Hi everyone. This is my first ever SCII project: A Reimagined version of Mantidz Ascension of Duran. My goal is to recreate all of the original missions, while still adding some new ones. Since I just released what I would consider to be "stable" versions of the first two missions and the campaign launcher, I thought it might be a good time to create this thread.
Both storywise and gameplaywise nothing is set in stone yet, so if you have any ideas for future missions or perhaps the plot itself, feel free to post them alongside your feedback. Anyways, have fun.
I quite enjoyed the first missions, I thought the idea of using the Leviathan backdrop and SM characters for the Launcher was awesome. I didn't notice any gameplay glitches, and in the first mission I think you captured the cavelike, winding cliffs of a snowy valley pretty well. Mission 2 felt like I was back on Kaldir.
My only comment would be that Archons attack godly fast - whether this is just a SCMR thing I never noticed is unclear, but man they rip through your forces like nobody's business XD Maybe tone that down a bit, in the early missions your only meatshields are Zerglings and they get shred really easily as a result. It isn't really an issue, as you could just fall back and make more, but it somewhat forces you to resort to poking tactics. Also, the Archons turn green when they attack. I'm not sure what that's about.
For a future mission, do you like the idea of a "hold out" or "defend the allied base" type mission? I think a holdout would be nice where you need to defend yourself for a certain period of time, get reinforcements, and then clear your way out. Or a mission where your allied base is controlled by that new Cerebrate and he'll be able to train elite Zerg breeds, and sorta go at the Protoss like an AI tug-of-war. Just throwing things out there, I'm liking it so far.
Edit: I agree with TChosenOne - the AI does not have enough production to keep up with rebuilding lost preplaced units so just opt for stronger waves - this can be offset by a slightly longer delay, although I wouldn't increase it too much. Mission 2 felt really campy in the sense that you could only push against the main base while camping in the third and holding off the flanking Scouts and main attack forces.
Yeah, I noticed that thing with the archons too (Edit: wait, they turn green? Jeez, I have to take a look at that!). Thats why I included that zergling hp upgrade. I might also decrease the enemy rebuilding, but I do think that it would be a risky move to increase the size of the attacks, since a larger force with reaver support can easily wipe out your base while you are gone attacking somewhere.
I might still do it though. It will just require abit more testing. The text scroll and the readme are gonna get changed aswell btw.
Version 0.2.1 is out! It comes with a bunch of smaller bugfixes, some tweaks and vastly improved installation instructions. I thank you all for your feedback!
in the old version, as soon as you get 4 lurkers or so at each entrance the attacks tend to crumble, as there's no detection (high templar might take a few down, tho). Once you take the mid base nothing becomes threatening and the trickle just becomes a nuisance.
I just finished reworking mission 3. A lot of problems have been fixed: The enemy attack waves are more consistent but smaller, your allies send more support and I also redid a lot of the terrain. I should be able to upload version 0.3.2 wednesday.
Mission four on the other hand will take a lot of time to complete. I still need to get used to the new tileset (skyshield) and the new units still require some balancing.
Hi. Mass Recall version 7.3.1 has already been released. Why do you use the old version 6.2.1 mod to create your campaign? Perhaps you should make your own mod for the campaign? Or you can change the campaign to use the 7.3.X mod. It is known that version 7. X. X is the latest.
The reason is simply that 6.2.1 was the newest version when I started working on the campaign. Any bugs that this old iteration of MR brought with it have been fixed, so there's no reason for me to update to the 7.3.1.
As for why I don't create my own mod; back in the day it was just more convenient for someone looking to play the campaign to be able to simply use the version of MR they already had installed rather than having to install another, different mod that does essentially the same thing but takes up more space. Now I don't have much of a choice anymore since going back and adding a new dependency to all the maps would sadly be way too much work for me.
Now that the new version of Mass Recall has been released, this solution is very inconvenient. Now I can't install multiple campaigns and play them whenever I want. I need to replace the new mod files with the old ones to play your campaign, because they are incompatible.
The simplest way to pack your own mod based on the Mass Recall 6.2.1 mod. Changing resource libraries for maps will take 20 minutes. The other methods are much more difficult to implement.
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Hi everyone. This is my first ever SCII project: A Reimagined version of Mantidz Ascension of Duran. My goal is to recreate all of the original missions, while still adding some new ones. Since I just released what I would consider to be "stable" versions of the first two missions and the campaign launcher, I thought it might be a good time to create this thread.
Both storywise and gameplaywise nothing is set in stone yet, so if you have any ideas for future missions or perhaps the plot itself, feel free to post them alongside your feedback. Anyways, have fun.
BKP
Everything works as it should it seems. May want to tone down the constant stream of units trying to "rebuild" in favour of better attack waves.
Text scroll could use improvement, if possible. I detest the slow scroll. Put the text up all at once.
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)
I quite enjoyed the first missions, I thought the idea of using the Leviathan backdrop and SM characters for the Launcher was awesome. I didn't notice any gameplay glitches, and in the first mission I think you captured the cavelike, winding cliffs of a snowy valley pretty well. Mission 2 felt like I was back on Kaldir.
My only comment would be that Archons attack godly fast - whether this is just a SCMR thing I never noticed is unclear, but man they rip through your forces like nobody's business XD Maybe tone that down a bit, in the early missions your only meatshields are Zerglings and they get shred really easily as a result. It isn't really an issue, as you could just fall back and make more, but it somewhat forces you to resort to poking tactics. Also, the Archons turn green when they attack. I'm not sure what that's about.
For a future mission, do you like the idea of a "hold out" or "defend the allied base" type mission? I think a holdout would be nice where you need to defend yourself for a certain period of time, get reinforcements, and then clear your way out. Or a mission where your allied base is controlled by that new Cerebrate and he'll be able to train elite Zerg breeds, and sorta go at the Protoss like an AI tug-of-war. Just throwing things out there, I'm liking it so far.
Edit: I agree with TChosenOne - the AI does not have enough production to keep up with rebuilding lost preplaced units so just opt for stronger waves - this can be offset by a slightly longer delay, although I wouldn't increase it too much. Mission 2 felt really campy in the sense that you could only push against the main base while camping in the third and holding off the flanking Scouts and main attack forces.
KSNumedia's Assets: Custom Models for campaigns and mods!
In reply to ksnumedia:
Version 0.2.1 is out! It comes with a bunch of smaller bugfixes, some tweaks and vastly improved installation instructions. I thank you all for your feedback!
in the old version, as soon as you get 4 lurkers or so at each entrance the attacks tend to crumble, as there's no detection (high templar might take a few down, tho). Once you take the mid base nothing becomes threatening and the trickle just becomes a nuisance.
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:
Mission 3 is 90% done. I should be able to release it alongside updated versions of the older missions next week.
Well half of mission 3 was spent building 8 lurkers. The other half was directing a swarm of 20 0/3 mutalisks to snipe hives
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:
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)
I just finished reworking mission 3. A lot of problems have been fixed: The enemy attack waves are more consistent but smaller, your allies send more support and I also redid a lot of the terrain. I should be able to upload version 0.3.2 wednesday.
Mission four on the other hand will take a lot of time to complete. I still need to get used to the new tileset (skyshield) and the new units still require some balancing.Hi.
Mass Recall version 7.3.1 has already been released. Why do you use the old version 6.2.1 mod to create your campaign?
Perhaps you should make your own mod for the campaign?
Or you can change the campaign to use the 7.3.X mod.
It is known that version 7. X. X is the latest.
Manager
Howdy! :-)
The reason is simply that 6.2.1 was the newest version when I started working on the campaign. Any bugs that this old iteration of MR brought with it have been fixed, so there's no reason for me to update to the 7.3.1.
As for why I don't create my own mod; back in the day it was just more convenient for someone looking to play the campaign to be able to simply use the version of MR they already had installed rather than having to install another, different mod that does essentially the same thing but takes up more space. Now I don't have much of a choice anymore since going back and adding a new dependency to all the maps would sadly be way too much work for me.
Thank you for playing!
In reply to Forge_User_41665328:
Now that the new version of Mass Recall has been released, this solution is very inconvenient. Now I can't install multiple campaigns and play them whenever I want. I need to replace the new mod files with the old ones to play your campaign, because they are incompatible.
Manager
I see your point and I get that this is a major negative when it comes to accessibilty. No promises are made but I'll see what I can do...
In reply to Forge_User_41665328:
The simplest way to pack your own mod based on the Mass Recall 6.2.1 mod. Changing resource libraries for maps will take 20 minutes. The other methods are much more difficult to implement.
Manager