I never said there was anything wrong with turtle missions. The issue comes when:
The attacks don't scale late game in pure defensive maps (mission 1)
You have to fight your way through very tough attack waves to reach a very weak base
Mission four is also a good example of a turtle map, as with the dropship you can flank and avoid enemy attack waves (provided you know where they're coming from)
Strictly Business is a breath of fresh air after the last few custom campaigns I've played. With a heavy focus on strategy and macro over micro, ksnumedia delivers an experience for lovers of WoL-style barracks/factory terran turtling.
The early parts of the mission usually are the most critical. Being greedy and trying to focus on economy first can be punished, leading to a careful balancing act for the player. Due to the lack of enemy upgrades the base pushes tend to become an uneventful a-move, as you rip things apart with 9-damage marines. Mission 5 does offer a significant change of pace, and awards excellent use of control groups.
The story on strictly business is sadly a bit sparce. The first two missions are there just to pad up the mission count, and do nothing out of the obvious. While missions 4 and 5 trundle along on some cliche's with minor twists and namedrops, the story itself doesn't really kick off until 5x.
Verdict: Come for the turtling, stay for the turtling, all it offers is turtling
I never said there was anything wrong with turtle missions. The issue comes when:
Mission four is also a good example of a turtle map, as with the dropship you can flank and avoid enemy attack waves (provided you know where they're coming from)
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)
Strictly Business is a breath of fresh air after the last few custom campaigns I've played. With a heavy focus on strategy and macro over micro, ksnumedia delivers an experience for lovers of WoL-style barracks/factory terran turtling.
The early parts of the mission usually are the most critical. Being greedy and trying to focus on economy first can be punished, leading to a careful balancing act for the player. Due to the lack of enemy upgrades the base pushes tend to become an uneventful a-move, as you rip things apart with 9-damage marines. Mission 5 does offer a significant change of pace, and awards excellent use of control groups.
The story on strictly business is sadly a bit sparce. The first two missions are there just to pad up the mission count, and do nothing out of the obvious. While missions 4 and 5 trundle along on some cliche's with minor twists and namedrops, the story itself doesn't really kick off until 5x.
Verdict: Come for the turtling, stay for the turtling, all it offers is turtling
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)