Re: SC2 Campaigns?
Posted: Thu Nov 18, 2010 6:10 am
The one I liked was the Lurker boss, that one was fun to fight more than once. It felt something like a Zelda type boss, which is good in my book.
DrumsofWar wrote:Way to misinterpret and not read everything after the first sentence. Simple triggers are native to pretty much every RTS editor - it was the advanced stuff which gave Brood War a 10 year lifetime and condemned all the Red Alerts and Age of Empires to the graveyard after 2 to 3.
Alevice wrote:The one I liked was the Lurker boss, that one was fun to fight more than once. It felt something like a Zelda type boss, which is good in my book.
johnnythewolf wrote:I did read your stuff; you however obviously didn't read mine because your answer was completely irrelevant and basically just an excuse for yet another rant.
I basically praised Blizzard's triggerwork for being far more intuitive and easy to understand than expected. I didn't say anything about the in-game results, which, if you ask me, are anything BUT simplistic. In fact, when it comes to RTS, I think their scripted events are among the most effective I've seen.
DrumsofWar wrote:You still didn't read my "rant" at all despite the fact that I was trying to be conciliatory. The "triggerwork" and the results are all pretty standard even if much better looking, but it's the community that keeps a game going and right now it's being held back.
Since you don't seem to read past one sentence, I'll keep it down to one. Starcraft 1 only flourished when Blizzard left it alone and it stopped caring enough for other people to push the engine to its limits to create content that kept it going for half a decade.
johnnythewolf wrote:But in all seriousness, you SC2 haters' attempts at being counterproductive will never cease to amaze.
RazorclawX wrote:Most of them haven't published a campaign.
and I still don't see your point
Just a good story and fun game-play, neither of which is complex or heavily trigger intensive
Seems like some of the people who've made some of the campaigns are more annoyed by publication issues (upload limits to the cloud servers) rather than editor issues with actually making the maps.
You'd think that together we could all try to figure out how to work with the editor's limits, just like we did with SC1 and other games with even shittier customization potential, and improve the game with our own creations.
Alevice wrote:What? The boss fight I played consisted on forcing to unburrow the Lurker guy by using the psi disrupter, whihc would also stuns him for a short time. You had to evade his standard attack and a spine nova attack, in addition to evade a couple of roach mobs, who could burrow, move to your position and unburrow right below you, knocking you back.
The battle was actually short, using stim pakcs you killed him by unburrow/stun him 4 times.
It was actually much better than many game bosses I have played.