The tooltip for the posion sacs seems to be missing a part of the description.
Terrain was definitely my favorite out of the first 3 maps.
Cutscenes and voice acting great as usual.
It would be cool to have a bonus objective. You could have a boss type enemy that if you kill you gain a resistance to the poison sacs. You would still get damaged by them but not as much.
When I played this map way back when, the poison sac mechanic was more annoying than anything. I really enjoyed the poison sac mechanic this time - I don't know if you increased the duration of the day/night cycles or I was just more prepared for them. I feel like you have enough time in between the poison sacs blowing their load that it's not annoying but they do enough damage that you have to pay attention and micro when needed.
It would be neat if you could adjust the lighting more drastically to distinguish between day and night.
Tested Map 2 last night on Hard. Gradius - your missions are long and tough!
I really enjoyed the first section of the mission where you just control the behemouth. The only thing I found that needs to be changed is the tooltip for its disabling cloud ability. The ability says that it prevents enemy units and structures from attacking while it actually decreases their attack speed.
There is definitely a performance drop in the 2nd half of the map, espcially when you send out the scourge waves. It wasn't a huge issue for me, but it may result in the map becoming unplayable for some. Just something to consider.
Those cloaked air attacks were a pain to deal with! You definitely need static defense to detect and deal with those things or just a bunch of overlords with speed.
I also think it would be neat to include a lore page on all of the units, buildings, etc. This could be on sc2mapster, another website, wherever. It would be nice to be able to read through all of the unit descriptions offline since you really don't have much time to do so in game as they are quite lengthy.
It would be neat if you could have the Play button for the Objectives Panel flash when it first appears or whenever a new objective is added or one is changed. The button would stop flashing after it has been clicked.
The voice acting is really well done. Enough said there.
For the intro text before the briefing room, maybe add a 'Press Space to Continue' tip near the bottom that pops up after a certain amount of time.
There are no health bars on the Eels.
I would decrease the amount of health that the Eels have for the first few times that they pop up. Later on, they could gain more upgrades or something to make them stronger. I just feel like the first few times they pop up, the player doesn't have too much time to build up a strong enough force.
The Spire building has an icon showing that it is needed for Mutalisks.
Spawn Broodlings tooltip on Queens doesn't state how much energy it uses.
I really like the unit descriptions for the custom units. You definitely put some thought into this.
Quote:
I don't understand how this would make a difference, especially with my style of brutally honest feedback. Feedback can be very helpful no matter what state a game is in.
I just said to keep it in consideration, not to change your feedback because of it. I think it's a good idea to know what state the game is in before playing, but it won't necessarily effect your feedback.
The only objective that I would suggest changing is in the first part of the map: just make the objective clear that the player must kill all three enemies before going on the beacon.
I think it is pretty self-evident that you are not supposed to run into the giant fireballs or lava.
Quote:
Do I have to skip the opening cutscene and the first wall of text and sit through several moments of screen transitions after each death?
You can always quick-save right once the mission starts. So if you have to retry, you can start playing again without having to watch the cinematics again. This is pretty common in custom campaigns.
Just wanted to note that the 3 maps released so far are still in alpha state so just take that into consideration when leaving feedback.
Quote:
Origins is currently in the alpha state and is an experimental campaign due to its lack of human characters and focus on environmental challenges over that of AI. Many features are planned, but their inclusion and even status of the project is contingent on my time, resources and overall reception of the project.
I played these 3 maps back in Feb. when they were in pre-alpha and even though the maps were pretty bareboned, they had really interesting gameplay mechanics. I'm looking forward to seeing what's changed since then!
I would suggest decreasing the amount of giant white flashes/blinks at the beginning. Or maybe see how increasing their duration looks. The rest looks really good!
This looks really well done! And I love that you mention that you don't want it to be just another ambitious project that never sees the light of day. I can only go off from what I see in your post, but you seem to have a really cool campaign brewing.
I'm glad someone else enjoyed this map as well! I played this map for over 45 minutes and never got bored until I seemingly broke the map by destroying the bridge too early. It's definitely different but quite fun once you get the hang of it and you can tell that effort was put into it with the custom menus and gameplay. Just give it a chance.
This map is definitely playable but has some things that need to be fixed, like only being able to use the numpad to navigate the menu and some objectives not completing if done out of order. I played this last night and will upload the video sometime this week on my channel. Definitely give this a chance. It takes a little while to get used to it but it has potential. You may end up hating the map but don't let others make that decision for you!
Regarding the quality standard. Every map maker is going to have a different idea of quality and will be bias towards their map one way or another, so this may be tricky. What we could do is have people quickly test a map beforehand but that is more work. I could help with that but I'm not going to be available every single week. What did you have in mind for implementing a quality standard?
0
Tested the 3rd mission on Hard.
0
@Trieva: Go
I would recommend just playing Shadow of the Xel'Naga then. No quicksaving needed and awesome campaign.
0
Tested Map 2 last night on Hard. Gradius - your missions are long and tough!
I really enjoyed the first section of the mission where you just control the behemouth. The only thing I found that needs to be changed is the tooltip for its disabling cloud ability. The ability says that it prevents enemy units and structures from attacking while it actually decreases their attack speed.
There is definitely a performance drop in the 2nd half of the map, espcially when you send out the scourge waves. It wasn't a huge issue for me, but it may result in the map becoming unplayable for some. Just something to consider.
Those cloaked air attacks were a pain to deal with! You definitely need static defense to detect and deal with those things or just a bunch of overlords with speed.
I also think it would be neat to include a lore page on all of the units, buildings, etc. This could be on sc2mapster, another website, wherever. It would be nice to be able to read through all of the unit descriptions offline since you really don't have much time to do so in game as they are quite lengthy.
0
@GnaReffotsirk: Go
It would be neat if you could have the Play button for the Objectives Panel flash when it first appears or whenever a new objective is added or one is changed. The button would stop flashing after it has been clicked.
0
@Apocalyphe: Go
Holy shit man. If the game plays half as good as it looks, we are in for a treat!
0
What exactly is the issue? I don't see anything wrong with the recording.
Concerning the dialogue, I have some suggestions.
EDIT - dialogue is most likely just for testing so ignore my comments above.
0
Just played Genesis on Hard.
I just said to keep it in consideration, not to change your feedback because of it. I think it's a good idea to know what state the game is in before playing, but it won't necessarily effect your feedback.
You can always quick-save right once the mission starts. So if you have to retry, you can start playing again without having to watch the cinematics again. This is pretty common in custom campaigns.
0
Just wanted to note that the 3 maps released so far are still in alpha state so just take that into consideration when leaving feedback.
I played these 3 maps back in Feb. when they were in pre-alpha and even though the maps were pretty bareboned, they had really interesting gameplay mechanics. I'm looking forward to seeing what's changed since then!
0
@GnaReffotsirk: Go
I think there should be a comma instead of a period after "In the year 2500".
0
I'm pretty excited to see what this has to offer. What do you all think?
Edit
0
I would suggest decreasing the amount of giant white flashes/blinks at the beginning. Or maybe see how increasing their duration looks. The rest looks really good!
0
This looks really well done! And I love that you mention that you don't want it to be just another ambitious project that never sees the light of day. I can only go off from what I see in your post, but you seem to have a really cool campaign brewing.
0
@GlornII: Go
I'm glad someone else enjoyed this map as well! I played this map for over 45 minutes and never got bored until I seemingly broke the map by destroying the bridge too early. It's definitely different but quite fun once you get the hang of it and you can tell that effort was put into it with the custom menus and gameplay. Just give it a chance.
0
Here's my playthrough of this map. Let me know if you have any questions.
0
@Bilxor: Go
This map is definitely playable but has some things that need to be fixed, like only being able to use the numpad to navigate the menu and some objectives not completing if done out of order. I played this last night and will upload the video sometime this week on my channel. Definitely give this a chance. It takes a little while to get used to it but it has potential. You may end up hating the map but don't let others make that decision for you!
Regarding the quality standard. Every map maker is going to have a different idea of quality and will be bias towards their map one way or another, so this may be tricky. What we could do is have people quickly test a map beforehand but that is more work. I could help with that but I'm not going to be available every single week. What did you have in mind for implementing a quality standard?