Marauders! The Campaign
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You can find it by the name: Marauders Campaign Launcher
Marauders!
What could you describe as kickass, manly, comedic, gratuitous, beautiful, breathtaking, stunning, incredible, indomitable, phenomenal, admirable, and just all around badass?
A Marauder of course.
Marauders! is a comedic single player campaign centered around, well, Marauders. Follow the Marauder Squad in their shenanigans featuring custom factions and units in every mission with one goal in mind: Have fun and kick some ass.
In reply to JayborinoPlays:
I recently tried getting the last 22-25, and when I did and tried to play them, all that would come up is a blank map. Am I doing something wrong?
In reply to leftmoss25295:
In reply to leftmoss25295:
Central is one of the better marauder missions, imo. A more "serious" entry to the marauders series, it has good pacing, atmosphere, terrain, the ability to make the mission easier with that 2k/1.5k superweapon. The opening section really adds to the mission, adding tension, thought, and turning a boring catwalk into a platformer.
You could get rid of one of the gas'. Ended up floating thousands of gas.
Major pitfall is that thumpers are just too good. A lot of the in-mission AoE is just shut down by stimmed thumpers. The Nano's can be destroyed by a single roaster.
Thumpers seem really strong in general, looking to be the top single-target DPS/cost , as well as being incredibly versatile because they:
Not sure that 5 range is enough of a drawback, especially when stim+stutter stepping is a great way to close distances.
Hey AcidDragoon,
I ran by Jayborino's playthrough of this campaign and I must say I got very excited by it! Very cool campaign. I do have some catching up to do for all the missions, but I'm already loving it!
Marvelous
Bug: The cooldowns on Jerkfaces abilities don't match the tooltip, they are 0.
I understand what sort of idea you were going for with the boss fight, but it's too anti-climatic for me personally.
Good story nonetheless, and the after credits scene made me chuckle.
Can't believe it has actually 'ended'! Loved the last two maps, really captured the silly spirit of the entire campaign while also revisiting all the fun factions from the previous maps.
I talk about this in my playthrough coming up on Monday - even though the "X" missions are meant to be satirically sad with the piano music and stargazing ending line, it actually was bittersweet in knowing the campaign was ending. You've got a goofy storyline that is not serious, but it's a storyline nonetheless and it was a nice, heartfelt way to wrap it up.
Sounds like you may still make more maps with the Maw faction plus the previously unknown characters from X1; I'm looking forward to them if they happen!
Great and fun map. Like how the variety of base defense strategies means that, at some point, your "dream army" will fail (ex. my carrier/subjugator strat fell before centrals high armor+anti-air splash, as well as generally struggling vs air units).
Terraining, sounds, dialogue, and unit designs all contribute to a well-planned atmosphere.
You can overbuild carrier bombers by queueing them up before you hit max, can have 8 per carrier if so.
Now just two small quibbles that I feel detract from this map:
I just wish there was some way to quickly rebuild my army. Building some weird strat to counter 1 base then getting it wiped on the next base, but I guess you run into the issue of "how to prevent players from rebuilding high tier units instantly while in combat".
Being able to see each base one at a time (ex. see purifiers, kill purifiers, now see brood) would be more interesting in terms of planning an army around them.
In reply to TChosenOne:
Well thats was a sad mission...
Just 2 thinks I found.
- https://ibb.co/eaX6zG he says abberations. Or he speak like that?
- https://ibb.co/gDVODb instigator looks like they have 2 actors. Their models looks duplicated
In reply to VastanX:
Ground baneling units just have too large hitboxes to be a useful army, especially since you want most of your units to be able to be able to attack ravagers and ravager alpha's. Bane Lords are the only real useful unit, making sure you grab a queen to heal.
Pros of bane lords
Edit: 1-sentence review: scenario and dialogue thought out, actual gameplay not thought out so well.
acidragoon is back !
Hi Acidragoon
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In reply to VastanX:
Hey acidragoon, Vorgozz here. Not sure if you know this already, but some time ago I made a SC1 campaign inspired by Marauders! and Jayborino played it, also a while ago already. Just wanted to tell you that, I love Marauders! and you may like Fire it Up! too.
In reply to Forge_User_01705532:
Are you still making more maps?