Assault of Zuh'chukah Mountain
Campaign: The Assault of Zuh'chukah Mountain
Play these maps on Battle.net!
Plan of Attack
Intro Cut Scene - Col. Stravowski and Lt. Col. Woodridge plan the assault with the General.
Storming the Beach
You have a limited amount of resourses to take on the zerg onslaught and carve out a position on the beach.
The Fortress of the Wolf
You have made it onto the beach, however the only defencable location for your assault on the mountain is an over run protoss fortress. You must clear out the fortress so your men can set up.
Assault of Zuh'chukah Mountain
The beach is yours and you are in a defencable position. Now is the time to build up your forces and clear the zerg from the area. It's just that easy, or is it?
Features
- Single player action!
- Playable Hero
- Challenging AI Waves
- 3rd Person Insurgency Mission
- Secondary Objectives
- Triggered Map Transitions (make sure the files are in your main game map folder)
Coming Soon
- Unique Hero Abilities
Only played the cinematic so far. Pretty good. Could use voice, of course, but that's a lot of work (as I'm learning).
I have one suggestion. I noticed that during my playthrough of Plan of Attack, the general ended up turning away from the troops he was talking to, and the ghost would also occasionally turn to face the other way. So it seems like you have the unit's "turn" fidget behavior on. If you turn it off, this will improve the immersiveness of the cinematic.
In the data editor, open each unit you have in the cinematic and search for "fidget" on the right-side menu. You will see numbers assigned to "turn", "idle" and one other thing I can't remember. Change the number assigned to "turn" to 0. Now the units will no longer randomly change facing when standing around.
Just finished the Assault Map...
Its not that I dont like the idea of the zerg having 600+ units on the map, consistently spawning, But the entire game felt so dull. They all run to the same spot. only way to win is take the 2 bottom right expos(Gas is bugged so it makes next part even harder).
Go mass Battle Cruiser, If you really want to throw fodder at the zerg to see if you can widdle down units, pump mass marines as well(I ignored marines and ended up with about 9000 minerals at the win). Once a certian number of units get ont he map it tends to create "dumb unites", these are the ones you can not command in anyway. So its important you get 1-3 ghosts out and lots of cruisers before this "dumb unit" takes effect. From there its simple, use BCs to blast all buildings on map, use Ghosts to nuke the giant ball at your former base.
Keep in mind your not nuking to win, Your nuking to bring your FPS up, to reduce the total number of zerg units on the map(Less "dumb units"). once all structures blasted by BCs, you win! Also take note of your nuking ghosts, Mine got up to about 2600 kills each.
Starting position does not feel Defend-able at all btw.
wow wtf were you thinking with storming the beach? there is no damn way to win that. I don't think I...a high level gold-low plat player should be getting roflstomped after about 10 attempts. either decrease the rate of the attack waves or tone down the number of ultralisks. it's just ridiculous.
Regarding the assault map, the only way I managed to survive was by lifting my base and landing it on the bottom right 'expo', I even set up some defenses, but for no reason as I later scouted my beginning position which was no literally swarming with zerg, which didn't bother going anywhere else when everybody is partying hard at my place. Around that time the game dropped to 7 fps and stayed that way until when I quit in the end because units started to bug out. Made a ghost, but couldn't use him, the unit had no commands, then banshees lost their commands as well, I'm guessing command overflow because of what I reckon was more than 1000 zergs constantly moving in the beginning base. Or something. Anyway looks promising, but currently buggy both literally and figuratively.
(Also tried the fortress of the wolf, can't play it as it is, the camera is helpless).
Plan of Attack: The cinematic was executed well. It was kind of odd to hear what I thought sounded like a Queen using Spawn Larva around the middle of it.
Storming the Beach: I assume you spawn the waves with "Create Unit" commands and then send them over. This works when the player cannot see the enemy base but it looks tacky when I am assaulting the enemy base and suddenly a blob of Ultralisks, Hydras, and Roaches pop up out of nowhere on top of my troops. Probably should add a check whether or not the player has units in the enemy base, then disallow spawns.
The Fortress of the Wolf: Utterly unplayable. The 3rd person camera needs to be reworked.
Assault of Zuh'chukah Mountain: I favor these kinds of scenarios, though it's very, very challenging to survive. I tried to maintain a defensive position in my base and ended up starving. The frequency of enemy waves is unforgiving, with what seems like no pause or break in between to build up again. I felt like I was constantly losing everything I just built, and got to the point I couldn't replace them anymore. I had turrets at the north end of my base, siege tanks perched on the southern cliffs, and MMM guarding the ramp. Perhaps there's a strategy I'm overlooking.
Check the camera triggers in the fortress one. You left it bound to ground level and it makes it impossible to function, you can't even see where you are, let alone where you should be going. Other than that i like the idea of the campaign, but I'll wait a bit to finish so I can see them all in order.
Need to redo some terrain near some Vespene locations. The terrain on some of the Gases won't allow you to build a Refinery on it (like the southern one on Teal's base -the Muta zerg- and both of them on the hidden valley expansion).
Also, the Zerg that spawns Hydras + Ultras have some bad pathing or something such that if the game goes on for too long, his entire side of the map is just filled w/ units sitting there. Made it very very laggy for me and kinda annoying to kill the Hydra Den since there were literally 1000 Hydras on the map.
make sher you cane creat units two ok
I added spore crawlers on both maps in key areas to help combat the banshee rush. Thanks for the input!
what you have right now is a little too easy, i'm afraid. the zerg have no means of countering banshees, which basically lets you win the second you can get them cloaked.