TM01:
The idea of making those tougher zerglings simply have more movement and attack speed is great. I could do something with that, and it would make more sense than hero units.
TM02:
Infinite queen spawn? There's only one queen... isn't there? I don't remember putting in an infinite queen spawn. And, if there is one there, how come it's a bad idea? I mean, I can think of a few reasons, but I wanna hear it from you.
TM03:
My design changes were often about, uhh... linearity. I tried to make the maps less linear and all. So making that the only option isn't really something I would do, but I do agree that the defense strategy is disproportionately difficult to the offense strategy. Any suggestions about improving the latter option?
TM04:
Yep. I was thinking of putting in some aggressive attack triggers, or some more scripted events, though...
TM05:
The AI just doesn't work on this map. It looked great until the AI stopped working, but I haven't been able to get it to work, sadly. If you want to take a look, be my guest. I would love to know what the problem is!
TM06:
The idea behind the decision to put siege tanks into the map comes from the upping of the AI. P4 can be blown through with relative ease, and if you build up quick, you can fortify the position between P5 and Norad II, which would prevent those hot moments. Like, the changes were meant to encourage aggressive gameplay.
I assume you got TM07 and TM08 mixed up... TM08 is the one with the countdown timer and the king of the hill, TM07 is the one with, uhh... all that crazy stuff. I'm gonna respond to them in reverse:
TM07:
Thank you very much! Biting the Bullet is the map I worked the hardest on, and I was very happy with the result, myself.
Any comments on the protoss' arrival?
TM08:
I figured it made sense to have Norad II being repaired at some point during these missions. The king of the hill part was a concept I was eager to implement on this map, since in the first, you could just, uhh... defensive matrix the SCV and send it to the beacon, and it's GG.
TM09:
Really? You found this map easy? You must be a pretty good player. Personally, I balanced these around my own difficulty level, which is rather average. The things that made this map tricky are their stationary defenses, their tendency to fortify around each-other's bases, and the general openness of your own base and the outpost in the upper left you can get. I would, however, love to know how to edit the AI to not be so... predictable, and so slow. I've looked into a few programs but it all looks too complex to really focus on learning right now. Any suggestions?
TM10:
Really? You failed this map? I find this one of the easiest maps of them all lol. Something ain't right here XD But, uhh, you can complete the map without nukes. Did it in testing.
TM11:
Some more resources were added, the AI was tweaked, and it was split into two factions. Unfortunately, the protoss AI doesn't seem very active, which is, again, something I'd love to fix if I can figure out how to edit Starcraft AI, lol.
TM12:
The AI tends to fortify around the Ion Cannon, but it's the same as any other AI. This is one of my least favorite maps in the whole campaign since, for some reason, it feels like more of a drag than any other mission. You know? Kinda feels like filler. I would love to make it into something special but to be honest, I'm not really sure where to start.