NoteThis post has been edited because I've made more progress on this campaign
I am making a new campaign called Ignos. In this campaign you play as an isolated Protoss tribe who are under siege by the Zerg. A hidden weapon must be found to fight the Zerg and save the world they call home.
As of now I have four missions ready. Download them here:
StarCraft Reawakening the Great War is made by italians... Not Mass Recall... Someone of mass recall was really upset when i suggest them to change a lot of models... And now they are using all models that i suggested :D So funny !
I will test this new campaign asap, biotech was really nice !
Just tried it out, gotta say I loved the terrain! Great job with that. ;)
First mission was rather difficult, didn't really have enough time to rebuild between the waves, and by the time I did so the previously-alive things I had were destroyed. Maybe allow the player to train High Templar (Psi Storm and/or Archons could be helpful) or increase the interval between waves?
Also, the timer/progress bar thingy had me confused for a while, wasn't sure if it was showing the Stargate's HP% or Progress%, I'd recommend something like "<minutes>:<seconds> Remaining" or "X% Done" instead. Though, the arrival of the fleet was kinda anticlimactic, I expected something like an armada of starships, rather than just 2 carriers. :P
One final thing, not sure if it was just me, but Infestors seemed to be passive, not doing anything other than walking around.
The second mission was my favorite, it had that sense of urgency in it to seal those caves before being overrun. Though, the first few 3-4 caves opened rather quickly one after another, the other ones near the bottom didn't open up until I approached them. Not sure if it was just my bad luck that they opened when I got near, but nevertheless had some time to mass up on lotsa Stalkers before moving out.
Third mission was pretty cool, the ambience was amazing. Anyway, I think more could've been done with blinking puzzles, like blinking onto an unseen spot, then properly timing your actions with patrol patterns of enemies and moving out (not sure if I was supposed to do that in the first place, since I was playing on Normal and could take on most enemies. XP)
Anyway, this was great so far, looking forward to more! Good luck :)
Hurray, I'm glad you liked the terrain. I love making terrain so it's nice to be appreciated. :)
Yeah, the first mission might need some tuning. I like the progress bar but perhaps I can make it more clear that it's the warp time in a transmission.
And your completely right about the anticlimax thing. I'll add 4-5 carriers and perhaps some scouts. I haven't even got a transmission for the event. How lazy of me.
With the Infestors I was trying to create some AI triggers that could make them cast abilities, I didn't succeed and frankly just forgot about them. I'll try to fix it.
Glad you liked the second mission. Without disclosing too much I can say that your decision to mass Stalkers probably had something to do with when the last caves opened ;)
The fourth mission will also be a hero mission. There are some blinking puzzles there and I'll try to figure out some more I can add as well. I have made some hidden locations which you must explore a bit to discover. Those will unlock some upgrades to Agdos abilities, I have finally discovered Set Catalog Value triggers ;)
I liked the 1st mission... Not too hard for a camper/farmer like me... With 2 gateways to half the space of the two doors And 4/5 sentryies to FF banelings ... Then add some Zealots and stalkers for fire power... Zealot will tank ultraliks, stalker with fast blink is a must and some cannons to help the defences and muta attacks are too fine... And the Carrier arrival... Do depressing... Two silly carriers... I suggest you to create the warp in animation of the air units near
The stargate and make warp carrier (5 or 6), scouts and tempests, with added void Rays and phoenix... When the carriers arrives free
The victory is a formality and the warp animation of the buildings is too big , only cannons and pylon a warp in are ok
Yeah, I definately need to create an event after the Stargate is finished. A warp in of the fleet is a good idea, and perhaps a large Zerg air attack right afterwards can make a nice action-filled scenic reward. :)
Glad you liked it, and good thing it wasn't too hard. I was actually worried that the mission should be too easy. I guess it's hard to predict what other people find difficult.
I played the first 3 missions. First of all, nice job. I really like the game so far.
I feel like the difficulty of the game varied A LOT. The first level was extremely difficult, for me at least but it may be because I'm not the best when it comes to protoss, but I still felt a huge difference from level 2 and 3. But the terrain is really well done in all of the missions and especially in level 2. My god, that is a beautiful map. Really creative use of the doodads and the way the cliffs were made in the background.
Difficulty wise, could have been harder. I personally found that one very easy, and the jump of difficulty in between level 1 and 2 was tremendous and it seems like things actually got easier, rather than harder. (Which is a good thing in this case because level 1 was a pain.)
I think my favorite level so far is level 3, and that's just because I haven't seen a map like this before. I really liked the idea of the cave, and the environmental details are top notch. It also provided me with a fair bit of challenge.
Number 1: There are not "skulls" or "beacons" on the minimap that shows you where is the minimap... I don't think is a huge problem, because is easy found the rocks... They are near to all caves... BUT! If the red beacon says you "bro the enemies are here!", a skull or a the yellow "+" beacon could say you "dude the rocks are here! brofist" and another thing would be a message that says you that the 1st 3 caves have 500 hp only rocks and not a 2000 hp rock... The could have a different beacon.
Number 2: The bosses with red glowing... Come on ! Is the most lamer thing that i see on every map ... I could be ok if you said "i use red because i don't have alternative assets..." but here you have 14 alternatives assets! The Viper Split for the Mutalisk (Not the viper unit, the violet 4 winged mutalisk) and 13 (i repeat myself 13!!!) for the primal ultralisk, the have different tails, horns, spikes and color... All cool stuffs like this and i am forced to see an Abomination like a Giant Primal Ultralisk with red glowing... You can simply take the Tyrannozor and change the model or create a "Ultralisk 2" or stuffs like this that you know better than me... Sorry for the whine but i hate when people waste beautiful assets
Mission 3: Beautiful terraining, nice story but... The hybrid should be faster and goddamnit again! Yellow glowing hybrid ...
There is a beautiful team colored Hybrid (also the zerg variant) done by Thrikodias or a name like this (link below)
Sorry for late replies. I've been away from the computer and I don't like texting with my cellphone. Besides, beautiful weather in Norway nowadays. Time must be spent on hiking when the opportunity arise. :)
Glad you like it. I really enjoy making terrain so much of my time goes to tinkering with the different doodads and making terrain concepts.
I see that mission 1 is too hard. I was trying to have as little downtime as possible to avoid it being boring but I see now that the player needs some breathing space. I might add two gateways. I usually warp in two extra anyways and with heavy use of CHrono Boost ( I usually hotkey both Nexuses on 1 and 2) I have alot of production ongoing. Such micromanaging should be necessary for a later mission, but as a first mission this might be too demanding. Besides, there should be a noticable difference between normal and hard. I think normal must be easier.
Haha, sorry. Yeah, Perhaps I should use the different models. And you make a good point with the bottom rocks having bigger hitpoints, that might feel off. I shall see if I can find another minimap ping to those.