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.
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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.
Dec 24, 2017Posted in: Map Review
Finally got around to playing mission 5. The ability to not activate the drill until your army reaches a critical mass makes the mission easy on any difficulty. The base north of the Drill has too many resources in my opinion, I ended the mission with more than 10k minerals in the bank thanks to it.
All units feel like they have a valuable role. There is no "mass x" composition that does better than a mix. Stalkers are the most efficient DPS, but are large+bulky. Adepts cost a lot, but they will lower the size of your army. Supplicants are cheap mineral tanks that do no damage. And vanguards are anti-ground but can be dodged by mobile enemies.
The hybrid feel varied. The boss wasn't really noticeable aside from being a large hp bar.
A large step up from the previous mission 5, but still loses the brilliant tension put in mission 4.
Dec 14, 2017TChosenOne posted a message on [Celebration] New sc2mapster website one year anniversary !Posted in: General Chat
I hope sc2mapster will die. I'm serious.
I love the community, but I hate the fact that it is managed by Curse. Company that doesn't give a damn fuck about us. And at the same time don't give us any oppurtunity to contribute to the website, forum and all things related (by opening source code).
Like half of the activity already shifted to Discord, just because how not user friendly this site has become.Disagree. Forums are important for two reasons
- Easier searching
- Better storing of multi-day conversations
Dec 1, 2017Posted in: Map Feedback
In reply to TChosenOne:Definetely need to rework cave opening mechanism, should probably toughen the nearest caves over time to create an incentive to knock them out.Nice to see the talent system work as intended.Archon replacing Zealot/Sentry/Stalker is a problem. Perhaps I can make some talents to boost those units.Thanks for bug reports :DSentries do have some niche use, I think I built 2 one for defending 1 for offensive. Crushing grip is good for boss mobs (quillgors especially, and the very shield regen is good for archons, and hp regen good for zealots. A buff to zealots would see more sentries due to zealot's 100 hp.I'm not sure solarite works as an strategic mechanic, as its use remains fairly one-dimentional. You get income for econ greed, then use the epic income to get a tech advantage which you convert into army advantage which you increase further with army solarite tech. Feels like a flatout buff rather than a strategical, as by the time you swap you no longer need the econ advantage.
Nov 29, 2017Posted in: Map Feedback
Okay tried it again after my initial complaints. Manged to beat it on hard with an immortal/archon deathball. Spent solarite on resource income boost first, so quickly got 3 forges+ tech up and running, switched to army-based solarite afterwards. Focussed on teleporting to kill the caves first so I only got 2 dropperlords. Made the game feel a lot easier.
Closing order of caves.
Caves opening on units created is probably too abusable. For example, I purposefully didn't hit the first cap until just before I closed cave 6. On the other hand, caves opening on units created is painful if you lose a lot of units early (zealot heavy strats), setting you back farther. Similarly, players have an incentive to close the stronger caves first.
Some of the caves may need reworking to allow more units to hit them, or so you can put a few immortals off on the side to constantly whittle down hp. Cave 3 in particular.
Bug found: opening both menu's and closing one keeps one menu open but the game unpauses.
Nov 28, 2017Posted in: Map Feedback
I have a lot of problems with the maps design. Why do rocks gain 500 hp per cave sealed? There is no warning about caves becoming aggressive when attacked. Attacks scaling from 3 zerglings to 2 ultralisks is not OK when the player does not know about it and tries to seal one off early. The mastery allowing high templar to cost 150/50 instead of 50/150 is utterly broken given a generally larger mineral bank than vespene bank, making high archons be more useful than zealots and stalkers. There doesn't seem to be a natural progression, game is extremely easy, then has a epic difficulty spike requiring huge map control/multitasking when those pesky droplords start heading out. (Why are they damage immune for so long? Why does psi storm only do 1 damage/tick to them instead of 10?)
The best way to play this is to build up as high as you can go before the first base mines out, port to seal off the ovie spawn caves, then win.
- Caster full energy does not work on archons with psistorm after merging.
- The shield mastery causes units to warp in with 20 shield missing
- Minor nitpick, but ending punctuation is missing from a lot of lines.
- A bunch of the overlords may not send units to base, causing incredible lag
Edit (because this does deserve some praise):
The observer hero pairs well with the psi thingy, and does allow some cool tactical maneuvers and can give you multiple points to return to, which is useful on this highly linear map.
All the later caves feel somewhat unique, even if there's too many of them to assign them specific names (There's two dropperlord caves and 3 ling caves, for example)
The auto-researching tech upgrades makes units more exciting faster. However, this does come at a strategical depth cost, as getting these upgrades are too cheap not to get, especially since you need to tech up to unlock your full unit roster.
Nov 23, 2017Posted in: Map Review
Well thank you for your time.
- I was testing two days auto sacrifice and it was okey. The supplicant use that ability only if alarak has damaged health.
seems like Auto-sac activates when he takes any hp damage, which is a bit soon tbh. Needs to be like critical or half health. It's hard to see visually if you're getting hp healing out of that.
- I will check these slayers. Maybe I will change their shield ability to something more useful and new.
Yeah more testing has revealed that ALL their cooldowns activate when one activates heal.
As for whether shield healing is useful? I'm going to say "not really" because blink micro exists. I mean it's useful if you want to put them back in combat right away or as a skill floor for ppl who don't blink micro, but other than that not that big a deal tbh.
I didnt nerf main base resource limit ^^I see, it's just that the hybrid are tough to take down in large numbers with only 30-40 stalkers + alarak. That's def good, makes them as frightening as they should have been tbh. Will have to take more than 1 base next time.
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