Extraction
A single-player scenario with the classic "build and destroy" model. You assume control of Terran forces in this mission.
This is my first map with the Galaxy Editor so flaws are probably abundant. Anything from complaints with the terrain, trigger work, or difficulty are welcomed. Comment and critique please! Above all, enjoy the map. :)
Note: If you are having any trouble completing the scenario or want to try the debug commands I implemented, check out which chat strings are required in the editor to access them.
To Play: Drag the .SC2MAP file and drop it onto the StarCraft II Beta.exe. If you run it from the editor, the AI will not function properly.
I don't really understand how to localize. :|
@ gihuan
Go ahead. You're welcome to do it. :)
@ Pkol
Thanks! Means a lot!
@ Hawklight69
I might step down the difficulty a little bit but I feel pretty satisfied with this map's performance at the moment.
Hello I'm korean ST2 User.
your map is great. so I want to translate this map to korean version
I'll wait your allow ^^
Beat it first go with a Marine/Thor/Medivac Comp, was fun, nice work!
May just be me but atm it feels abit to hard cant seem to find the right counter units can defend for ever just when i push out i get raped by the other zerg then i can nearly kill the zerg im going for but will lose my base in the process so im not sure if its me using the wrong build but ive tried heavy infantary and heavy mech and they both failed.
Oops, that was only supposed to happen once. Forgot to slap in "Trigger - Turn (Current trigger) Off".
Thanks for that. New version going up.
Very good game overall! I enjoyed it a lot.
Every time any helion dies you have the conversation happening though, and that gets kind of annoying after awhile.
I appreciate the feedback, ozarkaozarka. Spent the whole day weeding out those problems you pointed out for me. Check out the next release, if possible. The changes are noted in the changelog, so give that a read before you run it again.
The AI difficulty is hard for me to balance, it seems. I keep making it too easy or too difficult. Hopefully I found a somewhat decent mix now. I took your suggestion with unit compositions and gave them a bit more diversifying attack waves. I still want Orange Zerg to focus on land and Purple Zerg to go heavy air, if you didn't notice. Unfortunately, I didn't get to implement the Infestor... I love that unit. Maybe in the next release.
Thanks again. Please keep up with the feedback, folks. It's very helpful. :)
Any skills I develop now I may take to a campaign project someday when the game is released. I don't have access to enough features to do what I want yet (Starmap, model editing, texture editing, custom achievements/decals(?), bonus objectives that branch the story, etc.).
It's a fun map that was exactly what I was looking for. It has its quirks yeah, but they're not game breaking. I'm critical in nature so don't get fessed up
the terrain needs some work:
The base is a little too clustered. I get the idea its a fort/establishment but it got really congested later on.
The middle of the map wasn't bad, just mediocre in design, which is fine for a map maker. However the upper middle space between the terran and zerg base felt useless in design
The Zerg base felt fine in size, but to me spine and spore crawlers were placed in awkward positions that I felt were a bit off.
I was a bit surprised by how small the map was, and i wished it was a bit bigger and more exploratory. Increasing the map size and hiding the expansion somewhere more recluse would've been nice, promoting you to venture out.
I also felt the expansion wasn't necessary, and by the time my command center landed I finished the last hive.
Design:
I'd say the difficulty was between easy/medium. I did enjoy how fast the pushes were but I'd recommend, if not increasing the unit size OR composition ( A healthy mix of all the zerg units would've been real interesting late game ) to up the push rate a bit more, almost keeping constant pressure for a more difficult challenge.
Also for an idea, something that's entirely optional, try triggering the zerg to spread out and expand over your destined expansion in the middle game, promoting you to attack but not with such a strong, steamrolling force.
I realize dialogue and story weren't your primary focus' in the map but it would be nice to have some sort of reason why I watched a helion go towards a base that's now apparently mine as well as a fleet of vikings and medivacs landing after i destroyed the zerg.
Overall you did a great job on the map, it felt solid in its design and purpose, the terrain wasn't bad, and the triggers seemed to work fine (for me at least)
Good job!