Legacy of a Warrior Review
I finally got to play your campaign, it is fun. I especially like your plot at the character of Curtis Hollin.
This review referrs to version 1.1
: great captivating story, superb intro!
: Curtis Hollin's remarks to the Major are very cool, tough and smart guy
+terrain& tactical challange
: nice terrain, tricky but doable to get to the beacon
+design of the bases
: I liked how the bases are set up.
-minor logic issues
: Why could the Grest commander promote Curtis? He is not in the same army, and not his supervisor, not even allied. The explanation with the adamantium does not sound plausible, somehow they must be prevented from functioning (coverd by isolating material, sent into the star of the solar system, you name it). How about once a signal is sent, it is too late?
-major logic issue
: Why does the Grestian base have a "Son's of Korhal" sign in the upper NW corner? Even if they plan to betray Curtis Hollin and hte Confederacy, they would not put up Son's of Korhal insignia so openly (or at least Curtis should comment on them).
: I could of (I could have)
: works out great, especially this coming back to the current battle with the sounds of the battle going off.
: agaisnt (against), emplant (inplant). These may have been in map 2/4
: nice battle with the Son's of Korhal
: I like Curtis rebuffing the General even though he is surrounded by enemies.
: demand half of the political. (missing e.g. power?), lieing (lying)
: ice moon looks nice, good game atmosphere
-timing of zerg comment
: The conversation about zerg only came up when I found the base in the SW, however, I have killed a few zerg before that. It would have been more logic to activate it with the first killed zerg.
: assassin attack was a nice surprise
+red base design, prison and cruisers
: good ideas to elevate the map beyound mine and destroy
: In principle, I love maps with sup-tasks, and I am sure this map would be great, somehow in my case the triggers got activated in the wrong way.
: Once I build my base in the SW corner as specified, it appeared all other triggers got off simultaneously. the ghost team got set, but I could not move it, as they where transferred to white very fast, and then the red played had common view, and finally I did not have any troops at all under my control.
: great speech from Curtis Hollin.
: events fit in very nicely with origjnal campaign, purification of the planet by Tassadar's fleet. Finally the role of the watcher from the early missions makes a lot of sense. I liked that part.
: fighint (fighting?)
: I could not see anything other than the minerals, and also there was a long delay within the sequence.
: not from submitting author, therefore map details not included into critique
-end of campaign
: I agree with Revan that Mission 7 would have been the perfect moment to end the campaign. This mission does not add to the plot.
The main strength is your lead character Curtis Hollin, he is very vell done, his dialogues are witty, and his story is captivating to a point that you actually continue playing the missions despite having planned to stop before. That is a big plus. Other positives are the terrain in general, and some of your ideas for the missions. Downsides include one critical error that prevent successful map completion, and a few minor points such as the actual implementation of your concept ideas, some logic issues, and the IMO unnecessary continuation after mission 7.
I congratulate you to an interesting campaign.
EDIT (05/07/08): included the remaining missions into the review.