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    posted a message on SC2 Mapster Upgrade Discussion Thread

    Does anyone know how to embed a youtube video in this new-fangled forum thing? The embed thing apparently doesn't recognize the youtube link, the youtu.be share link, or the youtube embed link.

    Posted in: General Chat
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    posted a message on SC2 Mapster Upgrade Discussion Thread

    Reading the only unread thread in a forum doesn't mark the forum or the thread as read on the forum homepage, unless the last update as you.

    Posted in: General Chat
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    posted a message on StarCraft 2: The Cerberus Files

    Did the map on solo, flashbang micro is necessary as Deltron points out. Turret placement is way more important and cheaper though, the main use for flashbang will be on the second beacon.

    Decent map with a good solo difficulty level, a few things:

    - medics/engineers have 0 armor upgrades, despite the upgrade level on your attack units being 1/1.

    - Nydus worms do the spawn animation twice.

    - Repair drone doesn't work because the heal costs energy, and the drone has no energy.

    - Engineers cannot attack-move like medics for some reason

    Have you considered replacing Valerian with a "Valerian's representative" or "Dominion mercenary liason" or something? Get around the issue of not sounding like Valerian at all.

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

    Can anyone see the map on the arcade? I can't seem to find it with any of the search terms.

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

    One thing you may look into is having second pages and perhaps a next page button for the briefing and some intelligence reports (at least, for those things that are cut off).

    Posted in: Map Review
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    posted a message on coop commanders maps in vs maps

    @DrSuperEvil: Go

    Wouldn't barracks rush raynor be stronger? Instant marine calldown into base, then hyperion + banshees to finish them off.

    Posted in: General Chat
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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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