Out of curiosity, why not play it yourself? :P
06-04-2014, 09:24 PM
#21
Out of curiosity, why not play it yourself? :P
06-05-2014, 01:53 PM
#22
Shytty laptop --> abysmal frame-rate. It's kinda the reason I haven't finished the HotS campaign achievements yet. The low frame-rate is such a turn off.
I've been saving up for a new computer.
Last edited by RetlocLive; 06-05-2014 at 01:55 PM.
06-05-2014, 03:39 PM
#23
Yeah, I definitely programmed attacks with 4 reavers. Jayborino expanded much faster than I ever did when designing the level, and he used different units. I suppose this is the one time where I didn't find the optimal strategy when designing the level; I think I will have to rebalance it at some point. Probably by making sure some attack waves do attack the expansion.
Hm. I made an arbiter drop in Queen of Blades and that felt really cool, maybe I'll tweak an attack wave to make it happen in the invasion of Aiur as well. Makes sense from a tactical point of view, given the shape of the map.Finally, I may be wrong here, but I'm almost positive remembering one occurrence where Arbiters actually used Recall, and that's the 2nd last Zerg mission with the Kydarian crystal. I think Orange used it to teleport ground forces in to attack the main base from the south.
I look forward to seeing the BW missions.
I'm pretty sure 100 mutalisks could also wipe the map in SC1, though it probably took more APM to perform ^.^Mutalisks are way OP in comparison to SC1. Having 100 of them in a control group just lets you sweep the map.
Strangely enough, the remake allows you to stack the effect of multiple shield batteries on the same target. Could you fix it in the mod?
Last edited by Telenil; 06-05-2014 at 03:42 PM.
06-06-2014, 10:49 PM
#24
Done.
Out of curiosity, how would you feel about replacing the normal terran marine in episode 5 with the Umojan marine? Just for aesthetics. The Umojan marine is always how I imagined a UED marine would look: http://www.sc2mapster.com/media/imag...6-55-19-93.jpg
06-07-2014, 04:21 AM
#25
I'm not favorable to giving different looks to UED units. But the model you linked may be better for the ZergX06 UED Security Guards, they currently use the mercenary marine skin.
06-09-2014, 02:58 PM
#26
BW Protoss 3: Very minor, but the "End Briefing" quote isn't centered. Probably happens with other briefing rooms as well.
BW Protoss 4: Taking out the air-upgrades seems like a good idea (can't remember if that was the same case with the original game as well), but perhaps you should keep the air-armor upgrades at least? You can still make Shuttles and Observers after all.
06-11-2014, 04:34 PM
#27
BW Protoss 5:
-The path the level takes to reveal each new generator gets kinda weird if the player chooses to destroy the unrevealed generator on the island surrounded by Wraiths first before the generator that is revealed on the eastern wall. Probably happens with all generator location reveals.
-On hard mode, you implemented the mechanic where units disappear after each generator. However, if the player was to turn their High Templar into Archons, they would stick around after the generators destruction (they will only disappear if they are loaded into a Shuttle).
06-12-2014, 01:28 PM
#28
BW Protoss 6: I don't remember Carriers not being possible to build on this mission. Was this intentional?
06-14-2014, 05:58 AM
#29
Yes, it's harder to fix than it seems, but at some point I'll check every video and make a list of where it needs to be centered.
It was already like that in Brood War. If anything, it's a slight incentive to attack by ground instead of going around the Terran base.BW Protoss 4: Taking out the air-upgrades seems like a good idea (can't remember if that was the same case with the original game as well), but perhaps you should keep the air-armor upgrades at least? You can still make Shuttles and Observers after all.
- The generators are only revealed one by one on Hard, because I'm not sure each wave of ground units can beat any of the generators. It's mostly there to give a "default" path to the player, though I should probably add a condition that checks the generator is still alive before pinging the minimap.
- Will fix.It has only been changed on Hard. Why would you ever use hydralisks or mutalisks if you have carriers? Obviously I couldn't axe them out since they were in the original level, but disabling them on Hard felt like a good compromise.
Last edited by Telenil; 06-14-2014 at 06:02 AM.
06-14-2014, 06:54 AM
#30