Stukov's Revenge
A year has passed since the Defenders of Man Incurson and the Tal'darim are preparing for a full-scale war with the Terran Dominion. They plan to conquer Char for resources to forge new ships for the Death Fleet. The Zerg are aware of this, however, Zagara and Stukov disagree on what to do. Zagara wants the Zerg to defend Char from the aggressors, Stukov is conviced that it is impossble to fight the Tal'darim head on and suggests to leave Char. While internal strife threatens to lead to an open conflict within the swarm, a Protoss ship crashed on Char. Hunter Killer Draliska is sent to investigate the remnants and is attacked by an unknown brood of Zerg. When Monstrosity Gumba, leader of the Leviathan Brood, is searching for him, he discovers problems by far more dangerous than a couple of rouge Zerg...
I currently have the first playable mission and an unfinishes stage of the mod, but it is finished enough to alpha test it.
You need this mod to play it: https://www.sc2mapster.com/projects/left-2-die-mod/files/504174
See Discord https://discord.gg/5Z6vJvp93S for more details.
What did I just play... I don't know, but it was certainly... something. (Okay, disclaimer, I wrote this review like, 9 hours ago, but my internet dropped out so I couldn't post it.)
Things to point out, Maelstrom, no proper description.
Gumba, and Draliska are Monstrosity... in not English. Don't want to guess which language and guess wrong. The Zergling, Krerth, refers to Overlords as Instructors at the end. Likely a translation error I'm guessing.
The Protoss read like Protoss in dialogue, but the Zerg... don't feel like Zerg, in dialogue.
Also, those chokepoints were awful. Trying to get your army down the paths is not fun. The Torasques could solo the mission with mild queen support, but jeez, ordering all the other units you get during that mission down those halls after the fact, was an effort in futility.
Also, ending, maybe have a fade to black, or something, to signify the mission was over? The Colossi just kept shooting, and then I was out to the menu, because next map not found. Was very jarring.
In reply to CerberusSC2:
-Leviathan Brood Overlords are actually called Instructors. They give more supply and are detectors by default.
-Due to localisation errors, balancing issues and dependency on unreliable 3rd party mods, I started redevelopement of the mod from scrath for version 0.0.4
-Torrasque OP, pls nerf. (Wtf was I thinking when I gave them 100% lifesteal?)
-Make Chokepoints wider
-Allow the player to see
-Zerg sound more like Terrans
-Reduce variety of units
In reply to Gumba_54:
Okay, that gives some clarification on the Overlords.
Torrasque very OP. The Initial one got me to the Broodlords easy, and the two from going up the ramp, ate the hybrid with ease. Easy claps all around. Tanking with the Torrasques with maybe a couple Queens, cleared the enemies quick, and then Gumba could just walk to beacons... once trying to path through a five million supply army.
I'd recommend going back and rewatching/replaying some fan Zerg campaigns, and base game HotSwarm, to get a better sense for Zerg dialogue structure and pacing.
what? this idea is the same as mine. You are really cool!