I like how you didn't just try to imitate the Ghost designs but "made them your own". Makes them have a really unique feel to them.
I mean SoK Renewed. Sry for the confusion. If I remember correctly I watched a showcase from Jayborino and then played it myself. I ended up calling in reinforcements, which kind of drowned the game in lag, but I still had fun killing the Zerg anyways.
I absolutely know what you mean with less detail. I am currently working on my own campaign and it took me a month to make a single micro mission that only uses 70% of the possible map size, because I kept on redoing the entire indoor terrain when I was not happy with how it turned out. And funny enough, now that I think about it, I think I need to redo it again. ^^
Check out this guy's deviant art page. He did some cyberpunk city terraining with the editor that should provide you with some new ideas. I especially love how he did the roads using airport doodads.
Anyways, keep us posted on your progress, really enjoyed SoK.
Frankly, I find the idea of a mapmaker who doesn't give credit offensive.
Jokes aside, I understand how you must feel about people essentialy stealing your work. Maybe you are taking a bit of a radical approach to this whole thing, but this is your decision to make. I mostly request the assets I use in my maps anyways. And as long as you keep us posted about the stuff you work on I don't even have anything to complain about. ^_^
In reply to bummknallpeng:
In reply to EDHRIANO:
Well there is a template map for custom commanders so there is nothing stopping you from implementing your idea.
I quite enjoyed the first missions, I thought the idea of using the Leviathan backdrop and SM characters for the Launcher was awesome. I didn't notice any gameplay glitches, and in the first mission I think you captured the cavelike, winding cliffs of a snowy valley pretty well. Mission 2 felt like I was back on Kaldir.
My only comment would be that Archons attack godly fast - whether this is just a SCMR thing I never noticed is unclear, but man they rip through your forces like nobody's business XD Maybe tone that down a bit, in the early missions your only meatshields are Zerglings and they get shred really easily as a result. It isn't really an issue, as you could just fall back and make more, but it somewhat forces you to resort to poking tactics. Also, the Archons turn green when they attack. I'm not sure what that's about.
For a future mission, do you like the idea of a "hold out" or "defend the allied base" type mission? I think a holdout would be nice where you need to defend yourself for a certain period of time, get reinforcements, and then clear your way out. Or a mission where your allied base is controlled by that new Cerebrate and he'll be able to train elite Zerg breeds, and sorta go at the Protoss like an AI tug-of-war. Just throwing things out there, I'm liking it so far.
Edit: I agree with TChosenOne - the AI does not have enough production to keep up with rebuilding lost preplaced units so just opt for stronger waves - this can be offset by a slightly longer delay, although I wouldn't increase it too much. Mission 2 felt really campy in the sense that you could only push against the main base while camping in the third and holding off the flanking Scouts and main attack forces.
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.
It was so obvious after testing.
Thank you DrSuperEvil, e_chargeFlagRestoreAllChargesOnCooldown was the solution but not in combination with any of the Cooldown settings weirdly.
I just set Charge - TimeUse to be longer than the total time to drain the weapon of all shots.
The weapon now drains all its shots, waits for a single Charge - TimeUse and thanks to e_chargeFlagRestoreAllChargesOnCooldown fully recharges the charges.
Thanks again for helping me find the answer.