Amber Sun

The Overlord Hunt


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.


  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


The campaign is now finished.


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".
  • "Vats of Goo" by Mark Morgan, from "Fallout".
  • "Devil Inside" by London Grammar.


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


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  • Avatar of EivindL EivindL Jun 01, 2014 at 14:32 UTC - 0 likes

    Try another program or re-download, perhaps that'll work.

  • Avatar of ahrimansiah ahrimansiah Jun 01, 2014 at 13:55 UTC - 0 likes

    Hmm it keep say that the archive is corrupted both in 7zip and rar, and it seems i cannot repair it :/

  • Avatar of EivindL EivindL May 31, 2014 at 15:38 UTC - 0 likes

    Yeah, I try to almost always have my camera moving. It breaks the boredom when there's no voice acting.

    04: What happened in the "missing" part wasn't something extraordinary. Braddock let Henderson go once he realized he was on his side, and Henderson then went to find Janus. We see Braddock assaulting Vanaris in the end.

    10: Interesting that you should say Henderson should die by Janus' hand. That would have been a possibility, but I can't remember if I ever considered it.

  • Avatar of nimbusqwe nimbusqwe May 31, 2014 at 15:15 UTC - 0 likes


    Story - the best are those fragments with conversations - like Ryan's story with the smuggler (which I know from a old joke :) ). One thing which you managed to do, which is my personal problem, are the dialogues between 2 persons - they're usuall boring and we - custom campaign makers - got to do them to narrate our stories WITHOUT films and other stuff (like in original WoL or HoTS). You managed to do that by v. good camera control - the dialogues isn't boring because we have camera action - it's in move. I've played once campaign where camera was stabilized and it was so boring to listien long dialogues that I wanted to quit.

    04 - Alzadhar - you know, there's some order: 1. Janus and Henderson quest 2. Another J and H quest 3. Henderson quest 4. Janus quest 5. ... ? 6. again: Janus quest. Here's a place for Henderson - attack on Vanaris base with Bradook. Especially because we have this base on the map. I was feeling insufficiency. :) That's all. A hole in the episode.

    05 - Homecoming - and it's good. We could make more mechanisms to prefer bridge closing. But after all - I've closed of course 2 times the first one, but the rest I've made with banshees.

    06 - well, boss fights were great. This map is full, complete and great. A.R.E.S escape was also stunning.

    07 - of course, I've built everywhere factories, barracks, move them at the beggining from the base with SCV's and did other stuff. It was still hard. But I've must mention that i built very late expansion, because first - I didn't know about it - second, got still, constantly problem with leading the defence of generators.

    08 - it's good, very good direction.

    09 - know the problem. :) I'm always making cut-scenes by copy-paste.

    10 - it's good question. Well - I was expecting something about red fog. It was sure that this part must be explained. At the end I was shocked of course - the moment is very good in the fabula.

    But must also mention that Henderson's death was quite "simple" - he should be killed by Janus, not Ryan's forces which have appeared from nowhere. It's quite understable for me that Geraldus should be finished to the end before Henderson caught Ryan. But it's only a little thing that confused me.

  • Avatar of RedRevolution RedRevolution May 31, 2014 at 05:20 UTC - 0 likes

    Finally replaced my GPU in my computer so I was finally able to try out AS10.

    An easy mission compared to some of the earlier ones in the campaign but nonetheless great fun. I especially enjoyed the Geraldus Rose boss battle, it was very well done. I ended up counting the number of volleys of homing missiles that the thing would fire - that's how much I enjoyed the fight. (It is 12, for those curious).

    In terms of story / ending it is somewhat predictable, the dialogue at the beginning of AS10 foreshadows the inevitable victory of Caine and Geraldus. (Also, karma for the Amina forces' war crimes).

    My one gripe is that Caine's motivations was not adequately explained. You told me personally that Caine is just a materialist, motivated by greed. However there is not much in the dialogue to suggest so. We get a good insight into Caine's moral position and his methods (to win at any cost) but if he wins, what does he accomplish? What is the point of all this? For some minerals?

    Very good campaign overall.

    Last edited May 31, 2014 by RedRevolution
  • Avatar of EivindL EivindL May 30, 2014 at 20:42 UTC - 0 likes

    @nimbusqwe: Go

    Hey, nimbusqwe, and thank you for your great review and your kind words. I can't remember ever seeing feedback so detailed in one post. Kudos for that.

    STORY: I am glad you like it. This is still something I'm learning to do, though I think I've managed to create some memorable moments here and there (I was thinking of doing a list of my favorites and give some behind-the-scenes stories when I finish Aureolin Eclipse).

    04 - Alzadhar: There's nothing missing, it just happens behind the scenes. The Red Fox section is a particular favorite of mine. It's like a David Lynch film or something.

    05 - Homecoming: The option to use other methods than closing the bridges was one I deliberately left in there. I didn't want to ram a strategy down the player's throat.

    06 - A Rose With Thorns: This is probably my favorite mission as well. It was a map of firsts, you can say. It was the first time I found that I really got the stealth concept down, and the first time I tried boss fights. There are a lot of cool stuff in it.

    07 - Desert Dogs: Yeah, this one's supposed to be pretty difficult! We're near the end, right? Did you move your buildings to the towers? That makes it a bit easier.

    08 - The Pragmatist: Yeah, I like the terrain in this one too. Such a dark mission, story-wise. And yeah, Amina soldiers can be unsympathetic as well. I like working on the gray part of the moral scale.

    09 - I'll have to fix that bug later. A result of lazy copy-pasting.

    10 - What did you feel when you saw the ending as someone who didn't know what was coming?

  • Avatar of nimbusqwe nimbusqwe May 30, 2014 at 18:34 UTC - 0 likes

    Well. I've finished the campaign and must say it's brilliant. First custom campaign that I could give a rate: 10/10 And I'm serious campaign player (also maker). ;)

    Let's start little revier.

    STORY Story is - like in Crimson Moon - quite psychodelic, suprising and interesting. It's propably one of the best fabulas in SC2 custom campaign. Other authors got this very hard problem - they can't create interesting scenario. I've got an association with comic. Don't know why, but the fabula is a series of "pictures" with characters story. Heroes are good - everyone has his own personality. The most important thing is that's no "good" character here. It's like in real life - every hero got his own interests, means and aspirations.

    I can't break myself one thing - there's no special models or portraits, so making Henderson only good character (as it was underlined even in objectives tootlip) was hard to me to "assimilate". Because I've still got this associations with Tychus Findlay. But... wel... whatever. Maybe it's only my problem.

    Finally, I've got a little problem because I've played Crimson Moon something like 2 years ago so I hardly remembered the story. But fortunatelly this campaign has "closed" fabula that don't need much wisdom about Crimson's story.

    If I could suggest something - protoss sometimes are speaking like terrans. It's ruining a little climate.


    Well, you're an artist. 90% of your missions got great terrain. Sometimes I feel like the mission, fabula, triggers and other stuff are quite artifically situated in the breathtaking landscape. In Crimson Moon it was more palpable.

    Ok. Let's go to my single missions description.

    Mission 1 - is the most naive mission, but it's very good at all. When player decode how to protect transporters and from which points base is being attacked - it's quite simple. The most hard moment is at the end which need hard multi-tasking. Terrain - 8/10.

    Mission 2 - great concept of mission. I must underline now that I NEVER destroyed enemies' base before completing objectives. Which is my usual practice in the WoL or HoTS campaign, even on hard level. It's hard but not too much. Terrain - 8/10.

    Mission 3 - well, the concept of blocking paths by cool towers is great. Protoss bases', Cenereal appear and other stuff is great. I've just send banshees to quick destroy cool towers. Must restart mission once because of fuck*ng lurkers. When zergs paths are closed, and back is secured by missile turrets - it's easy to deal with protoss. Terrain - 9/10.

    Mission 4 - Alzadhar has reaaaaally boogie climate. I like it. You're not also an terrain but also music artist. This things about restart mission by Combat Jack scared me a little. One note - I think you had an idea to create one more episode - with Henderson and prostitues from Bradook "clan". Am I right? Because there's a story and gameplay "hole" between prison escaping and Red Fox. Terrain - 9/10. Zombie climate - brilliant.

    Mission 5 - the idea of water-plants, and closing the bridges - very interesting. Terrain here is 10/10. Jungle with primal zergs - superb. But to be honest I wasn't closing bridges instead of destroying APCs with banshees and vikings. It was simple. Oh, and after recognizing the point of Geraldus attack base protection was also simpler - don't need to expand.

    Mission 6 - definitely the best installation/infiltration mission I've ever played in SC2. Even better then Blizzard original maps. Great concept with cameras, door password, Phantom Locust fight and finally - fight with Geraldus Rose. Oh and A.R.E.S escape is really the frosting on the cake! Terrain is also 10/10. Man - I think about sending this map to Blizzard. I remember that in Crimson Moon you were specialized in infiltration missions, but it's good that you've balanced it in this campaign with base-building missions. Infiltration in CM has started to getting me bored and angry - here it's great and balanced.

    Mission 7 - well, the most difficult mission in campaign. Restarted 3 times, reloaded - 40 times. It took me 3 hours to complete 30 minutes mission. I suggest making it a little simpler. It need a looot of multi-tasking abillities to prepare bases for everything - mutalisks, ultralisks and zerglings which roaches. It took Terrain - 7-8/10. It's nothing special here, it's like a simple Blizzard map but very nuanced and well-done.

    Mission 8 - terrain here has stunned me. The idea with burning forests was shot in 10 - 10/10 in landscape. Gameplay also interesting, and for the first time it's showed that even Amina soldiers are fucking bastards. Eliminated transporters with banshee. (here a little bug: map name is "Another SC2 custom map" if I remember)

    Mission 9 - hard mission but with 2 expansions - it's able to finish. I've destroyed protoss' bases with battlecruisers fleets but it was... well... challenging. The attack on the base was very very strong. The terrain - 10/10. Another stunning landscape! What Janus did was also important for our opinion about this character. Didn't like Bayo but... poor Miguel. (little bug: in the end conversation is speaking Cenereal and it's described: Bayo)

    Mission 10 - well, the gorgona's concept very clear and fine. But even fortress's siege must must give away to final boss fight. Ending of the fabula - like always in your campaign SHOCKING. (little bug: the message from Henderson about "Geraldus done with the zergs" is showing 3 times when arriving near to zerg corpses)

    So my final rate it's: 10/10. Best cutom campaign. Blizzard should hire you. Fuc* my project or other "great" stuff like Subjection. Even without voice acting, custom models, data hard editing etc. it's great single player campaign. You must publish it on the battlenet and start to promote. More players must see your work.

    Oh and one more suggestion - I suggest creating co-op mode in future campaigns. Co-op is future, singe-player is getting "old". :)

  • Avatar of Metalking1417 Metalking1417 Apr 23, 2014 at 17:36 UTC - 0 likes

    You might need to buff or otherwise modify the Ally's battlecruisers against such foes though, seeing as with armor ratings that high on their foes they are more or less doing nothing. (A possible solution for this might be repurposing the buff on massive units so they take bonus damage from void rays)

    Last edited Apr 23, 2014 by Metalking1417
  • Avatar of EivindL EivindL Apr 23, 2014 at 09:49 UTC - 0 likes

    That's interesting about the sight. I suppose I could spice up the mission, giving the player certain moments where his sight goes back to normal.

    I noticed the same about the upgrades. I think it's because the mercs have instantly added upgrades, which means the buff they get in the battle sequence is added on top of that. Seeing as I added the mercs to buff up the enemy, it's really just a plus.

  • Avatar of Metalking1417 Metalking1417 Apr 22, 2014 at 17:50 UTC - 0 likes

    Point taken in regards to the Regen.

    In regards to mission 8 I rescind my Criticism in regards to the fact I was trying to complete the first part of the mission the wrong way. (I kept sending my troops to aid Bayo, when I really should have just gone strait for the first transport)

    As for modifying sight range for the fog mission, simply create a buff modifying sight range that will be applied to all units you want it to affect (I think this can be done via triggers or by creating an invulnerable, invisible unit with an aura beyond the reach of either player). You can then do fun things with this such as creating a second buff that disables that one to restore sight range, or setting the behavior that creates that buff on a timer which when it ends stops projecting the fog buff for a brief period before doing it again. (The thing about the destroying enemy bases is mostly just me being a little spoiled by StarCraft 2 and its lack of missions where you have to do that :P)

    Also In regards to the last level in the big epic battle sequence, I have found a bug that causes some of your enemy's mercenary fliers to have a ridiculous 6 on their upgrade levels.

    Last edited Apr 23, 2014 by Metalking1417


Date created
Apr 14, 2013
Last update
Apr 10, 2014
Development stage
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