Just wanted to say thank you for making this mod/arcade game. It is readily apparent that a lot of hard work and talent went into making this. It's so much fun to play and could easily act as a standalone game outside of the SC2 arcade.
I'm glad you got it working, but there either needs to be something telling mapmakers to upload their projects as .zip files or remove the file size restriction completely.
Working on it now. I noticed that some of the links are broken if you aren't signed in. I'll see what I can do.
Edit: I fixed a few links and modified the text/formatting a little bit, but the layout of the site still needs work to look decent. The news section has been updated too.
Happy New Years everyone! Hope everyone had a great holiday break! I just got back from 3 weeks of traveling so I'm currently catching back up with work and checking to see what campaigns I will be recording in the near future.
Time Convergence (2 new maps and 1 cinematic)
Shadow of Liberty (1 new map)
Vorazun Campaign (new campaign - First map released)
Amber Sun
Let me know if there is anything in particular that you would like me to play that's not on this list.
I also plan on continuing playing SC2 Co-op with Jayborino (finish Stukov|Nova leveling, weekly mutations, road to 90 mastery, etc.). We might also try out some other co-op/multiplayer games on the Arcade. The newly released Blizzard Enforcement game definitely has my attention as one possible choice.
So you thought all missions were too easy or just 1 and 2?
I've played through the first 3 missions so far. Yes the first mission is pretty easy, but then again, it's the first mission. It's a nice introduction to Ras'Gul and his abilities.
The 2nd mission is harder than the first, but as the mission progresses, you start to ball out of control. I don't see this as an issue at all since most macro maps follow this trend. The enemy attacks your base frequently enough that you definitely have to respond or set up a lot of cannons. Cannons will die so fast to enemy destroyers and collosi so they serve mostly to delay. If I remember correctly, the first 2 and the last terrazine extraction points had a good amount of enemies warping in to defend them. For the remainder, I don't recall any forces warping in, so they were pretty easy to take. I would just make sure there are at least some enemy forces warping in once you start the extraction. I also noticed that the probe could move once the extraction starts and if you move it back to the extraction point, it resets the timer.
The 3rd mission is not easy at all. The enemy attacks from multiple directions and sends quite a few hybrid at you. I lost the first time I played it as I wasn't prepared for one of the air attacks that went straight for Ras-Gul.
Awesome to see that this site is being actively updated. I agree that there will be things that take a bit getting used to and some growing pains but I think it's off to a good start. I just have some minor suggestions:
I preferred the larger icons/thumbnails on the Maps page from the old site. They don't need to be huge, but a tad bigger wouldn't hurt.
This was already brought up, but I don't think the Rewards Program needs to be on the front page at all. Just make it a separate page or an option that you can get to through your profile settings.
On the front page, "Start Your Project" and "Browse Projects" link to the same site. Either combine the options into a single button or make their paths unique.
Not sure if the "UPDATE" icons under the "What's New" section are placeholders but something needs to be done about them.
Does anyone know what the "Paste" section is for?
And last but not least - Where is the Zerg love on the front page? ;)
I agree that the macro section is much easier compared to the micro section. But since you have "Boot Camp" tutorial objectives, it feels like it should be easy.
The point is that I feel brutal waves don't punish poor micro (you may disagree, considering this is mission 1).
Not only is it a mission 1, but you also have to keep in mind that becoming familiar with a map can make even a challenging map quite simple. I believe that a map's difficulty should be intended for those playing without having any prior knowledge of the map.
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Just wanted to say thank you for making this mod/arcade game. It is readily apparent that a lot of hard work and talent went into making this. It's so much fun to play and could easily act as a standalone game outside of the SC2 arcade.
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Jay and I are currently doing an Arcade showcase of Blizzard Enforcement (spoiler - it's amazing) (https://www.youtube.com/playlist?list=PLMmfhvBzj4FBwyM1AvZOlDxaUpFJu_VZP)
Bilxor, I'm very excited to see what you have in store for us in the next (final?) part of LifeForce.
Robinicus, looking forward to seeing the changes you've made with your map.
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This is fantastic news!
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I'm glad you got it working, but there either needs to be something telling mapmakers to upload their projects as .zip files or remove the file size restriction completely.
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Just upload the maps to dropbox (or something similar) and provide the shared links on the project page. It's a workaround until they fix this issue.
Edit: Try uploading them as .zip files.
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Even if you don't win, I'm sure there are plenty of people here on sc2mapster that would love to try out these custom co-op maps!
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Happy New Years everyone! Hope everyone had a great holiday break! I just got back from 3 weeks of traveling so I'm currently catching back up with work and checking to see what campaigns I will be recording in the near future.
Let me know if there is anything in particular that you would like me to play that's not on this list.
I also plan on continuing playing SC2 Co-op with Jayborino (finish Stukov|Nova leveling, weekly mutations, road to 90 mastery, etc.). We might also try out some other co-op/multiplayer games on the Arcade. The newly released Blizzard Enforcement game definitely has my attention as one possible choice.
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So you thought all missions were too easy or just 1 and 2?
I've played through the first 3 missions so far. Yes the first mission is pretty easy, but then again, it's the first mission. It's a nice introduction to Ras'Gul and his abilities.
The 2nd mission is harder than the first, but as the mission progresses, you start to ball out of control. I don't see this as an issue at all since most macro maps follow this trend. The enemy attacks your base frequently enough that you definitely have to respond or set up a lot of cannons. Cannons will die so fast to enemy destroyers and collosi so they serve mostly to delay. If I remember correctly, the first 2 and the last terrazine extraction points had a good amount of enemies warping in to defend them. For the remainder, I don't recall any forces warping in, so they were pretty easy to take. I would just make sure there are at least some enemy forces warping in once you start the extraction. I also noticed that the probe could move once the extraction starts and if you move it back to the extraction point, it resets the timer.
The 3rd mission is not easy at all. The enemy attacks from multiple directions and sends quite a few hybrid at you. I lost the first time I played it as I wasn't prepared for one of the air attacks that went straight for Ras-Gul.
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This is great! Thank you!
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Awesome to see that this site is being actively updated. I agree that there will be things that take a bit getting used to and some growing pains but I think it's off to a good start. I just have some minor suggestions:
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I agree that the macro section is much easier compared to the micro section. But since you have "Boot Camp" tutorial objectives, it feels like it should be easy.
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I really hope this gets fixed soon... I miss my Annihilation fix.
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