.
Cool to see more of the next mission. Seems Krayen is going back to where he was in mission 6.
Wrong.
Portraits should allign with the text.
One day I'm gonna do another playthrough of the missions released so far. I actually found myself playing through A06, which is a map I really love!
Ahh, det er ingenting som slår Skandinavia!
You gotta be fuckin' kidding me!
Maybe, but even if there's only one bug per mission, it's going be time-consuming and boring to fix them all. Ugh...
I'm assuming that's supposed to be "able", not "unable"?
Ugh... the thought of playing through 30 missions. I mean, I was gonna do that anyway, but only for the sake of pleasure, not bug-squashing.
To be honest, if there has to be a bug, this is one I wouldn't mind to have, as it will be fixed anyway. Anything fucking up triggers, terrain or other stuff that affects many maps is much worse.
This is really odd. I haven't downloaded the patch yet, and I can't test my maps either. Thought it might be a one-shot thing, but it was the same yesterday.
Browsed a bit around reddit and TeamLiquid, and there are gameplay bugs as well as editor bugs. Hopefully such a wide spread will incentivize Blizzard to fix the patch quickly.
That message can actually be removed (in the actor, I think).
I agree with this.
Because of the music issues—which I believe to be an issue of the editor, and not your map—I started the map anew. Not a big problem. I rewatch great movies all the time, so replaying great missions shouldn't be an issue.
Note: I played this on Hard, wanting to experience the storywhile while simultaneously not steamrolling through the entire thing.
This, I am certain, will for a long time be renowned as one of the premiere custom campaign missions ever designed for SC2. How anyone could find serious faults with this is beyond me, though I suspect a positive correlation between contentment and number of maps released. Anyone who's tried to create a map as detailed as this will know how hard it is.
Now we know why we waited so long for this thing, and I'm proud of you for sticking through with it. It must have been a test of endurance, I am sure.
Every issue I have with this map is purely nit-picking, not reaching beyond petty bugs and tiny grammar errors. Some of them have been mentioned already, so I apologize if I bring them up again:
Now, to the good stuff. I really, as I said before, loooove this map. It engaged me from the start, with its superb terrain and excellent music. I really got involved with this thing, not wanting to skip any mission. I loved how you would enter a new area, and you'd get the name in titles on top of the screen and the music changing.
Lack of environmental variation is not an issue. First of all, it's varied enough for me. Secondly, any area in a given setting is bound to have limited variation, anyway, something any cross-country skier in Norway will tell ya. Thirdly, there's only so much variation one can do with eight tiles before you sacrifice quality.
The music was great too, btw, an amazing feat considering how many tracks there were.
I loved the boss fight, which was really intense, and increasingly so as it went on! I must have died like eight-or-so times! Wouldn't change anything with it, really. I do have a question: where have I heard Nassarin's voice before?
I also loved the ending cinematic. Kinda spooky that we have two long, battle-centric ending cutscenes being released only days between each other. I had to smile when I noticed ssome imilarities between them (that must have been unintentional), like the forces getting into position, some camera angles, and confident soldiers getting a can of well-deserved karmaic whoop-ass retribution handed to them as only a sadistic and remorseless map-maker is able to.
I liked the ending too, with everyone crowding Nassarin, obviously eager to see their leader returned safely.
Well done, my friend. Bring on mission 12, I say. Though I hope for the sake of your endurance that it's not this complex.
I did, as well as toggle it on and off.
I was going to continue this mission today. However, when I loaded my save, there was no music. I don't know if it's a bug or just the editor being stupid (don't think I've ever saved, quit and then loaded before). Anyway, I'm going to start over tomorrow from the beginning. Was really tired today and not in a gaming mood.
Happy birthday! Did you get any Warhounds?
I started playing the mission, and I'm 27 game time minutes in. Will play even more when I get the time! Looks veeeeeeery promising so far, though. Easily one of the best custom campaign maps ever made. Glad you're in charge of Terran, cause you're gonna be perfect for the Vault mission!
Of course, it's definitely always worth it, especially as you tend to forget all the boring stuff after some time, thereby leaving the focus on the finished product.
Defiler, does this virus result in fungus on the penis? Because I hav-... uh, never mind.
I actually hate doing cinematics. They are by far the most boring thing to create in a map. If copy+paste didn't exist, I might not have any of them at all. Some of my cinematics are actually short only because I couldn't bother to make them any longer. An example is the ending of CM08, which lasts a mere 30 seconds. I was just so tired of making that mission that I just wanted to move on.
It gets especially tiresome when there's action involved, which takes far more time than just dialogue (for a lot of reasons).
Apart from the occasional landscape shots, I try to actually minimize the duration of cinematics, so that they only convey the information I want them to convey. Occasionally, I decide to step up my game, which results in a few that are longer. But even some of my longest ones, like AM09 and 10 (which last roughly 6 minutes), or AE03 and 06 (roughly 7 minutes) contain only what they need to contain, and nothing more.
AE09 is an exception because I really wanted to go all-out with that one (seeing as it is the penultimate mission).
Yay!
Bad timing, though! I had planned to be effective in school today. Still, I might be able to postpone this till evening.
It's really just a pissing contest at this point, isn't? :P I think Odyssey's got the record, though. The latest two missions had ending cinematics at 16 and 18 minutes, respectively.
Time is obviously not an indicator of quality, but I've been wanting to do a real long mission for a while now, though I didn't want to force it. It's not the time itself that's the goal, but rather the drive to create something truly epic.
I'm excited to see what you've cooked up!