By the way TChosenOne have you tried the first zerg plotline map yet? also u can take a sneak peek of the first terran dominion plotline map. trick is doing certain things on first map make it different plot for the second.
Played it recently, have a few of the same complaints
AI is fairly basic (learn how to create a looping, growing power AI that sends attack waves using triggers )
Beat both maps with a fairly similar strategy: mass attack trains+the counter to the trains counter. (2 of them 1-shot defensive structures, and since they have poorly defined edges you can murder small units with ease). That's not to say the trains don't have weaknesses though; they were weak against ultralisks (large units with little splash) and banshees (air units). Used junkers to beat the banshees and just let the ally zealots tank the ultralisks
Yeah i keep thinking the maps are too easy o.O i'm thinking i'll up the difficulty of the ai and maybe on second map seperate the zerg into two ai that way it can do more with less, think that'd work?
I think you should learn how to use triggers to create and send attack waves (plenty of maps do this, try taking a look under a maps hood to see how they get to send things at the enemy)
By the way TChosenOne have you tried the first zerg plotline map yet? also u can take a sneak peek of the first terran dominion plotline map. trick is doing certain things on first map make it different plot for the second.
Played it recently, have a few of the same complaints
AI is fairly basic (learn how to create a looping, growing power AI that sends attack waves using triggers )
Beat both maps with a fairly similar strategy: mass attack trains+the counter to the trains counter. (2 of them 1-shot defensive structures, and since they have poorly defined edges you can murder small units with ease). That's not to say the trains don't have weaknesses though; they were weak against ultralisks (large units with little splash) and banshees (air units). Used junkers to beat the banshees and just let the ally zealots tank the ultralisks
So would a tutorial map prior to prologue be helpful to learn the new race?
It's up to you, there are mutliple ways to communicate each units role. Tooltips when you hover over the icon in a production structure, f12 tips, tutorial map...
Should I try and improve enemy mining or perhaps slow down further the colonists? suppose it's not well explained? (I figure that in most cases such as in an established colony the civilians would perform a better mining job?) Oh! i should reduce the miners ability to mine to just under an scv but make it quicker gather n make the truck gather less but sooooo much faster would that help?
Personally, I think you should slow down ALL resource rates (including vespene collection) and reduce prices as well. Think about making units "less" efficient then their "real" counterparts.
Extensive list of problems (I have no idea how to fix many of them). Perhaps other users can recommend some tutorials to help with these.
AI problems
Ally AI cannot send colonists to their death
AI does not understand the resource layout, builds buildings in terrible locations
Figure out how to create a "custom AI" I guess
It's pretty anti-immursive to have AI bellow Raynor's voice whenever they do something, especially since they're not Raynor.
Design problems
Map #1 is way too big and too empty. I was spending huge amounts of time heading to ally units being harassed by Dominion banshees.
Bonus objective +'s did not appear. If you did not memorize them based on the pings then you may have to spend a fair amount of time.
For a race that's supposed to be "weak but fast build", I found that in the first map I had to wait to build up a force of the big splash damage things.
The spectres are 100% useless, they don't see anything
Lifting up your main base gives you resources, landing takes resources
You're not introduced to your units (didn't know the big tank has splash, for example) or your enemies main units, making what the enemy builds and your counters to their units a complete surprise.
Enemy AI pushes out with a huge army. Combined with the above, that's asking for a sudden loss about 15 minutes in the game. It feels very frustrating to lose suddenly this way.
Mining is really fast in this game. Why do colonists have better miners than the army?
Other problems
The big thingy has terrible pathing issues, spent a lot of time coaxing them out around structures in my base or around hills/trees.
Units in the ending cutscene all spawn in 1-spot.
Plenty of conflicting hotkeys (resource truck and assault vehicle from garage, or patrol and war pigs from raynor)
Missing buttons such as cancel from some production structures
Base isn't in an optimal spot, had to move it left a bit
The condensed Custom Campaign Initiative is on this Google Sheet!
List of my Custom campaign text reviews (warning: only the first half of each is serious)
The condensed Custom Campaign Initiative is on this Google Sheet!
List of my Custom campaign text reviews (warning: only the first half of each is serious)
The condensed Custom Campaign Initiative is on this Google Sheet!
List of my Custom campaign text reviews (warning: only the first half of each is serious)
Extensive list of problems (I have no idea how to fix many of them). Perhaps other users can recommend some tutorials to help with these.
AI problems
Design problems
Other problems
The condensed Custom Campaign Initiative is on this Google Sheet!
List of my Custom campaign text reviews (warning: only the first half of each is serious)