That first sentence....I almost cried!! If you haven't played Amber Sun or Crimson Moon, then you haven't lived!! :) Well...maybe that is a little strong, but its fun.
That first sentence....I almost cried!! If you haven't played Amber Sun or Crimson Moon, then you haven't lived!! :) Well...maybe that is a little strong, but its fun.
Yep, now with more Warhounds and critters... No you don't need me to thank me, it was a pleasure stalking Evin to make it add moar warhounds and critters >:D
That reminds me to actually return to work on that on hold project campaign I was doing. I'll do it by the time I'm done with Earth II, it's just getting too good to let it down, now. Besides, better a map released than a campaign that takes too long. :)
That first sentence....I almost cried!! If you haven't played Amber Sun or Crimson Moon, then you haven't lived!! :) Well...maybe that is a little strong, but its fun.
Haha.
I played some of the missions again just now, and had forgotten a lot of the details, so it was like playing them for the first time again. It got me thrilled enough to want to finish this thing. Don't expect the same tempo, though.
Although the ending(s) are set in stone, the path there might be different than what I originally planned. So no zerg interior mission, or Ryan soloing in the air. I have some more... interesting solutions coming up though.
I loved those campaigns too. Both Crimson Moon and Amber Sun delivered amazing gameplay and a lot of mission variety. On top of that, the scenery is very well-done. I recently completed Crimson Moon, and it really inspired me to continue on my own projects, and CM even taught me a lot of new Trigger-related things which I had no idea how to do.
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StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Continued work today. It's mostly terrain yet, but I'm getting there. Trying for a bit more open map than usual (Mar Sara is a cool tileset to work with, which is always inspiring). I also need to figure out how to work the Gorgon Battlecruisers, as they will feature prominently. Need to find out how to get them out of the docking bay, to be specific.
The mission is called "Desert Dogs", and I hope to finish it in two-three weeks or something (hard to make an estimate after such a long pause). Then I'll start working on mission 8, "The Pragmatist". Both 7 and 8 are new concept missions. New objectives, new story. After that, it's climax time with mission 9 and 10, the first called "Assassins in the Fog", which will feature what I hope to be one of the more memorable moments of the campaign, and finally the ending, "Back to Square One" which is planned to be e-p-i-c, with several boss fights to end this thing.
- Create Gorgon while dock is closed (Use ignore placement flag).
- Change Gorgon's height to below the dock, zero blend so it's instant.
- Open docking bay, change Gorgon height with blend, so it gives the impression it's taking off. I'd go with slow as too fast sounds unrealistic for a ship that big.
- Close dock.
Make sure that the angle of both Gorgon and the dock match (Diagonal with diagonal, straight with straight) and that the dock covers the Gorgon fully. Make and use variables for easy reference.
That first sentence....I almost cried!! If you haven't played Amber Sun or Crimson Moon, then you haven't lived!! :) Well...maybe that is a little strong, but its fun.
Yep, now with more Warhounds and critters... No you don't need me to thank me, it was a pleasure stalking Evin to make it add moar warhounds and critters >:D
That reminds me to actually return to work on that on hold project campaign I was doing. I'll do it by the time I'm done with Earth II, it's just getting too good to let it down, now. Besides, better a map released than a campaign that takes too long. :)
Haha.
I played some of the missions again just now, and had forgotten a lot of the details, so it was like playing them for the first time again. It got me thrilled enough to want to finish this thing. Don't expect the same tempo, though.
Although the ending(s) are set in stone, the path there might be different than what I originally planned. So no zerg interior mission, or Ryan soloing in the air. I have some more... interesting solutions coming up though.
Blood shooting action Explosions missions??? Dead Space Styled mission ??
More like a turn-based strategy game, with really complicated tech trees and victory settings like Civ V???
I loved those campaigns too. Both Crimson Moon and Amber Sun delivered amazing gameplay and a lot of mission variety. On top of that, the scenery is very well-done. I recently completed Crimson Moon, and it really inspired me to continue on my own projects, and CM even taught me a lot of new Trigger-related things which I had no idea how to do.
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Starcraft II: A War Story Campaign - A multi-act campaign with custom factions. Follow my discord for updates: https://discord.gg/Ztu44gZ
If you want to see a list of other awesome campaigns, go to: Custom Campaign Initiative
It's official. Work on Amber Sun has been resumed! This feels good!
Yeeeeee ...
@EivindL: Go
Will stand at the ready the moment you send those for beta test.
Yay!!!!
@EivindL: Go
Awesome! I wish you luck :D
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Starcraft II: A War Story Campaign - A multi-act campaign with custom factions. Follow my discord for updates: https://discord.gg/Ztu44gZ
If you want to see a list of other awesome campaigns, go to: Custom Campaign Initiative
Continued work today. It's mostly terrain yet, but I'm getting there. Trying for a bit more open map than usual (Mar Sara is a cool tileset to work with, which is always inspiring). I also need to figure out how to work the Gorgon Battlecruisers, as they will feature prominently. Need to find out how to get them out of the docking bay, to be specific.
The mission is called "Desert Dogs", and I hope to finish it in two-three weeks or something (hard to make an estimate after such a long pause). Then I'll start working on mission 8, "The Pragmatist". Both 7 and 8 are new concept missions. New objectives, new story. After that, it's climax time with mission 9 and 10, the first called "Assassins in the Fog", which will feature what I hope to be one of the more memorable moments of the campaign, and finally the ending, "Back to Square One" which is planned to be e-p-i-c, with several boss fights to end this thing.
Remember DE EXPLOSIONS !!!!! DE BLODD!!!! TERMINATOR !!!!! XD
Oh, there will be blood.
@EivindL: Go
You can always go manual, like this:
- Create Gorgon while dock is closed (Use ignore placement flag).
- Change Gorgon's height to below the dock, zero blend so it's instant.
- Open docking bay, change Gorgon height with blend, so it gives the impression it's taking off. I'd go with slow as too fast sounds unrealistic for a ship that big.
- Close dock.
Make sure that the angle of both Gorgon and the dock match (Diagonal with diagonal, straight with straight) and that the dock covers the Gorgon fully. Make and use variables for easy reference.
Is that how they do it in the mission? I know the Loki has a take-off function, but the Gorgon doesn't. I need to do some research.
EDIT: Doesn't seem to be too hard.
Awesome!
All the best with Amber Sun EivindL! Can't wait to see how it plays out.
The first draft of the terrain is finished. Most of the doodads still need to be filled in, though. Here's a little tease:
So stoked!! Awesome on your publishing of your maps onto the Arcade.
How does one go about getting them featured on the front page of Starcraft 2 website?
How did Gradius get his "Subjection" on the official Blizzard Mod page? Does anyone know?