Krazy wrote:So, now that I am less blind, I've now watched the intro map. All very nice, but I ran into two weird problems right at the very end. First,
[spoiler]after Khalis dies, there's three "unit placeable: dark archon" notes, and three dark archons spawn that just stay there.
Next, when the three templar spawn right at the very end one of them is unit unplaceable, which makes it really weird when the two that are there die and then there's no one talking.[/spoiler]
If it will help, I'll also include some of the more minor things I notice as I go through.
[spoiler]Mission 1 briefing:
Kerrigan's first text: "undiscutable" should be "indisputable"
Kerrigan's second text goes by too fast to be completely read.
Mission 1:
"Ruperts" second text: "Damn they all" should be "Damn them all"
Goliaths spawned on kerrigan and she died

I don't think this is a bug, just commenting[/spoiler]
Game disrupting bugs:
[spoiler]In Zerg Mission 3: when the first zealot dies, the game pauses... and does not unpause for over three minutes. This bug occurs again when you reach the warp gate.
The triggers for the warp gate are really annoying in mission 3. Don't just make it rescuable, give it to the player if Red controls 0 units in the little area around it.
The warp is gate way, way too annoying. You've surrounded it with units, as though saying, "please overlord, come tap it thus giving the player instant defeat". [/spoiler]
Hmmm... mission 0 and 1 work just fine to mine... Well, I'll search for these bugs, then fix'em. But I'll release the separate maps instead the entire episode.
In map 3, the games pause 'cause there's a dialogue scene. Didn't you see those?
Yes I think I'll do that in map 3. It wasn't difficult for me as it was, but, as I'm the creator of the map... Also, I think I'll remove the white teleporting units. Sometimes they can be spamming and really really annoying. This way, I'll make the map easier.
Also, in the first post is supposed to be posted the DEFINITIVE version of the campaig. This is just a 'test' version.

To finish, what do you think of map 10b? Did you liked to use... those 'special Zerg'?
EDIT: Oh, and in mission 1, the goliaths bug isn't really a bug. Those are Terran reinforcements, and they only do appear when you bring one of your units to a determined location. Perhaps it happens because you have bring a Hunter Killer (or another unit) to that location while Kerrigan was on the position from which the golis were going to be spawned. It wasn't supposed to happen, as I intened you to keep all your units together during the entire mission.
EDIT 2: Oh, yesss. I know what happens in mission 0. I can fix easily the DA bug. The HT bug, however, wasn't really a bug. The HT was created in a place in which no units can be placed (the lower side of the map). It's fixed. I'll post the definitive link in the first post of this thread.