Re: [New Campaign] StarCraft I: Echoes of the Swarm (new nam
Posted: Tue Oct 26, 2010 8:49 am
Any updates? : D
Jim_Raynor wrote:Any updates? : D
Also, I apologise for the lack of a finished review, I've been really busy the past few days. I'll get it to you as soon as possible.
Eredalis wrote:Sorry, I have deleted my first post accidentally.
Since I've played Dark Swarm SE from Legion the past days, I'd give your campaign a shot, too. But what on earth, yet in the first level is a bug...
After you've defended the infested CC successfully, happens nothing further. The problem is the condition in the victory trigger: *Current player commands at least 1 Infested CC*. This cannot work, because you did change the ownership of the infested CC to a neutral player in the trigger named 'Infest Command Center, begin third part'.
I have downloaded the campaign from the link of the first post. Don't know, if there is a fixed version already.
Have downloaded now from the other link. Same game.
I guess, you didn't play that, did you?
It is just a 64x64, play-testing should be no waste of time.
Eredalis wrote:E 2/
Have now played mission 2. Very well done. The idea to reverse the original third mission of rebel yell is a nice touch. The protoss have killed me, I've realized now how difficult it was for the zerg player to harvest minerals from their mineral fields. (Because of unwieldy placement from Blizzard back in the day xD)
Eredalis wrote:E 3/
Mission 3 is also very nice, but only the design of the terrain and the utilization of some abilities. I fight along with Lavarinth and use his valueable capabilities. To respawn the Hunter Killers was even necessary. What I don't like is the fact, that the Zerg interact verbally with the Protoss before the events of Char. This is... somehow unreally, it's too ficitional. The Overmind holds in the early events of StarCraft the Swarm at bay, only watching and testing out. The first verbal contact executes actually on Char between Zeratul and himself. But interact with the protoss verbally at this time, yet? Rather not. Precisely because EOTS implied a reverse version of Rebel yell in the first two levels, such heavy changes on the original plot lines is peculiar. And Zerg can operate a computer...? That's are things, which stabs the nice maps and gameplay in the back.
Eredalis wrote:Mission 4:
Aaargh. This music is annoying. "(I am a?) heeeeerrooo..." Hear this twenty-five minutes gets quite a fright. The start of the level is confusing: Joking Zerg? Wtf?? That is without a doubt very strange. The heart of the level is excellent. Killing Duke, or better bring the Norad II down, fills up a good portion of atmosphere. I've morphed over thirty Scourges and attack Duke's Battlecruiser frontally. The direct way is the easiest.
Eredalis wrote:Mission 5:
The best mission, so far. The spawing pool stands a little bit in the way of the drones, if these try to harvest from the extractor. Number of Minerals reaches only just... (Maybe you should set a few more.) Only the last dialogue between the Terran commander and Lavarinth is... strange! You know, this is exactly the problem I've mentioned above. Although you've decided to put this in your campaign, it doesn't figure somehow in the original storyline. But ok, it's your campaign, it's your decision...