Amber Sun

The Overlord Hunt

AMBER SUN

Download the finished campaign!

What is this?

"Amber Sun" is the follow-up to the "Crimson Moon" campaign. It continues the story over the course of 10 missions. Featuring high quality terrain, recurring characters, new characters and top-of-the-shelf story-telling, the campaign will take you to many places, including dead cities, shallow water grounds, heavily guarded installations, fogged fields, and perhaps even locations you might remember from the previous installment. The emphasis on gameplay originality is higher than ever, with little overlap between missions. Hopefully the maps will both challenge and entertain you.

Gameplay variants

  • Rescue colonists while battling an invading enemy.
  • Destroy cooling towers to divert one enemy to another in a three-way battle.
  • Escape a guarded penitentiary using caution and stealth.
  • Escort an APC through dead city streets.
  • Hunt overlords in a competition set in shallow water streets.
  • Hold out against invisible infested terrans, using EMPs to uncloak them.
  • Escape the enemy by blasting open an escape route through cliffs.
  • Hunt down enemy APCs whilst unpowering bridges to lenghten their pathways.
  • Hold your own against several bosses.
  • Infiltrate a base in a mission that features an advanced stealth system.

How to play

  • Download the file on your computer, and unzip.
  • The maps should be placed in a folder named "Amber Sun" in the "Maps" folder. If the placement is wrong, the maps won't connect.
  • No mod is required.
  • When starting the campaign, use the mission launcher, which lets you choose which mission you want to play.

Missions

  1. The Overlord Hunt
  2. Bayo
  3. The Khaal-Ro
  4. Alzadhar
  5. Homecoming
  6. A Rose with Thorns
  7. Desert Dogs
  8. The Pragmatist
  9. Assassins in the Fog
  10. Back to Square One

Status

The campaign is now finished.

Music

In addition to using selections from Blizzard's excellent soundtrack for Wings of Liberty and Heart of the Swarm, I've also chosen some tracks from other soundtracks and albums. Some appear several times, but here they are, in the order they appear in the game:

  • "Drebin 893" by Nobuko Toda/Shuichi Kobori/Kazuma Jinnouchi, from "Metal Gear Solid 4: Guns of the Patriots".
  • "Morton" by Ennio Morricone, from "Once Upon a Time in the West".
  • "Forced Hand" by Nobuko Toda/Shuichi Kobori/Kazuma Jinnouchi, from "Metal Gear Solid 4: Guns of the Patriots".
  • "La Corsa" by Luis Bacalov, from "Django".
  • "Arsenal Gear" by Harry Gregson-Williams, from "Metal Gear Solid 2: Sons of Liberty".
  • "Cavern" by KCEJ, from "Metal Gear Solid".
  • "Second Chance" by Mark Morgan, from "Fallout".
  • "Metallic Monks" by Mark Morgan, from "Fallout".
  • "Road to Chicago" by Thomas Newman, from "Road to Perdition".
  • "The Coral Atoll" by Hans Zimmer, from "The Thin Red Line".
  • "Opening Infiltration" by Harry Gregson-Williams, from "Metal Gear Solid 2: Sons of Liberty".
  • "Rescue Emma" by Norihiko Hibino, from "Metal Gear Solid 2: Documix".
  • "Arms Depot" by Harry Gregson-Williams, from "Metal Gear Solid 2: Sons of Liberty".
  • "Infiltrator vs. Parasite" by Steve Henifin, from "Metal Gear Solid: Twin Snakes".
  • "Infinite Loop" by Nobuko Toda/Shuichi Kobori/Kazuma Jinnouchi, from "Metal Gear Solid 4: Guns of the Patriots".
  • "Sins of the Father" by Donna Burke, from "Metal Gear Solid 5: The Phantom Pain".
  • "Radiation Storm" by Mark Morgan, from "Fallout".
  • "Main Title" by Inon Zur, from "Fallout 3".
  • "The Desert" by Howard Shore, from "Se7en".
  • "Poverty" by Ennio Morricone, from "Once Upon a Time in America".
  • "Sacrifice" by Lisa Gerrard, from "The Insider".
  • "Prelude to the Denouement" by Harry Gregson-Williams, from "Metal Gear Solid 2: Sons of Liberty".
  • "At Dawn" by Yoshitaka Suzuki, from "Metal Gear Solid 4: Guns of the Patriots".
  • "Devil Inside" by London Grammar.
  • "Vats of Goo" by Mark Morgan, from "Fallout".

Shout-outs

Thanks to all the testers for their endless support, and much gratitude to GhostNova91 for creating the new Janus model.

Screenshots

You must login to post a comment. Don't have an account? Register to get one!

  • 10 comments
  • Avatar of EivindL EivindL Apr 19, 2014 at 08:26 UTC - 0 likes

    The path should be: C: Program Files \ Starcraft II \ Maps \ Amber Sun \ Amber Sun 00 (up to 10)

    At least I think so. I assume you use a PC. I don't. There are two "Maps" folders, though (if I remember correctly). You might have the wrong one.

    • Crimson Moon: Single-player campaign - 100% complete, playable now!
    • Amber Sun: New single-player campaign - 100 % complete, playable now!
    • Campaign tutorial: Lots of tricks - regularly updated!
  • Avatar of nolanstar nolanstar Apr 18, 2014 at 17:21 UTC - 0 likes

    the launcher does not work, I get a cant load map error and everything is in the right place

    i hate mushrooms...

  • Avatar of Hockleberry Hockleberry Jan 03, 2014 at 05:57 UTC - 0 likes

    Really digging the first two missions of Amber Sun. Very inspiring while working on my own maps.

    SC: Abandonment - a Newbie Adventure into the SC2 Editor

    http://sc2abandonment.blogspot.com/

  • Avatar of EDHRIANO EDHRIANO Jun 24, 2013 at 13:36 UTC - 0 likes

    Cool! 5 and 6 is out, nice work for the ai on boss battle.

    Sadly my script for boss battle is stuck , so confuse

    Last edited Jun 24, 2013 by EDHRIANO
  • Avatar of EivindL EivindL May 13, 2013 at 11:07 UTC - 0 likes

    Ah, okay, I can see that. I try to be consistent with the colors. Blue/orange is the player (depending on location), red is Geraldus, etc. Not going to say more than that!

    A cameo? Absolutely! I'd love that. Wow, that is the coolest thing ever!

  • Avatar of EDHRIANO EDHRIANO May 13, 2013 at 10:59 UTC - 0 likes

    You are welcome, as why I change the color just because sometimes I like to try different color for my team.

    Btw this may not be the best place to ask, I am working on my own campaign and if I may with your permission I would like to have Janus Ora to make a cameo, perhaps as the main heroes approach a certain starport they over heard a certain spectre talking to a certain big man with gatling gun about going to Amina.

  • Avatar of EivindL EivindL May 12, 2013 at 20:51 UTC - 0 likes

    That is very odd. The "param" error usually appears in a map because of language localization. The way to fix it is to merge the language files into one. It used to be a problem on maps that used the Niflheim tileset (essentially a hidden snow tileset in WOL). However, maps in HOTS don't seem to have multiple versions of these files, making merging impossible.

    Despite this, is it the kind of bug that appears now and then anyway, which is unfortunate, but unless it's constant, there is not much point in fixing it (I generally disregard bugs that can be fixed by such things as a simple restart, mostly because of my own programming incompetence and also laziness).

    I don't know why that happens when you change the team colors. Why is that important to you? On a side note, the team colors are actually significant (plot-wise), as they actually foreshadow events to come by playing off events in the previous campaign, though perhaps not in a very obvious way.

    Thanks for notifying me!

  • Avatar of EDHRIANO EDHRIANO May 12, 2013 at 12:56 UTC - 0 likes

    I would like to report a bug, on Bayo's campaign (map 3) each time I try to change team color and launch the map the custom conversation turns to param/ .... etc. Strange enough when I return team color to previous the conversation back to normal (not displaying param this param that).

    And I have hots installed.

  • Avatar of EivindL EivindL Apr 25, 2013 at 15:47 UTC - 0 likes

    If you want more (as you say), you can become a tester. Just send me a PM. It's not something I used much for Crimson Moon, but I caved in and tried it with this project, and it has worked wonders so far. Don't expect a major influence, though. The big parts of the campaign are scripted, and I rarely deviate from it. But, on the other hand, I am DEPENDENT on external bug-testing and general pre-release feedback. So if I scared you off, know this: several of the suggestions from the testers have been included, and although the story is set in stone, the coming gameplay ideas are barely in their infant stages at this point, so the potential for influence is likely to increase. Also, you get to play the missions waaaayyy before other people.

    The random origin point is a good argument. I didn't know such a feature existed, though I had a feeling. I can certainly see the use. I might not use it for the first mission, as I feel the challenge is already sufficient this early in the campaign, but I'll certainly find use for it later.

  • Avatar of TopOpT TopOpT Apr 25, 2013 at 04:51 UTC - 0 likes

    Nice work so far. This may contain some spoilers so if you have not played the preview campaign yet then DO NOT read this...

    The second mission was nice.  Splitting up the need to attack the rocks and defend was a nice break in typical game play.  Perhaps make a few more banelings attack so you can't turtle with a turret, tank, and bunker (this will require you to pull units from the rocks to defend more).

    The first mission was fun. I like the shallow water concept as well as the competition. If a player loses a round, have the round start over instead of failing the mission.  I was able to defeat the attack waves on the transport ships after the first few waves because I knew where they were coming from. I put up 4 turrets, 2 tanks, and 8 SCV's to repair. With just those few units I could defeat them easily.  Try using random spawn points. I use them in the campaign I'm making and it keeps players from being able to turtle one location. For example...

    Variable "spawnPoint" = 0 <integer>
    Variable - set "spawnPoint" = (Random integer between 1 and 5)
    General - Switch (Actions)  depending on "spawnPoint"
         Cases
              General - if (1)
                   Spawn enemies at location A
              General - if (2)
                   Spawn enemies at location B
              General - if (3)
                   Spawn enemies at location C

    And so on for as many spawn locations as you have.  Make sure to set the random integer between 1 and how ever many attack locations you have as well.  The environments you set up are nice.  I struggle with making it look nice.  Keep it up... I Want More haha

    Last edited Apr 25, 2013 by TopOpT
  • 10 comments

Facts

Date created
Apr 14, 2013
Categories
Last update
Apr 10, 2014
Development stage
Release
License
All Rights Reserved
Downloads
1,111
Recent file

Authors