Marauders! The Campaign
Marauders has moved to the arcade. This page will no longer be updated.
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 TemhotaTech:
The invisible wall has been fixed, and being able to grapple up the tallest cliffs shouldnt be possible anymore.
(No pathing zones. If there was even a millimeter of uncovered area near a cliff, you could get up and break the game's own pathing rules. Super weird.)
So, found what I think are bugs on Cold As Ice; there seems to be something invisible blocking the giant mech when you try to get into the abandoned outpost from the front door after opening it. On the same note you can grapple on top of the walls while inside the abandoned outpost, which was how I managed to survive the fight against the Apocalisk without the mech. Scratch damage ftw!
...woops.
That and other bugs have been fixed.
Heya,
I just completed the latest map released- Cold As Fire. Oh man the map itself is FULL of bugs everywhere. You can climb walls and cliffs with that gigantic massive machine :D Now seriously though, when you have made some fixes i think it will be a good map. And the marauders campaign is just awesome. Keep up the good work and im looking forward for your next map :)
https://drive.google.com/file/d/0B1QuX1-xlXwZZmVyNng5VjM1aEk/preview
The cliff here seem bugged.
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Looking forward to the next map I really hope to get use a huge mech like this again.
@acidragoon
No problem finding bugs is fun when your having a good time playing the campaign
and this campaign is unbelievably fun
Thanks. Whenever coop is updated, a random assortment of units used in it break. So annoying
there is a problem with ascendants they still have co-op requirements on there abilities
that's the only problem i found with that map.
just to let you your maps are amazing
The terrain on the next map is taking ages.
At the very least, I've learned one thing about doing indoor terrain. When in doubt, add more ground trims.
Healing was ok for all heroes other than firebadass and defiler. Especially firebadass was rather useless since his ability got him into danger way faster than the healing could fix, so he either had to constantly be ordered back or just sat next to the healing station with his autocast disabled. Defiler was good for grabbing long range enemies (and wasnt jumping into deathballs on its own), but didnt fit a tank role either. The only unit which did was ironically enough the tank itself, but with its long range, snipe attack and lack of splash damage (as firebadass and defiler had) it didnt really suit as a frontline-fighter either.
Huh, I felt like the healing was okay. I would take one of them back and park them next to the healers at about 30% hp. On my final balance run I only lost Firebadass once, and towards the end.
And yeah the boss was a pushover. Compared to mission 5 where you had to run from it, now with 6 members of Team BAMF it gets rolled over, hence the "thats it?" once it dies.
Just played the origins map, here some feedback:
I really like the micro maps you do, this one was no exception. Defending the outposts and having to race between them was really nice, though a little dragging at the end. The bossfight was a good addition, though I could perma-stun it with the ability of the defiler. Apart from that both the defiler and firebadass were constantly on low hp making both rather useless for defending. Healing in this map in general was very scarce, forcing me to abuse the time for the tank to get into fire-position as healing time (which took very long, maybe you could add some heal-points in the middle of the map for instant-healing?). This also applies to the long time you have to wait for a hero to "respawn" (or rather to fully heal up), which is definitely too long. When being told to destroy the warfoundry base, the ping came after the tank was brought into position, which made it really hard to find the right spot. These pings in general only last for a couple seconds, making it hard to guess the right position once they disappear.
Apart from that I really liked the terraining, the dialogs and the mission-feel in general. The abilities are diverse while not being overpowered and the attack-waves were constantly harder but not too hard at the end, making balancing (apart from the healing problem) well done for this map. Looking forward to your next one!
On the arcade? No, theres too much copyrighted music and the filesizes may or may not fit.
You could put it on another site like this though. Just send me the link when it's up and I'll link to it from here as well.
can i upload this series on asia server with translation?
Ultrarauder is from an unfinished map idea I had. Think Godzilla or Pacific Rim. Initiation took its place.
I noticed in the editor theres a marauder called UltraRauder so is that going to be in the next mission?
I also love your missions and if I never found Jayborino on youtube I wouldn't of known about sc2mapster and all the cool campaigns like this one
I always love your map-teasers!
really enjoyed initiation, felt a tad tedious and it seems like some area's were unused, the one thing i really hated was finding the live fire exercise behind the police station, possibly because of the fact that i was walking around the police station not realising i had to go through a warehouse and down a couple alleys. but i loved the live fire exercise, you did a great job with it