• On Protoss 03, the intro music’s harp chords are a bit loud, even with significant SVM enabled (smart volume management, which dampens loud sounds)
• On Protoss 08, Raynor’s BC and the starting carrier have a ‘descent’ animation, but it never ends – they just descend down to the map floor and stay there. They can still go up over walls and I don’t think combat performance is affected but it looks weird.
• The BW voices are good but some of them, especially the executor/adjutant/overmind sound like each of their lines was remixed individually, and some have much lower and others much higher tones of voice. In BW it was rather consistent. There’s also a separate issue which is probably known already where you will still hear the SC2 adjutant/queen/executor for certain lines, including ‘maximum supply reached’ which was added to the game relatively recently, and some others.
• Some of the new sounds:
• “We are over maximum supply”
• “That must be built on a vespene geyser”
• “That must be built on Creep”
• “That must be built on a power field”
• In the briefing for Protoss x04 “The Quest for the Uraj”, there is a bug when replaying the briefing where Artanis’s entire model is shown, actually clipping into Aldaris. I’d also recommend increasing the delay between when Aldaris’s transmission cuts out and when Artanis’s comes in be increased by 2 seconds to give that element a little more time to settle.
• In Protoss x05 “The Battle of Braxis”, Artanis’s portrait became a hazy mist with Artanis not visible when he tried to speak in the mission itself (The briefing was fine).
• Protoss x08 “Countdown”, When accomplishing the mission by destroying all zerg structures, the ‘accomplish’ event triggers a gazillion times, triggering a gazillion overlapping dialogues about the Temple from Zeratul, a gazillion starts of the victory screen music, and then I can’t watch the cinematic at all because new victory screens pop up again and again. After a few tries I got it so the victory screen only came up 3 times, after which I could watch the cinematic, but clearly something wrong there. It’s a good idea to add this alternate victory condition, but I’d prefer it either work properly or be removed. Remember that players winning the mission this way know damn well how long it takes, and can time the Zeratul/Artanis entrance to the temple for about the length it’ll take them to clear the map anyways. In past attempts I’d clear the map with maybe 1-2 minutes left on the temple timer.
• Excellent Job on the Dugalle portrait! My one minor criticism here would be to make his lips somehow look more natural – adding some thickness to them would be good.
• Terran x04, the new cutscene where Stukov walks out might be a few seconds too long. In general I would recommend not making any of the pre- or post-mission cutscenes any longer than they already are, I think saturation point has been reached. I like the overwhelming majority of them, I just have nitpicky criticisms. My usual thing of destroying the physics labs and nuclear silos nearly simultaneously also bugs out the cutscene considerably but this is just an observation not a criticism.
• Terran x05 (Ground Zero), spider mines are no longer capable of killing cloaked enemy ghosts
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. Was this intentional? Because I really liked how in the original broodwar you could skip several minutes of economic buildup in this mission by using spider mines to kill the ghosts, allowing you to keep your initial army and use it to secure expansions, letting you be much greedier early on. In previous SCMR versions I was able to get sub ~40 minute full map clears this way mass BC without even trying hard to be efficient. For this playthrough, playing the ‘ground zero’ version of the mission felt like too much of a demotion since I couldn’t do my usual tactic, so I had to switch over to ‘birds of war’.
• End of Terran x06, the new warpgate model is really cool but when it blows up after Mengsk/Raynor escape on a shuttle it turns into a regular warpgate then blows up – the transition is incredibly unsubtle. I’d rather either make a workable explosion animation for the new warpgate (ideal solution) or just go back to the old one.
• End of Zerg X07 (Drawing the Web), The zealots protecting Razshagal and the Zerg don’t properly battle each other, mostly just stand there. If that’s supposed to be because of the *confusion* caused by the Talematros detonation, get rid of it and just have them fight normally.
• Energy upgrade on Defilers no longer appears to work – After researching it I morphed some defilers and they spawned with 22 energy. They spawn with 50 energy WITHOUT researching the upgrade. Their max energy does properly increase by 50 though.