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    posted a message on Mass Recall v6.0 Silver

    Gnar'a models have really improved, from super rigid portings of sc1 sprites on a 3D model into this impressive cerebrate, or also the carrier... congratz

    Posted in: Project Workplace
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    posted a message on Dead Zone - Night Watch

    Did you remove the map from the Arcade, i saw it once but didn't have the chance to try it and now it's gone

    Posted in: Project Workplace
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    posted a message on StarCraft 2 Origins Campaign Help Needed

    Try to open a development thread to show/gather ideas or talk about solutions to bugs / game design issues... That should help a bit the development... Or just delete/postpone the project (i hope you won't do that)

    Posted in: Team Recruitment
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    posted a message on StarCraft 2 Origins Campaign Help Needed

    SC2 is slowly decaying... Good luck on finding help... I can't help because other than feedback and ideas i can't give nothing on data/triggering/cutscenes

    Posted in: Team Recruitment
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    posted a message on StarCraft II: Annihilation Campaign

    The thor boss was good imho

    Posted in: Map Feedback
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    posted a message on StarCraft II: Annihilation Campaign

    Uff... i will start with the bugs / errors...

    • It may happen that the -select spectre or ghost- screen persist even if you selected all the units
    • If i use the -X- spell of the marine hero on bunkers, the units on it will pop out damaged
    • Khaduros doesn't slash through the giant meelee mech ( don't know if intended or not)
    • Medics doesn't activate ammunition centers
    • The teleport beacons for the SCV hero are far too small, often he is not teleported because of ... reasons, you should do them bigger
    • Now let's break down the phases...
    • Phase 1: Dungeon Crawler with heroes, nothing too hard, spam AoEs and cloacks and you are good to go
    • Phase 2: An ok defensive/offensive RTS phase, place two turrets behind your minerals and three on top of the right ramp, add widow mines ahead of these turrets and any high ground vision is negated, then place 2 bunkers + 5 tanks and you defend easy... With warhound/golaith/mmm/spectre nukes you go ahead easily, same for defending the cannon
    • Phase 3: Like phase 1, then retreat all protoss units except Khaduros and aggro hard the rock towers to not be overrunned, nice choice, keeps the pacing interesting
    • Phase 4: The double boss battle was interesting, was like the Darklurker from Dark Souls 2, with the big difference to not being a stupid gimmick gank party, i hate so much that boss... Damn From...
    • Phase 5: This was pretty hard, i was too tired to remember to place some widow mines on the place where the hercules drop the units, add some flame/missile turrets and you resolved one attack wave (the base defence is the same of phase 2 but with only 3 tanks)
    • I used SCVs on the beacons to can keep them and the army composition was the same of before, too good seeing a 200 supply army reduce to 150 on less of 10 seconds ... Use less more warhounds that are marauders done better... Spectres with Nukes are able to clear the first line of defences (i forget to do that)
    • When you finally enjoyed the rape on the last base, repeat the widow mines / turrets trick
    • Other thing i don't understand is why if i lose control of a turret it switch to enemy control on zero seconds, but instead i have to wait 10 seconds to reclaim it, it should be wise to put it on neutral for 5 seconds if there are no units / enemy units on it before switching control
    • Not impossible phase, but pretty tricky, especially if you are an idiot and don't exploit the drop points
    • Phase 6: I don't understand this phase... i don't get it... Yes there are timings i know, i redid it 30 times so i know the mines/turrets tricks, remains the fact that units are way too much especially on the last phases... Maybe i just had to really wait the spawn points and just spawn mines on the main core to defend it and activate the 100% phase at the right moment... Anyway i don't really like the sistem - activate at the right time = thousand of damage / do it wrong 100 damage ... Imho it should be that he is vulnerable for X damage or at least for more seconds, what kind of weak spot it is if it is able to take from massive to minimum damage?
    • Final thoughts on phase 6, tone it down... Or increase the duration of turrets
    • Phase 7: I know that there is block pathing/cloack/AoE/snipe... But still i think you should slow that Swann down, i don't know if is possible or impossible because i cheated it at the third try since i was tired of that mission
    • For now that's all i remember, i will post more if it comes to my mind, great mission but the second part is a mess, at least you should touch the SCV and swann part because, as i said, the RTS part is doable with nukes and widow mines
    Posted in: Map Feedback
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    posted a message on Marauders!

    Mission 19 done, fun mission, for some reason i (The Defiling Ruler) was the number one target for most unit attacks, so i am an utility anti mech tank? Very good

    • One bug noticed, the red ping on the Titan persist even if i killed him
    • I think that a multiplayer version could work, don't know how but it could work
    Posted in: Map Feedback
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    posted a message on StarCraft II: Annihilation Campaign

    Before my review i must make you a question, did you really completed part 2 of mission 16 on brutal without cheating? If yes i don't believe it not even for a second... The part after the Odins are dead is pure cancer mate... The RTS mission is almost impossible ... The SCV hero part is impossible without cheats... Same for PTSD suicidal Swann that runs at 400 km/h... Like four hours to complete it and in the end i had to cheat... This mission was beautiful until the Odins, then it gave me aids.

    Posted in: Map Feedback
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    posted a message on A Silent Scream - Custom Campaign

    mission 8 and 9 are good but on mission 8 warhounds have goliath icons and mission 9 have standard carriers instead of the black skin... Plus it keeps crashing at phase 2, the one with the generators... I will check it when the next mission will come out...

    Posted in: Map Feedback
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    posted a message on Dead Zone - Night Watch

    How can you create so much atmosphere... The wastes, the indoor dark stage... Incredible. I will keep an eye on this, especially because i am dead space fan and a sci-fi survival horror mod it's only welcome to me

    Posted in: Project Workplace
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    posted a message on [Review] Ascendency : Mission 01 - 03

    I can't open the map, it says i require a battle net connection and then that it doesn't find battlenet files... Help pls

    Posted in: Map Review
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    posted a message on Starcraft 2: Time Convergence [Campaign] Feedback

    Two or Three raptor zerglings added should work, or some infested terrans, because you infested a bunker, it would make more sense to add 2 infested terrans to the waves

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

    Yeah, but the objective mark was not given... And i don't think that on a mission that has limited units a simple creep road is enough of a bonus when to get it you have to let your army suicide on sandbags for 5 minutes if you decide to go immediately to the bonus objective when you pop out the cave... That was what i meant, it should be an extra bonus imho... Considering also the lame lighting chain marauders... Maybe some extra units as i said before...

    • I watched the final cinematic, my poor badass Golems :(
    Posted in: Map Feedback
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    posted a message on Starcraft 2: Time Convergence [Campaign] Feedback

    I checked the last three mission you did, other then some grammar error i found them enjoyable even if flawed with some bugs, i mean the story it's narrated in a way so strange and rarely tried before that it becomes even more interesting...

    • The wisdom of pain:
    • Every hallucination generates a new hero icon
    • If i attack a unit from range, the other units doesn't react (especially marines), i suggest to increase the aggro range of all units
    • Exodus:
    • The ghost wave on the right get's stucked after 15 minutes mark and doesn't attack you anymore since is stucked on the colonist cocoons and other doodads
    • Nydus Network is unable to produce Nydus Worms
    • That is not a bug but a consideration, if i destroy the rocks i am heavily punished, yes i get the bonus objective, but then the Griphon rapes the spine colonies nearby the rocks and new and more powerful waves spawns... I don't know if this is triggered by rocks destruction or is just a sort of final wave ...
    • Winter of Blood:
    • Can you increase the vision range on the larva, is just annoying to have to restart the mission because you can't see what is behind three centimeters from your nose, i walked on wolf territory and bear territory, not even the time to put a foot on it and i was dead because i didn't see them...
    • You should remove or make as an enemy the sandbags, or my units will just suicide on them, just a suggestion, not a real problem, but with a limited amount of units it sounds relevant imho
    • Where do i get the -infest the bunker- objective? I infested the barrack down to the entrance of the cave that spawned zerg units but i didn't get the objective mark but i got some creep, i suggest to add even some extra troop if i do that bonus objective ...
    • Church of the Red Thunder:
    • No -ESC- button on the HERC hero building construction selection
    • Igor is not on F2 unit selection
    • The base with 5 vespene geyser have one of them, the one on the bottom/right, that cannot be builded since it too close to the tube doodad
    • On the factory tech addon there's an empty research square
    • I've enabled Kilborg but didn't get the objective mark
    • I don't know how to complete the truck and children bonuses, maybe because i am a dumbass and i destroyed the truck before discovering that the woman civilian was controllable
    • I suggest you to be more clear on the bonus objectives
    • Good luck with the next missions, it's interesting to see an Abathur so merciless to use pregnant women and the random russian dialogues (i don't know russian... sadly i will never know what they were saying)
    • The golem were badass but the life cost on the abilities were too high, especially the blink... And the giant AoE it's not viable on combat, it's like kill them, better let them tank with the medic behind that spams the queen regeneration spell
    • Nice touch the cyclones that counters hard the 30 armor of the golems, they made me lose sometimes
    Posted in: Map Feedback
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    posted a message on Jayborino's YouTube Feedback/Schedule Thread

    Yes, this kind of realistic mod deserves it, i want to see giant battles with all three races on glorious 1080p

    Posted in: Map Review
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