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    posted a message on Hammer of Dawn - Custom Campaign Feedback

    @EDHRIANO: Go

    The QWER mod doesn't seem to work on any of the missions other than Last Remnant

    Posted in: Map Feedback
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    posted a message on The Forgotten Ones (campaign)

    @ksnumedia: Go

    Actually, the lag started before I destroyed the prison where the Preserver was trapped in and the lag stopped after I freed him, when the attack waves should have suddenly become bigger. Really, it happened when I destroyed all the buildings on the first island.

    It was almost as if they were trying to rebuild those buildings but couldn't and errors were piling up because of it. When I destroyed the prison, there must have been some sort of trigger where all of the AI units were told to ignore their current orders and start sending bigger attack waves. I could be totally wrong as I didn't take a look at the triggers nor the AI. In any case, I didn't have this problem until after I killed those buildings.

    Edit

    So I played mission 2. Pretty straightforward and was able to beat it in 15 in-game minutes. I could probably push for 10 if I wasn't playing it safe.

    The hero Phoenix is overpowered since its energy regenerates basically instantly, it has two sustain abilities, and an offensive spell that does around 300 damage up front.

    The Arbiter was a nice touch. Stasis was a very effective spell to use when pushing into a base. You can stasis a group of units and push into a missile turret to destroy it. Now there's no detection against your cloaked squadron.

    Your Phoenix and Scouts are still pretty cool.

    Posted in: Map Feedback
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    posted a message on StarCraft II: Annihilation Campaign

    Bumping this since it's been a while.

    Just finished mission 9 and my recording is 1 hour and 24 minutes.
    Holy shit, this was a long mission. As such, I might as well make this post long. Fair warning, a wall of text is incoming

    For a while, I was having trouble with this map in that none of the ground decals were showing up. This was caused by two things: 1, my game was messed up and I had to reinstall, and 2, I had my graphical effects set to low. In my recording, it's no longer a problem.
    While it wasn't unplayable, it was significantly more tedious. Many people with low-end computers would become completely lost in this mission and may not have the amount of patience in terms of exploring to finish with that handicap. It's always a shame when really good maps bottle neck their audience because of design decisions reliant on graphics settings.

    This is may be the funnest micro mission I've played, though there are reasons I think this.

    I've explained before that I'm more for macro in this game. And while I don't dislike micro missions, I don't normally go back to play them. The problem I have with most micro missions is that they tend to have a very "gotcha" design mentality. Regardless of how careful you are, it's still very possible that you'll have to load up a save because of some trap that you couldn't have possibly prepared for without knowing before hand. Yes, going back and playing the mission again will mean it's no longer a problem since I know what to expect but the first time through I always finish annoyed at best and pissed off at worst.

    And really, it's the first playthrough that makes or breaks it. Most of the time, I don't want to go back and play those micro missions again even though I know full well that I'd have more fun with it with repeated playthroughs. There are just other missions that I had more fun with the first time I played and I'd rather play them instead.

    This mission sort of sidestepped my issue with the whole "gotcha" design mentality. Yes, there are still a some of moments where you're jumped by something you have to know about before hand to really be able to react accordingly. However, this mission has a lot of backtracking and not a lot of changes happen with the enemy placements. In a sense, I've played a particular section of the map and traversing it again is my way of "replaying" it. My whole personal hang-up of not wanting to replay micro missions was confronted with a micro mission that required me to replay it with out me literally needing to restart the mission.

    That was really meta, now that I think about it. It's probably unintentional, but good job with that.

    I'm a little annoyed by how the heroes are ordered. When selected, the order goes: Arrow, Ferring, Reeves, Baldwin, other units.

    Arrow, being first in the selection is sort of backwards to me. Not only is he a unit that is introduced in this mission, his ability is a single-target snipe. When controlling your entire squad, his ability has the least utility. Yes, you can use him to quickly kill a priority target but it is not useful when you're trying to retreat with your entire squad or pushing into a fortified position with lots of low-health units. I'd think Reeves or even Ferring would be a better choice.

    I'm okay with Ferring being ahead of Reeves but I wouldn't consider it ideal. His grenade does a lot of damage and doesn't cost energy. That's about the best thing I can say about it since it doesn't really have as much going for it. Use it to do large amounts of damage over a small area. Up to you to figure out the rest.

    Reeves, I feel, should definitely be first in the order of heroes. His energy charge is an all around great ability since its an AoE stun that deals 100 damage. It's versatile enough for use in all combat scenarios. Pushing into a fortified position? Stun the enemies in front so it's safer move forward. Retreating from a large attack? Stun the chasing enemies so they won't chase you anymore as well as path-block other chasing enemies. Surrounded by Zerglings? Kill them all with a single click. I sound like I'm advertising his power but that is absolutely why I like it.

    So the order I'd go is: Reeves, Ferring, Arrow, Baldwin, other units (Baldwin is basically just a super marine so it makes sense he'd be placed near the other marines)

    The boss fight with Malrick is interesting. The game does nothing to explicitly tell you what you're supposed to do but it gives enough hints that it really isn't that hard to figure out. Malrick's attacks are simple yet versatile, allowing for diverse engagements. The brief intermissions where you fight progressively larger attack waves of Zerg don't over stay their welcome and provide some variety to an otherwise already engaging boss fight. It mixes things up and doesn't bore me with its length. It is, by far, the most enjoyable boss fight of any sc2 custom that I've played.

    Overall, it's a really fun mission. Just two more and I'll be uploading videos for this campaign again (PS I will not be uploading a video for mission 11. It's too long.)

    Aaaaand...

    Since this is already pretty long, I might as well put this here. Take note that everything here is just my opinion and I might get a bit harsh with my statements. I apologize in advance.

    If you haven't noticed, I haven't really been putting that much emphasis into the story. Don't get me wrong, the story is fine. The broad strokes and pacing are wonderfully done. I just find that the actual presentation and execution is a little... clunky.

    Most of the story in this campaign is told through cutscenes and dialogue - usually cutscenes of dialogue. While it's perfectly possible to tell a really good story using only dialogue - just look at the first StarCraft game - I feel as if this campaign could be doing so much more.

    The first quarter of this campaign, I feel, is the most tightly constructed in terms of story. It introduces the characters and setting in a concise manner, with snappy dialogue and a lot of visual story telling in the cutscenes.

    Personally, I think mission 01 has the best cutscenes. The atmosphere, the use of graphical effects, the camera placement - all those aspects are the strongest in mission 01, setting the bar pretty high for this campaign.

    But I've noticed an unfortunate trend, both from watching Jayborino's videos and playing the missions myself. At some point, I'm gonna have to say mission 07, the story telling devolved into "lock these characters in a room and have them explain something for five or more minutes."

    I understand the need for exposition dumps. As a writer myself, I know when I've backed myself into a corner, needing to write in an explanation into the story because it wouldn't make sense otherwise. Those things just happen.

    However, there is a problem when back-to-back chapters of a story each have one or two long stretches where there are only talking heads and explanations of things that need to be known. Take note that the keyword there is long.

    Most of the time, player engagement gradually decreases the longer they spend in-game but not playing. It varies from player to player but in a game like StarCraft that requires a lot of focus to play, it's best to keep cutscenes short, or at least save the long cutscenes for the start and end of the mission. Think of the mission briefings from the first game.

    Snappy dialogue and concise explanations can save a lot of time. And so does cutting down redundancies. The point should be made as soon as reliably possible and once that point is made then there is usually no need to make it again. Do not have your character go "Why are you doing this?" and immediately after receiving the answer go "But why?" all over again.

    But in all honesty, long cutscenes? Lots of expository dialogue? Conversations going in circles? I'd be completely fine with it if I literally wasn't just watching a shot-reverse-shot of two characters standing there talking.

    Understand that this problem is absolutely all me. The shows I've watched, the books I've read, the games I've played, the stories I've wrote. Almost all of them are dense in some way. Dense in a sense that there is a lot going on. I watch a show where its literally 20 minutes of two people standing in a room and talking, sustained by the esoteric dialogue and the almost constant camera transitions. You'd think they expected people with the attention span of a fish to watch it.

    To keep the long story from getting any longer, my tastes are very specific. You are under no obligation to change anything based on them. I'd just like to tell you how I feel. (This also serves as a warning as I might get a little salty at some of your cutscenes in my recordings. Sorry about that)

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

    @EDHRIANO: Go

    Just played through the first three missions.

    Mission 1 was pretty easy since we're dealing with mostly Zerglings. Between Psi-storm and Whirlwind, it wasn't really a big issue.

    The boss was annoying mostly due to positioning problems. It's really tall and any unit behind it won't be selected when you click on it because the boss is blocking your view. Other than that, it's all a matter of micro.

    Mission 2 was really tedious if you don't know what you're doing. Reavers are a nightmare to face and since they're LotV Reavers, they can infinitely respawn their scarabs. In any case they can easily be dispatched with careful positioning. Kyra can stim in, blast it with a plasma gun, and back away towards Mira Kel while Ben Ar and Radamantis can move in and finish it off. As a side note, all of these characters are suddenly moving significantly faster than in the previous mission. I'm assuming it has to do with the fact that we're facing Reavers.

    Of the four I've played, this boss is the least interesting to me. It's literally just a more-dakka version of the Archangel fight from HotS. Though it did throw some curveballs. Occasionally, it had dickish shot placement (full-surround with no hope of escape) and had a tendency to target fire the medic. While I found that really annoying, it did make the fight more interesting. Similarly, that shock wave attack was a nice addition to its move set.

    Mission 3 was the easiest mission. Ben Ar now being ranged and dealing 30 damage with every attack is a major improvement. Similarly giving them that shield ability makes for a great addition to their move set. In any case, with all of that plus the enemies' slow movement speed, kiting them was child's play. I even ran past all the Ursadon Matriarchs you spawned at the end of the mission.

    The Elemental Dragon boss is my favorite of what I've played, with the second being Last Remnant. It's a bit dickish making it possible to lose the fight so early into it, though. If you let all three heroes get trapped, you're basically fucked. But ignoring that, it seems this boss follows a certain attack pattern with a relatively simple strategy for completing. Ben Ar's shield ability has a fairly long cool down but it can be timed so that its only used when necessary, which is when the Medic gets target fired. Kyra can tank if she's being targeted as long as she's at full health and constantly being healed so shields aren't necessary. Mira Kel is really squishy and can only heal herself for so much. As your tool tip said, use shields to save a life.

    Overall, fairly fun set of maps. The bosses are a little annoying but pretty enjoyable. Will definitely play these maps again.

    Posted in: Map Feedback
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    posted a message on Anti-Spam Measures

    Test post

    Edit:

    Yay! It works again

    Posted in: General Chat
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    posted a message on Demographics

    19, male, Philippines

    A good number of people who are active on this site live in the United States or some English speaking country but there are also a lot of us who speak English as a second language.

    Posted in: General Chat
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    posted a message on Zerg Hive Mind - Youtube Video

    @ksnumedia: Go

    There are some where I'm just, you're grasping at straws, my friend. Grasping at straws. And those ones tend to be his slightly less outlandish theories funnily enough

    Posted in: General Chat
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    posted a message on distractions

    @JayborinoPlays: Go

    It's my local state university... in the Philippines... Yeah, the place isn't exactly top quality.

    It helps that my Mother is a professional in a similar field and took many of the same courses that my program had. On one or two occasions where I was actually having trouble and needed to study, she helped me out immensely.

    Posted in: Off-Topic
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    posted a message on NEW MOD: ShockCraft

    @Crainy: Go
    @Templarfreak: Go

    Actually, I read it. I don't play multiplayer and am not capable of doing so due to my internet connection so I can't say I agree with all the changes you made. I can't say I disagree either. It'd be nice to see some videos of people playing this extension mod though

    Posted in: General Chat
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    posted a message on Zerg Hive Mind - Youtube Video

    Ah, MatPat. His theories always amuse me. But seriously, though, the analogy between the Swarm's psionic link and the internet was pretty spot on. There were some things that don't seem as grounded as they could be but yeah, I can see this being plausible.

    Posted in: General Chat
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    posted a message on Void Ray

    I agree. Tal'darim Destroyers are good for the early game but once they're sending waves of multiple massive units, their usefulness greatly decreases. Shakuras Void Rays scale better.

    The Destroyers really only work for a couple of missions, and even then there are more viable options. The last few sets of missions before the Reclamation of Aiur are possibilities. I remember doing a lot of work with them during Unsealing the Past.

    There's also a strategy for Salvation where you just mass Khalai Pheonix to lift everything. The massive units will be targeted down by your allies while your Phoenix deal with the small-fry.

    Posted in: General Chat
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    posted a message on Void Ray

    @ksnumedia: Go

    Either the Nerazim or Tal'darim should work. The Shakuras Void Ray is for focusing down priotity targets while the Tal'darim Destroyer is for attacking several less powerful armored targets. You can have an entire fleet of either and you should be able to finish the mission. Just make sure you have something to deal with whatever's on the ground.

    Posted in: General Chat
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    posted a message on Bi-Weekly Testing Thread #2: (Campaign Map) Last Remnant by EDHRIANO

    @EDHRIANO: Go

    I've beaten dark souls seven times with four different builds.

    But yeah. It's always hardest the first time through. I knew what I was supposed to do so actually killing the boss wasn't really a problem. It threw me off when it did an attack that it never did before, though

    Posted in: Map Review
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    posted a message on Bi-Weekly Testing Thread #2: (Campaign Map) Last Remnant by EDHRIANO

    @Scbroodsc2: Go

    I'm an accentuate the negative type of person. Unless I have something scripted, I have a hard time explaining my negative thoughts on something without sounding like I'm ranting. I'm better at delivering text reviews since I can stop and see how I can make things shorter and to the point. It doesn't stop it from sounding like I'm angry at it, unfortunately - usually I'm not.

    @Trieva: Go

    The tip in the loading screen says to save often. The game itself is literally telling you to save. An actual autosave system for custom maps and campaigns is hard to implement. And yes, it would be more convenient for there to be an autosave system. I'm not saying your request is a bad one. But as it stands, the only reason you gave to not use saves is your forgetfulness and some personal moral hang up.

    The tips, I can sort of get. But honestly, one look at the abilities and you should know what type of units all the heroes are. The Hydralisk and Medic are healers. The marine and sniper are your primary damage dealers. The adept is your offensive support. All the tips are literally just there to give backstory that you don't even really need to read. I didn't need to know the Medic is possibly a lesbian or bi-sexual, but it's there. There's nothing that forced me to read it. I just did.

    Also yes, I agree that the best tutorial is the kind that can teach you while you're playing. Portal is literally a tutorial game for the first 19 levels and only the over analysts really noticed and pointed that out. But since you're playing a custom campaign here, assumptions can be made about how competent the player is. While those assumptions are not always correct, there are just some things that require text to explain how they work. It's either that or trial and error by way of save-scumming, which you have established that you will not do.

    Finally, let me reiterate a point I made before. Challenging micro management is one of the core aspects of this campaign. What you're suggesting is the removal of the reason many people enjoy playing this campaign in the first place. Who do you think you are in telling the developer to completely change the point of his entire campaign all because you don't enjoy micro management?

    Honestly, maybe this campaign just isn't for you.

    As for the brain damage thing, personally, I don't care. I have a lot of bad habits that might end up killing me. I might only live for 50 years or less with my insomnia and habit of not eating breakfast or lunch. If playing Starcraft is also killing me then it's just another nail in the coffin.

    @EDHRIANO: Go

    Btw, Edhriano, disregard my comments about the hotkeys. I got over my problem with them part way into the micro section

    Posted in: Map Review
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    posted a message on Lower the selection/target plane (ignore)

    They want to be able to target ground units and stuff even if they're on the lowest cliff level. Messing with the terrain height usually prevents players from being able to target things on the ground like minerals and such. This is the same problem

    Posted in: Data
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