This project is abandoned and its default file will likely not work with the most recent version of StarCraft II. Whether this project is out of date or its author has marked it as abandoned, this project is no longer maintained.
AMBER SUN
This page will no longer be used for this campaign. Instead, go to the Perfect Soldiers page to get the entire trilogy!
- EivindL
Comments
About This Project
-
Project ID55830
-
CreatedApr 14, 2013
-
Last Released FileNever
-
Total Downloads0
-
License
Members
-
eivindll Owner
-
_ForgeUser10864862 Tester
-
_ForgeUser10867666 Tester
-
_ForgeUser4448630 Tester
-
_ForgeUser9438181 Tester
-
canetoado Tester
-
DefilerRulez Tester
-
DeltaCadimus Tester
-
Edhriano Tester
-
ghostnova91 Artist
-
njordys Tester
Recent Files
No files uploaded yet.
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.
the launcher does not work, I get a cant load map error and everything is in the right place
Really digging the first two missions of Amber Sun. Very inspiring while working on my own maps.
Cool! 5 and 6 is out, nice work for the ai on boss battle.
Sadly my script for boss battle is stuck , so confuse
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!
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.
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!
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.
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.
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