Staredit Network > Forums > SC1 Map Showcase > Topic: Desert Strike Night Remastered
Desert Strike Night Remastered
Feb 2 2018, 10:48 pm
By: Lanthanide  

May 13 2018, 1:45 am Lanthanide Post #21



The file was actually 3.20 (check filename), I just hadn't edited the file description. Now updated.



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Sep 26 2018, 6:57 am 3FFA Post #22



Hey Lanth, been a long time. I just downloaded DSNR for the first time and hosted three or four different games, won all of them. Very easy to pickup again, and each game had new players that picked up the basics in the middle of their first or second playthroughs.

"Flames on the crystal formation indicate your upgrade level to your allies"
This isn't intuitive enough. I downloaded the new map and found it really frustratingly unintuitive. I just used the top left gas counter and my own gas count to try and tell. Which worked fine since I only played 2v2 matches tonight.

As far as balance goes, my matches weren't at a high enough level to really assess it properly. So far it feels very linear. ie. higher tech units beat lower tech units, and the cases where lower tech might beat higher tech, there is a cap on the lower tech. After playing the SC2 versions, it leaves me wanting for lower tech to be a bit more viable. With that said, I only played a few games and this was my first impression.
Using Terran with an STF-Sleepy style of build still works, so that was nice to see. I was saddened seeing the tanks locked into siege mode though.



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[04:56 pm]
RdeRenato -- If someone can help me, it will make me very happy xd
[04:55 pm]
RdeRenato -- they are right. I don't know how to describe my level but it is difficult for two things: 1. crazy enemies 2. multiple defensive points
[2020-3-31. : 11:01 am]
Sie_Sayoka -- both because of low skill and population on west
[2020-3-31. : 11:01 am]
Sie_Sayoka -- tbh a lot of the korean maps are impossible to play with pubs
[2020-3-31. : 5:14 am]
jjf28 -- forcing players to be quicker means they'll have to multi-task more/up the APMs and use less safe approaches or have gotten the approaches down to an art so they can perform them quickly without much time to think
[2020-3-31. : 5:10 am]
jjf28 -- I'd say best way to increase difficulty is to make the enemy units behave smarter, followed by forcing humans to move quicker (timers, or some mechanism forcing them forward), followed by beefing numbers/stats
[2020-3-31. : 3:39 am]
jjf28 -- a huge part of special forces is game knowledge, mapping out the spawn timings, what triggers different traps, what units combine into others, they're definitely not intended to be friendly games
[2020-3-30. : 11:07 pm]
lil-Inferno -- RdeRenato
RdeRenato shouted: people, how do you do to verify a super difficult level if you play bad? :(
get someone better than you to play it
[2020-3-30. : 10:16 pm]
MTiger156 -- Sadly, I've often seen the exact opposite happen. "Special Forces" maps typically try to kill the entire team within the first 60 seconds... try to stay away from that approach.
[2020-3-30. : 10:05 pm]
MTiger156 -- ahh... philosophy of Difficulty. There is no single answer for "how much is enough?". That should be left to the players, thus I highly recommend multiple Difficulty Modes for PvE maps.
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