In reply to TChosenOne:Lol.Here's the thing: I wanted it to feel like an accomplishment when you destroy the hives, so I might have overdone it with the attack waves.Idea on how to fix this?
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May 25, 2018Posted in: Map Feedbackwell, it wasn't really much of an accomplishment to snipe hives, as you can run your mutas around most of their defenses.
May 10, 2018Posted in: Map Review
Thoughts of Chaos is the epic conclusion to The Antioch Chronicles, a large-scale custom campaign. TiC weaves together a narrative made by many different characters from different faction and have them slowly converge until the finale. It features acceptable voice acting (the protoss voices will grow on you, and it gets better in later missions), and quality editor work (terraining, models, etc), as well as a well done and entertaining story (despite the ending being too cliche) by my admittedly low standards.
However, any fun that one would normally get from the story is instead leeched away by 110% mediocre gameplay, which mostly seems like a way to pass the time between story segments rather than engaging and enjoyable.
The gameplay, first and foremost, suffers from slow pacing. There's plenty of long winded backtracking through empty and very weakly defended areas in both macro and micro missions. Here's an example: TiC has a stealth mission, reminiscent of HotS' ship infiltration mission. However, instead of combat, you're greeted with (admittedly well-thought out) puzzles, halfhearted enemy detection patrols (you don't interact with the guards other than just walking out of their zones), and halfhearted kill defenseless, undefended structure to progress. It got to a point where I tried to break the monotony by attacking some random guards and escaping the detectors gaze. This gets back to what I previously said about "waiting x minutes", you're moving through the ship for a certain duration to get to the next puzzle, enjoyable gameplay be damned.
Difficulty, like many aspects of gameplay, didn't seem to get much thought either. "Hard" in TiC means "WoL casual". Many hero units are broken, and with minimal micro they can multiply a small force's effectiveness by tenfold. Many missions can be beat by getting 10-20 units and just steadily rolling across the map. But in two missions it's very, very, hard, unless you understand the correct choices you need to beat the mission (which would require editor diving or some really lucky guesses). Of course, such information is only going to come to you once you lose the mission once. As an example, there's a holdout that features extremely high tech ground units (archons, reavers, ultralisks) with a few air superiority fighters and dropships. Suddenly, on the last few waves, the mission throws the curveball of 2 carriers (capital ships) per wave. Hopefully you built enough anti-air that you couldn't know that you'd ever use. If there had been any hint in an earlier wave, I would have enjoyed the mission. It was on my skill level, a nice terran holdout with some interesting twists. Due to not seeing any indication, I fortified my tank line and suffered, and lost a lot of .
Bosses have HUMONGOUS HP bars, backed up by tiny amounts of damage so that phase transitions, many of which are accompanied a cutscenes or "action pauses", are played a significant duration apart (have to have SOME space between emotional moments). Combine this with high cooldown abilities, and I had trouble staying alert during boss battles, as rarely they did anything cool, interesting, or required effort to dodge.
In closing (TL;DR): DO NOT PLAY Thoughts in Chaos if you're looking for a campaign that gives you something to do. If you must see the story because you've seen the first two (and you should see TiC in that case), use cheats (i.e."move" or "god") or watch Jayborino's videos to avoid interacting with the gameplay as much as possible.
May 7, 2018Posted in: Map Feedback
Any suggestions for what might make The Grey more challenging?I do not envy your task... First, you have to find ways to outdamage dragoons at range with 2 shield healing devices. Then, you have to deal with chain lightning's stun allowing you to trivialize defenders. Then you have to worry about maelstrom turtling. Then you have to worry about reavers (since trees have low collision radius).
May 7, 2018Posted in: Map Feedback
There's a severe difficulty spike from the too easy missions of 3-0 to 3-whatever and the excavation (dig too deep or something).
In sins of our fathers, Tempest shield heals an additional 200 shield as well as increasing current+max shield by 200, the tooltip does not mention this.
Breaking down each mission in a bit of detail (memory is fairly shaky):
- Protoss holdout/micro: Losses never really mean anything, defense ends before missing units ever come into play.
- Moloch infiltration: Too slow pacing. Mere stealth crawling is unentertaining and just serves to extend the game time
- Boss memory dive: outside of Jepok playing in red, there isn't much you can do to lose this if you just spam your healing.
- Terran jailbreak: main point of concern is that you can to the end of the nexus's exit hallway and still have to wait for enemies to spawn before leaving. I thought the point was to exit quickly, not to make sure that we get a good KDR?
- The grey: healing outdoes most ranged units (melee is simple to kite), 5 second stun is incredibly powerful, all units are bio so even if you somehow get on the back foot you can just Dark Archon Maelstrom to win.
- Terran infiltration: having +50 more range than marines and a slow makes post-bots trivial.
May 6, 2018Posted in: Map Feedback
Thanks for your thorough feedback. Can I ask what you mean by "Are the abilities moves supposed to have cooldowns? They currently have none?"The tooltip for the Judicators abilities (chain lightning, heal) says "cooldown: 15 seconds" but there is no such cooldown.
May 5, 2018Posted in: Map Feedback
In "The Grey":
Hard feels like WoL casual.... beat the mission with an agressive force of 6 dragoons and the two heroes.
You can just get past the guards by spamming the "move khrillian" button
Khrillian's weapon is bad, requires the target to be stationary to hit.
Are the abilities moves supposed to have cooldowns? They currently have none
Edit: check your autoplacement of Khrillian's shield repair drones. They place themselves behind enemy lines all too often.
Apr 23, 2018Posted in: Map Feedback
in the old version, as soon as you get 4 lurkers or so at each entrance the attacks tend to crumble, as there's no detection (high templar might take a few down, tho). Once you take the mid base nothing becomes threatening and the trickle just becomes a nuisance.
Apr 22, 2018Posted in: Map Feedback
Everything works as it should it seems. May want to tone down the constant stream of units trying to "rebuild" in favour of better attack waves.
Text scroll could use improvement, if possible. I detest the slow scroll. Put the text up all at once.
Apr 17, 2018Posted in: Map Feedback
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)
Apr 17, 2018Posted in: Map Feedback
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
Apr 1, 2018Posted in: Map Feedback
A good rebalance from having to close the caves out of order, but I think the difficulty swung too far in the other direction.
Archons still remain the undisputed king of the mission, with immortals + sentries getting honourable mentions. Perhaps change the cost change talent bit to limit how many you can have.
Stalkers are useful for fighting overlords, but having the same range as immortals (which break rocks fast) doesn't help them.
I didn't find the upgraded zealots very useful, mostly because I lost most of mine to jump banelings (while archons would just ignore them), though they weren't terrible warp ins when my base was undefended.
Midgame i feel like there were too few caves open, dropping down to 1 at some point.
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