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    posted a message on Marauders!

    Your control over the machine feels pretty finicky

     

    You have to move-click ABOVE a unit to get the flamethrower to target something.  Not move-click the unit, not below or to the side, above.  Also has unlimited range because you can move away while the fighters shoot it and it will still target

     

    Railgun it doesn't really matter where you moveclick, you can click half the screen away and it'll still target unlike the flamethrwer

     

    Bugs/stuff:

    • You can get the grapple gun twice by going to the right before getting hangar bay
    • Stuff randomly removes itself from control group bar.
    • You can get the "let's get to it, old boy" multiple times by entering the mech multiple times while the green + is on it 
    • The south gate reorients when u use it's beacon.  Also, as a little "flavour" thing, you should have to be out of mech to use beacon
    • If you set the hangar on patrol, some fighters will stay in the air
    • I just ran from the infested and still got the 
    • Move-clicking with the railgun+flamethrower will cause an animation at the back of the weapon, even if there's nothing to target
    • Mitoscarab spawn will knock up fighters
    • you can go through doors with the grappler, including the boss dorr
    • defeated the final boss by luring it to the final boss door, stood behind it, and did 20 damage with my flash welder
    • Edit 1: (since i posted this while fighting boss) you can grapple while in ending cutscene, which messes up your chars, uhhhh.... position.

    Verdict:

    Cool map, but the poor controlling of the bot holds it back a lot.  Little long.

    Posted in: Map Feedback
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    posted a message on Noir : Automata - Custom Campaign Feedback

    In mission 4 some of the rocks need to be made untargetable (being able to get to Sin Ar destroys the point of the mission), and you can go through the right door before it goes down.

    Posted in: Map Feedback
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    posted a message on Noir : Automata - Custom Campaign Feedback
    Quote from EDHRIANO >>

    In reply to TChosenOne:

     I finally able to recreate such freeze.
    I usually in the defensive state during the first 15 - 20 minutes, I waited until I've researched level 2 armor and weapon and build 60+ army before I push out.
    While the freeze seems to happen if the player immediately leave the main base and attack / destroy army producing building before the 8 minutes mark [A.I start building army to attack your base]. It is very difficult, and require a lot of multitasking like you said but it is possible.
    It messed up the validator and triggering since the building already been destroyed but the 8 minutes mark command the destroyed building to produce units.
    I've tried few adjustment and will be sending the new version to your email.  
    Thank you for the report TChosenOne.
     Yeah I generally send Sin Ar to attack the top left base, because I don't like to fight that sudden reaver/immortal combo.
    When can I expect to test the new version?
    Posted in: Map Feedback
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    posted a message on Noir : Automata - Custom Campaign Feedback

    Okay I removed everything and downloaded the files again.  The pause happened at ~9:40 mark.

     

    At that time:

    • I had been to the top left base
    • I had rescued 1/2 of the primal ultra groups
    • I had intercepted the first attack wave from top left (except for 1 reaver)
    • The Cybernetics core and the Assimilator was undamaged (I skipped the defenses with the colossi by teleporting above with an overlord spotter
    • The Nexus had ~600 hp let

    After the pause

    • The nexus began producing probes
    • when this probe finished it warped in pylons  (nothing had been wapred in up to the pause)

    i'll state what I believe again; the pause is because the AI is switching from one set of commands (no rebuild) to another (rebuild).

     

    Also, lurkers get double armor upgrades.

     

    Sorry for all the constant messaging, but let me just say I think this mission is done really well, a lot of multitasking required.

    Posted in: Map Feedback
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    posted a message on Noir : Automata - Custom Campaign Feedback
    Quote from EDHRIANO >>

    In reply to TChosenOne:

    Worry not, that is why we have forum feedback.
    In Which part exactly? Early mission ? Half way? Boss Fight Intro ? Ending ?
     
     Early mission, just after the 8 min mark.
    Posted in: Map Feedback
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    posted a message on Noir : Automata - Custom Campaign Feedback

    Very sorry to keep being the bearer of bad news, but I got another freeze with the newest verision.

     

    Also there's something I don't understand.  When Sin Ar says that she'll tell Stukov "something" (or something similar, I can't remember exactly) there's no additional lines, that really breaks the flow of the story.

    Posted in: Map Feedback
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    posted a message on Marauders!

    So ummm I played the latest mission:

    The gameplay is imo a little lacking.  Many of the bosses don't output enough damage to kill you (even with the projectiles which you can't dodge).  My cycle ends up being clicking the boss, w,e,s (to kill mobs), repeat once w's off cooldown.

    Destruction Wave seems to damage your own units for some reason.

    Ash worm fight seems a little buggy and annoying

    • Red circles do not indicate where fire will land, seems to be a 'red circle' of targeting, then another 'red circle' as it launches projectile, giving a tiny amount of time to dodge.
    • Boss can often burrow before you reach it, you have to hope it unburrows in the same place or you're just stuck inbetween 2 spawn locations
    • Boss can be hit before unburrowing/while burrowing.  The latter leads to some issues with AA animations, where it suddenly stretches across half the map.
    Posted in: Map Feedback
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    posted a message on Noir : Automata - Custom Campaign Feedback

    Okay I think I see the problem now:

     

    Currently:

     

    At 8:34 (on hard) the game freezes, then it appears the AI starts to rebuild (probes are produced at nexus, pylons get warped in).  Your AI improvements just don't seem to kick-in before the freeze.

     

    Also another small issue (see attachment)

     

    While the camera focusing on this and not on stukov, is a new problem, there has been an extreme FPS drop when that flowing thing is focused on (even in previous maps).

    Posted in: Map Feedback
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    posted a message on Wrath of the Tal'darim by CybrosX

    Note: mission 5 is not complete, cybros is still making balance changes

    Posted in: Map Review
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    posted a message on Noir : Automata - Custom Campaign Feedback
    Quote from EDHRIANO >>
    Quote from TChosenOne >>
     Freeze how ? Stop running ?, error message pop up ? Frame rate drop ? Computer crash ? sc2editor crash ?
     SC2 just sort of froze for a bit, and froze at other points during the game.  If it makes any difference, I attacked the top left base first (used an overlord drop to get past the colossi)
    Posted in: Map Feedback
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    posted a message on Noir : Automata - Custom Campaign Feedback

    The game kept freezing during Mission #3.  First one happened at 6:34

    Posted in: Map Feedback
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    posted a message on RTC 2017: Treasure Hunt - beta

    You can play as the same commander...

     

    Also, some waves seem to spawn real close to objective and seem to prioritize it before your units.

    Posted in: Map Feedback
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    posted a message on Blizz is making a co-op contest with huge prizes!
    Quote from Hockleberry >>

    I want to play your map Outsider!!  Lemme know how to get access to it.  I might be able to get my brother to play it with me.

     Sort the arcade by newest, keep going through pages until you find it.  Shouldn't be too far.
    Posted in: General Chat
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    posted a message on Mapsters

    Mapsters is a fun and interesting campaign, and is absolutely worth playing by all.  It pulls off a decently-written unserious story (I'm not great at evaluating stories, so this rating is very high praise), its terrain, and unique mechanics every map.

     

    Where mapsters falls short is in gameplay.  I felt incredibly limited to the point that I only built one or two types of units in a mission.  This turns mapsters from an RTS map to a micro-puzzle map, where you find the unit that works the best and mass it.  The worst offenders are mission 1 and 2, where it's very hard to get anything but mass zerglings due to the gas you'll be pumping into hockleberry+upgrades.  Mission 3 is a lot better since you get banelings to play with, along with enough gas to produce things like roaches and hydras.  The anti-ground protoss mechanic of 5 really makes it incredibly micro-intensive to attack with a ground army, along with huge losses you'll be taking against reavers.  Combine that with the advantages of mutalisks...

     

    While there's nothing wrong a few limits to what you can build, or less efficient comps, it's just that I feel that I'm extremely limited every mission except for 3, the gates for success for inefficient comps are incredibly high, and for missions 1 and 2 in particular, you cannot have a composition that wins without a large portion being the offending unit.

     

    However, the puzzle aspect does mean it's a good test for players to see if they can determine what they need and execute that build, and as such I feel Mapsters is best played without any aid of walkthrough vids.

     

    Warning: review gets less serious ahead.

     

    Releasing 5 missions only is a stroke of genius, though.  It's clear how the plot resolves.  For those of you who are lazy, let me guide you through the only way the plot can end, starting with this:

     

    This proves that Jayborino doesn't really exist, as Mapsters states he does have a daughter (sorry if you were big on that existence thing, Jay).  Now since it's obvious that Jay cannot be real, who could be posing as Jayborino?  Who wants to kidnap Hockleberry and poison ElvinDL?

     

    The answer is obvious, the zerg CEO.  Let us remember that ElvinDL moved up the ranks via BETRAYAL, and suddenly in mission 4 after an interaction with Jay, repents.  Is he actually poisoned or is that a side effect of his brain being rewritten by the Zerg CEO?  Is the zerg CEO rewriting minds with his own?  Yes!  What's better than one brilliant CEO?  A management team made up of mental copies of the brilliant CEO!

     

    So why is hockleberry needed?  He has to die in order for Wargirl to get promoted to match her skill.  I mean you fight an upper level manager and take on the cult of Sixen.  Wargirl's pretty skilled if she can take 'em on.  But look at what you can do while you have hockleberry around.  Mass zerglings?  Can't build support units like infestors and gas-heavy attack units at the same time?  Ultras are a luxury item?  That's what a low-level manager would do, not a middle or upper manager.  Why can't wargirl do cool zerg things? Hockleberry!  He's gotta go for Wargirl to be promoted.  

     

    So in mission 6, Hockleberry dies, you "kill" the Jaypuppet, Wargirl gets promoted, and everyone is happy (except for Jayborino who doesn't exist, ElvinDL who is now becoming a mind-clone of the CEO, Hockleberry for obvious reasons, and the protoss and the terrans who you murdered), I MEAN EVERYONE.

    Posted in: Map Feedback
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    posted a message on Monthly Community Project Testing (Continued)

    RIP march testing thread.

    Posted in: Map Review
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