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    posted a message on Starcraft 2: Time Convergence [Campaign] Feedback

    Is there a way to improve mission switching in launcher? (perhaps by doing that trigger before the scene switching trigger) I have to wait some time before "start" launches the mission I have selected.

    Posted in: Map Feedback
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    posted a message on Names of units

    Give them a slang term for an enemy terran faction then!

     

    Also that means that I like the Galahad name even more :D

    Posted in: Map Suggestions/Requests
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    posted a message on Names of units

    Well since Terran like to give their workers acronyms (SCV: space construction vehicle) or (Mobile Utility Lunar Excavator (MULE)) perhaps BoB (Beasts of Burden)

    Posted in: Map Suggestions/Requests
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    posted a message on Names of units
    Quote from VastanX >>
    Quote from aZergBaneling >>

    Thanks!

     

    Which names are you still undecided on?

     

    The immortal, the wolf and the beast that collects minerals.

     

    The wolf is a unit, no a hero.

    The immortal... I did not want to say it, but it's an immortal made by terrans.

    Call the immortal the/a Galahad? (I guess that name would depend on the design, don't want to call a duct-taped mech the Galahad)
    Wolf: Fenrir (more norse)
     
    Posted in: Map Suggestions/Requests
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    posted a message on Feedback / Downloads

    *crickets*

     

    Huh.  Guess that answers that.

    Posted in: General Chat
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    posted a message on The Infested
    Quote from UndeadIrishman >>
    Quote from TChosenOne >>

    Not a balance expert, but was able to destroy an AI protoss army twice as expensive as mine using the DoT abberation.

    Yeah, I'm starting to wonder if I made the Plaguebringer a bit too powerful. Did you use just one, or were you massing them? What sort of army comp were you facing? If it was, say, mostly Gateway units, then that may simply be a matter of the Plaguebringer being too good in its role as a counter to large armies, but if it was a squad of Void Rays and Immortals or something, then that might be a problem.
    Had a look at the replay
    My side
    • 4 abberations (1000/700)
    • 1 hp up and 1 armor up

    AI side

    • 4 zealots
    • 8 stalkers
    • 2 immortals
    • 5 adepts
    • (2500/1050)

    Winner

    • 1 abberation (139 health)

    Rerunning the battle in replay gives me an extra 100-150 hp

    Posted in: Map Feedback
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    posted a message on The Infested

    Not a balance expert, but was able to destroy an AI protoss army twice as expensive as mine using the DoT abberation.

    Posted in: Map Feedback
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    posted a message on The Infested

    Can't find the mod on NA servers.

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

    It's uhhh march now...

    Posted in: Map Review
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    posted a message on Map location
    Quote from BiGgabI77 >>

    bj97, thanx, but no one of those locations contains a "Map" folder. Thanx anyway.

     create a folder named maps in one of those two locations and put it there.
    Posted in: Map Suggestions/Requests
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    posted a message on Forums back up!

    Read title.

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

    Okay comments on under seige:

     

    • Can snipe defensive structures with good micro, can get off AA with Gold before spines and sunkens can complete their attack animations
    • The collection structure just reduces the amount of  SCV's you need
    • Corrected some of the lines/grammar in video

     

    Posted in: Map Feedback
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    posted a message on Feedback / Downloads

    I'm curious, who exactly wants feedback here?

    Posted in: General Chat
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    posted a message on My Fancy campaign
    Quote from bj97 >>
    Quote from TChosenOne >>
    Quote from bj97 >>

    By the way TChosenOne have you tried the first zerg plotline map yet? also u can take a sneak peek of the first terran dominion plotline map. trick is doing certain things on first map make it different plot for the second.

    Played it recently, have a few of the same complaints
    • AI is fairly basic (learn how to create a looping, growing power AI that sends attack waves using triggers )
    • Beat both maps with a fairly similar strategy: mass attack trains+the counter to the trains counter. (2 of them 1-shot defensive structures, and since they have poorly defined edges you can murder small units with ease).  That's not to say the trains don't have weaknesses though; they were weak against ultralisks (large units with little splash) and banshees (air units).  Used junkers to beat the banshees and just let the ally zealots tank the ultralisks
     Yeah i keep thinking the maps are too easy o.O i'm thinking i'll up the difficulty of the ai and maybe on second map seperate the zerg into two ai that way it can do more with less, think that'd work?
     I think you should learn how to use triggers to create and send attack waves (plenty of maps do this, try taking a look under a maps hood to see how they get to send things at the enemy)
    Posted in: Map Feedback
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    posted a message on My Fancy campaign
    Quote from bj97 >>

    By the way TChosenOne have you tried the first zerg plotline map yet? also u can take a sneak peek of the first terran dominion plotline map. trick is doing certain things on first map make it different plot for the second.

    Played it recently, have a few of the same complaints
    • AI is fairly basic (learn how to create a looping, growing power AI that sends attack waves using triggers )
    • Beat both maps with a fairly similar strategy: mass attack trains+the counter to the trains counter. (2 of them 1-shot defensive structures, and since they have poorly defined edges you can murder small units with ease).  That's not to say the trains don't have weaknesses though; they were weak against ultralisks (large units with little splash) and banshees (air units).  Used junkers to beat the banshees and just let the ally zealots tank the ultralisks
    Posted in: Map Feedback
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