Wow this campaign ended with a bang, i loved the zerg storyline (one of the best on scmapster), loved a lot that we touch religious themes and we have russia instead of the classic/clichè tales about mercs/elite soldiers/rebels on a american-ish politic environment that we got on the other terran campaigns here on mapster...
Now let's analize mission 6 - 7 - 8 (final mission) with some feedback
Mission 6: With the fixes is now perfectly doable, not a great mission but acceptable, i hate the tight corridors, that gets my fat mechs clumped in if i don't pay attention.
Rocks needs to be neutral, not of player one (myself)
Giant widow mines doesn't cost supplies, don't know if intended
I cannot kill creep tumors, maybe you made it so it could persist around my base
Ram and Medics have the same -E- hotkey
Black wolf spell uses the straigh line AoE of raynor from belly of the beast, there it made sense, it was a dungeon crawler map with no army to protect your hero, but here he shoots kilometers away from the main army and a mid range spell is pratically useless for him, maybe a snipe or a missile, or a long range AoE
I suggest to put a heal spell on the marine hero, he is alwais on the frontline and he gets in trouble if you don't have medics
You didn't a description to secondary objectives
Mission 7 was fantastic, i was evolving my units directly during the mission, for a zerg fan there's nothing more awesome than that... I only suggest you to make more clear that you have to suicide zerglings into the pit, plus you should make aberrations not able to be evolved to lava, since they cannot jump, like add the message -no need to kill other units- when you evolve zerglings, or instead add a jump to aberrations
Put some spore on the drop locations of the dropship, even only one as a hint that you have to build them behind ur minerals to delay drops
Cyracrost was awesome, end of the story, maybe it could need more attack range, considered how he is big, range is not that much, at least 15 would be ok on my book
Symbiote eye is invulnerable, why not make it unattackable? So it doesn't run away when he is spying enemy bases
Phyrexioz that is able to gather information from terran tech was a great idea, also the model (scourge launcher) seems appropriate
Cinematic was good, loved the idea of evolving machines, very clever to morph purifiers on terran machines
Great mission, with the right care you can easily clear the defences and win with a big army, loved the giant meelee ech, awesome model... Only suggestion is to add a giant miniboss that pushes the allied waves and needs my army to be destroyed, because the allied army broke the main door before i could get to it on time...
Great campaign and for once we finally had great zerg characters and plot, very good stuff
I expect Stukov commander and mission pack ... But I would prefer Dehaka... With all the Stukov data we found on the editor I think we'll have our favourite Vodkalisk anyway
It seems that I lose also if I don't lose special hercs, the third wall fell while I was campering on the mid of my base and BAM... loss... I will pass these ones, not a fan of cheats if I am not forced to do it
I will try to write this on the kindest way possible, map 6 is LAZY. First the point, -hah i (the creator of the map itself) beated it, it's not impossible-, is a 100% invalid argument on most cases, because you know exactly what is going to happen and what to do, because you designed it.
The strategy to kill rocks is not available, because there are fucktons of rocks everywhere for no reason, on a map that starts like this -hi, welcome to the mission, try to survive, go fuck yourself and figure out what you have to do on less of 30 seconds- there is no time to kill rocks and keep the production going, i suggets to remove these stupid rocks if you want to keep these dumbass timings on the early waves...
The special hercs, my ONLY builders, have the grapple spell TOGGLED ON... So they will kill themselves if i don't remember to toggle it off and even better they are on the F2 tab so i will gladly send them to suicide if i don't pay attention... You have to remove them from the F2 tab and toggle off that stupid hoock
For some reason i get instaloss if i lose all special hercs, even if they are on the bonus objectives...
I was trying to mass all the army on the middle of the map and i eventually instaloss because all special hercs were dead
Let me tell you... This map need a looooooot of polish, for now is almost a joke
Good terrain, not very difficult mission after the hell of mission 2, the new unit is good, basically the mission is supply cap queen venom roaches and move/attack into enemy bases... Terrain is great, the cinematics gets better and better (you even did the briefing on hots style, such style)... Only one thing was strange (or intentionally unexplained)
SPOILERS
Why does abathur and mini zurvan want to kill the overmind on the exact second they see the cocoon? Was it to not lose their free will or independency ?
Thecustom models for marauders were great, the tactic is to basically camper bunkers everywhere and move out with the hero and a small army while massing, the difficulty was nice on brutal, 3/3 aberrations kicks some asses
i meant that the green box where you write texts doesn't appear on the center of the screen but on the bottom left corner, even on this steal-the-giant-mech mission, good stealth mission, even better when i pick up the big guy, only thing is that objective mark on the minimap doesn't disappear once completed... Can't wait to see that mech in action on the marauder squad
Checked -Evolution- mission, a great mission flawed with a giant backtracking mechanic... Plus some minor grammar issues (take in mind that not even my english is incredible).
Your campaign really has an interesting story, terrain and gameplay keeps getting better with every new one, i have to be honest, i was not really impressed by the first mission, i felt it more like an arcade boring game instead of a mission, only the story/narrative kept me hooked, and keep following this project was actually a great idea, GG sir
Here's what i think of this mission:
Affermative, not Aff -I- rmative
The idea to add remastered WC3 models for the new units is great, i loved it, especially to see my loved Crypt Lords forming an army
For some reasons i lost two times when i destroyed the second rain generator thing on the right base... Maybe i didn't get something, maybe it's a bug, who knows...
When i destroy the mid base locusts stop spawning, don't know if intended or not
Can you make that bridges re-extend themselves when you destroy a certain building on the bases they connect? Because it's a really boring backtracking process to have to pick the giant bear everytime and go back to my base to replenish my army that if a click can be oneshotted by laserauders and siegebreakers... It's really lame to have to wait minutes to go to your base, pick the units, return to your desired point multiple times... I had to do it a lot of times... Really lame imho
Good mission with good challenge and the only thing i noticed is that once again there are no differencies between aiur zealot and purifier zealot, one doesn't have AoE and the other doesn't respawn after death ...
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Wow this campaign ended with a bang, i loved the zerg storyline (one of the best on scmapster), loved a lot that we touch religious themes and we have russia instead of the classic/clichè tales about mercs/elite soldiers/rebels on a american-ish politic environment that we got on the other terran campaigns here on mapster...
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Does anyone know how to extract the zerg guardian from heroes of the storm without the metal pieces attached?
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I expect Stukov commander and mission pack ... But I would prefer Dehaka... With all the Stukov data we found on the editor I think we'll have our favourite Vodkalisk anyway
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Dem plot twist
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It seems that I lose also if I don't lose special hercs, the third wall fell while I was campering on the mid of my base and BAM... loss... I will pass these ones, not a fan of cheats if I am not forced to do it
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I will try to write this on the kindest way possible, map 6 is LAZY. First the point, -hah i (the creator of the map itself) beated it, it's not impossible-, is a 100% invalid argument on most cases, because you know exactly what is going to happen and what to do, because you designed it.
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I suggest it to make it a bit more clear, or you could specify that they saw the overmind as an oppressor, i don't know
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Good terrain, not very difficult mission after the hell of mission 2, the new unit is good, basically the mission is supply cap queen venom roaches and move/attack into enemy bases... Terrain is great, the cinematics gets better and better (you even did the briefing on hots style, such style)... Only one thing was strange (or intentionally unexplained)
0
Thecustom models for marauders were great, the tactic is to basically camper bunkers everywhere and move out with the hero and a small army while massing, the difficulty was nice on brutal, 3/3 aberrations kicks some asses
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i meant that the green box where you write texts doesn't appear on the center of the screen but on the bottom left corner, even on this steal-the-giant-mech mission, good stealth mission, even better when i pick up the big guy, only thing is that objective mark on the minimap doesn't disappear once completed... Can't wait to see that mech in action on the marauder squad
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Strangely enough i never heard of this custom campaign, i shall lurk nearby waiting for news
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It looks more like a Naga
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Checked -Evolution- mission, a great mission flawed with a giant backtracking mechanic... Plus some minor grammar issues (take in mind that not even my english is incredible).
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Just forgot one bug, for some reaso the "write text" window appears on the bottom left corner of the UI, where there's the minimap
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Good mission with good challenge and the only thing i noticed is that once again there are no differencies between aiur zealot and purifier zealot, one doesn't have AoE and the other doesn't respawn after death ...