StarCraft: Vile Egression [Completed]

(June 6th, 2009 - June 15th, 2009) Completed: July 31st, 2009
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IskatuMesk
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Re: StarCraft: Vile Egression [Completed]

Post by IskatuMesk »

I don't know how anyone could find the reaver escort hard. All I did was build 5 cannons at the base and ignore it for the rest of the 5 minutes you have to watch the reavers, which involved a few stray zerglings and broodlings. Hardly difficult. :\
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Re: StarCraft: Vile Egression [Completed]

Post by Dem0nS1ayer »

You guys actually built buildings? O_o  I just took all the units are put them in front of the reavers.
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Re: StarCraft: Vile Egression [Completed]

Post by IskatuMesk »

I was expecting something more epic along the lines of the first videos Laconius showed me where you had to actually defend your base. He really did nerf the crap out of the campaign.
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Re: StarCraft: Vile Egression [Completed]

Post by Laconius »

IskatuMesk wrote: I was expecting something more epic along the lines of the first videos Laconius showed me where you had to actually defend your base. He really did nerf the crap out of the campaign.
Ricky_Honejasi wrote: Well, I did said "at times" which honestly it's mostly the first part of the first map that I really had high difficulty (if many find it easy than it's maybe me that screwed over in the worst ways possible over and over).
Ricky> Were you trying to escort the caravan with Probes?  :-\


EDIT:  Jokes aside, I'm considering posting my play-through videos once the judges have finished their rounds.  This is so that players who are stuck on a certain segment will be able to consult said videos as strategy guides.  Kudos to Krazy for the idea.
Last edited by Laconius on Sun Aug 16, 2009 2:19 pm, edited 1 time in total.
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Re: StarCraft: Vile Egression [Completed]

Post by Ricky_Honejasi »

Laconius wrote: Ricky> Were you trying to escort the caravan with Probes?  :-\
Nope, here's how I did it :

1) Start sending forces (everything except hero) a bit ahead of caravan
2) Order probe mining
3) Start making 2-3 cannons with whatever initial minerals
4) Put hero in front of cannons but try to put it close to the shield battery
5) Re-order forces more ahead after I start noticed that my first caravan already lose 30-40% HP (while I did step #3 and #4)
6) Meanwhile, a good pack of hydras do the assault on the hero + cannons back at the Nexus. Try to keep hero close to cannons so it fires yet make him go to the batteries to recharge. Then start making more cannons after wave dies.
7) Re-order forces more ahead after I start noticing yet again that my caravan is being shot at. By now, they are either at the first checkpoint or a bit farther than the first checkpoint.
8) More or less repeat #6 and #7 one last time and at that point, either my hero dies accidentally (at Nexus defense) or my first caravan unit finally dies.

Note that I always played it on Fastest speed. If my memory serves well, here's what I tried before :

1) Send all forces including hero with caravan with most game focus, probes make initial cannons, first wave kills the Nexus and then kill my caravan escort in the back. At best, the second wave would finish the job since there is no longer a base resistance.

2) Send all forces much more ahead (with or without hero) while making them go much more in advance, somewhat more focus on base. Defeat often because of stray hidden forces (from mountain or some other less direct spot) heavily hits caravan while forces are all far away.

EDIT : Note that I likely did some repeated mistake at some point (I guess it's lack of focus on the caravan party) or people always played it at normal speed (thus more time to do everything) or something.
Last edited by Ricky_Honejasi on Sun Aug 16, 2009 8:49 pm, edited 1 time in total.
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Re: StarCraft: Vile Egression [Completed]

Post by Laconius »

The only way the waves would kill the Nexus so fast is if you pressed ESC during the cutscene/objective briefing.  ESC makes the Zerg waves disregard their timer and spawn non-stop. 
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Re: StarCraft: Vile Egression [Completed]

Post by Ricky_Honejasi »

Or somehow, I manage to screw up everything or being too slow ... whatever at this point.

Anyway, since others found it okay difficulty-wise in addition that difficulty is not really influential for the score (in the unlikely case that it is considered "too hard" by Lavarinth in the end) AND that I am not the final judge ... I guess we can pretty much give up discussing about that part. :p
Last edited by Ricky_Honejasi on Mon Aug 17, 2009 7:10 am, edited 1 time in total.
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Re: StarCraft: Vile Egression [Completed]

Post by Laconius »

But Ricky, you know how I love to annoy you...  ;D


Getting back on topic, the maps for Vile Egression have all been updated to accommodate Ricky's review.  The changes are mostly minor and consist of typo corrections, along with Ricky's newly added tag amongst the credits list.  However, I'm considering adding even more units, such as the Zerg Baneling and Protoss Phoenix, so as to give the campaign a more polished feel.
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Last edited by Laconius on Mon Aug 17, 2009 8:07 am, edited 1 time in total.
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Re: StarCraft: Vile Egression [Completed]

Post by Dem0nS1ayer »

For the love of god, please don't put that Collussus in there.  That model is.... O_o
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Re: StarCraft: Vile Egression [Completed]

Post by chris »

laconius, when will the updated maps be available?
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Re: StarCraft: Vile Egression [Completed]

Post by Laconius »

Dem0nS1ayer wrote: For the love of god, please don't put that Collussus in there.  That model is.... O_o
Agreed.  I think I'll stick with the Trilobyte.
chris wrote: laconius, when will the updated maps be available?
Unsure.  Also, the updated version will be the Hard version.  In the event that it takes too long, you can just use the default links (found on page one, first post), along with the following updates and you should be set;

(Just in case you're confused, don't use the links for the mod and map 2 that are on page 1; use these.)

Mod(Updated):
http://www.filefront.com/14242581/Vile%20Egression.exe

Map 2(Updated):
http://www.filefront.com/14226995/VE-2.scx
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Re: StarCraft: Vile Egression [Completed]

Post by omega20 »

Laconius wrote:
Dem0nS1ayer wrote: For the love of god, please don't put that Collussus in there.  That model is.... O_o
Agreed.  I think I'll stick with the Trilobyte.
Unless you can't do something for that Colossus model, yes, use the Trilobyte. I like both the Phoenix and the Mothership's models. However, I think that the latter is too 'small' (in comparation to a carrier, for example).

I really hope to see those on your campaign. ;)

You're gonna add the Baneling too? Hmmm... I'm curious about it (Specialily taking into account that by adding them you're giving another 'suicidal bomb' like unit to the Zerg (Not as powerful and dangerous as the ITerrans, though)).

[imgwh 394x600]http://images4.wikia.nocookie.net/starc ... _head1.jpg[/imgwh]

Cute, isn't him? :p

I really would like to face those. They'll sure add more difficulty and challenge to the maps. ;)
Laconius wrote: Also, the updated version will be the Hard version.
Yay! :D
Last edited by omega20 on Mon Aug 17, 2009 10:16 am, edited 1 time in total.
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Re: StarCraft: Vile Egression [Completed]

Post by thebrowncloud »

I've found another bug and this time it is with the mod. For the zerg basilisk, if it gets within range to hit one of your units and then u retreat without killing it, its range for hitting that unit becomes infinite and can hit it no matter how far away it is. i.e. if it is attacking a target and the target moves away (out of its normal range) it can still keep attacking it from the same position. Idk if u fixed this already, as i am playing with the mod u put on the first post.
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Re: StarCraft: Vile Egression [Completed]

Post by Laconius »

Oh wow.  I've seen that happen before, but I never realized the range extended so far.  I'll fix that up right away; thanks for reporting it.  :)

EDIT:  Problem has been fixed and will be absent from future mod updates.
Last edited by Laconius on Mon Aug 17, 2009 1:35 pm, edited 1 time in total.
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Re: StarCraft: Vile Egression [Completed]

Post by omega20 »

Laconius wrote: Oh wow.  I've seen that happen before, but I never realized the range extended so far.  I'll fix that up right away; thanks for reporting it.  :)

EDIT:  Problem has been fixed and will be absent from future mod updates.
Oh, yes. I noticed it too. But I did during the three base battle. And I was too busy dealing with the sunkens to notice from where were those damn spores that kept killing my probes at the the nexii coming from (though I had an idea that it was the basilisks the ones that were doing that. I though it was an special attack, though). Perhaps because of that the battle was so difficult for me... Thank you Mucky for your suggestion. ¬¬

Anyways, how did that happened? I never noticed such a bug before in other mods.
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