Yes, I agree with both of you. I wanted the player to play more campy and then make a victory force, but in the future I think I want to tone that down a bit. I think I dug a little too deeply into the WoL mission patterns. So in my future scenarios/campaigns, the player will have the opening to cover some ground with their initial units and maybe secure or scout for an expansion early on. Because that is very difficult to do in this campaign, save for Mission 5 which I also agree is the best mission in the campaign.
And of course, I will make the enemy upgrades scale with the player's...
Good to see you finally back here Vinodh. And thanks for the feedback! My next project will probably be a Protoss-oriented campaign (or maybe a MOBA but not sure) since I've got the first Hero unit done.
As for Strictly Business, I am closing out my work on that project. Unless there are bugs that require immediate attention, similar to the ones that have already been told to me (all of which I've fixed, save one or two icon issues) I will not be updating the Files for this campaign. Instead, I will be doing "developer playthrough" videos for people having difficulty with the missions as they do not have a difficulty system. I will not add one because I don't feel like going back and editing tens of waves individually for all 8 maps and then making triggers and buttons for each to select difficulty. I will instead do that from the get-go with all future scenario/campaign maps.
Keep your ear to the ground as I will release the next 7-mission Episode once 4-5 missions are fully complete.
Hello everyone, I have recently completed the first huge chunk of my latest project. Those of you that know my older ones know that they were incomplete and effortlessly done, but this project is a far cry from that (get it?). While still an amateur project, as my level of skill in the Data Editor and Terrain is still improving, I feel like I've put in a great deal of work to make something that is worthy of being shared.
Please post here if there are any bugs I may have missed. I've tested all of them myself and have yet to see anything, but you might find something I didn't. Also note that I will be working on a difficulty setting as soon as I am done with the final mission, but as it stands currently the campaign is about Hard to Brutal for a Blizzard campaign. If you've beaten those, you should be alright for the most part. I did test that none of the waves were obscenely difficult if you approach them the right way, but if you have too much trouble getting past them I will lower their difficulty or tell you how I beat them :)
Note: Secret Mission is quite difficult, if it is too hard for you I will lower wave difficulty and preplaced enemies without question.
Yes, I agree with both of you. I wanted the player to play more campy and then make a victory force, but in the future I think I want to tone that down a bit. I think I dug a little too deeply into the WoL mission patterns. So in my future scenarios/campaigns, the player will have the opening to cover some ground with their initial units and maybe secure or scout for an expansion early on. Because that is very difficult to do in this campaign, save for Mission 5 which I also agree is the best mission in the campaign.
And of course, I will make the enemy upgrades scale with the player's...
KSNumedia's Assets: Custom Models for campaigns and mods!
Good to see you finally back here Vinodh. And thanks for the feedback! My next project will probably be a Protoss-oriented campaign (or maybe a MOBA but not sure) since I've got the first Hero unit done.
As for Strictly Business, I am closing out my work on that project. Unless there are bugs that require immediate attention, similar to the ones that have already been told to me (all of which I've fixed, save one or two icon issues) I will not be updating the Files for this campaign. Instead, I will be doing "developer playthrough" videos for people having difficulty with the missions as they do not have a difficulty system. I will not add one because I don't feel like going back and editing tens of waves individually for all 8 maps and then making triggers and buttons for each to select difficulty. I will instead do that from the get-go with all future scenario/campaign maps.
Keep your ear to the ground as I will release the next 7-mission Episode once 4-5 missions are fully complete.
KSNumedia's Assets: Custom Models for campaigns and mods!
Hello everyone, I have recently completed the first huge chunk of my latest project. Those of you that know my older ones know that they were incomplete and effortlessly done, but this project is a far cry from that (get it?). While still an amateur project, as my level of skill in the Data Editor and Terrain is still improving, I feel like I've put in a great deal of work to make something that is worthy of being shared.
https://www.sc2mapster.com/projects/strictly-business-campaign
Please post here if there are any bugs I may have missed. I've tested all of them myself and have yet to see anything, but you might find something I didn't. Also note that I will be working on a difficulty setting as soon as I am done with the final mission, but as it stands currently the campaign is about Hard to Brutal for a Blizzard campaign. If you've beaten those, you should be alright for the most part. I did test that none of the waves were obscenely difficult if you approach them the right way, but if you have too much trouble getting past them I will lower their difficulty or tell you how I beat them :)
Note: Secret Mission is quite difficult, if it is too hard for you I will lower wave difficulty and preplaced enemies without question.
KSNumedia's Assets: Custom Models for campaigns and mods!