I think it's time for the reveal now that TFO is complete and WWBitT Mission 2 is done, so this here is a trailer for the upcoming project that I'm working on. Hope you guys are interested. I know it's not that professional but the main part of the trailer is the cinematic, which plays every time you start up the campaign launcher.
We Who Bask in the Twilight is a custom campaign centered around Matriarch Vorazun with supporting characters being Dark Prelate Zeratul and the former Nerazim leader, Mohandar. It involves Vorazun's quest to dispel residual hatred by the tiny portion of Khalai Protoss, repel Zerg invasions, destroy Tal'Darim influence, and erase all attempts to disrupt the peace of an already disorderly civilization.
Also, you say that The Forgotten Ones is complete, but do you plan on making any changes / fixing anything that myself or others mentioned? I feel like the campaign is off to a pretty good start, but definitely needs to be polished. For example, things like 3 of the Starport units having the same hotkey to build and the sharing resources bug that I mentioned in M2. Just by fixing some of these minor things can make your campaigns more enjoyable and accessible.
You have all these plans for campaigns, but I really feel like you need to spend more time on each one. I'm not saying that you need 5 years worth of work that shows in SOTX, but why not spend a little more time polishing some of these maps before moving onto the next one.
I'm really just trying to be helpful. Also, in response to your poll question, don't worry yourself about if people look forward to a Nerazim campaign. As long as you are passionate about something, spend the time making a fun to play campaign, and promote it well, people will play.
Rollback Post to RevisionRollBack
Check out my YouTube channel for test playthroughs of custom campaigns as well as editor tutorial videos. Mapmakers, don’t hesitate to PM me if you would like me to test your campaign.
Well put. If you're making maps and not trying to make them playable/intuitive/fun for the community (ie, just for yourself) then TFO is done whenever you say it is. But if you really want to impress people with an exceptional campaign that people love to play - which seems like your goal because you'r polling us right now in order to make a popular set of maps - then I think you're jumping the gun.
It's incredibly easy to get stuck in "idea lock." We've all been playing vidya games for probably our entire lives. Novel gameplay mechanics and cool storylines are easy to dream up. But the slog of getting it absolutely right, and making your mechanics easy, your actor events well-timed and your dialog flow is what separates the "Did anyone even bother to play test this?" maps from the "I would pay good money for this." maps.
Yeah people when I say complete I mean that the missions are fully playable, but they still need work. As for the most recent project, I have been working sparingly on this since I released the first mission of TFO so I'm only announcing it now because I feel the first two missions are polished well, surprisingly. This is the first project I plan to spend more time on to make it interesting, fun, and well-polished unlike everything else I have made.
So far, most of my work has actually been pretty slip-shot and filled with crap in every direction, from data to triggers and terrain, so I'm trying to make that fact into fiction in this project. With finals on the horizon of late, all I've really been doing is minor touchup on TFO, not real mission work for the other project.
The video works now. Looks like TheUltragon fixed it. Before it was just a white image.
Glad to hear that you are still working on updates for TFO and that you are proud of what you've made for this new campaign. But my question is why release stuff that you say is "filled with crap in every direction"? How do you expect others to enjoy your work if this is indicative of what you feel about the stuff you create? You have talent, you just need to focus it, be proud of your work, and stand behind it. Looks like you are off to the right start with your Nerazim campaign.
Rollback Post to RevisionRollBack
Check out my YouTube channel for test playthroughs of custom campaigns as well as editor tutorial videos. Mapmakers, don’t hesitate to PM me if you would like me to test your campaign.
I used to be impatient and was never quite committed to the plan. Only TFO did I actually feel like completing it and I did rush but it wasn't a total letdown like my previous works, hence, they were filled with crap. WWBitT is going to be nothing like that because I actually enjoy working on it.
I don't mean to sound as harass as I think you interpreted it, but it's the truth imo
Don't worry man. That's how most people start out with stuff like this. My first like 50 maps were failed attempts that weren't worth playing, but with each map I got better and better. All of it was practice and learning which has come in handy for Discord which is likely the first thing I've made which was good. Basically, don't get discouraged if your first dozen or two dozen maps aren't very good. With time and effort they will get better. :)
Unfortunately, a lot of people are never happy with their creations. Even now I sometimes think that my maps are terrible and I need to work really hard to make them decent. Obviously that's not true, a lot of people really like my maps and think they're good. His maps are definitely rough around the edges but I think with a little bit of work they could be great. Our friend here just needs to learn how to polish up his maps better, and that will come with time.
Rollback Post to RevisionRollBack
Discord - Discord is a custom fan made campaign. When it's done it will have 30 missions and cover 3 interwoven stories.
Custom Campaign Initiative - Visit the Custom Campaign Initiative to see other authors campaigns.
I feel like the only way to get better with the editor is to learn the hard way and figure out what you shouldn't do so later on you can eliminate all the nooby errors and stick strictly to improving gameplay mechanics, mission design, and trigger bugs because currently those are the only problems with the current versions of the WWBitT missions
Definitely. With the editor you will mostly learn by doing. tutorials can help, but in the end, the more you do the better you will become. Eventually, you get familiar with the editor and avoid problems like units without actors or upgrades which don't disappear after being researched. Also level design and game feel has always been the kind of thing you don't really teach so much as grow into.
Anyway, I wish you good luck with your campaign. I'm excited to see how it goes. :D
Rollback Post to RevisionRollBack
Discord - Discord is a custom fan made campaign. When it's done it will have 30 missions and cover 3 interwoven stories.
Custom Campaign Initiative - Visit the Custom Campaign Initiative to see other authors campaigns.
I agree with you that he needs to polish his maps. That's why I was asking if he was completely done with TFO or if he was planning to continue working on those 3 maps. Because with some work, those maps could be very fun to play.
Rollback Post to RevisionRollBack
Check out my YouTube channel for test playthroughs of custom campaigns as well as editor tutorial videos. Mapmakers, don’t hesitate to PM me if you would like me to test your campaign.
PM me if you want to test Mission 1, Mission 2, or Mission 3. I'll be finished with polishing up TFO today, just the last mission needs some wave work.
Why not just stick to one difficulty or let players choose? Bouncing all over the board throughout the campaign seems like it will be frustrating for players.
When I say the difficulty it's not really the mission itself. It's the puzzle or trick that needs to be figured out to win, because there are very specific ways to make these missions loads easier, but how you figure them out is rated based on the challenge of the process.
It other words, the missions are that much difficult if you cannot solve the puzzle because being unable to solve it makes everything harder for the player. Solving the puzzle makes everything relatively the same difficulty skillwise.
P.S. I try the make this campaign force players to use intuition rather than SC2 skill. It is hard to explain, but if you solve the puzzle in each mission it becomes really easy. It's just a little tedious at times.
Something like completing a mission like Death from Above in the HoTS campaign in six minutes because the solution to the "puzzle" was to ignore most of the enemies and just head straight to the objective with Kerrigan. Or Devil's Playground in WoL where the "solution" isn't to mine anything but to collect all the mineral pallets on the map so you finish in eight or so minutes. Or Amon's Reach where the "solution" is to ignore all the enemies and run your DTs straight to the objective and finish in less than four minutes.
The problem I see is that, most of the time, "puzzle" missions like what you are describing are just that way so your players can't play in a certain way. It sort of locks people out of possible strategies they may have otherwise tried. Granted, not many people would use strategies like what I just mentioned so I guess I'm the only one who dislikes that kind of design.
Yeah it's stuff along those lines. The mission is more fun but immensely difficult if you attempt brute force. The whole concept I had in mind when designing the Nerazim techtree for this campaign is to look at their nature. They seem to prefer units that can exploit weaknesses and take advantage of situations better than Khalai units, which excel at brute force and direct confrontations.
I've made an honest attempt to offer multiple "puzzle-solving" ways to approach a situation effectively because the old deathball doesn't exist for my Nerazim. I probably didn't do a remarkable job at it, but I won't know for sure how well I did at that until players discover and test their options. I give hints to solve each strategic hurdle at the beginning of every mission so that should get some people started.
I think it's time for the reveal now that TFO is complete and WWBitT Mission 2 is done, so this here is a trailer for the upcoming project that I'm working on. Hope you guys are interested. I know it's not that professional but the main part of the trailer is the cinematic, which plays every time you start up the campaign launcher.
We Who Bask in the Twilight is a custom campaign centered around Matriarch Vorazun with supporting characters being Dark Prelate Zeratul and the former Nerazim leader, Mohandar. It involves Vorazun's quest to dispel residual hatred by the tiny portion of Khalai Protoss, repel Zerg invasions, destroy Tal'Darim influence, and erase all attempts to disrupt the peace of an already disorderly civilization.
KSNumedia's Assets: Custom Models for campaigns and mods!
Well, I have always like the ideas of playing as a Dark Templar.
Soo yeah, I'd say go for it.
My projects : The Hammer of Dawn, Noir : Automata, Noir : Evolution, Noir : Ascension, Hammer of Dawn Revamp
Many awesome projects : Custom Campaign Initiative
Something for the community : A Small Letter of Thanks, SC2mapster Classic Skin - Alevice
@ksnumedia: Go
The video you posted is not working.
Also, you say that The Forgotten Ones is complete, but do you plan on making any changes / fixing anything that myself or others mentioned? I feel like the campaign is off to a pretty good start, but definitely needs to be polished. For example, things like 3 of the Starport units having the same hotkey to build and the sharing resources bug that I mentioned in M2. Just by fixing some of these minor things can make your campaigns more enjoyable and accessible.
You have all these plans for campaigns, but I really feel like you need to spend more time on each one. I'm not saying that you need 5 years worth of work that shows in SOTX, but why not spend a little more time polishing some of these maps before moving onto the next one.
I'm really just trying to be helpful. Also, in response to your poll question, don't worry yourself about if people look forward to a Nerazim campaign. As long as you are passionate about something, spend the time making a fun to play campaign, and promote it well, people will play.
Check out my YouTube channel for test playthroughs of custom campaigns as well as editor tutorial videos. Mapmakers, don’t hesitate to PM me if you would like me to test your campaign.
^
Well put. If you're making maps and not trying to make them playable/intuitive/fun for the community (ie, just for yourself) then TFO is done whenever you say it is. But if you really want to impress people with an exceptional campaign that people love to play - which seems like your goal because you'r polling us right now in order to make a popular set of maps - then I think you're jumping the gun.
It's incredibly easy to get stuck in "idea lock." We've all been playing vidya games for probably our entire lives. Novel gameplay mechanics and cool storylines are easy to dream up. But the slog of getting it absolutely right, and making your mechanics easy, your actor events well-timed and your dialog flow is what separates the "Did anyone even bother to play test this?" maps from the "I would pay good money for this." maps.
<Click Here> To See My Epic Single Player Campaign (LifeForceCampaign.com)
Yeah people when I say complete I mean that the missions are fully playable, but they still need work. As for the most recent project, I have been working sparingly on this since I released the first mission of TFO so I'm only announcing it now because I feel the first two missions are polished well, surprisingly. This is the first project I plan to spend more time on to make it interesting, fun, and well-polished unlike everything else I have made.
So far, most of my work has actually been pretty slip-shot and filled with crap in every direction, from data to triggers and terrain, so I'm trying to make that fact into fiction in this project. With finals on the horizon of late, all I've really been doing is minor touchup on TFO, not real mission work for the other project.
@deltronLive: Go
What do you mean by "not working"? Is it not playing or is there something wrong with the video itself?
KSNumedia's Assets: Custom Models for campaigns and mods!
@ksnumedia: Go
The video works now. Looks like TheUltragon fixed it. Before it was just a white image.
Glad to hear that you are still working on updates for TFO and that you are proud of what you've made for this new campaign. But my question is why release stuff that you say is "filled with crap in every direction"? How do you expect others to enjoy your work if this is indicative of what you feel about the stuff you create? You have talent, you just need to focus it, be proud of your work, and stand behind it. Looks like you are off to the right start with your Nerazim campaign.
Check out my YouTube channel for test playthroughs of custom campaigns as well as editor tutorial videos. Mapmakers, don’t hesitate to PM me if you would like me to test your campaign.
@deltronLive: Go
I used to be impatient and was never quite committed to the plan. Only TFO did I actually feel like completing it and I did rush but it wasn't a total letdown like my previous works, hence, they were filled with crap. WWBitT is going to be nothing like that because I actually enjoy working on it.
I don't mean to sound as harass as I think you interpreted it, but it's the truth imo
KSNumedia's Assets: Custom Models for campaigns and mods!
@ksnumedia: Go
Don't worry man. That's how most people start out with stuff like this. My first like 50 maps were failed attempts that weren't worth playing, but with each map I got better and better. All of it was practice and learning which has come in handy for Discord which is likely the first thing I've made which was good. Basically, don't get discouraged if your first dozen or two dozen maps aren't very good. With time and effort they will get better. :)
@deltronLive: Go
Unfortunately, a lot of people are never happy with their creations. Even now I sometimes think that my maps are terrible and I need to work really hard to make them decent. Obviously that's not true, a lot of people really like my maps and think they're good. His maps are definitely rough around the edges but I think with a little bit of work they could be great. Our friend here just needs to learn how to polish up his maps better, and that will come with time.
@Baelethal: Go
I feel like the only way to get better with the editor is to learn the hard way and figure out what you shouldn't do so later on you can eliminate all the nooby errors and stick strictly to improving gameplay mechanics, mission design, and trigger bugs because currently those are the only problems with the current versions of the WWBitT missions
KSNumedia's Assets: Custom Models for campaigns and mods!
@ksnumedia: Go
Definitely. With the editor you will mostly learn by doing. tutorials can help, but in the end, the more you do the better you will become. Eventually, you get familiar with the editor and avoid problems like units without actors or upgrades which don't disappear after being researched. Also level design and game feel has always been the kind of thing you don't really teach so much as grow into.
Anyway, I wish you good luck with your campaign. I'm excited to see how it goes. :D
@Baelethal: Go
I agree with you that he needs to polish his maps. That's why I was asking if he was completely done with TFO or if he was planning to continue working on those 3 maps. Because with some work, those maps could be very fun to play.
Check out my YouTube channel for test playthroughs of custom campaigns as well as editor tutorial videos. Mapmakers, don’t hesitate to PM me if you would like me to test your campaign.
@Baelethal: Go
GG m8
@deltronLive: Go
I'll be done with polish (hopefully) this weekend since I've done a little bit I here and there on Memorial Day weekend.
KSNumedia's Assets: Custom Models for campaigns and mods!
Hey ksnumedia, if you have the time I'd suggest to try and play other people map. See how they do their terraining. enemy positioning , triggers etc.
You can learn alot by just playing them and maybe even get fresh ideas on how to do your map.
I agree with Baelethal , if their is one thing I've learn about the editor is the longer you spent time with it the better mapper you'd be.
So you really need not to worry, you'd get better in time.
Anyway, goodluck and have fun with your map making. Hope to see more from you soon.
My projects : The Hammer of Dawn, Noir : Automata, Noir : Evolution, Noir : Ascension, Hammer of Dawn Revamp
Many awesome projects : Custom Campaign Initiative
Something for the community : A Small Letter of Thanks, SC2mapster Classic Skin - Alevice
PM me if you want to test Mission 1, Mission 2, or Mission 3. I'll be finished with polishing up TFO today, just the last mission needs some wave work.
KSNumedia's Assets: Custom Models for campaigns and mods!
Final touches on TFO are tomorrow. As for WWBitT, these are how the missions go based on Blizzard campaign difficulties:
- M1: Destroy everything (Normal)
- M2: Micro - get to the beacon (Normal/Hard)
- M3: Destroy everything (Brutal+)
- M4: Hold out (Hard)
Planned:
- M5: Hero assisting comp ally (Hard)
- M6: Destroy everything (Brutal+)
KSNumedia's Assets: Custom Models for campaigns and mods!
@ksnumedia: Go
It's funny that the hold out mission near the end is only hard whereas the mission right before it is supposed to be significantly harder.
Why not just stick to one difficulty or let players choose? Bouncing all over the board throughout the campaign seems like it will be frustrating for players.
<Click Here> To See My Epic Single Player Campaign (LifeForceCampaign.com)
When I say the difficulty it's not really the mission itself. It's the puzzle or trick that needs to be figured out to win, because there are very specific ways to make these missions loads easier, but how you figure them out is rated based on the challenge of the process.
It other words, the missions are that much difficult if you cannot solve the puzzle because being unable to solve it makes everything harder for the player. Solving the puzzle makes everything relatively the same difficulty skillwise.
P.S. I try the make this campaign force players to use intuition rather than SC2 skill. It is hard to explain, but if you solve the puzzle in each mission it becomes really easy. It's just a little tedious at times.
KSNumedia's Assets: Custom Models for campaigns and mods!
With that logic, it should be really easy then.
Something like completing a mission like Death from Above in the HoTS campaign in six minutes because the solution to the "puzzle" was to ignore most of the enemies and just head straight to the objective with Kerrigan. Or Devil's Playground in WoL where the "solution" isn't to mine anything but to collect all the mineral pallets on the map so you finish in eight or so minutes. Or Amon's Reach where the "solution" is to ignore all the enemies and run your DTs straight to the objective and finish in less than four minutes.
The problem I see is that, most of the time, "puzzle" missions like what you are describing are just that way so your players can't play in a certain way. It sort of locks people out of possible strategies they may have otherwise tried. Granted, not many people would use strategies like what I just mentioned so I guess I'm the only one who dislikes that kind of design.
Yeah it's stuff along those lines. The mission is more fun but immensely difficult if you attempt brute force. The whole concept I had in mind when designing the Nerazim techtree for this campaign is to look at their nature. They seem to prefer units that can exploit weaknesses and take advantage of situations better than Khalai units, which excel at brute force and direct confrontations.
I've made an honest attempt to offer multiple "puzzle-solving" ways to approach a situation effectively because the old deathball doesn't exist for my Nerazim. I probably didn't do a remarkable job at it, but I won't know for sure how well I did at that until players discover and test their options. I give hints to solve each strategic hurdle at the beginning of every mission so that should get some people started.
KSNumedia's Assets: Custom Models for campaigns and mods!