Bio-Tech Company
What is this?
Bio-Tech Company is a singleplayer campaign for Starcraft 2.
Focus
This is a campaign with an emphasis on mission design. The mission's gameplay should be fun and filled with twists and gimmicks. Do realise that there are no major storyline to these missions. Any trace of a story is simply a justification to make the map.
Why?
I have no talent or interest in making a storyline and I make these maps out of my own enjoyment.
Current status
This campaign is finished. I am currently working on another campaign which the 1X map is the first mission. But I might return to this campaign for some tweaking.
Content
Mission pack 1-3
Contains my earliest missions.
Mission pack 4-6
NOT UPDATED AFTER PATCH 2.04
Contains my newer mission
New Project: Mission 1
REQUIRE HOTS
This is my newest mission, which is to be the first part of a new campaign project.
Installation
Copy the SC2Mod files into the Mod folder in the Starcraft 2 folder
Copy the SC2Map files into the Map folder in the Starcraft 2 folder
Open up the map and press "test map" button.
The mission will then start
Feedback
My creative process rely very much on feedback. I have few pals who are into Starcraft2, so I need feedback from you who dowload these missions. It would be very helpful if you could write a few sentences about the mission you liked the most and mission you liked the least. Thanks to all who contribute.
Screenshots
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Facts
- Date created
- May 19, 2012
- Category
- Last update
- Apr 25, 2013
- Development stage
- Release
- Language
- enUS
- License
- Public Domain
- Downloads
- 4,675
- Recent files
- R: New Project - Mission 1 Apr 25, 2013
- R: BioTech Company 1-3 Apr 07, 2013
- B: BioTech Company 4-6 Feb 14, 2013
- Reply
- #48
EivindL Apr 27, 2013 at 07:09 UTC - 0 likesAll the music is from my own collection, actually. I have soundtracks from both films and games. Instrumental music is ideal for campaigns.
- Reply
- #47
njordys Apr 27, 2013 at 00:36 UTC - 0 likesGlad you liked it :D
I made a little "emergency"- bonus which increases energy when low on life that should give you enough energy to fire of "scare beasts" when you resurrect. But I see that it is a chance-game and that it ain't an obvious solution. Perhaps a free automatic fire of "scare beasts" right before you resurrect might give the player time enough to move away from the monsters.
Yeah, I too think that it might be a bit to easy before you reach the end zone. Perhaps I can create another rock obstacle somewhere, but with weaker waves? Although, I kinda liked the somewhat unpredictable shift from moving around in the terrain to being stranded at one place with an objective to complete.
I'll look for an additional track. Btw, you have an amazing list of musical scores in Crimson Moon. Is there a place where you found that music, and is that something you'd like to share? If it's trade secret I understand ;)
- Reply
- #46
EivindL Apr 26, 2013 at 11:40 UTC - 0 likesI tried mission 5 too, btw. It was frickin' awesome! Came out of nowhere too! It took a little time getting used to the camera and movement, but it wasn't so hard once I did. I didn't finish it, though. Got killed before breaking the rock, and the enemy swarmed me to such a degree that even the resurrection didn't help me. I hadn't saved, so I'll have to try it again later.
Up to that point, the mission was really easy, though. I felt the abilities worked better than in mission 1, and the "scare away monsters" one was fitting and original.
I really loved the high-above-the-ground terrain. It felt very RPG-ish, and I had to admit to some jealousy there!
Is the music from WOW? It was good, rather beautiful actually, but more than one track might have made it less repetetive.
I think you have potential for cinematics. The take-off in mission 3 was really cool.
- Reply
- #45
njordys Apr 25, 2013 at 20:10 UTC - 0 likesThank you again for feedback :)
That upgrade error in mission three has been there a while. I haven't bothered fixing it since I did not think it mattered that much. But these things break immersion, so I will change that.
With mission 4 I tried to make a more stripped down mission without complicated gameplay. From your description it seems I succeeded :)
I'm working on a update of the second mission pack., the mission 4-6 file. That will fix the pathing in mission 4 and add general improvements to mission 6. Mission 5 won't change at all.
Yeah, I've tried to make some cinematics. Small cutscenes are a great way to reward a player. I'm far away from the quality of your cinematics, but I think I'm improving.
Thank you for your inspiration. :)
- Reply
- #44
EivindL Apr 25, 2013 at 17:04 UTC - 0 likesMission 4: Here the terrain took a backseat to the gameplay. Might I suggest using the terrain types fog for the lowest level? I see you've used it for other maps, and I think it might work great here too, though maybe you were going for a more all-out desert look and not high mountain tops?
I love missions like this. They make you think and use tactics, and you've found some simple ways to exploit standard SC2 mechanics to create what is essentially a Zerg infiltration mission. I really liked the part about the Odin, especially when I found out how I could sneak by it without running: moving forward, burrowing, waiting, repeat? Was that intentional?
So many maps throw custom units at you, with a gazillion custom abilities, and yet you prove that there is much use for what already exists.
I also like that you use cinematics, though some close-ups, cuts and moving cameras might be nice. Cool that you can skip them too. Not all campaign creators take the time to do that. I like watching them of course, but sometimes you fail and there's little need to watch them twice.
You might check your pathing, though. I could walk through rocks in places where that seemed unintentional.
- Reply
- #43
EivindL Apr 25, 2013 at 16:36 UTC - 0 likesHei igjen fra Trondheim.
I just finished mission 3. Gameplay-wise, it was not as interesting as the first two, but still pretty cool. I like how the Terrans had split bases, meaning that if you went for a tower, they might still have a tower-less base they could attack you from. The mid-game shift was awesome, and I did not see it coming (I actually got ready to comment on here just before I saw it happen).
The environment was the best yet, though. You manage to make "new" worlds, so to speak, not relying entirely on the pre-made tilsets (not that there's anything wrong with that).
I wonder, though: why can we upgrade level 3 infantry armor but not weapons? It sorta ruined the entire thing, man.
- Reply
- #42
njordys Apr 15, 2013 at 20:55 UTC - 0 likesOoh, takk for kommentar :)
Glad you liked them. :D And thank you for giving advice. Such details like tooltips tend to pass my radar. I mostly write down big gamebreaking bugs and gameplay concepts in my notebook, while errors that are only visual tend to get overlooked. Generally, polish is not my strenght, but I do understand that it is very important for immersion.
Most polishing have actually been made after I put the maps up here for the first time, and are the result of feedback like yours. My tendency to post missions as soon as they are done can bring in alot of valuable advice and feedback, but I'm beginning to think that the drawbacks are not worth it. Most people will probably not download the third edition of a mission with only cosmetic adjustments, and too early publishing leave a lesser impression.
So in the future I'm gonna follow your example and make a package of missions to be released after testing. I'm working on a new campaign now with about five mission and with actual story elements. Hopefully I'm going to get people to test it toroughly, but that is long into the future. I've only have 1,5 missions ready by now.
You have a very good point on the matter of cliffs. I'll have that in mind.
I'm looking forward to Amber Sun, btw. I saw it on the maps list, sounds promising. Good luck with the campaign :)
- Reply
- #41
EivindL Apr 15, 2013 at 10:38 UTC - 0 likesHei, njordys. Hilser fra Norge. ;)
I'm going to do this in English so other people understand it. I've played the two first missions so far, both on the easiest difficulty, and intend to finish this thing so I can give you some feedback.
Mission 1: I looooove the diamondback. It's a nice twist!
The perspective also enhances the terrain, in my opinion. Most SC2 maps have the exact same perspective, so changing it up really makes a surprising difference.
Some of the transmissions can overlap though. Like, if you save a civilian and then drive into a "story spot". An easy way to fix that is to use a boolean variable and call it "In transmission" or something, and turn it on when someone's talking, and then off when they're not, and have each transmission trigger wait for the condition to be off to start.
Example:
Event:
Action:
Also, some of the portraits seem oddly placed. A bit too much to the left, and too far away from the texts.
The text scroll for new objectives fit better for location introductions than new mission objectives, I feel. Right now, they're a bit in the way.
Still, it was a cool mission. I liked the gameplay, which was varied (nice ending holdout) and allowed you to explore if you wanted. The arrows was a nice touch. I'm not always too keen on game developers holding the player's hand too much, but stuff like this I like. It's so easy to get lost in open worlds. Hey, even the Bioschock games use arrows, and critics love those games!
Mission 2: Cool that you change things up. Sure, keeping the diamondback may have created a greater sense of continuity, but it's hard to make it interesting for a whole campaign.
There are some cool things about this mission as well. The saveable buildings was a very nice touch. Again, there is a sense that you can explore and be rewarded for it. I love how the Protoss would reinforce the positions, which makes things more of a challenge. Did you use the "bullies" trigger?
Again, a boss fight at the end, which is cool.
You seem to have the same problem I had just a while ago, though, which is unit ranks. Jane is apparently a "Dominion Assassin". :D If you want to change it, go to the data editor, then actors, find Nova, go to UI, and scroll down until you find it. Also, if you mouse over her in the command card, she has Nova's descriptions. They can also be changed. Again, go to the data editor, then units, then UI.
The terrain is not as good for mission 2, though. The main problems is that it is too horizontal/vertical, meaning that the cliffs go in those directions (up/down and left/right). It makes it all look a bit too clumsy and like an old Nintendo game. You'll want to use more diagonal cliffs. It looks sooo much better.
Want some terrain tips for Braxis Alpha? Check out page 2 of this thread. This guy is really good. Notice how the maps follow the "diagonal" principle too.
Jeg kommer tilbake når jeg har spilt mer!
- Reply
- #40
njordys Feb 24, 2013 at 08:40 UTC - 0 likesAgree. Even I, who designed the mission, have troubles completing it if I lose a unit. Now I've added difficulty selection and adjusted the settings a bit.
Thanks for feedback. :)
- Reply
- #39
MRaynor Feb 23, 2013 at 20:01 UTC - 0 likesThe new mission is too hard, I think. I played all others, but could not complete this one.