Update on that last post: I downloaded the new version, the cutscene still plays, but I skipped it and was able to escape with no casualties. But I was also in control of a second hero unit for some reason. Was that intentional or was it because I skipp all the cutscenes? Jayborino's playthrough didn't have that.
Also, just putting this out there but I have videos of my playthrough of Crimson Moon if any one is interested. I've also started uploading my playthrough of Amber Sun as well.
Just a warning, I skip the cutscenes and play my own music over it. That might turn people off from it but it's better people know that coming in.
Not sure if anyone else is having this problem but, Amber Sun 04, near the end of the the escape sequence, a cutscene triggers and Janus is not invulnerable and enemies don't de-spawn or hold fire. It's basically impossible to progress.
And perhaps people should also be understanding for when the tester gets incredibly frustrated with the map and lashes out at the closest thing they can blame - that is to say, the map-maker and the map itself.
I'm speaking for myself here as I am prone to saying things like "This is stupid" in the middle of gameplay. I can't make my point well enough during a recording so the text version of my thoughts and observations on the map are the ones more relevant
Just played through the newest version of mission 8. I have to say, the change in the boss fight threw me off a little bit. It might have just been me, but the Terran boss fight got harder (the boss seems to target fire the Medic.) Still, I very much like the changes. You have to move constantly and at no point will you be safe just blasting away at the boss. Very well done.
I also found an interesting bug: on the last mission, if you load Nova's Holo Copy into the subway station and wait for the duration to expire, then unload the Holo, the unit now has infinite duration. I created a shotgun load-out Nova and had a pretty mean hit squad of 15 or so Novas by the end of the game!
That's the case in all maps with campaign-specific temporary-units I think. Normally, you're not supposed to be able to load temporary units into transports but with campaign units, you can. That's why Heart of the Swarm didn't have Drop Overlords and Nydus Worms since Roachlings and mini-Banelings are a thing in that campaign and there aren't any restrictions on loading them into transports.
Please select dependencies and delete nova art. It shouldn't give you any problems.
Hmm. Doesn't seem to work for me. Well, I don't have the patience to re-download SC2 again - it's well over 20 gigs by this point - so I guess I won't be playing this... sorry...
So, macro section was fairly straight forward. Survive for 15 minutes while severely restricted on economy and tech. On hard difficulty, basic units die too quickly to really matter so you're stuck with just your heroes, doing macro almost solely for upgrades.
The 6 hero dynamic on a base-defense section is interesting. With their combined might and with the right amount of micro, it's possible to deal with entire waves with even just half of them. But then every wave comes from two different sides, requiring you to prioritize the more vulnerable side while still remembering to check back on the other. I have not played a single game of ladder, but I imagine this is what multi-pronged harass would feel like.
Just a little request but could you replace the Auir Sentries with the Sentries from multiplayer or Whispers of Oblivion? The one that still had force field (yes, I am aware that they'd make the base defense section laughably easy. Just a suggestion, not a demand)
The micro section also mixed things up. The dynamic of Kaiser/Ben/Radamantis and Kyra/Mira/Annabelle made for some fun tactical puzzles where different solutions have to be used for similar combat situations. It was the tanks, really. They're very good at zoning your units so you actually had to think really hard on how you had to take engagements.
The timer was also a nice touch, giving the entire section a greater sense of urgency.
The two identical boss fights played quite differently between the two sets of heroes. Kaiser and the Protoss were the most reliant on energy, but also had the best sustain. Terrans, on the other hand, had the highest damage output but were really squishy and lacked a good way to keep themselves alive.
The final section was kind of a let down as I pretty much steamrolled over the Void rifts like they were nothing. Unless that was the point, in which case well done on that.
Actually, well done on everything. It was a fun mission all things considered. Aside from the earlier bugs that force me to watch cutscenes if I want to finish the mission, it was overall great!
No change. Skipped the cutscene, and a good minute into the micro section one of my other units dies. Currently uploading a video. Will PM you once it's ready
Yeah, got to the micro section and was not able to finish it. I think my other units were getting attacked off screen while I was doing the micro section and they ended up dying. The mission ended with defeat shortly after that.
Hahaha
I immediately played on hard and it was pretty easy up until that huge wave of battlecruisers came. I'll give it a try and focus only on upgrades. Controlling an army with 6 heroes - each with multiple abilities with different utilities - is a little too much for me.
So just attempted this and... well, Idk what to do. I played on hard and got wrecked when the battlecruisers came. There were so many heroes that I had trouble using all of their abilities as well as using sentry guardian shield and micro-ing my marines. Am I just treating this mission too much like a macro mission by making a bunch of units? I'm already held back by the 975/975 cost total of getting all the attack upgrades How exactly is this mission supposed to be played?
If you don't use shields prior to shielding Mira for the first time, the cool down and energy regen is just right that you can shield her again. The only problem is if you use Disintegration at any point other than the very start of the boss fight which will mess with the opportunity window for using shields.
And I personally saw the pattern at around my third attempt.
But I see your point. Most players won't be able to figure out what the intended strategy for this without constant save-scumming. While I consider this one of his best boss fights, it isn't without some very big flaws.
Your suggestion would help, but it would be to the detriment of the next few boss fights where the strategy doesn't revolve around using shields at specific intervals. It makes the later missions easier because the ability has no cost and disintegration is too powerful of an ability to be the only one that costs energy.
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@EDHRIANO I think you just forgot to click the </> button on your editor and put the code there.
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Update on that last post: I downloaded the new version, the cutscene still plays, but I skipped it and was able to escape with no casualties. But I was also in control of a second hero unit for some reason. Was that intentional or was it because I skipp all the cutscenes? Jayborino's playthrough didn't have that.
Also, just putting this out there but I have videos of my playthrough of Crimson Moon if any one is interested. I've also started uploading my playthrough of Amber Sun as well.
Just a warning, I skip the cutscenes and play my own music over it. That might turn people off from it but it's better people know that coming in.
0
Not sure if anyone else is having this problem but, Amber Sun 04, near the end of the the escape sequence, a cutscene triggers and Janus is not invulnerable and enemies don't de-spawn or hold fire. It's basically impossible to progress.
0
And perhaps people should also be understanding for when the tester gets incredibly frustrated with the map and lashes out at the closest thing they can blame - that is to say, the map-maker and the map itself.
I'm speaking for myself here as I am prone to saying things like "This is stupid" in the middle of gameplay. I can't make my point well enough during a recording so the text version of my thoughts and observations on the map are the ones more relevant
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Just played through the newest version of mission 8. I have to say, the change in the boss fight threw me off a little bit. It might have just been me, but the Terran boss fight got harder (the boss seems to target fire the Medic.) Still, I very much like the changes. You have to move constantly and at no point will you be safe just blasting away at the boss. Very well done.
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As expected, I can't play it... sigh...
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@Bilxor: Go
That's the case in all maps with campaign-specific temporary-units I think. Normally, you're not supposed to be able to load temporary units into transports but with campaign units, you can. That's why Heart of the Swarm didn't have Drop Overlords and Nydus Worms since Roachlings and mini-Banelings are a thing in that campaign and there aren't any restrictions on loading them into transports.
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Hmm. Doesn't seem to work for me. Well, I don't have the patience to re-download SC2 again - it's well over 20 gigs by this point - so I guess I won't be playing this... sorry...
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@EDHRIANO: Go
So, macro section was fairly straight forward. Survive for 15 minutes while severely restricted on economy and tech. On hard difficulty, basic units die too quickly to really matter so you're stuck with just your heroes, doing macro almost solely for upgrades.
The 6 hero dynamic on a base-defense section is interesting. With their combined might and with the right amount of micro, it's possible to deal with entire waves with even just half of them. But then every wave comes from two different sides, requiring you to prioritize the more vulnerable side while still remembering to check back on the other. I have not played a single game of ladder, but I imagine this is what multi-pronged harass would feel like.
Just a little request but could you replace the Auir Sentries with the Sentries from multiplayer or Whispers of Oblivion? The one that still had force field (yes, I am aware that they'd make the base defense section laughably easy. Just a suggestion, not a demand)
The micro section also mixed things up. The dynamic of Kaiser/Ben/Radamantis and Kyra/Mira/Annabelle made for some fun tactical puzzles where different solutions have to be used for similar combat situations. It was the tanks, really. They're very good at zoning your units so you actually had to think really hard on how you had to take engagements.
The timer was also a nice touch, giving the entire section a greater sense of urgency.
The two identical boss fights played quite differently between the two sets of heroes. Kaiser and the Protoss were the most reliant on energy, but also had the best sustain. Terrans, on the other hand, had the highest damage output but were really squishy and lacked a good way to keep themselves alive.
The final section was kind of a let down as I pretty much steamrolled over the Void rifts like they were nothing. Unless that was the point, in which case well done on that.
Actually, well done on everything. It was a fun mission all things considered. Aside from the earlier bugs that force me to watch cutscenes if I want to finish the mission, it was overall great!
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No change. Skipped the cutscene, and a good minute into the micro section one of my other units dies. Currently uploading a video. Will PM you once it's ready
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Yeah, got to the micro section and was not able to finish it. I think my other units were getting attacked off screen while I was doing the micro section and they ended up dying. The mission ended with defeat shortly after that.
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@EDHRIANO: Go
Hahaha I immediately played on hard and it was pretty easy up until that huge wave of battlecruisers came. I'll give it a try and focus only on upgrades. Controlling an army with 6 heroes - each with multiple abilities with different utilities - is a little too much for me.
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So just attempted this and... well, Idk what to do. I played on hard and got wrecked when the battlecruisers came. There were so many heroes that I had trouble using all of their abilities as well as using sentry guardian shield and micro-ing my marines. Am I just treating this mission too much like a macro mission by making a bunch of units? I'm already held back by the 975/975 cost total of getting all the attack upgrades How exactly is this mission supposed to be played?
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You've sort of made mission 3 completely unplayable now. Mira Kel is bugged. You can't control her unit anymore.
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@JayborinoPlays: Go
If you don't use shields prior to shielding Mira for the first time, the cool down and energy regen is just right that you can shield her again. The only problem is if you use Disintegration at any point other than the very start of the boss fight which will mess with the opportunity window for using shields.
And I personally saw the pattern at around my third attempt.
But I see your point. Most players won't be able to figure out what the intended strategy for this without constant save-scumming. While I consider this one of his best boss fights, it isn't without some very big flaws.
Your suggestion would help, but it would be to the detriment of the next few boss fights where the strategy doesn't revolve around using shields at specific intervals. It makes the later missions easier because the ability has no cost and disintegration is too powerful of an ability to be the only one that costs energy.