I need to organize my thoughts on what to play since Mass Recall will be all finished up within ~3 weeks. If anyone has any info on the Unknown Status section of campaigns or has a line to someone who may, I'd greatly appreciate it!
I'm leaning towards changing from 3 SC2 uploads a week to 2 because my voice is starting to really feel it these days.
Mass Recall v6 Queen of Blades
HeptaCraft VODs from the February tournament - I may dump these all in between The Iron Fist and Queen of Blades
showcasing co-op Rock the Cabinet entries with Deltron
WC3 - grueling WC1 remake should last awhile and I have a slew of other recommended campaigns after - no shortage there
SC1 - Charlie Vane's Salvation! Vision of the Future or Life of a Marine soon after
Complete/Near-Complete Campaigns (I will make showcase series for these first):
Replicant Ep V - Hultmanable (fully released)
Time Convergence - VastanX (11 of 12 maps released)
In-progress Campaigns (I'd like to start/continue a series for these when they are closer to complete. Reach out to Deltron for Beta showcases!):
Noir: Automata - EDHRIANO
Vorazun Campaign - PowerCoreX64
Wrath of the Tal'Darim - CybrosX
Annihilation - DudkiSC2
Lifeforce - Bilxor
Antioch Remastered - Team Antioch
Shadow of Liberty - PowerCoreX64
Enslavers Redux - OmegaWeaponX85
The Cerberus Files - SaintWarcry
Odyssey - CooperHawkes
Unknown Status (Looking for statuses from creators/anyone. Some are almost definitely abandoned, some I'm not so sure. Will do incomplete showcases if confirmed abandoned):
A Silent Scream (no new maps) - DatGamesense
Ignos (no new maps) - njordys
Mapsters (no new maps) - MaskedImposter
StarCraft: Ascendency (3 maps) - Atticuskirk
Limpid (1 map) - RodentWearingHat
Morals (1 map) - RobustProgram
Discord - (5 maps) - Baelethal
Legacy of the Confederation (no maps) - The Oracle
StarCraft: Revenants (1 map) - Hybrid Team
Abandoned/Indefinite Hold (Will do incomplete showcases when desperate for content):
Never thought my channel would grow like this to 10,000 subscribers! The credit really goes to all of the creators here, many who are still around and many who have since moved on, but we remember through their projects. And not just mapmakers, but asset designers who may lurk around behind the scenes and deserve to be better recognized.
It's been awesome to grow in tandem with the campaign scene is particular, as that's always been my cup of tea, and see others promoting it as well. It's never been my goal to monopolize showcasing and sharing cool projects; shoutout to other players like Delton, RedlerRed, and Kratosirving who also work to spread the word to an audience that still loves playing and watching all sorts of StarCraft.
Here's to seeing all sorts of new and cool maps in 2017! Have a great day everyone.
Hi everyone! I wanted to start a discussion thread to ask how everyone is doing as we start the new year. What exciting things do you want to share about any of your projects? Plugging away at something ongoing? Starting something brand, spanking new? Let us all know about it!
Will the mods be able to change/add any permalinks on the front page? I's nice to see it dynamically pick Mass Recall, though I think it would make the most sense to link to the Custom Campaign Initiate permanently from the front page, as well as any maps that have been recently active/most popular. The old Recently Active forum threads was quite nice as well if it's possible to get this re-added.
EDIT: And by popular projects I mean ones we can fiddle with - some of the popular projects like the old Rebel Yell campaign are deprecated and just confuse and take up space when new folks coming in to browse should just be directed to Mass Recall instead. Bottom line question is if any of the mods will have access to manually change some things like this to improve the overall browsing experience, particularly with newcomers.
I finished the campaign over the weekend and wanted to make you aware that choosing Painful Truth results in a bug. When a certain character is killed in the following cutscene, the No Hero Deaths objective triggers resulting in an immediate defeat screen and I couldn't fight the boss. This did not happen in the Beautiful Lie ending.
I wrote the "Don't be an asshole" rule for the original BWTT that is so hotly debated right now and it really was the most basic, off-the-cuff thing. This always seems to get overblown as ONLY SAY GOOD THINGS, which I don't really get. You can be honest without being a jerk about it. I even said that in the OP: "Please be honest, but don't be rude or make personal attacks", so I am genuinely curious how else this could be interpreted.
I'll go ahead and explain it seeing as how I get boatloads of shitty asshole comments all the time on my videos that irritate me. It's clear that some of my commenters are masturbating in their own smugness; they feel superior pointing out that Jayborino, someone who has created something/grown a following, has made a mistake. While it may be in their subconscious, it's very plain to me when certain comments pretty much only exist to flippantly condescend versus be informative, a conversation starter, or simply observational - all of these could be positive or negative in their content; you can point out a mistake I (or anyone) makes without being a smug asshole about it and I very much appreciate the folks that do it. I could seriously write pages on this topic now after experiencing it so intensely for 3 years.
This really seems like elementary stuff when it comes to social skills, and I feel like an asshole myself overly explaining it. I understand that text simply lacks tonal expression which is where most misunderstandings arise from on forums and within comment chains - and this is probably amplified even moreso with certain folks who struggle in real life with social cues, so I shouldn't be so quick to assume how simple it should be I guess.
My attitude is always accused of being overly nice or trying too hard to be positive but I am not saying you need to be super positive to fulfill this basic requirement. You can still leave an honest, opinionated, 'negative' comment (poor terraining, didn't like this cinematic) and have it still leave a positive impact on the reader. Don't be an asshole!
Taps foot impatiently* Well, I guess we just have to assume Evilborino got away with it and saved his sick child at the expense of killing all the Zerg Mapsters!
Yeah, for this reason I might need to make some changes. It might be a good idea to allow the player to destroy the bases, as their positions, particularly the Zerg bases, do make them slightly hard to avoid.
This is definitely up to you entirely - I think the charm of the macro section is that those bases never let up and can't be stopped, hence never ending pressure as opposed to downhill ease as you start rolling over them, removing their ability to attack you. I just view it as a very mild terrain issue where, if the lanes were widened a bit, your allies would be much less likely to get accidentally pulled into them due to the high sight ranges of their Void Rays, Collosi, and Carriers. Only other thing is the layout of the first expansion - not much room to lay defenses behind the minerals and I had hunter banelings jump up and kill all my workers :) What about flipping the geysers and the mineral patch placements?
Looking back on my recording now, you're definitely right. They made it down there often pretty early, it was later on when I needed them that they weren't making it and I was sort of salty at that point so my view was clouded, haha.
Edit: I didn't mention mission 16 - you are absolutely killing it with awesome boss fights in both 16 and 17. Someone should bundle all yours up like that Epic Boss Battles map that won Rock the Cabinet a few years back as people obviously like that map style and I bet it would perform well on the Arcade!
Just finished Map 17 - the Protoss and Zerg bases being beefed up the way they are makes it sort of irritating. I get why they are that way, but there's no indication you shouldn't try to wipe them out to stop the attacks until you lose an army trying to do it - it seemed intuitive to try to destroy their bases. The Idu'ran also frequently threw their attacking units away into those bases more often than not so they were pretty much unhelpful the whole time.
The attacks being non-stop with no way to eliminate the enemy production makes sense to uphold the challenge, but maybe you should remove the bases entirely and spawn the attack waves offscreen instead. Breaking into the front of the RSSI base even just on Hard difficulty was very rough as the Idu'ran never got remotely close because they walked into the super bases pretty much every time and I couldn't get any reinforcements up there in time to continue the assault.
I think this is on the cusp of being one of the best macro maps I've played, but there are minor things that added up to that made the first section bothersome to me personally.
On the other hand, I found the boss to be uniquely intense and probably the most enjoyable I've played since Col Kovac in Aureolin Eclipse :)
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Yeah dawg
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I need to organize my thoughts on what to play since Mass Recall will be all finished up within ~3 weeks. If anyone has any info on the Unknown Status section of campaigns or has a line to someone who may, I'd greatly appreciate it!
I'm leaning towards changing from 3 SC2 uploads a week to 2 because my voice is starting to really feel it these days.
Complete/Near-Complete Campaigns (I will make showcase series for these first):
In-progress Campaigns (I'd like to start/continue a series for these when they are closer to complete. Reach out to Deltron for Beta showcases!):
Unknown Status (Looking for statuses from creators/anyone. Some are almost definitely abandoned, some I'm not so sure. Will do incomplete showcases if confirmed abandoned):
Abandoned/Indefinite Hold (Will do incomplete showcases when desperate for content):
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Woohoo! Really looking forward to playing Ep V :)
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Woohoo!
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Only to my Patreon followers who are at the $50,000 tier or higher. (I don't actually have a Patreon)
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Never thought my channel would grow like this to 10,000 subscribers! The credit really goes to all of the creators here, many who are still around and many who have since moved on, but we remember through their projects. And not just mapmakers, but asset designers who may lurk around behind the scenes and deserve to be better recognized.
It's been awesome to grow in tandem with the campaign scene is particular, as that's always been my cup of tea, and see others promoting it as well. It's never been my goal to monopolize showcasing and sharing cool projects; shoutout to other players like Delton, RedlerRed, and Kratosirving who also work to spread the word to an audience that still loves playing and watching all sorts of StarCraft.
Here's to seeing all sorts of new and cool maps in 2017! Have a great day everyone.
0
Hi everyone! I wanted to start a discussion thread to ask how everyone is doing as we start the new year. What exciting things do you want to share about any of your projects? Plugging away at something ongoing? Starting something brand, spanking new? Let us all know about it!
0
Will the mods be able to change/add any permalinks on the front page? I's nice to see it dynamically pick Mass Recall, though I think it would make the most sense to link to the Custom Campaign Initiate permanently from the front page, as well as any maps that have been recently active/most popular. The old Recently Active forum threads was quite nice as well if it's possible to get this re-added.
EDIT: And by popular projects I mean ones we can fiddle with - some of the popular projects like the old Rebel Yell campaign are deprecated and just confuse and take up space when new folks coming in to browse should just be directed to Mass Recall instead. Bottom line question is if any of the mods will have access to manually change some things like this to improve the overall browsing experience, particularly with newcomers.
0
I finished the campaign over the weekend and wanted to make you aware that choosing Painful Truth results in a bug. When a certain character is killed in the following cutscene, the No Hero Deaths objective triggers resulting in an immediate defeat screen and I couldn't fight the boss. This did not happen in the Beautiful Lie ending.
0
I wrote the "Don't be an asshole" rule for the original BWTT that is so hotly debated right now and it really was the most basic, off-the-cuff thing. This always seems to get overblown as ONLY SAY GOOD THINGS, which I don't really get. You can be honest without being a jerk about it. I even said that in the OP: "Please be honest, but don't be rude or make personal attacks", so I am genuinely curious how else this could be interpreted.
I'll go ahead and explain it seeing as how I get boatloads of shitty asshole comments all the time on my videos that irritate me. It's clear that some of my commenters are masturbating in their own smugness; they feel superior pointing out that Jayborino, someone who has created something/grown a following, has made a mistake. While it may be in their subconscious, it's very plain to me when certain comments pretty much only exist to flippantly condescend versus be informative, a conversation starter, or simply observational - all of these could be positive or negative in their content; you can point out a mistake I (or anyone) makes without being a smug asshole about it and I very much appreciate the folks that do it. I could seriously write pages on this topic now after experiencing it so intensely for 3 years.
This really seems like elementary stuff when it comes to social skills, and I feel like an asshole myself overly explaining it. I understand that text simply lacks tonal expression which is where most misunderstandings arise from on forums and within comment chains - and this is probably amplified even moreso with certain folks who struggle in real life with social cues, so I shouldn't be so quick to assume how simple it should be I guess.
My attitude is always accused of being overly nice or trying too hard to be positive but I am not saying you need to be super positive to fulfill this basic requirement. You can still leave an honest, opinionated, 'negative' comment (poor terraining, didn't like this cinematic) and have it still leave a positive impact on the reader. Don't be an asshole!
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@MaskedImposter: Go
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Looking good, as always!
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@DudkiSC2: Go
This is definitely up to you entirely - I think the charm of the macro section is that those bases never let up and can't be stopped, hence never ending pressure as opposed to downhill ease as you start rolling over them, removing their ability to attack you. I just view it as a very mild terrain issue where, if the lanes were widened a bit, your allies would be much less likely to get accidentally pulled into them due to the high sight ranges of their Void Rays, Collosi, and Carriers. Only other thing is the layout of the first expansion - not much room to lay defenses behind the minerals and I had hunter banelings jump up and kill all my workers :) What about flipping the geysers and the mineral patch placements?
0
@DudkiSC2: Go
Looking back on my recording now, you're definitely right. They made it down there often pretty early, it was later on when I needed them that they weren't making it and I was sort of salty at that point so my view was clouded, haha.
Edit: I didn't mention mission 16 - you are absolutely killing it with awesome boss fights in both 16 and 17. Someone should bundle all yours up like that Epic Boss Battles map that won Rock the Cabinet a few years back as people obviously like that map style and I bet it would perform well on the Arcade!
0
Just finished Map 17 - the Protoss and Zerg bases being beefed up the way they are makes it sort of irritating. I get why they are that way, but there's no indication you shouldn't try to wipe them out to stop the attacks until you lose an army trying to do it - it seemed intuitive to try to destroy their bases. The Idu'ran also frequently threw their attacking units away into those bases more often than not so they were pretty much unhelpful the whole time.
The attacks being non-stop with no way to eliminate the enemy production makes sense to uphold the challenge, but maybe you should remove the bases entirely and spawn the attack waves offscreen instead. Breaking into the front of the RSSI base even just on Hard difficulty was very rough as the Idu'ran never got remotely close because they walked into the super bases pretty much every time and I couldn't get any reinforcements up there in time to continue the assault.
I think this is on the cusp of being one of the best macro maps I've played, but there are minor things that added up to that made the first section bothersome to me personally.
On the other hand, I found the boss to be uniquely intense and probably the most enjoyable I've played since Col Kovac in Aureolin Eclipse :)