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    posted a message on Legacy of Liberty - Feedback

    I played M3 yesterday. The air units, mining in space, new buildings, etc. were all very intriguing. However, I think the mission suffers from being a little monotonous. Overall it was just way to easy. I would increase the difficulty and vary up the attack waves. It was fun playing around with the new units but everything up until the final large enemy group was just too easy. I hope to see more of these air units in future missions! They don't even have to be space based maps.

    Some other notes:

    • F2 doesn't select Griffons.
    • It was hard to tell if the mining units were actually mining. It would be cool if there were some sort of animation or effect for this to let the player know that mining is taking place and that the units aren't just standing around.
    • Overlord counter - think about adding a counter for # of overlords remaining.
    Posted in: Map Feedback
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    posted a message on [Misc] Beginner Map Making Tutorial Videos

    @Hockleberry: Go

    Thanks man. Hopefully these videos can be of some use to others.

    Posted in: Tutorials
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    posted a message on [Misc] Beginner Map Making Tutorial Videos

    Hi everyone! I've been playing many SC2 custom campaigns for about the past year and have more recently been trying to become more of an active tester for those campaigns, which I thoroughly enjoy playing.

    I started playing around with the galaxy editor about two weeks ago, which I've been interested in learning for a while. I started with Blizzard's Map Making Tutorial, which is an overview of the three main editor modules (Terrain, Triggers, and Data), and decided to make a video series to complement the written tutorials. One reason for doing this is that there were quite a few comments saying that these tutorials were outdated, but the main reason for doing this series was to teach myself as much as to hopefully help other beginners like me learn the basics of the editor.

    Here is the video series if you want to check it out: Beginner Map Making Tutorial Video Playlist

    And here is Blizzard's map making tutorial website that I go over in the videos: http://us.battle.net/sc2/en/game/maps-and-mods/

    I plan on making more video tutorials in the future as I continue to get more familiar with the editor. Also, don't hesitate to let me know of anything that I can do to improve these videos in the future. Thanks!

    Posted in: Tutorials
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    posted a message on Hammer of Dawn - Custom Campaign Feedback

    @EDHRIANO: Go

    I replayed M1 and played M2 as well.

    I was able to beat the boss in M1 without too much trouble and didn't have any bugs with it not attacking at any point.

    I enjoyed M2 but I had played the Pandora map that it's based on, so the terrain and boss weren't new to me. I will say that the boss was much easier to defeat with 4 heroes instead of just the one that you have in the Pandora map. I think the boss fight is balanced well, so I wouldn't recommend any changes there. I did notice that the bridge that collapses is suddenly fixed again after the cutscene with the Collossi. I'm not sure if this is when it fixes itself, but this is when I noticed it. It shows that the bridge is broken on the mini map and it won't let me cross it, but it appears fixed. I also noticed that F2 doesn't select all your units. My only other recommendation would be to vary the enemy units up a bit. Overall I'm intrigued by the story so far.

    Posted in: Map Feedback
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    posted a message on Hybrid Campaign Project - Feedback

    I just finished playing the first mission that you guys released. I have to say that I thought it was awesome and was a ton of fun playing. This campaign has a lot of potential and I really hope the rest of the missions are made to the same standard as this one. You can tell a lot of time and thought went into making this map.

    - I really like the whole mysterious story, which fits well into the gameplay and learning who you are, gaining abilities, finding the hybrid units to rescue, etc. The dialogue was really well done as well. Also, having it tie into existing lore but still remaining new is a bonus.

    - I liked that there wasn't an objective and that you just had to explore the map. Again this fits into the mysterious tone of the mission.

    - The terraining was awesome. So props to whoever did that.

    - The main hybrid unit model looked really good too. My first reaction was that she looked so cute haha, which I actually said out loud while playing. I guess I'm not used to seeing "baby" sized hybrid.

    - I played on Hard diff. and the balance seemed right. It forced me to micro, which I think any Hard micro mission should make you do, but didn't feel overtly difficult at any point.

    - There was only 1 beacon that I couldn't figure out how to get to, which was the beacon near the top-left of the map that was on the high ground with a few marines. Now that I think about it though, I think there was a ledge on the other side that could possibly give you vision so you could blink across.

    - One small "bug". You can blink across the main gate when it is closed. This is the gate that you are supposed to hit to beacon to open it. I blinked across it when it was closed, realized that I probably wasn't supposed to do that and then just went back. I would just make sure that the player can't blink past any gates that they aren't supposed to, especially the main one.

    So yeah, I'm probably missing some stuff, but really well made first mission. I'm excited to see how this continues.

    Posted in: Map Feedback
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    posted a message on Hammer of Dawn - Custom Campaign Feedback

    I just attempted the pilot. I really liked the custom units, the tips on the 4 characters that gave some background, and the story is off to an interesting start. I found the dialogue pretty funny at some points too, in a good way.

    There were 2 issues I had though. The banelings seemed to unburrow right on top of my units, which killed my medic pretty fast my first 2 playthroughs. I then learned my lesson and kept my medic WAY in the back and it was fine. However I feel that this needs some balancing (maybe only have a single baneling in each group - it seemed like there were 2 but I could be wrong), otherwise the player is going to die since they don't know this beforehand. Or just have the banelings not unburrow right on top of your units.

    The next thing is that I think the boss is way too hard, especially for the first mission. The fire beam was almost impossible to avoid since the beam moves very fast and the space to move around is very limited. Also I think it has too much health, plus it has the ability to heal itself. I tried several times and could never get its health below 4000/5000.

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

    Hey man, I just finished the M4: No Turning Back. Some notes:

    • Kassiday - no unit portrait until ending cinematic (I believe this is intentional since she is supposed to be a secret). If it is intentional then it is fine the way it is. It was just a little confusing as to why there was no unit portrait but that could just be me. You could have her name hidden as well instead since you aren't supposed to know who she is.
    • Ma'lash has 2 't' abilities.
    • Can walk through the large temple doodad located at the beginning of the map to the north.
    • I liked the resource pallet pickups but I would spread them out a little more, especially at the beginning of the map to give the player a reward for destroying the buildings located the near beginning of the map.
    • Corsairs and Phoenixes - they are visible near the top of base and just hang out there.
    • I would just get rid of the high and dark templar unit options from the gateways since you can't tech up to build them. Not a big deal though.
    • Selendis yells fire at one point and a notification shows on one of the bridges, but nothing happens. This happened before entering the last enemy section. I think the beam is supposed to pop like it does in that last section. Maybe have her say "fire" each time the beam shows up. I really liked this mechanic btw.
    • There are 2 void rays that don't attack you when being attacked - they show as enemies though.
    • Overall, I really enjoyed this mission. The terrain is really well done. Compliments to DeltaCadimus for that. I also liked having to discover portions of the map, rescuing the 2 nexi, the purifier beam, and the cinematics. Damn those reavers though haha.
    Posted in: Map Feedback
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    posted a message on A Silent Scream - Custom Campaign

    I just played M3. I'm pretty sure I killed everything but I never got the victory trigger. Did you have to destroy every building + units? I did skip the intro cinematic so I don't know if that affected it or not. If it is destroy absolutely everything maybe consider just having to kill the command centers. It already is a pretty long macro mission anyways. Some thoughts/notes:

    • I lost the first playthrough, losing the planet cracker. I really enjoyed the intro cinematic btw. The only thing was the music was pretty intense for the humorous dialogue that was going on.
    • The second playthrough was the one where I skipped the intro cinematic. The trick is just spamming the vortex/suck everything up ability with the planet cracker. I think you could reduce the number of enemy units a little bit at the beginning or just spread them out so they don't all start attacking you at once since this is the first time the player is actually using the mothership and doesn't know what its abilities are beforehand.
    • Other than that there are just some minor bugs. The ascendant has 2 t-abilities. The reaver and wrathwalker are both 'c' to build. The blood hunter has shadow fury ability instead of void prism. I'm really enjoying getting to play this campaign so far, especially the units that you get to use.
    Posted in: Map Feedback
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    posted a message on StarCraft 2 Origins Campaign Help Needed

    Sweet! I would be happy to help test the maps. Looking forward to it!

    Posted in: Team Recruitment
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    posted a message on A Silent Scream - Custom Campaign

    @JayborinoPlays: Go

    That's strange. I played the first map twice and this never happened to me. The final section was quite challenging (reason as to why I played this twice). The map must have been changed since then.

    Posted in: Map Feedback
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    posted a message on Jayborino's YouTube Feedback/Schedule Thread

    @MaskedImposter: Go

    Thanks Imposter! Hopefully we will get to meet playing some games for Jay's channel one day. Also congrats on the new job!

    Posted in: Map Review
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    posted a message on Jayborino's YouTube Feedback/Schedule Thread

    @SamsaraNoMas: Go Instead you will have to settle for my beautiful voice. Free of charge though.

    You know what would be a really cool map idea. Have the co-op mode but instead of playing vs the A.I., make it so one or two more players take the place of the A.I. It would have to balanced of course, but I imagine if done correctly it would be really fun. The protect the temple map would be a good one to start with, having one team defending and the other attacking.

    Also, I'm not too familiar with what is all out there on the Arcade, but I agree with Jay that an arcade series with a small group of people would be a lot of fun. I'll try looking up some good ones.

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

    I played the 2nd mission last night. Really enjoyed it along with the cinematics. Really well done. Some notes:

    • Robotics facility - it says train immortals but vanguards are produced.
    • There are random medivacs that fly over my bases. They don't drop any units. I think the intention was for them to come with the attack waves, but I am unsure.
    • Until you kill the firebat that is attacking the trees (the one closest to your starting base I believe), medics aggregate upon him. When I went to attack him there were about 10 medics standing around him.
    • You can't build anymore gateways. I think this was intentional but I was confused as to why.
    • There are no detectors for the attack waves, which made it was very easy to defend with just dark templar since I think all but 1 or 2 attack waves in the entire mission were composed of just ground units. I would add more air attacks (later on in the mission) and/or bring occasional detection (only on some of the attack waves). This way dts can't be solely used for defense.
    • I would suggest adding some in-game dialogue between Ma'lash and the nova character (sorry I forgot her name) after killing the titan. I liked the titan boss addition - it added to the macro gameplay in a fun way.
    • The rescuing of the nexi should be a bonus objective. By doing this the player is still forced to capture some of them so that they can build up a large enough army, but it also gives the players more choices instead of forcing them to do something when it may be unnecessary and make the mission last a lot longer than it should be.
    Posted in: Map Feedback
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    posted a message on A Silent Scream - Custom Campaign

    Awesome first mission! The mission launcher is fantastic - love that you can have a different scene for each mission you select. I also really liked the mysterious tone of the mission, the music, and the dialogue. The only thing that I found that could be fixed was the double health bar for Ma'Lash. I lost the first runthrough just because I didn't mind control enough units. The second time through I had more than enough.

    Posted in: Map Feedback
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    posted a message on Starcraft: Pandora needs testers

    @Hultmanable: Go

    Just played M7:Pandora. I both really liked and hated the camera and minimap changes you put into this map. It made it challenging and unique (in a good way) but it was also frustrating which I think was mostly due to the large map size. I would reduce the size of the map by at least 25%. This will make it easier for the player to get around and not get lost as easily. You could also reduce the number of dead end paths. Even with these changes the map would still be challenging enough. Some small things:

    • Kel'Rash's storm does do friendly damage but the tooltip says that it does not. M5 had the same problem. The high templars storm does not do friendly fire.
    • Sentrys don't have shield recharge, but it says they are supposed to.
    • There was no victory screen. Just a black screen with music playing.

    Looking forward to the last mission!

    Posted in: Map Feedback
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