1. Small polishing for intro cinematics and on the terrain.
2. Rework enemy number and placement to better match the Terrain.
3. Further adjust the AI for boss fight.
4. Implement of QWER as heroes abilities shortcut key.
To further describe the change :
1. Better explanation in the cinematics to make better continuation with mission 04 and 06. But since you usually skip all cutscene you'd probably didn't see the change.
2. Add few burrowed roach here and there accordingly to match the Terrain.
3. Add another variation (before only 4 attack variation), which is summoning 3 roaches in the beginning, middle and near the end .
I'd like to submit my 7th / 8th map of HoD for the bi - weekly.
Since we already have 4 maps in queue I might finish mission 08 by the time it is time for HoD 7th mission, of which when that happen I'd like to nominate mission 08 instead.
Yeah, did you cry at the end? As soon as I heard Raynor say "Hell, it's about time" I broke down. I was like "nooooo it's actually over what a bittersweet reference to WoL" And he was "never heard from again" apparently, but I think this is a direct hint for SC3 because the same thing was said in BW but Raynor appeared again.
So sad... ;-(
Tbt I don't understand the reference with "ready to go cowbow?" - "Hell, it's about time".
I has something to do with WoL? Can you please explain them.
My understanding was during the final battle with Amon both their power cancel each other out, the blur figure in the mar sarra colony magistrate represent Raynor's longing to be with his lost love, Sarah before zerged.
All that drinking is killing him, destroying his health. And finally in his dying moment he sees her 1 last time.
Before venturing to the great beyond.
[Spoiler!]
Kind of like what Hachiko experienced in the movie with the professor and the train.
I am sure lots of people will lose their mind on boss fights. I once almost threw my ps3 controller into a wall after such hard and frustrating boss battle.
But I know the great feeling of "yes!, I did it!" after you've finally beat that hard boss all far too well.
Actually, when the boss is going to start using his ultima there is a brief window (4 seconds in casual, 3 on normal and 2 on hard I believe) in that time he will regenerate some aura on his body. When you see that aura best to run away as far as possible.
I am surprise you didn't notice the aura, if you don't mind me asking did you happen to put your video on low setting? If yes may I suggest to put it on medium or higher next re-play, perhaps the Aura would be noticeable.
Mission 06 :
Really? The boss was suppose to be fairly easy, and judging from your video you don't seems to have any trouble at all, killed it in just one try. Is about micro managing you units, their skills and their health. About not able to dodge it because no indicator, yeah there is no indicator for psi-orb. I'll see what I can do about it in the editor.
Well mission 01 mostly about terraining and trying to make players interested to play some more. I don't want to scare of 1st time players by making them to difficult to handle. But tbt I also felt somewhat un satisfy with mission 01, so maybe I will make a new map but with same triggers.
Mission 02 :
I did major terraining change on mission 02, to make them more maze like to match the title. Yeah I also felt the colossus a bit easy, that is why on hard I mix them with other units. I think it is a good thing doodads don't turn transparents when there are units behind it, if so you'll be able see enemy troops that are trying to ambush you. Example imagine playing FPS game and you can see your enemy hiding behind a transparent crates or something, yeah...
Mission 03 :
I am not sure the music suppose to do that, probably because of the music bugs from the patch few weeks ago.
0
Okey, so I just finish watching Jayborino's video play through of mission 03.
Suffice to say I've decide to momentarily pull it down until I've done some rework on it.
Peace.
0
@redlerred7: Go
For Stranded Ver 3.9
1. Small polishing for intro cinematics and on the terrain.
2. Rework enemy number and placement to better match the Terrain.
3. Further adjust the AI for boss fight.
4. Implement of QWER as heroes abilities shortcut key.
To further describe the change :
1. Better explanation in the cinematics to make better continuation with mission 04 and 06. But since you usually skip all cutscene you'd probably didn't see the change.
2. Add few burrowed roach here and there accordingly to match the Terrain.
3. Add another variation (before only 4 attack variation), which is summoning 3 roaches in the beginning, middle and near the end .
4. As it said.
0
I'd like to submit my 7th / 8th map of HoD for the bi - weekly.
Since we already have 4 maps in queue I might finish mission 08 by the time it is time for HoD 7th mission, of which when that happen I'd like to nominate mission 08 instead.
0
Tbt I don't understand the reference with "ready to go cowbow?" - "Hell, it's about time".
I has something to do with WoL? Can you please explain them.
My understanding was during the final battle with Amon both their power cancel each other out, the blur figure in the mar sarra colony magistrate represent Raynor's longing to be with his lost love, Sarah before zerged.
All that drinking is killing him, destroying his health. And finally in his dying moment he sees her 1 last time.
Before venturing to the great beyond.
[Spoiler!]
Kind of like what Hachiko experienced in the movie with the professor and the train.
0
@redlerred7: Go
I felt the need to remake the 4th map, mostly on the terrain.
It is smaller now, but with major terrain change I somehow felt it is better this way.
Solve 2 out of the 3 game breaking bugs for mission 07 :
1. Overlord can not detect burrowed Kaiser => add detector ability to overlord in the editor [Fixed].
2. Kaiser resetting void form cool down with spamming burrow / unburrow => link void form on burrowed kaiser [Fixed].
3. Repetitive boss A.I even when already using random integer => still unsolved.
Going to try different ways for number 3, if still don't find solution I may need to rework whole A.I again.
0
@redlerred7: Go
Thanks for the video play-through redlerred.
Once again you found game breaking bugs, but this time you've found 3 in one go.
I will update the mission based on yours and deltronLive video.
0
@JayborinoPlays: Go
I am sure lots of people will lose their mind on boss fights. I once almost threw my ps3 controller into a wall after such hard and frustrating boss battle.
But I know the great feeling of "yes!, I did it!" after you've finally beat that hard boss all far too well.
0
Hey Jay. Just want to say thanks for HoD playthrough.
Really looking forward for your next Video.
0
Thanks for HoD mission 07 awesome Video Deltron.
Right now I am editing mission 07, based on your video and redlerred's.
Hope to see more video from you.
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@redlerred7: Go
You've beat it? Nice.
So was it easy / hard on medium setting?
Yeah, it was a good call was it.
It was not my intention, I was just use the vanilla ability. Of which it use the purple color as default.
Thanks for feedback redlerred7.
0
The newer version for mission 07 is up.
With few adjustment here and there.
Most noticeable is the tone down of the attack wave.
07 Lost Word 3.2 - QWER
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@redlerred7: Go
Wow! A speed run for the whole campaign. Awesome!
Ok. here I send a pm to you how to beat it.
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@deltronLive: Go
Thanks for beta testing and making video for mission 07 deltronLive.
It's cool, take your time. It'd be interesting to see how you'd deal with the boss.
0
@redlerred7: Go
Mission 05 :
Actually, when the boss is going to start using his ultima there is a brief window (4 seconds in casual, 3 on normal and 2 on hard I believe) in that time he will regenerate some aura on his body. When you see that aura best to run away as far as possible.
I am surprise you didn't notice the aura, if you don't mind me asking did you happen to put your video on low setting? If yes may I suggest to put it on medium or higher next re-play, perhaps the Aura would be noticeable.
Mission 06 :
Really? The boss was suppose to be fairly easy, and judging from your video you don't seems to have any trouble at all, killed it in just one try. Is about micro managing you units, their skills and their health. About not able to dodge it because no indicator, yeah there is no indicator for psi-orb. I'll see what I can do about it in the editor.
Thanks for the feedbacks redlerred7.
0
@redlerred7: Go
Mission 01 :
Well mission 01 mostly about terraining and trying to make players interested to play some more. I don't want to scare of 1st time players by making them to difficult to handle. But tbt I also felt somewhat un satisfy with mission 01, so maybe I will make a new map but with same triggers.
Mission 02 :
I did major terraining change on mission 02, to make them more maze like to match the title. Yeah I also felt the colossus a bit easy, that is why on hard I mix them with other units. I think it is a good thing doodads don't turn transparents when there are units behind it, if so you'll be able see enemy troops that are trying to ambush you. Example imagine playing FPS game and you can see your enemy hiding behind a transparent crates or something, yeah...
Mission 03 :
I am not sure the music suppose to do that, probably because of the music bugs from the patch few weeks ago.
Thanks for the feedbacks redlerred7.