Re: Battle of Ahman-ro(working title)
Posted: Sun Apr 13, 2008 8:33 am
Hi Revan,
I have played your campaign through last night. Here are my remaining comments:
Mission 06:
+tutorial style idea: This worked out really well reflecting Rukh'na's training as a warrior. The subsequent battle stays in line with that principle due to the "aeon of strive" mode.
+balance: with these non-straightforward mining&baseraiding missions, balance is very delicate to handle, which worked out great.
-minor logic issue: Once his mother has been slayed, Rukh'na becomes all to soon forgiving to Nydun. In the end, he is responsible for his mothers death. I would have expected some more hostility, at least banishment from the village. It was kind of hard to see him welcoming Nydun a little too much.
-spelling: I saw another "you are welcomed", but that may have been in another mission.
Mission 07:
+level design and difficulty: well balanced difficulty, good design, interesting to play.
+story: great ideas
=difficult riddle: I did not solve how to get past the explosion-barrier. In order to play on, I had to create a private entrance to the other side of the barrier (see attachment). This is not a critique point, rather a request for a walkthrough
Limitation: I did not play through the whole mission yet because I made the private entrance modification at the end.
Mission 08:
+Very good ideas. I loved the sub-mission concept, it was fun to play.
-difficulty Utena's mission: It would have been helpful to give "lockdown" to Utena's comrades, too. This way, you have to wait until her energy is recovered before you can proceed.
-diffculty Igzil's mission: Her part was too difficult IMO. The problem was the time. Only under invincibility cheat, ingnoring incoming fire from some of the troops just rushing by, I was just able to reach the objective and had like 15-20 seconds left. I think an extra minute would be really helpful.
-remove unused units: After the submissions were done, and the aeon of strive setup started, I was considerably confused by alarms that troops are under attack, etc. because these forces commanded during Igzil's and Rukh'na's raid were still on the map. I think it would be easier to just remove them as well as their beacons from the map once their plots are over.
boss fight idea: great idea and setup for a boss fight
-boss fight implementation: I was never attacked by the boss until his invincibility was removed. That ment I could in all ease raze the power generators, without being under fire from him. Only once I could open fire, he responded.
Overall a great mission, loved it!!
Mission 09a/b:
+story: top, both endings!
+cinematic sequence: very good implementation of the cinematic sequence!! Especially the minor differences between either ending, i.e. mind control vs destruction of enemies.
+boss fight: very nice
How do you get to the third alternative ending??
Mission 10:
+story
+cinematic sequences
Overall summary:
I really had a good time playing this campaign, very much enjoyed it. I would say the overall strenght is the story, the humor in the briefings, and the dedication to the terrain. Drawbacks are two critical errors that prevent(ed) mission completion, and a few minor issues outlined for each mission. Nevertheless, it was a very good campaign, and I think good contribution for the remaining year pre-SC2. Thanks for making all this effort.
I have played your campaign through last night. Here are my remaining comments:
Mission 06:
+tutorial style idea: This worked out really well reflecting Rukh'na's training as a warrior. The subsequent battle stays in line with that principle due to the "aeon of strive" mode.
+balance: with these non-straightforward mining&baseraiding missions, balance is very delicate to handle, which worked out great.
-minor logic issue: Once his mother has been slayed, Rukh'na becomes all to soon forgiving to Nydun. In the end, he is responsible for his mothers death. I would have expected some more hostility, at least banishment from the village. It was kind of hard to see him welcoming Nydun a little too much.
-spelling: I saw another "you are welcomed", but that may have been in another mission.
Mission 07:
+level design and difficulty: well balanced difficulty, good design, interesting to play.
+story: great ideas
=difficult riddle: I did not solve how to get past the explosion-barrier. In order to play on, I had to create a private entrance to the other side of the barrier (see attachment). This is not a critique point, rather a request for a walkthrough
Limitation: I did not play through the whole mission yet because I made the private entrance modification at the end.
Mission 08:
+Very good ideas. I loved the sub-mission concept, it was fun to play.
-difficulty Utena's mission: It would have been helpful to give "lockdown" to Utena's comrades, too. This way, you have to wait until her energy is recovered before you can proceed.
-diffculty Igzil's mission: Her part was too difficult IMO. The problem was the time. Only under invincibility cheat, ingnoring incoming fire from some of the troops just rushing by, I was just able to reach the objective and had like 15-20 seconds left. I think an extra minute would be really helpful.
-remove unused units: After the submissions were done, and the aeon of strive setup started, I was considerably confused by alarms that troops are under attack, etc. because these forces commanded during Igzil's and Rukh'na's raid were still on the map. I think it would be easier to just remove them as well as their beacons from the map once their plots are over.
boss fight idea: great idea and setup for a boss fight
-boss fight implementation: I was never attacked by the boss until his invincibility was removed. That ment I could in all ease raze the power generators, without being under fire from him. Only once I could open fire, he responded.
Overall a great mission, loved it!!
Mission 09a/b:
+story: top, both endings!
+cinematic sequence: very good implementation of the cinematic sequence!! Especially the minor differences between either ending, i.e. mind control vs destruction of enemies.
+boss fight: very nice
How do you get to the third alternative ending??
Mission 10:
+story
+cinematic sequences
Overall summary:
I really had a good time playing this campaign, very much enjoyed it. I would say the overall strenght is the story, the humor in the briefings, and the dedication to the terrain. Drawbacks are two critical errors that prevent(ed) mission completion, and a few minor issues outlined for each mission. Nevertheless, it was a very good campaign, and I think good contribution for the remaining year pre-SC2. Thanks for making all this effort.