Set 2 years after the final event of Legacy of the Void.
The three race now living peacefully.
But it all change when the Purifiers reprogram the Spear of Adun and attack the protoss capital, killing all the Twilight Council members and declare war on all living intelligent being.
The three race turn to Heirarch Artanis to stop the Purifiers. But when the world need him the most Heirarch Artanis vanish.
The survivors of the war join together under the Alliance Command Council [ACC] and fight back the purifiers one battle field at a time.
Feedback
Leave feedback for the project here. Negative feedback is welcome, as well as positive feedback. Refrain from flaming. Attempt to offer solutions to problems you find. You know, good feedback -The goal of this thread.
I finished Noir lvl 5. I'll copy the video to here when it's done uploading/etc. I played on normal difficulty. Overall a fun mission, but definitely hard. I have some suggestions in the video, but here are some I think may ease the difficulty without making it too easy.
- On normal difficulty give reavers -25% attack speed. On easy give them -50% attack speed.
Boss:
- Have killing the pylons make the enemy no longer able to warp in reinforcements.
- When the boss has the invulnerable shield, make it so your units won't attack him (so they'll attack the zealots/cannons instead during that time)
GlornII can you please make please make it a bit clearer that this is not wrath of the taldarim mission 5 and it is in reality noir automata mission 5: wrath of the taldarim.
I will also test this asap.
Rollback Post to RevisionRollBack
Stranded on Krydon Renewed- A renewed version of Stranded on Krydon that is being constantly updated, has improved visuals, is more friendly to new players, lots more fun tweaks and much more planned to come.
I don't feel the reavers are too terrible to deal with, buut the 9 range (compared to your max range of attacks abilities of 6 and sight of 10) means that you're going to get surprised a ton). Attack speed is the wrong nerf, and is relatively meaningless imo. I'd much rather have a flat range nerf and re-positioning across all difficulties so a) that there's some time to react b) you can see them before they start their attack animation (looking at you, left base reaver).
The 2 main ways to deal with reavers:
Alarak charge->push->flee. I showcase this method at 4:00 to destroy the cannon. Note that alarak only takes 1 hit. Downside is that reavers will move a long way before heading back, can be a bit of a surprise.
Blood hunter disable. 2 blood hunters can permanently disable a target, and you can have 4 when you hit the first reaver
The boss melts to blood hunters.
Overall, a bit too reliant on reavers to slow the pace of the mission down.
I am curious as to why there's no colossi in this mission, they'd be pretty good against your army without being 1-shotty like reavers. Could also run multiple of them in a single squad for DT's to go to work.
well the thing is with reavers is that they can kill a zealot, DT, or ascendant in 2 seconds (4 if you heal them after the first shot), where a colossus only does 120 in 4 seconds, not enough to kill. Of course the minor downside is damage is more spread out among your units, but that's what you have an AoE heal for. I'd rather fight 2 colossi (even if they had thermal lance giving them 9 range) than a single reaver.
Ah ha! its done! I now truly understand Jayborino's hate for reavers!
Ok here is the feedback:
I had lots of fun (exept for when the reavers appeared) I liked pretty much everything although i feel alarak should have killed more than just 3 cores that day.
The tal'darim mothership's description says it has the abilities like thermal lance (which obviously it does not)
Khaliani's description saying he is an immortal rather than a hero
Taldarim pylon wireframe is not the taldarim one (it is the collection pylon wireframe)
Taldarim zealot had the normal zealot wireframe
Suggestion: use the tal'darim archon model
The photon cannon does not face the target it attacks
Well that's all hope it was helpful, sorry if it was a bit too nit-picky or whatever.
Rollback Post to RevisionRollBack
Stranded on Krydon Renewed- A renewed version of Stranded on Krydon that is being constantly updated, has improved visuals, is more friendly to new players, lots more fun tweaks and much more planned to come.
- Must've forget to change that. I'll look into it.
- I've search the blizzard assets, there are no pylon and Zealot Taldarim wireframe , also no tal'darim archoon model. I am guessing the one you are talking about is custom made by cybrosx for his custom campaign. Unless he release them for public use, the current one will have to do.
- Ahh, that model is by WingedArchoon. I didn't notice that before. Thank you for the report.
Not at all, it is very usefull, thank you for participating in the monthly test.
Allright, I gave the map a try. I Didn't find any gameplay bug, but I did get param/values for every line. I had to remove all the locales that weren't enUS before starting playing. Another small thing is that in the intro cinematic, while the characters are having a chat, you can hear the sound of a doodad, and it breaks a little the immersion.
On my first try, the first Reaver I saw killed Alarak. It happened in the second try, the third try and the forth try too (well, in some of those I might have reached further, but those reavers had something to do in every one).
After more retries that I would like to admit, I could finally beat it. I made only DTs and used them to clear all the sections but the bases, where I focused fire on the cannons with khalani and softened the defenses before sending the DTs to kill the reavers.
The difficulty is OK for me. I mean, I like to be challenged, but I don't know how every player would feel about that. If you watch the first try in the video, where I lose like 3 DTs against those purifier ninjas, you can say that it is my fault, and I could've done better.
But the reavers are very unforgiving, and that can become frustrating. As soon as they get in sight, they shoot you, and you can't make anything to minimize the damage you receive if you're not expecting them. They really slow down the pace of the mission too, because you have to be careful to avoid bad engages and hope for their AI to mess up. But, well... I've tested the in the hardest difficulty, so I don't know if that's a good or a bad thing.
The only thing that I have to say about the boss fight is that you could see dirt textures on the highest ground level, they don't look very well.
I liked the mission overall (I wouldn't have played over and over again if not). The terrain is perfectly readable, the distance between enemies is well planned, and the flow doesn't get tedious.
Sorry to hear about the param/values thing, but good to know you manage to find a solution for it.
Yeah, the doodads sound that happen sometimes. I will hit the editor and see what can be done about it.
The reavers can be unforgiving. It was to teach the player to carefully plan their resources and to assess the situation instead of going in blind gun blazing. Seeing how awesome Dark Templar play you got there I'd say well done.
Ah, the boss area. I will look into it.
Thank you for joining the Monthly testing, and the video playthrough.
Played it on normal, lost when reached 1st base because I ordered all units to storm it and there was a reaver. On 2nd playtrough every time I saw a structure I'd send out DTs to stasis detection (cannons) -> stasis pylon powering detection and kill everything.
One possibility of mitigating reaver deadliness on easy and normal difficulties is giving players vision of outposts when they approach them. That way they know that there are such and such units there and can have easy time to plan accordingly.
Overall difficulty seemed okay, nothing relevant stood out in a bad way.
Picking up an initiative by Mozared and JayborinoPlays, I will be hosting a project every month for the community to focus it's attention and feedback towards (Thread found here: https://www.sc2mapster.com/forums/player-zone/map-review/131020-monthly-community-project-testing-continued/#posts). Anyone interested in having their project hosted should PM me, do not inquire here.
Wrath of the Tal-Darim (Mission 5 of the Noir Automata Campaign)
By EDHRIANO
Project Page: (The entire campaign) https://www.sc2mapster.com/projects/noir-automata
Direct Links: None, must be downloaded.
Download links:
Mission Launcher: https://www.sc2mapster.com/projects/noir-automata/files/2422202
Mod: https://www.sc2mapster.com/projects/noir-automata/files/2393114
Map: https://www.sc2mapster.com/projects/noir-automata/files/2418829
Battle.net: None
Game Type: Single Player Campaign
Game Info
Set 2 years after the final event of Legacy of the Void.
The three race now living peacefully.
But it all change when the Purifiers reprogram the Spear of Adun and attack the protoss capital, killing all the Twilight Council members and declare war on all living intelligent being.
The three race turn to Heirarch Artanis to stop the Purifiers. But when the world need him the most Heirarch Artanis vanish.
The survivors of the war join together under the Alliance Command Council [ACC] and fight back the purifiers one battle field at a time.
Feedback
Leave feedback for the project here. Negative feedback is welcome, as well as positive feedback. Refrain from flaming. Attempt to offer solutions to problems you find. You know, good feedback -The goal of this thread.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
Hello there.
Thanks for picking my map.
MaskedImposter had already start out yesterday but on a different topic, I will just copy and paste his feedback here.
My projects : The Hammer of Dawn, Noir : Automata, Noir : Evolution, Noir : Ascension, Hammer of Dawn Revamp
Many awesome projects : Custom Campaign Initiative
Something for the community : A Small Letter of Thanks, SC2mapster Classic Skin - Alevice
GlornII can you please make please make it a bit clearer that this is not wrath of the taldarim mission 5 and it is in reality noir automata mission 5: wrath of the taldarim.
I will also test this asap.
Stranded on Krydon Renewed- A renewed version of Stranded on Krydon that is being constantly updated, has improved visuals, is more friendly to new players, lots more fun tweaks and much more planned to come.
Stranded on Krydon Renewed EXTREME- A modified version of SoKR with much harder difficulty.
Played through M5:
I don't feel the reavers are too terrible to deal with, buut the 9 range (compared to your max range of attacks abilities of 6 and sight of 10) means that you're going to get surprised a ton). Attack speed is the wrong nerf, and is relatively meaningless imo. I'd much rather have a flat range nerf and re-positioning across all difficulties so a) that there's some time to react b) you can see them before they start their attack animation (looking at you, left base reaver).
The 2 main ways to deal with reavers:
The boss melts to blood hunters.
Overall, a bit too reliant on reavers to slow the pace of the mission down.
The condensed Custom Campaign Initiative is on this Google Sheet!
List of my Custom campaign text reviews (warning: only the first half of each is serious)
In reply to TChosenOne:
My projects : The Hammer of Dawn, Noir : Automata, Noir : Evolution, Noir : Ascension, Hammer of Dawn Revamp
Many awesome projects : Custom Campaign Initiative
Something for the community : A Small Letter of Thanks, SC2mapster Classic Skin - Alevice
Here is a link to the updated version of mission 05 : Wrath of the Tal'darim
Thanks to all the Feedback [so far].
My projects : The Hammer of Dawn, Noir : Automata, Noir : Evolution, Noir : Ascension, Hammer of Dawn Revamp
Many awesome projects : Custom Campaign Initiative
Something for the community : A Small Letter of Thanks, SC2mapster Classic Skin - Alevice
Hello sc2mapster, how are you.
It's been a week now since June Monthly test started. A new update based on the feedbacks was released few days ago.
Thank you for all participant.
At the end of the test I will release a final version of the map with a special thank you at the end such as the one I did for my Last Remnant Map.
My projects : The Hammer of Dawn, Noir : Automata, Noir : Evolution, Noir : Ascension, Hammer of Dawn Revamp
Many awesome projects : Custom Campaign Initiative
Something for the community : A Small Letter of Thanks, SC2mapster Classic Skin - Alevice
I am curious as to why there's no colossi in this mission, they'd be pretty good against your army without being 1-shotty like reavers. Could also run multiple of them in a single squad for DT's to go to work.
The condensed Custom Campaign Initiative is on this Google Sheet!
List of my Custom campaign text reviews (warning: only the first half of each is serious)
Well, imo colossi + reavers combo can be very op [as seen in 03-perfect soldiers].
With just reavers the player still get decent chance to win the map in one try on hard.
But tbh, seeing you easily run through the map got me thinking to amp the difficulty a bit.
Perhaps i will add few surprise for next week update.
My projects : The Hammer of Dawn, Noir : Automata, Noir : Evolution, Noir : Ascension, Hammer of Dawn Revamp
Many awesome projects : Custom Campaign Initiative
Something for the community : A Small Letter of Thanks, SC2mapster Classic Skin - Alevice
well the thing is with reavers is that they can kill a zealot, DT, or ascendant in 2 seconds (4 if you heal them after the first shot), where a colossus only does 120 in 4 seconds, not enough to kill. Of course the minor downside is damage is more spread out among your units, but that's what you have an AoE heal for. I'd rather fight 2 colossi (even if they had thermal lance giving them 9 range) than a single reaver.
The condensed Custom Campaign Initiative is on this Google Sheet!
List of my Custom campaign text reviews (warning: only the first half of each is serious)
Ah ha! its done! I now truly understand Jayborino's hate for reavers!
Ok here is the feedback:
Well that's all hope it was helpful, sorry if it was a bit too nit-picky or whatever.
Stranded on Krydon Renewed- A renewed version of Stranded on Krydon that is being constantly updated, has improved visuals, is more friendly to new players, lots more fun tweaks and much more planned to come.
Stranded on Krydon Renewed EXTREME- A modified version of SoKR with much harder difficulty.
In reply to R0binicus:
My projects : The Hammer of Dawn, Noir : Automata, Noir : Evolution, Noir : Ascension, Hammer of Dawn Revamp
Many awesome projects : Custom Campaign Initiative
Something for the community : A Small Letter of Thanks, SC2mapster Classic Skin - Alevice
Allright, I gave the map a try. I Didn't find any gameplay bug, but I did get param/values for every line. I had to remove all the locales that weren't enUS before starting playing. Another small thing is that in the intro cinematic, while the characters are having a chat, you can hear the sound of a doodad, and it breaks a little the immersion.
On my first try, the first Reaver I saw killed Alarak. It happened in the second try, the third try and the forth try too (well, in some of those I might have reached further, but those reavers had something to do in every one).
After more retries that I would like to admit, I could finally beat it. I made only DTs and used them to clear all the sections but the bases, where I focused fire on the cannons with khalani and softened the defenses before sending the DTs to kill the reavers.
The difficulty is OK for me. I mean, I like to be challenged, but I don't know how every player would feel about that. If you watch the first try in the video, where I lose like 3 DTs against those purifier ninjas, you can say that it is my fault, and I could've done better.
But the reavers are very unforgiving, and that can become frustrating. As soon as they get in sight, they shoot you, and you can't make anything to minimize the damage you receive if you're not expecting them. They really slow down the pace of the mission too, because you have to be careful to avoid bad engages and hope for their AI to mess up. But, well... I've tested the in the hardest difficulty, so I don't know if that's a good or a bad thing.
The only thing that I have to say about the boss fight is that you could see dirt textures on the highest ground level, they don't look very well.
I liked the mission overall (I wouldn't have played over and over again if not). The terrain is perfectly readable, the distance between enemies is well planned, and the flow doesn't get tedious.
Keep them coming, and good luck.
Check out my kitbashes! Custom Campaign Initiative: Lots of great Custom Campaigns!! Check out and Support!!
In reply to Cacho56:
My projects : The Hammer of Dawn, Noir : Automata, Noir : Evolution, Noir : Ascension, Hammer of Dawn Revamp
Many awesome projects : Custom Campaign Initiative
Something for the community : A Small Letter of Thanks, SC2mapster Classic Skin - Alevice
Played it on normal, lost when reached 1st base because I ordered all units to storm it and there was a reaver. On 2nd playtrough every time I saw a structure I'd send out DTs to stasis detection (cannons) -> stasis pylon powering detection and kill everything.
One possibility of mitigating reaver deadliness on easy and normal difficulties is giving players vision of outposts when they approach them. That way they know that there are such and such units there and can have easy time to plan accordingly.
Overall difficulty seemed okay, nothing relevant stood out in a bad way.
In reply to Forge_User_26451472:
My projects : The Hammer of Dawn, Noir : Automata, Noir : Evolution, Noir : Ascension, Hammer of Dawn Revamp
Many awesome projects : Custom Campaign Initiative
Something for the community : A Small Letter of Thanks, SC2mapster Classic Skin - Alevice
Hello there mapster, how are you.
I would like to give a gentle reminder that it's been 12 days now since the test started. Meaning we only have 2 days left for June Testing.
As stated in the 1st post of the Monthly Testing,
Mapmakers can post their projects here, and for 2 weeks per month, we will test and discuss the project in a separate thread.
After the 2 week testing period, there will be 2 weeks of "nothing" to give testers a break, and to ensure we always have projects que'd up.
There is still time join in, and be part of the creative process.
After 2 weeks mark I will be updating the map accordingly.
My projects : The Hammer of Dawn, Noir : Automata, Noir : Evolution, Noir : Ascension, Hammer of Dawn Revamp
Many awesome projects : Custom Campaign Initiative
Something for the community : A Small Letter of Thanks, SC2mapster Classic Skin - Alevice
I forget to add DeltronLive video for June Monthly. Here it is.
My projects : The Hammer of Dawn, Noir : Automata, Noir : Evolution, Noir : Ascension, Hammer of Dawn Revamp
Many awesome projects : Custom Campaign Initiative
Something for the community : A Small Letter of Thanks, SC2mapster Classic Skin - Alevice
Hello sc2mapster, how are you.
June 15th now, 15 days since June Monthly testing begin.
It is now officially ended.
I like to thank all participant by adding a special thank you at the end of the ending cinematics [see attachment for preview].
Uploading the new version based on the cumulative feedback [waiting for approval].
Noir:Automata Forum Feedback.
See you all at July testing.
My projects : The Hammer of Dawn, Noir : Automata, Noir : Evolution, Noir : Ascension, Hammer of Dawn Revamp
Many awesome projects : Custom Campaign Initiative
Something for the community : A Small Letter of Thanks, SC2mapster Classic Skin - Alevice