This is a great game, and I say game because this is the first Starcraft usemap I've played that felt like a real standalone game (if it wasn't for the hotkeys). This is undoubtedly by far the best Starcraft usemap I've played thus far. That being said, you were also looking for criticism, so I'm going to nitpick a bit. This is all my opinion, and most people probably won't agree with me anyways. Take it as you will.
Note that the following is in NO PARTICULAR ORDER; it's what comes to my mind first while I'm typing, so it's a jumbled mess.
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1) Weapon switching and reloading
It would be better if you could keep track of the ammunition supply of each weapon. What I mean is, say the rifle was at 3 minerals and you switched to the shotgun and back. When you switch the second time back to the rifle, your minerals should be at 3 rather than your maximum amount. I've been abusing this by use switching instead of reloading, as now I can "reload" while moving. Besides, saving the actual values for the ammunition seems more realistic.
Now, I do realize that this becomes problematic when you are constantly switching weapons, say in the plains area between the shotgun and the minigun/magnum. Having to reload before or after switching each time can be extremely tedious.
Whether or not you feel it's worth doing is up to you.
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2) List prices
Although this is something small, it would be nice if the list prices only listed what you could buy and NOT include what you've purchased already. For example, if the first weapon upgrade was 18 and the second at 30 and you purchased the first upgrade, unloading the probe will now only display the 30 gas requirement. That way, the player doesn't have to memorize which purchases have already been made.
In addition, whenenver a player attempts to purchase something but lacks the gas to do so, the display should indicate how much gas is required in order to purchase that.
It's small and doesn't matter all that much, but it's nice to have.
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3) Error in text
Previous posters have probably mentioned this, but some things are spelled wrong (flairs), some things still have their original names on them (Protoss Shield Battery), and others have incorrect values (prices). On the subject of prices, when you purchase something, it tells you the amount for the next purchase, some of which is incorrect (I don't remember which ones).
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4) Gargula in the cave
This is the one area of the game that I severely disliked. It doesn't belong in a shooter in the first place and is not enjoyable or rewarding at all. I hope episode 2 won't have anything remotely like this.
Mind you, it is quite possible to do. I got all 7 detonators (didn't realize I only needed 5) without dieing once, no cheats, and had 1:46 left on the clock. I just had to use a ridiculous amount of saves.
It's also incredibly annoying that you have a burrowed unit created under you (I think), which slows your defiler down. This really isn't needed against a speeded ultralisk. I managed to survive with 11+ armor (prevents 1 hit KO) and using the escape and heal immediately upon seeing the minimap ping as to avoid death and the 15 second countdown.
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5) Gargula at the turret
Once, during the cutscene, Gargula attacked the photon cannon and just...stopped. He didn't go and kill ANY of the zealots (he stayed in the photon area), which resulted in a stall. It only happened once, and thankfully I saved prior to that. It still is a problem though.
For the actual gameplay here, there's a few times where the minimap ping and sounds were delayed until he showed up right next to the high ground. I'd stare at the minimap, and suddenly he'd pop up at the high ground. I doubt I just missed it as I saved just before that and ran it through several times until the minimap ping showed up first.
Also, the scourge is an incredibly annoying targeter. I know there isn't much you can do about it, but when I kill the first charging ultralisk, and the other one charges from the opposite direction, I usually can't make it in time. Even if I leave the scourge at the very edge of the high ground to kill the first clone and immediately run to the opposite side, I only make it about 50% of the time, depending on whether or not the Gargula clone got slowed running around the northern high ground edges. I managed to beat it without healing on my third try, so it's still possible, especially due to the reason below.
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6) Damage system
This is a truly ingenius invention here, and I absolutely love it. However, there ARE cases where after the enemy is given to another computer, it just stops attacking. Why this happens could be the fault of Starcraft instead of yourself, but it would be nice if you figured out a way around it.
The main area where this becomes problematic is the turret area. The automated defenses would switch the enemy colors, who become docile, thereby blocking other incoming enemies from attacking the turret. This is also true for the Gargula clones that spawn at the turret. This saved my behind several times over, but it felt more about luck than skill due to this.
The easy way to just fix that area would be to order all units in the high ground to attack the turret in a preserved trigger, but you're Tux and can probably find a better way. =P
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7) Use of the magnum
What is the use of this weapon? I can see the use of the rifle (melee abilities), the shotgun (wide area of effect), and the automatic (speedy high damage attack), but the magnum doesn't appear to have a place. Note that I'm discluding the BFG here, because it's meant to be the most powerful weapon.
The magnum appears to be meant for a single enemy. However, the automatic surpasses it here, mainly because each shot will slow the enemy down, thereby giving you more shots an damage in the end. That and it can hit multiple enemies if the previous ones die first. In the plains area, I initially attempted using a fully upgraded magnum against the archons, but usually got hit at least once each time. Upon using the automatic, I didn't get hit at all due to the slow factor.
The magnum just feels like it needs a purpose. If there is one that I happened to miss (maybe against Gargula in the cave? The automatic did drive him away), do tell.
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8) Windy area
This was a truly annoying area, being the second worst area of the game right after the cave sequence. I could deal with it though, as there was some actual shooting involved.
I watched the trailer first, and in that, the marine would be moved via locations as if he was actually being blown around. Although it would take a lot of locations to do so, if you could add it here, it would look a lot nicer, and thereby provide me amusement each time I die. =P
Although it would also be annoying to play in, an idea for the windy area is to have a suction effect, similar to that of the boss. The wind would "suck" you in one direction and you'd have to order move in the opposite to move straight. The wind can also shift directions, forcing you to shift as well. This would make it even more realistic, but even MORE annoying, so I wouldn't actually suggest doing it unless you really wanted a windy area...
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9) Shield Battery
It's initially blocked off by the crystals. I therefore connected the dots when the second set of crystals blew up and assumed the first set did as well. Unfortunately, when the second set blew up, my defiler energy was set to 0.
Apparently, the first set of crystals blow up around when you defeat the nydus canal. I would've preferred if the first set blew up only after the second set did first, as it would make more logical sense. I'd therefore prefer if the defiler energy was left at it's normal amount rather than at 0 immediately after the second set blew up.
It's small, but it did tick me off in that I had to load a previous save and walk back to get to the battery and attack it...
Did it actually do anything? My guess is that it gave me control of the bunker, but I wasn't sure. *shrugs*
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10) Firing animation
In the trailer, there were dieing dts (or something with similar animation) in front of the marine indicating the gun burst. I'd really like if you added that into the actual gameplay. It's an aesthetic thing, but it would make Rush seem that much cooler. I guess some form of gridding could work for it, but I don't know much about that.
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11) Co-op Mode
I never actually looked for the password for this, but I heard from others how buggy it was. Please have a working versions in Rush episode 2. =) How you're going to do it is beyond me, as swarm isn't owned by the player who cast it...unless you're using a corsair, but that would nullify the terrain and any melee attackers.
You're Tux, I'm sure you'll think of something. =)
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12) The timer
I'd prefer if there was a reward for finishing each area faster. For example, if you finished with 2 minutes on the clock, the next area should have its time added to that rather than set to its time (unless I'm incorrect). It would promote the "rush" factor, as most of the time I'd sit in the area killing things for gas until the timer reached about 40 or so seconds.
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13) Latency
In multiplayer, it just lags like nothing else. Mind you, I wasn't even playing co-op; I just wanted to watch a friend play it. However, it just lagged and lagged and lagged...if there's any way to prevent it, please do. It's fun watching a friend get blown up by suicidal infested. =P
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14) Plains
Two glitches of sorts here, both revolving around the suicide rush.
First, running a ways back from the infested causes them to go dumb and patrol to the area where you last were. It then becomes like shooting fish in a barrel.
Secondly, during the suicide wave, all science vessels become dumb and won't suck you in or recall troops on top of you. They'll still follow you though, and then use that ability once the rush is over. It would be better if they could still use their ability DURING the rush; that would make the plains even MORE entertaining with TWO evil combos. =P
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15) Sounds
My only complaint in sounds is the meteor-like attacks. The little circle that shows up below you isn't enough if an indicator when you're shooting like mad close enough that the explosions mask the circle. The prepatory sound's volume is too low, and the explosion sounds override it. Having it louder would help immensely.
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All in all, an excellent game. I thoroughly enjoyed playing through most of it (damn cave). I hope to play episode 2 in the near future. =)
I tried killing the shield battery once, but it just got given to me and it didn't blow up. If it gave the BFG, I guess it didn't really matter considering I got it by the end anyway (although it would probably have helped immensely against the bio-guardian).
QUOTE
I'd prefer if there was a reward for finishing each area faster. For example, if you finished with 2 minutes on the clock, the next area should have its time added to that rather than set to its time (unless I'm incorrect). It would promote the "rush" factor, as most of the time I'd sit in the area killing things for gas until the timer reached about 40 or so seconds.
It is like that, with a few exceptions such as after the first boss, entering Gargula's cave and after the turret (obviously though considering turret part doesn't have timer)
QUOTE
First, running a ways back from the infested causes them to go dumb and patrol to the area where you last were. It then becomes like shooting fish in a barrel.
I guess that's true, but I personally wouldn't bother doing that, it wastes time.
Also about the magnum, I found it only useful for the Gargula's Cave and it (might) be better for the Bio-Guardian, I used it on Bio-Guardian also because I thought the minigun wasn't doing anything, but it might have just been that I wasn't using the minigun long enough because he has A LOT of health.
QUOTE(Heegu @ Jul 17 2006, 03:15 PM)
Get armor ups and ingore colonies.. Try to "sneak" past archons so you don't waste time killing them/dying. Move in the right side of the map. And at the boss.. Just shoot with autom. lv3. like crazy! Only shoot lings and infesteds.(no colony) If archon is following you shoot it few times or use grenade to change it's color/owner and it will usually stop chasing you. This is how i made it...
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I had about 13 armour... how much did you have ?
ADDITION:
Oh yes, I won the Plains.

The turret part seemed easy even when fighting the ultralisk mass attack. But I changed my mind when that boss began attacking me. I got the hang of it, but then he started splitting into 4 instead of 3 copies, and I didn't get gas fast enough to heal my turret.
When does this boss battle end ? How many times must I kill him ?
ADDITION:
I've found a bug (if it really is one) :
I loaded the game from the Plains, killed the Spawner, and found that the wind didn't push me back, and I went to the previous level (blew up the door from the caverns again, without having any explosives, of course), and got some more gas, when I returned to the plains, the I only found the SCI's there again. But it didn't cast the Archon spell on me.