We haven't had any gamebreaking bugs in a while now, so you're generally just getting an improved experience with these updates. You may have noticed that we fire a LOT of them off; pretty much any time we make updates, we just push them. Once we're at a release candidate, we'll stop doing such frequent pushes.
Mod: Fixed the cutscene trigger so it correctly pauses the game once again.
1-4: The Mine Gate Bouncer has gotten significantly more picky about who she allows in and will now only open if greeted by Mox, Gurney, the Sensor Probe, and at least four Marine and two Ghosts.
1-5: Upgraded turret sensors, making them detectors.
We've gotten some tickets in that stem from out-of-date mods.
0.2.318
Patch Notes: Added Nannoth/Taeradun's attack fix to 0.2.299.
Mod: Fixed a tooltip or two.
1-4: Played matchmaker for the Zerg.
1-4: Added a tempting patch of rich minerals to the map. Also added some aggressive Zerg because greed is a sin and sinners will be punished.
1-4: The Sensor Probe can no longer build Protoss structures. We apologize, but the pathetic Terran meatsacks will have to do the job.
1-4: In a concession to the gamelike-nature of the campaign, units not within the camera bounds now pause, preventing your base from being sacked while you invade the Kel-Morian mine.
1-5: Removed a cruel trick that caused the First Aid Station to replenish shields instead of health.
1-6: Ran out of ways to say "made computer players allies."
It went up this morning. The first time I tried to upload failed, which is why there was a delay. Thank you so much for doing this video series!
Not just that, but I just put up rev304, which address a few of your comments from the first video:
0.2.304
Mod: Default map speed change to "Fast." Team Antioch feels that playing on faster is a choice best left to individuals with freaky fast fingers.
Campaign Launcher: Suppressed error massages.
Patch Notes: Declined to correct hilarious typo regarding error messages.
General: At the request of Jayborino, maps no longer automatically start at the end of the briefing. This will no doubt engender complaints about the end of the briefing, a fact to which the Antioch team resigns itself much as a prisoner resigns him or herself to the inevitable fall of the headsman's axe, or as do the last drifts of snow to spring's first rays of sun.
1-5: Added a prompt to keep the Sensor Probe close, disappointing many hungry Infested Terrans.
At this stage I don't really like to think of it as criticism, but rather observations. If this was a finished project, then yes, it would be criticism, but only because I don't believe in releasing projects and calling them finished when they clearly aren't. However, my blunt style of delivery probably alludes to far more hostility than is intended. I apologize if this is ever the case. I merely wish to see some friends create an exceptional project and expand the boundaries of their perceived abilities.
Don't worry, none of us are insulted. That said, don't count on us to do everything you said, either. Even things we agree with may not get changed. There's only so much time in the day and we're strongly opposed to letting perfectionism get in the way of productivity.
Your fourth screenshot looks very strange. The lighting for the static mesh objects is very bright and oversaturated compared to the rest of the scene (e.g. the heightmap terrain). I find it hard on the eyes, even. It would also appear that, while you placed many objects and decals for doodads on opposing walls, the walls facing away from the camera very clearly have no detailing whatsoever, and break the scene considerably. You should add details there to complete the scene. Additionally, I would consider turning down the specularity for the water in that second image. A sheet of white is also not very easy on the eyes nor pleasant to look at (maybe this is due to your camera angle, though). A consideration is to also brush work some textured weathering into the shoreside to reflect hydro erosion. I also recommend updating Gna's carrier texture to fit more closely with the existing protoss textures. I have such an updated texture on hand, but I also updated it for my modified version of that mesh which uses player colors. If you are interested perhaps I can modify it for your needs.
I have too much on my plate to give you a playtest, as I would probably spend hours per mission nitpicking details and I have a lot of other stuff to cast at the moment. Perhaps in the late future.
Thank you! We definitely appreciate the feedback. The campaign is still very much in beta, so all of the maps will receive at least one more pass. If you do find yourself with some free time, we'd be glad to have you on board!
I'm going to attach a few more screenshots from Wargirl, who took better shots than I did. [One thing that's become abundantly clear during this project is that I am about as far from being an artist as possible.]
We could use some more testers if anyone is able to help out with that :) We should be adding a pretty big milestone this weekend as well if you want to test next week.
To follow up here, we did push a major update last night, so I'd recommend downloading this new version. We've made some massive improvements, including some cosmetic work, as you can see below.
0
@Hammer107: Go
Thank you!
Jayborino has posted his video of mission 2: . It's hard to overstate how grateful we are for his support.
Just for fun, I'm attaching a screenshot from the city of Bora Dalis, where they can be a bit...particular about who gets in.
0
@JayborinoPlays: Go
We haven't had any gamebreaking bugs in a while now, so you're generally just getting an improved experience with these updates. You may have noticed that we fire a LOT of them off; pretty much any time we make updates, we just push them. Once we're at a release candidate, we'll stop doing such frequent pushes.
0
Please update your mod
0.2.327
0
Please Update Your Mods
This patch has major updates to the mod—many maps will not work without updating the mod.
0.2.324
0
@JayborinoPlays: Go
Speaking of...
0
Thank you so much—we really appreciate your generosity.
0
Please Update Your Mods
We've gotten some tickets in that stem from out-of-date mods.
0.2.318
0
Not just that, but I just put up rev304, which address a few of your comments from the first video:
0.2.304
0
It went up this morning. The first time I tried to upload failed, which is why there was a delay. Thank you so much for doing this video series!
0
I've decided to start posting patch notes here, as well.
0.2.299
0
A couple more whimsical bits here.
0
Don't worry, none of us are insulted. That said, don't count on us to do everything you said, either. Even things we agree with may not get changed. There's only so much time in the day and we're strongly opposed to letting perfectionism get in the way of productivity.
0
Thank you! We definitely appreciate the feedback. The campaign is still very much in beta, so all of the maps will receive at least one more pass. If you do find yourself with some free time, we'd be glad to have you on board!
I'm going to attach a few more screenshots from Wargirl, who took better shots than I did. [One thing that's become abundantly clear during this project is that I am about as far from being an artist as possible.]
0
To follow up here, we did push a major update last night, so I'd recommend downloading this new version. We've made some massive improvements, including some cosmetic work, as you can see below.
0
@Scbroodsc2: Go
We'd love to have on board! Send me a private message and I'll get you set up.