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    posted a message on Starcraft 2: Time Convergence [Campaign] Feedback

    Is not the end? Can't wait to see queen S.A.K.U.R.A in action

    • Well it's honest feedback, i really don't like the Jayborino philosophy, -they really put a lot of effort, if you see small errors that doesn't impact the mission, you can get over it- ... Once you are not rude you can say everything good and bad about a mission, only on this way the mapmaker can have a clean view of the pros/cons of his work and improve it... I was inspired doing so while playing diablo 3, every little error was reported by the community and the game grew a lot faster then i expected
    • I forgot about some small grammar errors, sadly i don't remember where they are
    • Really looking forward to see what will happen with the zerg, this map had somehow -raw- gameplay and weird (first mission almost looked silly storywise, but had yet potential) story, it evolved in ok / good gameplay and great narration / themes / story ... Keep it up bro
    Posted in: Map Feedback
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    posted a message on Blizzcon 2016

    To be honest i loved Coop Missions, the mission packs are awesome, the quality/cutscene/story are great, but they keep you hanged for 3/4 hours for pack and end of the story, the coop instead keeps me hoocked like the arcade and sc2mapster campaigns do... It has constant updates to keep it fresh and economically is pretty convenient, since is more alive of the competitive multiplayer itself and the new commander makes a lot of money, COOP was the best thing ever, finally sc2 accepted his PvE soul instead to be a hardcore PvP game at all costs, it finally remembered itself that on BW only a part of the community played competitive, all the others were on custom maps, custom campaigns, scbw campaign and versus AI matches... I am so happy with the coop right now, i even boght abathur voice pack (i wanted also alarak, but abathur is better imho)

    Posted in: General Chat
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    posted a message on Starcraft 2: Time Convergence [Campaign] Feedback

    Wow this campaign ended with a bang, i loved the zerg storyline (one of the best on scmapster), loved a lot that we touch religious themes and we have russia instead of the classic/clichè tales about mercs/elite soldiers/rebels on a american-ish politic environment that we got on the other terran campaigns here on mapster...

    • Now let's analize mission 6 - 7 - 8 (final mission) with some feedback
    • Mission 6: With the fixes is now perfectly doable, not a great mission but acceptable, i hate the tight corridors, that gets my fat mechs clumped in if i don't pay attention.
    • Rocks needs to be neutral, not of player one (myself)
    • Giant widow mines doesn't cost supplies, don't know if intended
    • I cannot kill creep tumors, maybe you made it so it could persist around my base
    • Ram and Medics have the same -E- hotkey
    • Black wolf spell uses the straigh line AoE of raynor from belly of the beast, there it made sense, it was a dungeon crawler map with no army to protect your hero, but here he shoots kilometers away from the main army and a mid range spell is pratically useless for him, maybe a snipe or a missile, or a long range AoE
    • I suggest to put a heal spell on the marine hero, he is alwais on the frontline and he gets in trouble if you don't have medics
    • You didn't a description to secondary objectives
    • Mission 7 was fantastic, i was evolving my units directly during the mission, for a zerg fan there's nothing more awesome than that... I only suggest you to make more clear that you have to suicide zerglings into the pit, plus you should make aberrations not able to be evolved to lava, since they cannot jump, like add the message -no need to kill other units- when you evolve zerglings, or instead add a jump to aberrations
    • Put some spore on the drop locations of the dropship, even only one as a hint that you have to build them behind ur minerals to delay drops
    • Cyracrost was awesome, end of the story, maybe it could need more attack range, considered how he is big, range is not that much, at least 15 would be ok on my book
    • Symbiote eye is invulnerable, why not make it unattackable? So it doesn't run away when he is spying enemy bases
    • Phyrexioz that is able to gather information from terran tech was a great idea, also the model (scourge launcher) seems appropriate
    • Cinematic was good, loved the idea of evolving machines, very clever to morph purifiers on terran machines
    • Great mission, with the right care you can easily clear the defences and win with a big army, loved the giant meelee ech, awesome model... Only suggestion is to add a giant miniboss that pushes the allied waves and needs my army to be destroyed, because the allied army broke the main door before i could get to it on time...
    • Great campaign and for once we finally had great zerg characters and plot, very good stuff
    Posted in: Map Feedback
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    posted a message on Anyone got the Heroes of the Storm Alpha / Blizzard Allstars Diablo model?

    Does anyone know how to extract the zerg guardian from heroes of the storm without the metal pieces attached?

    Posted in: General Chat
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    posted a message on Blizzcon 2016

    I expect Stukov commander and mission pack ... But I would prefer Dehaka... With all the Stukov data we found on the editor I think we'll have our favourite Vodkalisk anyway

    Posted in: General Chat
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    posted a message on Jayborino's YouTube Feedback/Schedule Thread
    Quote from OutsiderXE: Go

    Quote from R0binicus: @MaskedImposter: Go

    This confirms it! MaskedImposter is Jayborino's mother! Yay a family reunion!


    Dem plot twist

    Posted in: Map Review
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    posted a message on Starcraft 2: Time Convergence [Campaign] Feedback

    It seems that I lose also if I don't lose special hercs, the third wall fell while I was campering on the mid of my base and BAM... loss... I will pass these ones, not a fan of cheats if I am not forced to do it

    Posted in: Map Feedback
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    posted a message on Starcraft 2: Time Convergence [Campaign] Feedback

    I will try to write this on the kindest way possible, map 6 is LAZY. First the point, -hah i (the creator of the map itself) beated it, it's not impossible-, is a 100% invalid argument on most cases, because you know exactly what is going to happen and what to do, because you designed it.

    • The strategy to kill rocks is not available, because there are fucktons of rocks everywhere for no reason, on a map that starts like this -hi, welcome to the mission, try to survive, go fuck yourself and figure out what you have to do on less of 30 seconds- there is no time to kill rocks and keep the production going, i suggets to remove these stupid rocks if you want to keep these dumbass timings on the early waves...
    • The special hercs, my ONLY builders, have the grapple spell TOGGLED ON... So they will kill themselves if i don't remember to toggle it off and even better they are on the F2 tab so i will gladly send them to suicide if i don't pay attention... You have to remove them from the F2 tab and toggle off that stupid hoock
    • For some reason i get instaloss if i lose all special hercs, even if they are on the bonus objectives...
    • I was trying to mass all the army on the middle of the map and i eventually instaloss because all special hercs were dead
    • Let me tell you... This map need a looooooot of polish, for now is almost a joke
    Posted in: Map Feedback
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    posted a message on [Campaign] Evolution of the Swarm

    I suggest it to make it a bit more clear, or you could specify that they saw the overmind as an oppressor, i don't know

    Posted in: Project Workplace
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    posted a message on [Campaign] Evolution of the Swarm

    Good terrain, not very difficult mission after the hell of mission 2, the new unit is good, basically the mission is supply cap queen venom roaches and move/attack into enemy bases... Terrain is great, the cinematics gets better and better (you even did the briefing on hots style, such style)... Only one thing was strange (or intentionally unexplained)

    • SPOILERS
    • Why does abathur and mini zurvan want to kill the overmind on the exact second they see the cocoon? Was it to not lose their free will or independency ?
    Posted in: Project Workplace
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    posted a message on Terran_Mission (Fun)

    Thecustom models for marauders were great, the tactic is to basically camper bunkers everywhere and move out with the hero and a small army while massing, the difficulty was nice on brutal, 3/3 aberrations kicks some asses

    Posted in: Project Workplace
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    posted a message on Marauders!

    i meant that the green box where you write texts doesn't appear on the center of the screen but on the bottom left corner, even on this steal-the-giant-mech mission, good stealth mission, even better when i pick up the big guy, only thing is that objective mark on the minimap doesn't disappear once completed... Can't wait to see that mech in action on the marauder squad

    Posted in: Map Feedback
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    posted a message on SC2 Survivors 2016: The Gathering (Draft) Gameplay

    Strangely enough i never heard of this custom campaign, i shall lurk nearby waiting for news

    Posted in: Map Feedback
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    posted a message on [Showcase] Taylor Mouse's Models

    It looks more like a Naga

    Posted in: Artist Tavern
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    posted a message on Starcraft 2: Time Convergence [Campaign] Feedback

    Checked -Evolution- mission, a great mission flawed with a giant backtracking mechanic... Plus some minor grammar issues (take in mind that not even my english is incredible).

    • Your campaign really has an interesting story, terrain and gameplay keeps getting better with every new one, i have to be honest, i was not really impressed by the first mission, i felt it more like an arcade boring game instead of a mission, only the story/narrative kept me hooked, and keep following this project was actually a great idea, GG sir
    • Here's what i think of this mission:
    • Affermative, not Aff -I- rmative
    • The idea to add remastered WC3 models for the new units is great, i loved it, especially to see my loved Crypt Lords forming an army
    • For some reasons i lost two times when i destroyed the second rain generator thing on the right base... Maybe i didn't get something, maybe it's a bug, who knows...
    • When i destroy the mid base locusts stop spawning, don't know if intended or not
    • Can you make that bridges re-extend themselves when you destroy a certain building on the bases they connect? Because it's a really boring backtracking process to have to pick the giant bear everytime and go back to my base to replenish my army that if a click can be oneshotted by laserauders and siegebreakers... It's really lame to have to wait minutes to go to your base, pick the units, return to your desired point multiple times... I had to do it a lot of times... Really lame imho
    • Really a fan of merciless Abathur
    Posted in: Map Feedback
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