I can speak from experience when I say that the map-maker has it easy! That's why I have testers.
I was a bit arrogant when it came to Crimson Moon, not using them, and kinda thinking "my way is the best way". Big mistake. You see, the problem isn't necessarily difficulty. I want my missions to be challenging. But I'm not sure I want them to be frustrating.
For instance, CM05 had an early Banshee attack that was hard to counter unless you were lucky or knew it was coming. I put it there for the sake of challenge, but it ended up being just a frustration for a lot of people (everytime someone criticizes that mission, it's the banshee attack that gets it).
Another example could be All In from WOL. It's the last mission, so people expect it to be difficult (which it is), but I think people will accept the last enemy attack to be ridiculously powerful, even if it makes them lose a few times. But if there is a random, almost unwinnable attack in the middle, it would be more frustrating.
On mission 5, before saying anything…holy crap that was an intense mission! I’ve had to restart quite a few times before I managed to finish it (played both missions on Brutal). I’ll admit, my initial reaction was “Oh crap, going to be this type of mission” when Rhik mentioned APCs, but it was pleasantly surprising to see the APCs weren’t so fragile and defensless as they usually are. The new tech was also pretty cool, wish I noticed that Medic healing upgrade sooner though. :P
Terrain was great, as usual, though I think cinematic cameras could use some more movement when characters are just talking, like orbiting around them or moving left/right, or perhaps just showing something related to what they are talking about (like the Zerg doing Zerg stuff?). Also, Rhik’s base seemed barely defended, just some Marauders and Marines left and right, was hoping for some Siege Tanks and more infantry at the entrance to help you out when you get close with the APC. I guess Rhik used up his entire budget on the underground complex. :P
Anyway, on gameplay, I think some parts were a bit too much in my opinion, difficulty-wise, namely:
APC #5 – You get attacked by a Zerg force about 30-40 seconds before it arrives, then you have to go clear out the small zerg outpost near the Psi Emitter (considering it gets rebuilt if you clear it out before, and you can’t make your own outposts unless you have really good income and some gosu management and multitasking skills), and once the APC emerges, you have to fend off the Zerg from the nearby base coming to rebuild the outpost, Zerg coming from behind from the cave near where the APC emerged from AND Zerg coming from the front by drop pods? Even the two APCs at a time were easier to protect than this one was.
A zerg drop pod in my base a 20 or so seconds before the 2 APC wave, followed by the last APC emerging before the 2 APCs make it to the base safe and sound? That’s evil, man. :P I think the drop pod would be better at another wave, considering how thin your forces will probably be spread at that point, trying to cover both APCs and clear their paths. Also, I felt like the stranded survivors weren’t of much help, besides the group with the Goliath and the one with the Viking and Widow Mine. Maybe if there were more of them per group or if they were mercs, they’d be more worth saving.
On the 2 APCs wave, it’d be nice if their paths were shown differently on the minimap, since they overlap with one another towards their end. Maybe if you showed them separately, or a different color?
And some notes:
Some Zerglings coming out of caves morph into Banelings just as they emerge, not sure if this was intentional or not.
Some typos: “withing Callithus IV” in the loading screen, should be “within”, and “APC’s” should be “APCs”.
It would be nice if Mutalisks coming out of caves emerged from…well, the cave exit/entrance, rather than starting up in the sky, would make it look better imo.
On mission 6, so this is the third storyarc of the campaign, eh? Interesting, was thinking it’d be another terran group, relieved to see the Zerg! (If only more campaigns allowed you to play as them :D) Anyway, I like Morganus so far, his attack is pretty cool, and the Daggerfang seem different from the rest of the Broods (considering they have a homeworld they are attached to, unlike other broods that don’t really give a damn about theirs, and they can talk – well, at least the Leviathan). I wonder how these storylines will intersect with each other later on.
I didn’t really like how only the most basic of tech was available, though. It would’ve been nice to be able to train Aberrations, maybe make Banelings perhaps (or acquire them from rescuing caged Zerg). I mean, it’s mission 6, I’d expect such tech from mission 2 or 3 :P Though, giving the player these units would probably need an overall rebalancing of all the Terran bases, which would be quite a lot of work…
The boss fight was pretty sweet, not too hard, not too easy. The last phase was my favorite, ahoy baneling luring! Though, when unburrowing, she seemed to just pop back into the ground instantly, rather than dig down? As in, no animations, just disappearing. The last part of the level was pretty sweet too, but got rather worried that giant Leviathan would be killed of by those pesky Marines. I liked the shot with the Leviathans warpjumping in though, we rarely see masses of Leviathans warping in.
Also, the bombing felt kind of…underwhelming. I was expecting some projectiles to rain down upon the units, or the sector to be nuked as a whole, but instead it looked like the buildings and other things there just spontaneously exploded? o_o It would also be nice if there was only one bombing timer active at a time, so that there’s not 2 of them, one below the other. It’d also give ya some extra time if you manage to evacuate early.
Overall, I enjoyed both missions (but damn mission 5 was relentless), and looking forward to seeing what’s to come! :D
Aha, I remember the banshee attack. I lost to that twice before I actually managed to do it xD.
You're completely right regarding challenge and frustration. I definitely try to make my missions challenging, however, having a map that is very frustrating this early in the campaign is definitely not something I try to target. I expect to be focusing more on really tough challenges towards the ending of the campaign.
That's why I'm surprised Mission 5 was that hard. I created it with the intent of making it intense and fast-paced, but not too the point where it would become and annoyance. The enormous amount of testruns really makes it hard for you to anticipate how things will end up when played by others :p.
APC #5 – You get attacked by a Zerg force about 30-40 seconds before it arrives, then you have to go clear out the small zerg outpost near the Psi Emitter (considering it gets rebuilt if you clear it out before, and you can’t make your own outposts unless you have really good income and some gosu management and multitasking skills), and once the APC emerges, you have to fend off the Zerg from the nearby base coming to rebuild the outpost, Zerg coming from behind from the cave near where the APC emerged from AND Zerg coming from the front by drop pods? Even the two APCs at a time were easier to protect than this one was.
A zerg drop pod in my base a 20 or so seconds before the 2 APC wave, followed by the last APC emerging before the 2 APCs make it to the base safe and sound? That’s evil, man. :P I think the drop pod would be better at another wave, considering how thin your forces will probably be spread at that point, trying to cover both APCs and clear their paths. Also, I felt like the stranded survivors weren’t of much help, besides the group with the Goliath and the one with the Viking and Widow Mine. Maybe if there were more of them per group or if they were mercs, they’d be more worth saving.
I never actually thought of that. I can see where you're going. That is a lot of Zerg to take care of. I might try to dump that down a little bit. What I might do is change the timing of the attack wave so it arrives either a little earlier or later, or perhaps make change the timing of the Zerg Drop Pods. I'll take a look at it.
The extra units you could acquire was originally more intended for the very beginning, as two groups can already be saved directly outside your base. I intended that you'd move out early and make you a little stronger during the first couple APC waves. Hence the reason why the Viking and Widow Mines are located at the far end of the map, which you'll explore later.
Some Zerglings coming out of caves morph into Banelings just as they emerge, not sure if this was intentional or not.
How funny. That never actually occured while I was playing. This isn't intentional but unfortunately I don't know right now how I can prevent it from happening.
It would be nice if Mutalisks coming out of caves emerged from…well, the cave exit/entrance, rather than starting up in the sky, would make it look better imo.
They do actually start on the ground but is set to change to their normal height within 1 second. I guess it's a little too quick for you to notice it?
I didn’t really like how only the most basic of tech was available, though. It would’ve been nice to be able to train Aberrations, maybe make Banelings perhaps (or acquire them from rescuing caged Zerg). I mean, it’s mission 6, I’d expect such tech from mission 2 or 3 :P Though, giving the player these units would probably need an overall rebalancing of all the Terran bases, which would be quite a lot of work…
You know what? Originally, I had intended to allow use of Aberrations but I scrapped it quickly due to them just wrecking the bases. I just felt like they would be a bit too powerful for this kind of mission. Although I suppose buffing the bases would fix this. However, I assumed if Aberrations were available, people would just easily mass them and destroy the enemy, so I wanted to put some restrictions.
I know mission 6 is pretty far considering the little amount of tech you have, but since it was the first Zerg mission I wanted to start it simple, just like the Terran and Protoss storylines. I should probably note that new tech will be unlocked much faster though. For example, both Aberrations, Banelings and Mutalisks (perhaps even more units. Haven't decided yet) will all be unlocked by the next mission.
Though, when unburrowing, she seemed to just pop back into the ground instantly, rather than dig down? As in, no animations, just disappearing.
I am aware of this and it seems to just be her Burrow animation that is like this. Apparently it doesn't have an animation, which is quite unfortunate.
Also, the bombing felt kind of…underwhelming. I was expecting some projectiles to rain down upon the units, or the sector to be nuked as a whole, but instead it looked like the buildings and other things there just spontaneously exploded? o_o It would also be nice if there was only one bombing timer active at a time, so that there’s not 2 of them, one below the other. It’d also give ya some extra time if you manage to evacuate early.
To be honest, I wanted it too look like projectiles actually fell down from the sky, but didn't know how to, so I just chose to make it simple. My primary focus was to get it working properly, but in the future if there's a cool way, I will definitely consider adding projectiles to enhance the experience.
The bombing timer thing is interesting. It would indeed make for a nice bonus to people who managed to evacuate early, and it wouldn't be too much of a bonus either, I think. (Only about 1 or a little over 1 minute.)
Thanks for the feedback :D
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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.
They do actually start on the ground but is set to change to their normal height within 1 second. I guess it's a little too quick for you to notice it?
Ah, nevermind then, suppose I missed it and thought the Mutalisk exited the cave at normal height.
How funny. That never actually occured while I was playing. This isn't intentional but unfortunately I don't know right now how I can prevent it from happening.
You could disable the “Morph to Baneling” ability for them when they are created, there should be an “Enable/Disable ability for unit” action if I remember correctly.
You know what? Originally, I had intended to allow use of Aberrations but I scrapped it quickly due to them just wrecking the bases. I just felt like they would be a bit too powerful for this kind of mission. Although I suppose buffing the bases would fix this. However, I assumed if Aberrations were available, people would just easily mass them and destroy the enemy, so I wanted to put some restrictions.
I suppose people could mass Aberrations if they were available, but I don’t think they’d do so too easily, considering there’s only one vespene geyser per base and you’d probably want to spend a lot of that gas on the upgrades and some swarm queens/hydralisks (since I doubt Morganus alone would take out all air units fast enough while maintaining a constant healing on the army). But I can see Aberrations being gamebreaking, since I didn’t see a lot of Marauders or generally much anti-armor in the mission.
Congratulations! This was your best mission yet. It was clean, good-looking, good-sounding, was a ton of fun to play, and it flowed so smoothly! So many cool parts!
The terrain: amazing! Who knew Zerus water platforms could look so good?! :D
You start things off so well with your intro. It's short, intriguiging and to the point. You horizontal cameras worked better this time (no lag). I should use them more often now, I realize.
The gameplay was fantastic. The prison escape was amazing, as was the second part. I loved the boss part (baneling death was clever), and the final escape was so intense (though strangely familiar).
PIcked up a few errors, though:
Krayen's HP bar is kinda low. I don't remember how to raise it at the top of my head, but it should be pretty easy to fix.
I've written something in my notes: "Every part ... as possible", but I can't remember what I meant. I know it was a grammar error, that it happened early, and that it also showed up in one of the tips. I think it was about how the "as possible" is wrong to use in that context.
The boss' target searcher (the green circle) sometimes appears and then doesn't disappear. I don't know if she's given an order and then given a "before" order after it (making it stick), or if it's just a bug. It was still there after she died.
The mission objectives in the last section doesn't count the rescued zerg (though it's still completed).
When Krayen dies, I get two messages: that he's dead, and that all my structures are destroyed.
I didn't like having the old SC1 zerg track, to be honest. I think it can be used, but the context was wrong (the lighting is too bright in contrast to the track, which is quite dark). I'd personally using something from The Thin Red Line (which is a jungle war film, after all), or maybe "The Maw" from Halo.
I also agree that the bombings could be more powerful. Either use nukes or the "create explosion" trigger to liven it up.
You start things off so well with your intro. It's short, intriguiging and to the point. You horizontal cameras worked better this time (no lag). I should use them more often now, I realize.
I have definitely learned my lesson from the major lag spikes we got in Mission 4 :D
I've written something in my notes: "Every part ... as possible", but I can't remember what I meant. I know it was a grammar error, that it happened early, and that it also showed up in one of the tips. I think it was about how the "as possible" is wrong to use in that context.
Hmm, I can't seem to recall when I did this in the mission. Next time I go through it I'll try to keep an eye out for this though.
The boss' target searcher (the green circle) sometimes appears and then doesn't disappear. I don't know if she's given an order and then given a "before" order after it (making it stick), or if it's just a bug. It was still there after she died.
I'm aware of this and the way I made it was that every time she does that attack, I add the Target Searcher model via the "Create Model at Point" action. When she is finished, I use the "Kill Model" action. The issue occurs when the Model is created and you activate the the next Stage of the boss, meaning that I instantly turn off the previous triggers. Therefore, it stays there. I need to find a better way of doing this, so the green circle dissapears no matter what.
When Krayen dies, I get two messages: that he's dead, and that all my structures are destroyed.
Indeed a bug. Thank you for noticing!
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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.
Finished mission 5, at least, i didn't test earlier because 22/10 comes Heroes on my account and my brain went nuts... Anyway let's go with my analysis:
My hatred for APC escort mission grows everytimes, maybe i hate them more of Stealth missions that force you to crawl on every corner...
I played this mission on Brutal and was really challenging, i had to restart my saves dozens of times because i wasn't well coordinated; The strategy for this mission is simple: MarineMarauderMedics and widow mines/turrets for defence.
The terraining is very good, the plot is interesting and the characters too... I am a bit disappointed that the SCV guy isn't dead, i hate that dihead :P
The last APC should come like 10 seconds later because you have to move like this to save it (and is a bit frustrating) "Move north group to the last APC after killing the single wave that want to kill the North APC, in the mean time move the south group MUST go east to kill the wave that want to kill the South APC... AT THIS POINT, your north wave is going to save the last APC and the last APC and the south group have to go north to save the south APC that is going on allied base... After this you must stimpack south group and reunite it with the north group... After that you should win..."
I am sorry but i didn't save the 5 survivors groups... I had to use medivacs?
A suggestion is to keep the red arrow on the minimap to show you that the APC is on the move. Another suggestion is to make the last APC use the Armored APC model with upgraded life/weapons and armor... Doing this would remove the 10 seconds i suggested earlier to add.
Going to try mission 6, finally Zerg mission! Dat Loading screen!
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
Finished mission 6: That's a freaking awesome Zerg mission! I am everytimes more Hyped for your campaign, i like also the villain, everytimes we win, we are at the last seconds after the defeat! Really interested what wil happen with the Giant Level 3 queen essence, what a nice boss battle.
I forgot to say you that on mission 5 the fly of the Shuttle is a bit weird, it should fly high very fast like on the Haven mission, where you see the Shuttle flying away at max speed
Wonderful terraining and nice rythm to the mission, it really feels like a great escape
About the hero... One time you understand to hit most units as possible to can take advantage of the AoE damage, you have on your hands a great hero, and also really sexy, dat Stukov Jacket/Hat
After a little break, Mission 7 is well under its way!
For those of you that like Zerg, I'm happy to announce that this next mission will be just that, with many more tech options available at your disposal!
Welcome to Khazodar, the homeworld of the Daggerfang Brood. Krayen is going to be attempting to save the remnants of the Daggerfang that were left during the R.S.S.I invasion, prior to the start of Mission 6. In addition, he plans to completely drive the Terrans away so that the planet can stay safe.
Psi-Emitters are going to be making a return for this mission. However, this time they will actually be part of the actual gameplay instead of simply being part of the environment. Those of you who paid attention to the story so far, might already have gotten a short indication of what's going to be happening here.
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.
You're showing an extremely high level of productivity here. I hardly get anything done (though for a good reason: school).
This looks cool. I loved your previous zerg mission, and it'll be cool to see one that takes place in a lava setting too! I'm guessing the emitters will make the zerg rage hard.
Also, Guardian spotted! Hope we can make have some of 'em.
I think that can be arranged ;)
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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.
Alright, normally i update previous mission at the same time as the newest ones are released, but as Mission 7 & 8 are still both in progress, I've decided to release the updated versions now, as there is A LOT for some missions.
I will list of all of the updates here, but they can also be found on each file's description.
The following changes affect every mission:
Added push priority to all Heroes. This allows them to push other units out of the way to more easily get to the front lines. This does not work for allied units though.
All Hero ability shortcuts have changed to the QWE-format.
Barry now has a passive regen.
Managed to better balance the boss battles for the different difficulty levels. This mainly includes damage reduction and other minor details.
Notable differences in A02 include:
Added an additional starting Medic to help players survive easier on the harder difficulties, mainly Brutal.
Fixed a bug where Zerg units inside the Lab would move to a designated point and stop, instead of chasing your units wherever they go.
Notable differences in A03 include:
Fixed a couple of grammatical errors.
Notable differences in A04 include:
Added a Target Marker to Khaduros whenever the boss is about to shoot missiles at you. This will allow you to react accordingly to it's attack.
Fixed an issue in the Final cinematic that caused units that were supposed to warp-in not to do so.
Notable differences in A05 include:
Fixed several typing errors in Mission 5.
Notable differences in A06 include:
Krayen's health bar now appears higher above him.
Minor bug fixes including the poison cloud not showing on Mechanical units.
Fixed an issue where the objective wouldn't update after you rescued the captured Zerg.
Fixed the issue that caused Nekaria's target marker to not dissapear sometimes.
Fixed an issue causing the "Grooved Spines" upgrade button not to dissapear upon being researched.
Fixed an issue that caused Krayen to be affected by the Zerg Missile Attacks upgrade.
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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.
@EivindL: Go
Yeah, with holidays getting closer I'll most likely have a lot more time for map-making myself, which is always good. Then perhaps I can pump out these next missions soon :)
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I can speak from experience when I say that the map-maker has it easy! That's why I have testers.
I was a bit arrogant when it came to Crimson Moon, not using them, and kinda thinking "my way is the best way". Big mistake. You see, the problem isn't necessarily difficulty. I want my missions to be challenging. But I'm not sure I want them to be frustrating.
For instance, CM05 had an early Banshee attack that was hard to counter unless you were lucky or knew it was coming. I put it there for the sake of challenge, but it ended up being just a frustration for a lot of people (everytime someone criticizes that mission, it's the banshee attack that gets it).
Another example could be All In from WOL. It's the last mission, so people expect it to be difficult (which it is), but I think people will accept the last enemy attack to be ridiculously powerful, even if it makes them lose a few times. But if there is a random, almost unwinnable attack in the middle, it would be more frustrating.
Alright, just finished playing them!
On mission 5, before saying anything…holy crap that was an intense mission! I’ve had to restart quite a few times before I managed to finish it (played both missions on Brutal). I’ll admit, my initial reaction was “Oh crap, going to be this type of mission” when Rhik mentioned APCs, but it was pleasantly surprising to see the APCs weren’t so fragile and defensless as they usually are. The new tech was also pretty cool, wish I noticed that Medic healing upgrade sooner though. :P
Terrain was great, as usual, though I think cinematic cameras could use some more movement when characters are just talking, like orbiting around them or moving left/right, or perhaps just showing something related to what they are talking about (like the Zerg doing Zerg stuff?). Also, Rhik’s base seemed barely defended, just some Marauders and Marines left and right, was hoping for some Siege Tanks and more infantry at the entrance to help you out when you get close with the APC. I guess Rhik used up his entire budget on the underground complex. :P
Anyway, on gameplay, I think some parts were a bit too much in my opinion, difficulty-wise, namely:
On the 2 APCs wave, it’d be nice if their paths were shown differently on the minimap, since they overlap with one another towards their end. Maybe if you showed them separately, or a different color?
And some notes:
On mission 6, so this is the third storyarc of the campaign, eh? Interesting, was thinking it’d be another terran group, relieved to see the Zerg! (If only more campaigns allowed you to play as them :D) Anyway, I like Morganus so far, his attack is pretty cool, and the Daggerfang seem different from the rest of the Broods (considering they have a homeworld they are attached to, unlike other broods that don’t really give a damn about theirs, and they can talk – well, at least the Leviathan). I wonder how these storylines will intersect with each other later on.
I didn’t really like how only the most basic of tech was available, though. It would’ve been nice to be able to train Aberrations, maybe make Banelings perhaps (or acquire them from rescuing caged Zerg). I mean, it’s mission 6, I’d expect such tech from mission 2 or 3 :P Though, giving the player these units would probably need an overall rebalancing of all the Terran bases, which would be quite a lot of work…
The boss fight was pretty sweet, not too hard, not too easy. The last phase was my favorite, ahoy baneling luring! Though, when unburrowing, she seemed to just pop back into the ground instantly, rather than dig down? As in, no animations, just disappearing. The last part of the level was pretty sweet too, but got rather worried that giant Leviathan would be killed of by those pesky Marines. I liked the shot with the Leviathans warpjumping in though, we rarely see masses of Leviathans warping in.
Also, the bombing felt kind of…underwhelming. I was expecting some projectiles to rain down upon the units, or the sector to be nuked as a whole, but instead it looked like the buildings and other things there just spontaneously exploded? o_o It would also be nice if there was only one bombing timer active at a time, so that there’s not 2 of them, one below the other. It’d also give ya some extra time if you manage to evacuate early.
Overall, I enjoyed both missions (but damn mission 5 was relentless), and looking forward to seeing what’s to come! :D
A comment, StealthToast: didn't the mutalisk start low and then fly up when they emerged from the caves? I can swear I saw that at least one time.
I'll also bring up the point that the main base was perhaps a bit small. Units got stuck unless I really put an effort into where I put my buildings.
@EivindL: Go
Aha, I remember the banshee attack. I lost to that twice before I actually managed to do it xD.
You're completely right regarding challenge and frustration. I definitely try to make my missions challenging, however, having a map that is very frustrating this early in the campaign is definitely not something I try to target. I expect to be focusing more on really tough challenges towards the ending of the campaign. That's why I'm surprised Mission 5 was that hard. I created it with the intent of making it intense and fast-paced, but not too the point where it would become and annoyance. The enormous amount of testruns really makes it hard for you to anticipate how things will end up when played by others :p.
@StealthToast: Go
I never actually thought of that. I can see where you're going. That is a lot of Zerg to take care of. I might try to dump that down a little bit. What I might do is change the timing of the attack wave so it arrives either a little earlier or later, or perhaps make change the timing of the Zerg Drop Pods. I'll take a look at it.
The extra units you could acquire was originally more intended for the very beginning, as two groups can already be saved directly outside your base. I intended that you'd move out early and make you a little stronger during the first couple APC waves. Hence the reason why the Viking and Widow Mines are located at the far end of the map, which you'll explore later.
How funny. That never actually occured while I was playing. This isn't intentional but unfortunately I don't know right now how I can prevent it from happening.
They do actually start on the ground but is set to change to their normal height within 1 second. I guess it's a little too quick for you to notice it?
You know what? Originally, I had intended to allow use of Aberrations but I scrapped it quickly due to them just wrecking the bases. I just felt like they would be a bit too powerful for this kind of mission. Although I suppose buffing the bases would fix this. However, I assumed if Aberrations were available, people would just easily mass them and destroy the enemy, so I wanted to put some restrictions. I know mission 6 is pretty far considering the little amount of tech you have, but since it was the first Zerg mission I wanted to start it simple, just like the Terran and Protoss storylines. I should probably note that new tech will be unlocked much faster though. For example, both Aberrations, Banelings and Mutalisks (perhaps even more units. Haven't decided yet) will all be unlocked by the next mission.
I am aware of this and it seems to just be her Burrow animation that is like this. Apparently it doesn't have an animation, which is quite unfortunate.
To be honest, I wanted it too look like projectiles actually fell down from the sky, but didn't know how to, so I just chose to make it simple. My primary focus was to get it working properly, but in the future if there's a cool way, I will definitely consider adding projectiles to enhance the experience.
The bombing timer thing is interesting. It would indeed make for a nice bonus to people who managed to evacuate early, and it wouldn't be too much of a bonus either, I think. (Only about 1 or a little over 1 minute.)
Thanks for the feedback :D
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Ah, nevermind then, suppose I missed it and thought the Mutalisk exited the cave at normal height.
You could disable the “Morph to Baneling” ability for them when they are created, there should be an “Enable/Disable ability for unit” action if I remember correctly.
I suppose people could mass Aberrations if they were available, but I don’t think they’d do so too easily, considering there’s only one vespene geyser per base and you’d probably want to spend a lot of that gas on the upgrades and some swarm queens/hydralisks (since I doubt Morganus alone would take out all air units fast enough while maintaining a constant healing on the army). But I can see Aberrations being gamebreaking, since I didn’t see a lot of Marauders or generally much anti-armor in the mission.
Mission 6:
Congratulations! This was your best mission yet. It was clean, good-looking, good-sounding, was a ton of fun to play, and it flowed so smoothly! So many cool parts!
The terrain: amazing! Who knew Zerus water platforms could look so good?! :D
You start things off so well with your intro. It's short, intriguiging and to the point. You horizontal cameras worked better this time (no lag). I should use them more often now, I realize.
The gameplay was fantastic. The prison escape was amazing, as was the second part. I loved the boss part (baneling death was clever), and the final escape was so intense (though strangely familiar).
PIcked up a few errors, though:
I didn't like having the old SC1 zerg track, to be honest. I think it can be used, but the context was wrong (the lighting is too bright in contrast to the track, which is quite dark). I'd personally using something from The Thin Red Line (which is a jungle war film, after all), or maybe "The Maw" from Halo.
I also agree that the bombings could be more powerful. Either use nukes or the "create explosion" trigger to liven it up.
Anyway, keep up the good work!
@EivindL: Go
Well, I'm pleased to know you got something fun and enjoyable after that tough Mission 5 :)
I have definitely learned my lesson from the major lag spikes we got in Mission 4 :D
I assume you mean the height of his health bar? I can easily change that.
Hmm, I can't seem to recall when I did this in the mission. Next time I go through it I'll try to keep an eye out for this though.
I'm aware of this and the way I made it was that every time she does that attack, I add the Target Searcher model via the "Create Model at Point" action. When she is finished, I use the "Kill Model" action. The issue occurs when the Model is created and you activate the the next Stage of the boss, meaning that I instantly turn off the previous triggers. Therefore, it stays there. I need to find a better way of doing this, so the green circle dissapears no matter what.
I can't believe I never noticed this. Thanks!
Indeed a bug. Thank you for noticing!
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
Finished mission 5, at least, i didn't test earlier because 22/10 comes Heroes on my account and my brain went nuts... Anyway let's go with my analysis:
@DudkiSC2: Go
for the bombing you could add the generic explosion trigger T
http://www.sc2mapster.com/assets/nolanstars-textures/
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
Finished mission 6: That's a freaking awesome Zerg mission! I am everytimes more Hyped for your campaign, i like also the villain, everytimes we win, we are at the last seconds after the defeat! Really interested what wil happen with the Giant Level 3 queen essence, what a nice boss battle.
After a little break, Mission 7 is well under its way! For those of you that like Zerg, I'm happy to announce that this next mission will be just that, with many more tech options available at your disposal!
Welcome to Khazodar, the homeworld of the Daggerfang Brood. Krayen is going to be attempting to save the remnants of the Daggerfang that were left during the R.S.S.I invasion, prior to the start of Mission 6. In addition, he plans to completely drive the Terrans away so that the planet can stay safe.
Psi-Emitters are going to be making a return for this mission. However, this time they will actually be part of the actual gameplay instead of simply being part of the environment. Those of you who paid attention to the story so far, might already have gotten a short indication of what's going to be happening here.
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
eeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeehhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh!!!!!!!! I'm so excited!!
Annihilation ZERG HYPE!
You're showing an extremely high level of productivity here. I hardly get anything done (though for a good reason: school).
This looks cool. I loved your previous zerg mission, and it'll be cool to see one that takes place in a lava setting too! I'm guessing the emitters will make the zerg rage hard.
Woohoo, more Zerg! :D Also, that lava canyon's looking pretty awesome, I like the small patches of surface along the river.
I suppose the Psi Emitters will make Zerg go berserk and/or rogue towards their hive mind. Also, Guardian spotted! Hope we can make have some of 'em.
I think that can be arranged ;)
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
Alright, normally i update previous mission at the same time as the newest ones are released, but as Mission 7 & 8 are still both in progress, I've decided to release the updated versions now, as there is A LOT for some missions. I will list of all of the updates here, but they can also be found on each file's description.
The following changes affect every mission:
Notable differences in A02 include:
Notable differences in A03 include:
Notable differences in A04 include:
Notable differences in A05 include:
Notable differences in A06 include:
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
Nice, nice, nice. My holidays are coming up, and I can't wait to play mission 7 and 8!
@EivindL: Go Yeah, with holidays getting closer I'll most likely have a lot more time for map-making myself, which is always good. Then perhaps I can pump out these next missions soon :)
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
Do you have an estimated date?