Critical Aspects -> YES - Campaign's storyline is between Starcraft 1 and Starcraft 2. Comments related to the direct scoring ===TEXT -> + Barely any text mistakes -> + Grammar seems fine overall -> + Informs the player correctly of events. -> + Text properly formatted for reading -> + Text modified properly to fit the characters' speech. -> - Some mission objectives in game menu in the early maps show up disformed (due to tabs). ===PROFESIONNAL -> + First version released 1 week before schedule -> + Extra sounds are added and played at the right time -> + Nice additional tie for the Starcraft story using Jim Raynor's default speech voices properly. -> + Have a proper credits section at the end of the campaign -> - Thread updates seems a bit weak, no screenshots or anything special or spectacular. ===TRIGGERING -> + Good overall and very functionnal overall. No critical bugs. -> + High use of switches and locations. -> - Some minor bugs/issues (mostly related to Reverie energy recharge from vespene geysers). ===MAPPING - LAYOUT -> + Terrain looks "logical" for the terrain type of each map. Example : Desert have more debris, some bases have some road setups and so on. -> + Barely had trouble maneuvering the maps (the few times were due to more natural checkpoints). ===MAPPING - BEAUTY -> + Decent overall (looks good, doesn't look rushed, terrain isn't "plain") -> + Very nice placement of doodads such as debris at the right places, etc. ===Brownie Points Note : This doesn't influence directly the scores but might improve it -> + Some graphical modding for the characters' faces. -> + Decent voice acting overall -> + Custom music -> + A hard difficulty setting for those that want more challenge. -> + Interresting story with philosophy thrown in as an author's personal flavor. ===Drawbacks (outside the score system) Note : Might potencially influence negatively the campaign's scores. -> - Campaign very short (just three maps of gameplay essentially) -> - Campaign seems to be more of a teaser than a campaign in the grand scheme of things. -> - Some voice sounds do repeat their last 1-2 seconds at the end. -> - For normal difficulty at least, difficulty ends up being too easy or too hard depending on the maps thus not balanced. ===INDIVIDUAL MAPS===== MAP #1 -> Bug : Jack Anderson's energy doesn't recover ith the secondary Vespene Geyser when it comes to the assault part. -> Bug : Jack Anderson said "leaving, leaving" instead of "leaving" in audio at some point. -> Complain : This map's gameplay is ridiculously easy and boring to hell if you have the "perfect" formation for defense in Normal difficulty. Essentially waiting that the map ends up and just changing the formation a bit when new units arrive. MAP #2 -> Praise : Overall good usage of Jim Raynor's campaign voices/dialog to fit the campaign's story while using the character to connect to the official storyline in addition of giving a possible reason for Jim Raynor's "downfall". -> Praise : Interresting indirect "mini-game" to use science vessels along with the Reverie's energy recharge from vespene geysers to change the tide of battle. -> Typo : lacks "on" between "not" and "the" in the dialogue part "not *on* the strength of God." (said vocally by Anderson at the bunker). -> Bug : Jack Anderson's energy doesn't recover with the initial Vespene Geyser. Even if he is not used in the main battles in thia map, it is inconsitent with his supposed ability to be able to. NOTE : That seems mostly because the locations around them is too small thus Anderson cannot be "near enough" in most cases. -> Oddie : Looks a bit odd to recharge energy when it is from a Zerg Extractor. But I guess it can still pass as being near vespene gas. -> Issue : In mission objectives in game menu, it looks odd and disformed (due to tabs). Both sets of mission objectives (before and after Jack reaches the base) have the same issue. -> Issue : It's possible to kill the non-invincible purple protoss templar without consequences of any kind (red & white players don't even assist if they are out of reach) after Jack Anderson comes back to the bunker. -> Complain : It is perfectly possible in normal difficulty to not lift a single finger to win the battle after Anderson comes back to the bunker. Bunk up SCV and Anderson then put the science vessels in allied computer base and let the computers win over time. NOTE : Yes, I actually loaded the map in multiplayer but minimized so I could just let it run over time. MAP #3 -> Complain : Now that map can end up very hard espacially when the enemy starts to nuke you there and there (which you will probably miss a ghost or two). -> Bug : "Mission complete" can show twice in a row despite being already shown once (happens after the after-battle story). -> Complain : Can be still difficult to recharge energy via Reverie unless you move non-aerial units only to the north of the Vespene Geysers. MAP #4 -> Complain : While I understand that it is the main teaser for Desler's SC2 campaign, it might be nice to have at least a very vague explanation as why Anderson throws himself into this (mostly as some kind of mini-conclusion of the campaign). -> Issue : "stop there ... there" heard vocally (don't remember which character). MAP #5 -> Praise : Reserved map for credits rather than quickly fitting the credits in some other map. -> Minor Praise : A nice little touch with zerglings making text (not seen unless you open the map in StarEdit).