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    posted a message on Ignos (Campaign)

    Wow, really beautiful terrain! I love the use of green and white colors, fits perfectly for the forest/tundra. The angle from the third screenie is pretty cool too. Also, I spot a custom resource!

    I'd also like to help provide some feedback on the mission :)

    Posted in: Map Feedback
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    posted a message on Aureolin Eclipse (Single-player campaign)

    Looking real good, really like the 3rd and 4th screenies especially. That fruit stand (clever use of the fruit models btw) might be a bit too large, though? It also looks a little empty, perhaps put some fruits/fruit baskets in the back?

    Posted in: Map Feedback
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    posted a message on Orion: Ground Zero

    Heh, I've thought about doing something similar before, a 'series' of smaller singleplayer maps, each in a different enviroment with a different objective. (and different race to play as, Zerg included) Iceworld was what this map was originally supposed to be, so if I do it, it'll be the first one :)

    Either way it would take quite some time to make (not too much though, since most data and triggers would be shared), so I'm probably not going to do it soon, maybe after I finish the RPG I'm working on.

    Posted in: Map Feedback
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    posted a message on StarCraft II: Annihilation Campaign

    Just completed mission 8, and I have to agree with EivindL, it is definitely one of your best ones (if not the best so far). I also liked how it was a “take your time and think” mission, it’s a nice change of pace from the previous “think fast on the go” mission.

    As I said before on the video, terrain was amazing, so many details here and there. You sure had a lot of mechanics going on in the mission, like the interactive environment and the follow-that-person section, kept me interested and had me switch up my strategy every now and again. Gotta say it was one of the most interesting missions I’ve played so far, not just out of SC2 custom campaigns, but RTS in general.

    Though I found it kind of weird that the 3 other guys managed to catch up to Reeves and get to his location so fast in the end, considering how heavily guarded the place was. Was a little suspicious they were R.S.S.I. spies for a second :P

    Sorry that I don't have much else to say, I liked it all the way, can't really think of anything negative or positive that hasn't been said before.

    Also, noticed some (very minor) typos:

    • In the loading screen, it says “As our heroes appear to getting close to uncovering the truth…”, should be “appear to be getting”
    • There is an extra space between “the” and “range” in the yellow text of Reeves’ cloaking device
    • When you get the enviromental distraction help tip, it says “by shifting it’s (the security guard’s) attention to something else”, should be “its” since it’s possessive
    • Also, in the cinematic where Reeves hacks the first computer, the camera seemed to be jiggly/shaking rapidly before going back to normal – dunno if it was a one-time bug or not
    • Just a question: why is there a big gap between “Choose Difficulty” and the actual difficulty buttons in the beginning? I’ve noticed it in the previous missions, but just a bit curious.
    • Also, gates seem to have (tiny) HP bars floating above them, perhaps turn off their actors’ status bar?
    Posted in: Map Feedback
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    posted a message on StarCraft II: Annihilation Campaign
    Quote from DudkiSC2: Go

    Was there anything in particular that you found difficult? What was your biggest problem while playing? The Zerg attacks, the Terran attacks? Or a combination of different things?

    Hmm...I probably had most trouble moving out to destroy Psi Emitters, there was always the chance that any of the other zerg would attack me and/or the R.S.S.I. would go after a Spore Cannon while I was out attacking. Don't get me wrong though, didn't find it too difficult, I feel it's fine as it is.

    Posted in: Map Feedback
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    posted a message on StarCraft II: Annihilation Campaign

    Just finished playing the first mission, had lots of fun! :D Can't wait to see how the plot develops over the next mission, that ending was quite something. But I'll leave mission 8 for tomorrow, took me 2-3 hours to finally beat this one. :P

    I like the choice between the two strains, would be sweet getting more such choices in later missions. Though, I didn't find all that many cliffs to make use of Raptors with, but the combat leap and bonus damage were good nonetheless.

    Generally, I liked this mission, it was a good mix of defense with offense and had me spreading my forces everywhere. Don't think I've spread so much creep before in my life. :P It was nice that you could put a stop to the Terran attacks by destroying their base in the top, I expected them to just rebuild it, giving me a breather and letting me focus on the Emitters before having to re-destroy the base.

    At first, I thought it would've been a nightmare to finish the objectives with only 1 base to mine from (could've grabbed that expansion, but that was right next to a hive cluster, defended by Terrans, had only one geyser and was on the opposite side of the map, didn't feel it was worth taking :P) I was relieved to see that I had a lot of minerals and gas in my base, at least. Some more resource pallets around the map would be nice, perhaps when a Command Center/Hatchery is destroyed?

    I also liked the rising lava in the background, it was also pretty clever to convert an aesthetic into a gameplay element in the underground part of the level. Speaking of aesthetics, I like how the Psi Emitters' debris is left behind after you destroy them, nice touch! I also like what you did with the reinforcements in the underground section, though I would rather be able to control some of them myself, or at least have the ones that follow you attack what you're attacking, nearly died to lava because of those lazy critters not helping destroy the rocks :P

    Difficulty was a little harder than what I expected, was quite challenging even on Normal. Spawn Banelings was awesome though, definitely one of the most useful abilities you could've given Krayen for this mission.

    Also, some notes:

    • Misspelled "process" in the loading screen
    • In the Spawn Banelings tip, you say "...Krayen calls forth 6 Banelings with timed life that lasts for...", should be "last" instead of "lasts", since you're talking about multiple Banelings
    • Queens don't seem to auto-heal the Spore Cannons (had Transfuse set to auto-cast), but they auto-heal any other unit or structure I have
    • If I zoom in the underground section, my camera seems to get stuck/be unable to zoom back to the original height
    • You can spawn Banelings behind the last gate, not sure how they'd react to the Zealots walking around there in the ending. Maybe block off vision in that area until we open the gate?
    • The first Zealot in the ending cinematic didn't say anything, but had a speech bubble over its head - dunno if it was a one-time bug or not
    • You can see the Psi Emitter's control radius in the ending, would be nice if we couldn't since it's a cinematic
    Posted in: Map Feedback
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    posted a message on Happy new years form east cost!

    Happy new year everybody! :D

    Posted in: General Chat
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    posted a message on Warcraft: Armies Of Azeroth
    Quote from Gorandor: Go

    I can't really remember if there was even anything different about the two besides movement speed.

    I suppose the only other difference is that blight grows in just a few seconds and stays in the area until dispelled.

    Also, just a question: is the asset pack you mentioned going to include units, so that people could make melee maps for the mod, or just the assets themselves? Either way that's very generous of you, I feel there's currently a lack of fantasy models for SC2 (besides WoW/HotS ones)

    Posted in: Project Workplace
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    posted a message on Warcraft: Armies Of Azeroth

    Whoa, awesome! Love how everything seems to be custom models (instead of ported WC3/WoW ones). I hope this'll make it through, seen many WC3 mods die, but it looks like you've made a lot of progress already!

    Posted in: Project Workplace
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    posted a message on StarCraft II: Annihilation Campaign

    Terrain looks amazing, great job! I love the installation/tropical jungle combination for the second map and those lava canyons in the first one. Dunno if that's the music you'll be using in the actual maps, but it's very fitting. Now you got me hyped up for the missions. :P

    Posted in: Map Feedback
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    posted a message on Orion: Ground Zero

    @rickmary: Go Nope. Asides from both being altered melee with subfactions, don't think there are anymore similarities.

    Posted in: Map Feedback
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    posted a message on Orion: Ground Zero

    Thanks, hope you guys enjoy the patch :) Also, I promise a free virtual cookie to whoever beats the new hard difficulty :P

    Quote from njordys: Go

    Did you try to have all the units have one pulse at the same time? Meaning that the pulse was not happening for a random unit at a time but that all the units in a control point field would have a pulse simultaneously? I'm thorn between thinking that this would be cool to thinking that it might be distracting. Perhaps a pulse every 2-3 seconds.

    All the units in a control point have that pulse/circle going off, but couldn't get it to synchronize so that all units pulsed at the same time, so I left it as it is now. (which probably makes it look like only one unit is pulsing at the same time) I'll change it when/if I figure out how to do so.

    Quote from njordys: Go

    I like yellow circles and pings on the minimap. I think the minimap pings perhaps are a bit too large. They might be less intruding on the minimap if you scaled them down to 0.75, or perhaps even 0.5

    I wasn't sure if it was too small or too large when testing, so I went with a covers-most-of-the-minimap-circle's-radius scale with them. I'll wait a bit more to see, and shrink it to 0.75 if it's too distracting (0.5 was my first attempt, but was a little too small)

    Posted in: Map Feedback
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    posted a message on Orion: Ground Zero

    Also, the v1.3 patch has been released! Map's been greatly optimized, some new content has been added and numerous bugs have been fixed.

    Here's some more specific changes:

    • Two new difficulties added: Hardcore (harder than Toasty!) and Power Fantasy (easier than Sheepy)
    • Added 3 new upgrades per subfaction
    • Support Powers have once again been changed: they are cheaper and more effective.
    • The efficiency of Control Points has been further increased, so that they have a larger impact on gameplay
    • The radius of Control Points is now indicated by a large yellow circle.
    • When your units enter a Control Point, a yellow circle is formed beneath them.
    • Control Points are now displayed on the minimap - you can hover over their icon to see what effect is active.
    • Lots of units have been tweaked and rebalanced.[/list]

    You can click here to read the full changelog, didn't post the whole thing here since it was pretty huge :P

    Also, adding a gameplay video and some new screenies to the original post.

    Posted in: Map Feedback
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    posted a message on Orion: Ground Zero

    Thanks for playing! :) Glad you liked the factions!

    Quote from DEFILERRULEZ: Go

    1st problem: You should put a timer with "Lava Surge coming on X:XX Minutes", not like now... I hear "Lava surge", 10 seconds or 5, the lava surge come and i am fucked, i also lost 30 expensive units with that...

    The lava surge is one of the 3 events that can happen every 5 minutes, so I never thought about timers since I always looked at the gametime clock - an "Event in X:XX" timer sounds like a good idea, though, I'll note it down for the next patch.

    Quote from DEFILERRULEZ: Go

    Should be nice to put on the loading screen a recap of all broods, something like this : "brood x uses aberrations, infested terrans and infested terran melee troops that stuns you"

    Dunno about putting it on the loading screen, but I think a help menu entry would suffice too.

    Quote from DEFILERRULEZ: Go

    Why on "help" section there is not the unit list?It should be useful to see what spells the various units uses

    The unit lists were rather messed up, displaying too many things, so I disabled them. If I can fix them sometime I'll enable them.

    Quote from DEFILERRULEZ: Go

    Why Kraith uses the MitoScarab textures?

    I used the Mitoscarab as a base for the Behemoth back when I made it, are there differences between Kraith and Mitoscarabs?

    Quote from DEFILERRULEZ: Go

    Captains should be more evidentiate, maybe with heroic HP bars, for now i only understood that freakin Ultralisk with uber HP regeneration, BroodMothers and Brutalisks are captains

    Sorry for the confusion, suppose I could make them a bit more obvious than what they are currently. Thought a different model would suffice, but some of them can blend in with the army.

    Also, the captains are Devouring Ones (Jormungand), Hunter Killers (Surtur), Kukulzas (Tiamat), Impalers (Garm), Unclean Ones (Fenris) and Torrasques (Baelrog), they're all elite variants of standard units, similar to player reinforcements. Brutalisks and Broodmothers are normal units though.

    Quote from DEFILERRULEZ: Go

    On the description of one of the protoss faction a "Twilight Archon" is listed, but i only saw a "Twilight Templar"

    Twilight Archons can't be merged with Twilight Templar, you need to use the Warp In Reinforcements support power to call them. :P

    Quote from DEFILERRULEZ: Go

    You will ever do a Zerg version of this map? Like to can play as zerg? I know that creep on coop could give a lot of problems... But the faction are so good that i can't wait to see a Zerg faction, maybe a betrayer brood like Fenris :)

    Back when I was planning the map, I was thinking of implementing an "evil" mode, where you control one of the Broods (besides Baelrog, who would be an AI ally), but I never ended up working on it.

    Coop with Terran/Zerg or Protoss/Zerg wouldn't work out due to the creep, but having a game mode where both players are Zerg perhaps could. I'll consider it in the future, at least after my RPG map is at least halfway done/playable, though I think 2 races with 3 subfactions are enough for now :P

    Posted in: Map Feedback
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    posted a message on Aureolin Eclipse (Single-player campaign)

    Really liking the atmosphere, that orange lighting/fog makes it stand out from the other levels! Wonder if it's going to be the first mission with little (if any) fighting, or if it'll have a little like Alzadar.

    Posted in: Map Feedback
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