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    posted a message on [Monthly Test - December] SCBis by Cacho56
    Quote from GlornII: Go

    I cannot click a difficulty level in the briefing screen?Does the game know I suck?I keep being put on normal, and i keep losing cuz I suck.

    You have to click where the orb would be, there's a dark circle around each point, but with a dark background it's hard to see.

    Quote from GlornII: Go

    It is an intro mission, sure, but it would be nice if the zerg army slowly got larger or attacked.Or put a cap on food for me. I am a turtle, and when I had 40 marines to attack with, it was too easy.

    Agreed. Attack waves need more banelings to connect on higher difficulty to do damage.

    Quote from Cacho56: Go

    Fitting the text in the sections and making it flow through the mission fwas really difficult, I'll have to cut some lines to make the others last longer.

    Oh there's no way to vary the text change speed? Damn, I quite liked the mission intro dialogue.

    Quote from Cacho56: Go

    Do you mean in the briefing room? I'm going to reduce the alpha in the text boxes to make them more readable.

    Yes, I did mean in the briefing room. May want to check that other objects are visible in the dark or light.

    Quote from Cacho56: Go

    "Details" will now be "start meeting".
    How's that? if you know a baneling is there, you can just stand right outside its scan range and kill it easily.

    I don't particularly understand what this means? If a baneling is approaching with (but behind) some zerglings you're not going to be able to retreat out of range of them.

    Posted in: Map Review
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    posted a message on [Monthly Test - December] SCBis by Cacho56

    Map tested video here. Will be adding to description and annotations in near future. (WARNING: contains secret spoilers):

    Embed Removed: https://www.youtube.com/v/V94Bjo_SjdU?fs=1

    Heads up for other players: it's entirely possible to get the no-bling hits without the secret unit. (you'll have to wait until after attack wave 4 hits)

    It's a good map (good story hook/dialogue quality, good map design I think), but I'm a little disappointed in is how limited the no-baneling achievement makes the game. It prevents clever things like having Warfield tank a baneling hit while marines shoot another one or prevents the waves in part 2 from actually being harmful as the achievement still needs to be obtainable.

    Minor Notes/Suggestions:

    • Text seems a bit fast, try reading it with adjudant speed.
    • The bright spot on the left side of the transmissions text box (in contrast with a mostly dark background) doesn't make it easy to read.
    • The details button should be changed to a "start communications" button. That way people can read the details before the dialogue.
    • I was a little disappointed that the banelings always unburrowed at the front during part 1. A good opportunity for micro instead of a-click wasted.
    • Secret unit has a slow turning speed while attacking, increase turn speed while targeting a unit please
    • at the end screen instead of "New Upgrade Stimpack", it says "Stimpack Stimpack"

    Spelling/grammar/construction mistakes (some of these may just be personal preference):

    • "used to carry mine operations" -> "used to carry out mine operations"
    • "but left them" Who is them? Do you mean "but left the city"
    • "offered himself blah blah outpost" (this is personal preference) -> "offered blah blah outpost himself"
    • "is dismounted and prepared" (personal preference) -> "is dismounted and is prepared"
    • "they will start charging against" -> "they will start attacking"
    • yield -> yielded in by doc. in briefing
    • "hearing the message of the doctor jensen" (personal preference) -> "hearing doctor jensen's message"
    • "lastest" -> idk; either "latest" or "last"
    • incursionating to-> entering
    • It seems that "rookies" is spelt "rockies"
    • "ensure that we find no unforeseen" -> add a word after unforseen, or change this. I have no idea what to change it to.

      During mission:
    • "Having a death general after" perhaps should be "The death of a general during" or something similar.
    • "for the Dominion Propaganda" -> one of "for the Dominion Propaganda machine" or "for Dominion Propaganda"
    • "don't let them get close enough" -> the "enough" seems unnecessary unless you're going to add "to explode" or something to it
    • "but the structure wasn't strong enough"? Do you mean "but the defences weren't strong enough"? The structure looks like it's intact to me, unless I'm missing something
    • "Nydus worms" -> "nydus worm"
    • "rise the first" -> "raise the first"
    • "will be no longer needed" -> "is no longer needed" (as the statement is present tense, not hypothetical future, change first 1/2 of sentence to "after the base" if you want to keep this)
    • "they will scale to the outer space" -> I don't know what you're trying to point us to here. Will zerg be hostile on other planets (this is most likely given opening briefing)? -> "attacks(or hostilities) will scale across the system" Will the zerg come from space? -> "attacks will come from space"
    • begining -> beginning (end of mission dialogue)
    • "All civilians prepare to evacuation" -> "All civilians prepare to evacuate"
    Posted in: Map Review
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    posted a message on StarCraft 2: The Cerberus Files

    Also someone plz add me I can't be host for this.  Keep forgetting to move Munro to the back of my army and then he gets stormed/ranged attacked to death when I am about to win.  plz help. (this isn't a complaint, this is an expression of failure).  Edit: watched the replay: he stood in 3 storms. RIP Mr. 150 HP.

    Looks good, haven't played since 2.2 so here's more feedback.

    Much harder to snipe entire waves now.  I havn't been able to get a single wave by waiting by the ledge on the top level of elevation.

    Also liking that some waves split and you have to defend both sides of the base.

    A note: it seems that the 2nd mineral patch right of the top geyser cannot be mined from the front.  SCV's have to go around and mine it from the back.

    I've recently found that marauder-heavy strategies are pretty good on this map.  They counter colossi (they hit fewer targets with the beams) and stalkers, zealots will be the only thing your units in the back will target, trade well with the small number of immortals, and can be used to aggro HT than withdraw when storm hits without worrying about them dying.  Of course you take around 12-16 marines minimum to deal with air units, and your comp will be rine heavy before you can get your gas production at max.

    More units and HT have made defences have gotten harder to crack.  However, if you withdraw your units every time a storm hits you, you can still get through without losing many units.  The damage I've taken from HT has been light b/c of marauder-heavy comp, but many of he randoms I've played with havn't made such good decisions.

    Edit: attack waves past 20 minutes seem really weak.

    TL;DR: No free waves, tougher defences, HT very inconsistent defenders, marauders really good.

    Posted in: Map Feedback
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    posted a message on Mapsters

    Please don't rush.  I would love a mission that we need to build a variety of units to win (part three) , not mass zlings or mutas like in parts one, two, and five.

    Posted in: Map Feedback
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    posted a message on Starcraft II: Shadow of Liberty Feedback

    @PowercoreX64: Go

    Looks like the new update fixed most, if not all, of the bugs! No double lair when toss dude starts talking, medics have proper armor stats, unable to quickly cheese to nydus 1/1 and win.

    Still wondering why enemies can hit non-depleted creep tumors.

    And of course, practically unkillable (6 armor = invincibility to b/c's) banshees still roam the enemy base. From my perspective, it feels a little depressing that there's always a banshee in the raiders base.

    Posted in: Map Feedback
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    posted a message on [Review] Ascendency : Mission 01 - 03

    @EDHRIANO: Go

    Oops.

    Forgive me if I'm missing something, but what is the point of reviewing a map based on what it was before it was realized to the general population?

    Posted in: Map Review
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    posted a message on [Review] Ascendency : Mission 01 - 03

    I don't know how you had trouble with the defence with towers, it seemed easy to me.

    Here's a video where I didn't build a single unit:

    Embed Removed: https://www.youtube.com/v/2u73kr0Ni2U?fs=1

    Note that I wasn't playing at full strength, I lost a lot of turrets just trying to set up on the ridges.

    Were you using the high points on the northwest and southeast?

    Other than that, I agree with your review.

    Posted in: Map Review
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    posted a message on StarCraft 2: The Cerberus Files

    Heads up looks like there's a new update: 2.3 of this is out.  Can we please get a changelog on the project page?

    Posted in: Map Feedback
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    posted a message on [REVIEW] Nova Covert Ops
    Quote from LucidIguana: Go

    @TChosenOne: Go

    Please forgive me if this sounds patronizing, but it's important to remember that everything that occurs in a story is the result of an active choice on the part of the author. Why would Davis, a high-ranking member of the military, be involved with the development of a super weapon? It's not exactly a stretch, is it? The writers chose to give her an ambiguous reason for wreaking so much havoc, but they could have chosen to make her involved with the project, and put both her and the Xanthos in play earlier. As it is, I think that they didn't actually have the plot outlined when they started, which led to the situation we ended up in.

    Don't worry it's not patronizing. I'd say that involvement is a little bit of a stretch, given that the platform would be likely under Horner's control as it is utterly critical to the dominion. Other unnecessary brass presence (such as Davis) may be limited to keep attention off the platform.

    I disagree with Davis wanting to take out the Gorgon's early. Davis doesn't want to take out the Gorgons, she wants them for herself, once she takes control of the Dominion from Valerian. Or at the very least, she wants to harm the Dominion as little militarily as possible for whoever's in charge after Valerian. It's now, when she's on the run, revealed, and (this is key) the only way to save herself is to have the Dominion collapse, and fast.

    Quote from LucidIguana: Go

    @TChosenOne: Go

    It doesn't have to. If I had been writing it, I would have introduced Davis like I mentioned, had her be helpful (though maybe a bit reproachful about how Arcturus would have handled it), presented a false lead for the traitor (Reigel?), and only then have Davis betray Valerian. Given the brevity of the mission packs, they didn't have time to waste before they introduced the villain. Because they put it off so long, she didn't have nearly the impact they wanted.

    I will grant that there should have been more missions, I would have been much happier with 15 missions than 9, to flesh out the story. However, I'm still not seeing it point away from Davis, especially since the amount of tech that has to move would have made it hard to point to another traitor (revealing a character for the sake of this cutscene probably wouldn't work for the suspicious). IMO, perhaps a power behind the throne sort of thing where it's a person under Davis that we're pointed to and the end of act II or III Davis is revealed would have been much more interesting.

    Posted in: Map Review
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    posted a message on [REVIEW] Nova Covert Ops
    Quote from Domper: Go

    That is a bit overrated. The whole covert ops was good mission gameplay wise and new assets wise, but the story was an OK at max. The first half was copy paste of the Sons of Korhal, the second half was kinda rushed and had inconsistent parts.

    Actually this is one of the reasons I like it. It's like playing Rebel Yell, but being on the other side. Well, the less side is less corrupt, but you get the point. It's a sort of peek into what the confederacy was facing.

    Quote from LucidIguana: Go

    This mission didn't do the job for me; I ended up just feeling like they threw a giant robot in for the hell of it. If we had heard about the Xanthos before, or even just about General Davis's superweapon development program, this would have paid off for me. I'm thinking about a contentious scene between Valerian and Davis in, say, the first mission pack. That would have done two things for me: given us more context for Davis's issues with Valerian and set us up to fight the Xanthos. Essentially, we would have gotten the gun on the mantelpiece.

    I thought the Xanthos was an in-development dominion super weapon. Why would Davis be involved in R&D?

    The problem with the "contentious scene" is, it just spoils the DoM boss all too early and too clearly.

    I don't understand why you're calling it a metal gear. From the info you've given us, isn't a metal gear a "bipedal nuclear weapon" (from the wiki page)? Let's compare it to the Xanthos, which has... no nukes and .... floats. But it's a weapon. Soooo... 1/3?

    Posted in: Map Review
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    posted a message on [REVIEW] Nova Covert Ops
    Quote from Pr0nogo: Go

    If people actually think blizzard stories are worth a 5 out of 5 rating, I look forward to releasing campaigns with actual storylines.

    This should be good :D

    Posted in: Map Review
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    posted a message on Hand of Humanity (Campaign) introduction

    I'm going to point out some issues from a balance perspective

    Bio units > Mechanical units

    The main advantage of biological units is the ability to be micro'd better than mechanical units. It takes less time to maneuver a biological unit around your army (since it only has to walk 1 unit forward and backward) than mech units, which need two units. It takes less time to make a hole in your army for a biological unit to move back.

    Mercenary units > Normal units

    Mercenary units have the advantage of more DPS per square inch, and with large armies that's an advantage that is very useful. Also allows your medics to heal easier as they have only 1/2 the size of a normal army to worry about.

    Battlecruisers are probably the best air unit. Their ability to 1-shot most ground units (as 50 hp ground units are the norm) is highly useful. Plus the 25 damage air unit takes a long time to decelerate before firing, and their 200 hp requires a lot of micro to use.

    Also, the Zeus seems to have trouble targeting units when put on attack move

    Posted in: Map Feedback
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    posted a message on [REVIEW] Nova Covert Ops

    Why is alarak coming back such a surprise? We knew from mission 5 that he would strike the Defenders of Man main location, and he doesn't know (or care) about the concept of civilians (see mission 4), and after mission 7 we really needed a big wrench in the works.

    And as for killing Davis, it's not about what you want, but what Nova wants. After all the worlds Davis has sacrificed to the zerg, enraging the Tal'darim, plus her previous activity in the Dominion, killing Davis isn't entirely out of character

    Edit:

    Quote from DeltaCadimus: Go

    One thing I liked in the story, that I predicted previously, was that the Defenders of Man somewhat felt like a smokescreen organization, they really felt duped by the villain's motivations, though only half of them. The other half, well, if they were fighting for the same reasons this hag was fighting, what sense is there to still keep calling themselves 'Defenders of Man'? It makes no sense, especially with what I'll reveal below. Much less painting them teal for good guys in one mission while painting red for bad guys in another.

    "what sense is there to still keep calling themselves 'Defenders of Man'?"

    Should organizations have to choose a name that reflects their interests? I mean Arcturus's group wasn't called "MURDER PLANETS WITH ZERG".

    Quote from DeltaCadimus: Go

    Not only this, but the motivations ARE those you were already expecting, and this brings another issue that, IMO, it didn't need to carry in it's back: The idea that not everyone in the Dominion liked what Valerian did and is doing, and thus is fighting against him. The concept itself is not bad, it just shows there are consequences to Valerian's actions, but the question here is: Why didn't we see this being exploited back in LotV, especially when Valerian was at his lowest, fighting both Moebius and the possessed Protoss? Why did we have to wait only NOW to see this being exploited, especially years after Legacy of the Void? Because, if Jim Raynor could forget the oath he did of killing Kerrigan four years since the Brood War, why wouldn't this people let go of this grudge after this similar a time period, as well? That's a really, really big messy logic issue here.

    I have a few bones to pick with this

    a) When they were fighting the GOLDEN ARMADA and the mobius founation, did you really think Davis would want to fight a civil war then? What could possibly go wrong of gutting the strength of both the Dominion's army and the DoM army during a war?

    b) " Raynor could forget the oath he did of killing Kerrigan four years since the Brood War, why wouldn't this people let go of this grudge after this similar a time period, as well?"

    Well that's pretty simple. Davis isn't Raynor. The ability to forgive shouldn't be the same for all characters.

    Posted in: Map Review
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    posted a message on SC2 Campaign Unit Design
    Quote from DEFILERRULEZ: Go

    PFs are great, but are so big and expensive that could be troublesome to place them on the right spot on time, plus you need 550/150 only to build one that is not your mining CC that usually is very far from your defences, other then that it proves itself really usefull only on the last mission... And the other missions? Not so inaluable imho; Perdition Turrets instead are small, cheap, don't cost vespene, do great AoE and can take enemies by surprise

    The thing is Perdition Turrets aren't that useful at all. Too low range, too weak, and too hard to repair to be much of a threat. Going PF at least gives you that option on final mission.

    Plus since All In is the hardest mission, it makes sense to upgrade your stuff based around that mission.

    Quote from DEFILERRULEZ: Go

    The problem of lurkers is that they can be easily killed if a detector is present and take care of units that are not a threat by themselves, low health light units like marines/reaper/ghosts/hellbats, the real problem are armored units, that usually have a shitton of health... Plus he has a ridiculous short range for a unit so expensive, i can't even place it behind spine crawler or he will end up hitting nothing

    There are few detectors present when you are:

    • defending virophages with lurkers
    • Defending bio lanchers with lurkers
    • When your expansion on the final mission is under attack
    • Breaching the palace gate

    And sure, mech units may have some health, but three or four lurkers do more than enough DPS to take even mech down.

    Posted in: General Chat
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    posted a message on Starcraft II: Shadow of Liberty Feedback
    Quote from QueenGambit: Go

    @PowercoreX64: Go

    Any chance we can get more information about it? Did you make the map? Whats the map about? Did you publish it on SC2mapster, is it on Battle.net arcade? Any screenshots? Are there specific feedbacks you want like identifying bugs or players experience or change requests?

    I may not be the OP, but I do know how to seach for a map title.

    https://www.sc2mapster.com/maps/starcraft-2-shadow-liberty/

    Looks like he's the author

    Posted in: Map Feedback
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