I just finished playing through the 8 missions that have been released so far. I had so much fun playing them. Know you spend a lot of your free time making these so great job! Really felt professionally done.
Some comments/questions:
Favorite boss was the Thor where you had to multitask two hero units to defeat. Never seen this type of gameplay before.
I feel like almost every mission kept you on your toes, which if done wrong can make things stressful and frustrating, but you managed to make it enjoyable and rewarding.
On mission 8 (The Wandering Shadow), does changing difficulty affect the mission at all? Enemies deal more/less damage?
Favorite mission was probably mission 6 (The Daggerfang) - had everything - really liked the fact that you had to keep moving bases.
Hardest missions for me were 7 and 8 for very different reasons. Guardians made mission 7 a lot easier (sniping hatcheries). Mission 8 just took a lot of dying and loading while trying to figure out how to get past everything. But very rewarding when completed as I said before.
Looking forward to the rest!
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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.
On mission 8 (The Wandering Shadow), does changing difficulty affect the mission at all? Enemies deal more/less damage?
Mission 8 is probably the mission that has the least amount of changed depending on the difficulty, mainly because it's hard to find something to change. The main ones are the fact that the AI of course have more upgrades, meaning that they simply deal additional damage to you. There are also a couple more Security Guards and patrols moving around.
The Marine you have to follow also has varying aggro ranges and speed depending on the difficulty you choose.
Apart from all above things, I don't recall doing anything else, although I might be wrong.
Hardest missions for me were 7 and 8 for very different reasons. Guardians made mission 7 a lot easier (sniping hatcheries).
I'm glad someone found a use for the Guardians. For me, using those was a key part to winning this mission because as you said, sniping production buildings.
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.
Mission 9 and 10 can be expected to release within the next 2-3 weeks. I've just finished the terrain and have started working on the triggers for mission 10 earlier today. The thing is, I'm using all available space here (256x256 sized map) so it's going to be a rather big and long mission, but hopefully, I'll be able to finish the triggers 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.
I'm hoping to release the next missions sometime this weekend. I'm almost finished with mission 10, needing only to do a few minor touches in the final section and then the final cinematic. Mission 10 has taken me so much longer to finish that missions usually do, but I've grown incredibly tired of working on it, for some reason.
I'm experimenting a bit with different types of gameplay elements in these two missions, and I think its turned out quite well. I hope you do too!
Anyways, it'll be great finally being able to lay this one aside and work on mission 11 & 12, both of which should be pretty fun to make.
Here are a couple of screenshots to get you prepared:
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.
Thanks for playing the maps! I'm glad you enjoyed them :D What difficulty did you play on?
I played on Normal. I am not a hardcore SC2 gamer, so Normal was perfect for a first-time playthrough. Not too hard, but challenging enough to not make it boring. I will probably go back once the campaign is completely finished and play on Hard.
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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.
Story - Do you like it? Is it understandable? I attempted to make things as easy to understand as possible, but I kinda felt some things might not have been explained in the best way. Tell me if there's anything that you found confusing.
Gameplay - Was it fun? Ideas/suggestions to improve something in particular?
Difficulty - Was it too hard? Too easy? etc. You know the drill.
Bugs - Gotta squash them suckers.
These are things that I'm particularly interested in hearing people's thoughts on.
Of course, everything you want to comment on is welcome!
UPDATES TO PREVIOUS MISSIONS:
The following changes affect all missions:
Fixed an issue that, on rare occassions, caused bosses to stop moving and bug out completely.
Fixed a bug causing Widow Mines to attack while being unburrowed.
Notable differences in A02 include:
Minor grammatical errors have been fixed.
Notable differences in A03 include:
Fixed minor grammatical errors.
Fixed minor bugs
Removed the timer border during the final section of the mission.
The usage of the word "Cockpit" has been changed to "bridge".
Notable differences in A04 include:
Fixed minor grammatical errors.
Fixed minor bugs
Notable differences in A06 include:
Fixed minor bugs.
Attempted to make the section bombings feel more exciting.
Notable differences in A07 include:
Fixed a bug causing Swarm Hosts not to play the unburrow animation.
Final section Wraith attack is now properly working, as on some occassions, they would just fly off in some random direction and not attack.
Fixed an issue causing Overlords and Overseers to not being able to load/unload units.
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.
I just finished playing mission 9 and 10. I played on Normal.
Mission 9:
Difficulty seemed pretty comparable to other missions. Keeping medics alive made it easier.
The story was easy to understand and gameplay was great! Enjoyed this one much more than Mission 10.
Loading screen: Change "have" to "has" in the first sentence. Also, maybe change "achieved" to "gathered".
First cutscene where you talk to Rhik about reinforcement location: Make trigger for cutscene a beacon. It seemed to me that I was still fighting my way up the ramp with enemies still alive when the cutscene was triggered, but I could be wrong.
When you have war pigs and Barry selected and you stim Barry, war pigs are stimmed as well. But if you stim war pigs, Barry is not stimmed. Not a big deal though.
On final boss, there were green target notifications that appeared in several locations (not on units). What were these supposed to be for? They seemed similar to the red target noticiation that appeared on your units, but they didn't seem to affect anything.
Mission 10:
Holdout portion was by the hardest (I had to save-load a bunch of times as my heroes kept dying). The dropship and escape portions seemed very easy in comparison.
Dropship portion was a bit dull after a while just going back and forth between sections. Maybe reduce the times you need to go back and forth between areas.
I forget his name, but why does the Stukov character want to kill the Protoss? It's been a while since I played the other missions, so I don't remember.
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.
First cutscene where you talk to Rhik about reinforcement location: Make trigger for cutscene a beacon. It seemed to me that I was still fighting my way up the ramp with enemies still alive when the cutscene was triggered, but I could be wrong.
Hmm, the cutscene should trigger when all the enemies on top of the ramp are killed, not any point before. I'll take a look at it, and may actually change that to a beacon.
When you have war pigs and Barry selected and you stim Barry, war pigs are stimmed as well. But if you stim war pigs, Barry is not stimmed. Not a big deal though.
On final boss, there were green target notifications that appeared in several locations (not on units). What were these supposed to be for? They seemed similar to the red target noticiation that appeared on your units, but they didn't seem to affect anything.
Did you have tips turned on for the mission? After Malrick begins to snipe you, a tip will pop up clarifying that the unit with the red target marker is supposed to go to the green target markers to take cover and interrupt his ability. So, they were put there simply to indicate cover locations.
Dropship portion was a bit dull after a while just going back and forth between sections. Maybe reduce the times you need to go back and forth between areas.
I was expecting to hear something like this. After many times of testing, I do think it can become slightly dull myself, though considering I know where to go for the entire time, I can get through it a bit quicker. After hearing what other people think, I may try to change it and reduce the amount of travelling time in this section.
I forget his name, but why does the Stukov character want to kill the Protoss? It's been a while since I played the other missions, so I don't remember.
It is not directly told, only hinted at. Think about it. Krayen (Name of the Stukov guy) says he's looking for Malrick. Back on mission 7, what did Krayen witness before finding Malrick? He needs a reason to kill them, after all.
I don't want to explain it direclty here, as people may accidentally read this and be told, rather than figure it out. If you still don't have any idea, shoot me a PM and I will tell you what to do with above information.
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.
Just finished playing mission 9, or to be more precise played all I could, because I came to a bug that prevents me from going any further, so keep in mind everything I say is up to entering the Mess Hall computer room on Hard.
First of all, I love the terrain! I think it's one of your best ones so far, so atmospheric and extremely detailed! Very clever usage & combinations of doodads as well, my favorite bit was that chamber with a glass wall Malrick was standing in. It kinda reminded me of dead space a little, due to the whole "sci-fi lab where everything goes to hell"-ness. I also like what you did with the Protoss captive effects, it kinda reminded me of those magic pens holding blood elves in Warcraft 3. Great work on terraining! :)
I'm not sure if it was intentional, but there's no music playing during non-cinematics (and during most cinematics), I think iit adds to the map's atmosphere, but some music could work in action-filled parts (ie the zerg test chamber, or does it? Don't remember)
The layout of the map is also something I really like, going back and forth through a labyrinth-ish lab, unlocking its sealed areas as you go through it, nice! Though the gameplay itself was a little repetitive imo, found myself mostly tossing Ferring Grenades, then using Steady Shot, move back, rinse and repeat. As a result of that map felt a little too easy in overall. Perhaps put some aggro on those enemies so they don't derp around while their comrades get killed? If that makes it too hard then perhaps some recharge packs scattered around could help. Also, nice to see some new enemies! Hope we encounter more of those later in the campaign.
Bugs:
The one I mentioned before, preventing me from progressing: as I said I used only Ferring & Arrow, so I left my big group behind. When I went into the Zergy area and got the key I only had those 2 with me, so when the doors got locked the load of them was stuck behind and I couldn't access the Mess Hall console with Reeves. Perhaps make a cinematic when you go up to the locked door to teleport all heroes/units behind it?
Mouse disappeared when in the reinforcement selection bit - had to press enter to reveal it
Vikings seem to be switching between land & air mode for no reason, or maybe I'm just missing their patrol? Whenever I encountered one it was always landing, lol
On the way back after the zerged area & the locked door, a marine and marauder (or hammer security?) were stuck trying to move past the barricade at the end of the hall (the one next to the generator sideroom)
Typos etc:
Loadscreen: "and have as a result" - should be "has" since it is referring to Reeves
Loadscreen: "the organisations plans" - missing an apostrophe
"I, for example, as a part of the Infiltration Program branch, specialises in covert operations and unusual reports" - should be "as part", and "specialize/specialise" since Reeves is referring to himself
"The guy we encountered before descending has been at command for several years" - should be "in command" I believe
"None of us barely had any idea what this was all about." - this sounds a little odd because of "barely" and "none", perhaps use something less negative? Like "We barely had any idea what this was all about"?
There also seems to be some inconsistency between American and British English: you use specialising and organisation (British) but you also use honor (American)
Other:
That sector 5 keycard...I spent about 5 minutes wandering around not sure where I'm supposed to go xD It's pretty easy to miss even when you're just done with the Zerg and being a tiny white dot on the minimap didn't exactly help, please make it more evident!
Maybe move the loadscreen briefing text a bit to the right so it doesn't stick right to the edge of the screen?
Colored Life Bars are a bit hard to distinguish on this map due to brown player color
"New Unit: Ferring / Arrow" - shouldn't it be New Hero?
The sound effect at the hybrid pods (the one where someone commented on what the hell kind of experiments the RSSI are doing) is way too loud, it also seems misplaced (being loudest near the set of doors on the left rather than the pods?)
Minor: When encountering the Protoss for the first time, the Zealot on the left was looking towards his left - maybe make him unpushable or order him to move a bit more to the right?
Minor: Since Arrow is a sniper, perhaps slightly increase his vision range by a bit? It seems to be the same as the others'
Story: Understandable so far, but just a few questions:
Why is Baldwin so aggressive at the intro? It kinda came out of nowhere since he seemed only a bit skeptical before rather than growing increasingly more hostile (or maybe I just don't remember the previous maps clearly, lol)
Why is Reeves so zerg-friendly? He seemed to rather kill the zerg before, so I assumed he'd be fine killing them while they're trapped rather than letting them loose?
PS: Holy crap this is a long post, lol. I overdid it quite a bit, guess I had some things to say XD
I absolutely don't mind huge posts. You post a lot of really interesting stuff and a ton of constructive critiscism for me build from. It's great!
The only downside I guess, is that it takes a while to comment on everything haha :p
I'm not sure if it was intentional, but there's no music playing during non-cinematics (and during most cinematics), I think iit adds to the map's atmosphere, but some music could work in action-filled parts (ie the zerg test chamber, or does it? Don't remember)
The music bug happened to EivindL too, back in mission 4. I find it interesting that it always happens when you guys play on Hard difficulty.
There is obviously meant to be music. I don't know why it didn't appear. Try to turn off/on music when you begin. That's how EivindL fixed it back then.
The one I mentioned before, preventing me from progressing: as I said I used only Ferring & Arrow, so I left my big group behind. When I went into the Zergy area and got the key I only had those 2 with me, so when the doors got locked the load of them was stuck behind and I couldn't access the Mess Hall console with Reeves. Perhaps make a cinematic when you go up to the locked door to teleport all heroes/units behind it?
First of all, I find it kind of interesting that you even chose to leave your other units behind in the first place. xD
However, in the Zerg room where you get the Computer Room card key, I did think about the possibility that someone might be doing exactly as you did, and I actually did put a trigger that checked if any units where outside. If yes, move them inside. (However, I just checked my triggers, and I made a mistake, so I doesn't work. I guess I should have tested that beforehand, huh?) I fixed it now, and I'm uploading the new version now, which also fixes some of those grammar problems.
Vikings seem to be switching between land & air mode for no reason, or maybe I'm just missing their patrol? Whenever I encountered one it was always landing, lol
Happens to me too. I guess the Viking AI is programmed to be airborne by default.
On the way back after the zerged area & the locked door, a marine and marauder (or hammer security?) were stuck trying to move past the barricade at the end of the hall (the one next to the generator sideroom)
I've been trying to fix this one myself. Haven't succeeded yet. Will continue working on it, though.
The sound effect at the hybrid pods (the one where someone commented on what the hell kind of experiments the RSSI are doing) is way too loud, it also seems misplaced (being loudest near the set of doors on the left rather than the pods?)
Honestly, I have no idea how to change that. It's not that loud for me anyway, so I never paid attention to it.
Why is Baldwin so aggressive at the intro? It kinda came out of nowhere since he seemed only a bit skeptical before rather than growing increasingly more hostile (or maybe I just don't remember the previous maps clearly, lol)
Baldwin has, throghout the campaign, shown signs of anger management problems and has slight trust issues as well. He is fed up because he feels Reeves is holding something back that he doesn't want the others to know. Especially considering that Reeves' never wanted to say anything about himself or his life, even when Baldwin asks about it. (Mission 1)
Baldwin hates Rhik because of all the shit they've had to go through because of him. He doesn't trust him, and started to feel that Reeves was setting them into a trap, just like Rhik had done. (Mission 2)
Baldwin started to get sceptical back at the end of mission 8 (although there wasn't that much time to show it, so I saved it for this mission) This is because he finds Reeves as part of the team now, and the fact that they're on the same mission, and Reeves didn't say anything about who Malrick was, was what caused Baldwin to react so aggressively.
Why is Reeves so zerg-friendly? He seemed to rather kill the zerg before, so I assumed he'd be fine killing them while they're trapped rather than letting them loose?
His assigment has evolved from stopping the Zerg, to dismantling the R.S.S.I. The Zerg that they killed earlier in the campaign where corrupted Zerg, but as Reeves could tell these were not affected by the Psi-Emitters yet, he found it to be worth taking the risk to let them loose, and possibly giving them back their freedom or, if hostile, kill them off. He doesn't know if those Zerg are actually just mindless killing machines or not, so that's why he didn't kill them. That's what he wanted to confirm.
Thanks for the feedback, but I'm sorry to hear you had to go through all of that stuff and not even be able to finish it.
There isn't that much of the mission left. If you wish, you can try it again with the updated version, which fixes the bug and grammatical errors, and give it another shot. Then you can also test if the music works.
Some of the things you mentioned in Other and the difficulty will be changed later.
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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.
I played mission 9. I can't comment on difficulty, as I am home to my parents with a mouse that has no right button, which is not optimal for an RTS. I played on normal, and only had my heroes left when I encountered Malrick.
The terrain is awesome. Really atmospheric, and I love how you switch between a regular cave and a "metal" cave (the installation, in other words). I also liked that it wasn't a straight-arrow structure. It really did seem like a facility, in the sense that each room had several entrances. I used somewhat similar thinking in CM07, where you essentially only had one way to walk, but there was debris blocking other doors that obviously could have been used before it was wrecked.
I will echo that there is a bit of back-tracking, though I didn't mind it too much. It was fun trying to figure out where I was going.
I didn't find many bugs, though there were some cinematics I couldn't skip (even though I tried many times), and some that I could. Also, in the final cinematic, after they've taken off, Rhik seems to be cursing himself. Don't know if that's a bug or if I just saw wrong.
I like the story, though Malrick's plan reminds me of Meridian's (though I have a feeling the way those two arcs play out will be quite different, hehehehehe). Did we think of the same cruel business strategy independently; faking crises to raise demand for a faction's services? :D
I will echo that there is a bit of back-tracking, though I didn't mind it too much. It was fun trying to figure out where I was going.
I'm glad. It was one of the new things I wanted to try out specifically for this mission, where you had no pings to assist you, and having to go around back and forth between different areas and unlocking new places, looking at sector numbers to guide you. Sorta like one big puzzle.
I didn't find many bugs, though there were some cinematics I couldn't skip (even though I tried many times), and some that I could. Also, in the final cinematic, after they've taken off, Rhik seems to be cursing himself. Don't know if that's a bug or if I just saw wrong.
Hmm, that's odd. Are you sure you are talking about the actual cinematics? There are a couple of unskippable events, i.e the reinforcement section at the beginning, and the Zerg cages that Reeves lets loose, as well as the small security cam door openings. Is it any of those you were talking about, because I didn't actually allow skipping on those sections. I assume I should probably have done that?
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.
Played mission 10. The terrain was good, the story too. The gameplay was so-so. The first part had a tad too much back-tracking, and it was somewhat annoying being forced to take the ships back and forth. Reminded me of the Water Temple. I think it would have been better if it had been more of puzzle, like maybe having to place different units on different beacons at the same time to open one door. I did something similar for a map I never finished a long time ago, though this obviously necessitates having units that are not killed.
I liked the escape part, especially the part with the energy generators (it seemed familiar, hehe). The survival part was very difficult, even on normal, though I still played with the one-button mouse.
The first part had a tad too much back-tracking, and it was somewhat annoying being forced to take the ships back and forth.
Nowadays, I actually agree. In the beginning I thought it was a cool concept, but I realize now that it gets kind of annoying after a while. In the next version, I'll reduce the number of times you need to go back and forth, so it shouldn't take as long to complete, and hopefully reduce the amount of back-tracking.
I liked the escape part, especially the part with the energy generators (it seemed familiar, hehe). The survival part was very difficult, even on normal, though I still played with the one-button mouse.
I will attempt to reduce the difficulty there for the next version as well. Seems like everyone agrees that it's a bit difficult.
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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.
Well map 9 i called rhik for the reinforcement, he said "go near on west"... And then i am stucked! There are 3 doors, 2 doors contains useless rooms and the other door doesn't open itself because there are other fucking debris behind, all the other ways are blocked by debris (undestructible OFC)... It's me that is dumb/blind/retard or there is a bug?
I just finished playing through the 8 missions that have been released so far. I had so much fun playing them. Know you spend a lot of your free time making these so great job! Really felt professionally done.
Some comments/questions:
Looking forward to the rest!
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
Thanks for playing the maps! I'm glad you enjoyed them :D What difficulty did you play on?
Oh, you've seen nothing yet :D
Mission 8 is probably the mission that has the least amount of changed depending on the difficulty, mainly because it's hard to find something to change. The main ones are the fact that the AI of course have more upgrades, meaning that they simply deal additional damage to you. There are also a couple more Security Guards and patrols moving around. The Marine you have to follow also has varying aggro ranges and speed depending on the difficulty you choose.
Apart from all above things, I don't recall doing anything else, although I might be wrong.
I'm glad someone found a use for the Guardians. For me, using those was a key part to winning this mission because as you said, sniping production buildings.
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
What's the status for the campaign?
@EivindL: Go
Mission 9 and 10 can be expected to release within the next 2-3 weeks. I've just finished the terrain and have started working on the triggers for mission 10 earlier today. The thing is, I'm using all available space here (256x256 sized map) so it's going to be a rather big and long mission, but hopefully, I'll be able to finish the triggers 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
I'm hoping to release the next missions sometime this weekend. I'm almost finished with mission 10, needing only to do a few minor touches in the final section and then the final cinematic. Mission 10 has taken me so much longer to finish that missions usually do, but I've grown incredibly tired of working on it, for some reason.
I'm experimenting a bit with different types of gameplay elements in these two missions, and I think its turned out quite well. I hope you do too!
Anyways, it'll be great finally being able to lay this one aside and work on mission 11 & 12, both of which should be pretty fun to make.
Here are a couple of screenshots to get you prepared:
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
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
Looking good, interesting lighting on the first one! And moar jungles, eh? :P Looking forward to playing!
I played on Normal. I am not a hardcore SC2 gamer, so Normal was perfect for a first-time playthrough. Not too hard, but challenging enough to not make it boring. I will probably go back once the campaign is completely finished and play on Hard.
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.
That is sooooooo niiiiiice! :D I'm betting the jungle is us getting out again.
[[http://www.sc2mapster.com/maps/starcraft-ii-annihilation-campai/files/31-annihilation-mission-9-10/
It is time!
Things I'm looking for feedback on:
These are things that I'm particularly interested in hearing people's thoughts on. Of course, everything you want to comment on is welcome!
UPDATES TO PREVIOUS MISSIONS:
The following changes affect all missions:
Notable differences in A02 include:
Notable differences in A03 include:
Notable differences in A04 include:
Notable differences in A06 include:
Notable differences in A07 include:
Notable differences in A08 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
I just finished playing mission 9 and 10. I played on Normal.
Mission 9:
Mission 10:
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
Thanks! I'll get right on that.
Hmm, the cutscene should trigger when all the enemies on top of the ramp are killed, not any point before. I'll take a look at it, and may actually change that to a beacon.
They do that for me. That's strange.
Did you have tips turned on for the mission? After Malrick begins to snipe you, a tip will pop up clarifying that the unit with the red target marker is supposed to go to the green target markers to take cover and interrupt his ability. So, they were put there simply to indicate cover locations.
I was expecting to hear something like this. After many times of testing, I do think it can become slightly dull myself, though considering I know where to go for the entire time, I can get through it a bit quicker. After hearing what other people think, I may try to change it and reduce the amount of travelling time in this section.
It is not directly told, only hinted at. Think about it. Krayen (Name of the Stukov guy) says he's looking for Malrick. Back on mission 7, what did Krayen witness before finding Malrick? He needs a reason to kill them, after all. I don't want to explain it direclty here, as people may accidentally read this and be told, rather than figure it out. If you still don't have any idea, shoot me a PM and I will tell you what to do with above information.
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
Just finished playing mission 9, or to be more precise played all I could, because I came to a bug that prevents me from going any further, so keep in mind everything I say is up to entering the Mess Hall computer room on Hard.
First of all, I love the terrain! I think it's one of your best ones so far, so atmospheric and extremely detailed! Very clever usage & combinations of doodads as well, my favorite bit was that chamber with a glass wall Malrick was standing in. It kinda reminded me of dead space a little, due to the whole "sci-fi lab where everything goes to hell"-ness. I also like what you did with the Protoss captive effects, it kinda reminded me of those magic pens holding blood elves in Warcraft 3. Great work on terraining! :)
I'm not sure if it was intentional, but there's no music playing during non-cinematics (and during most cinematics), I think iit adds to the map's atmosphere, but some music could work in action-filled parts (ie the zerg test chamber, or does it? Don't remember)
The layout of the map is also something I really like, going back and forth through a labyrinth-ish lab, unlocking its sealed areas as you go through it, nice! Though the gameplay itself was a little repetitive imo, found myself mostly tossing Ferring Grenades, then using Steady Shot, move back, rinse and repeat. As a result of that map felt a little too easy in overall. Perhaps put some aggro on those enemies so they don't derp around while their comrades get killed? If that makes it too hard then perhaps some recharge packs scattered around could help. Also, nice to see some new enemies! Hope we encounter more of those later in the campaign.
Bugs:
Typos etc:
Other:
Story: Understandable so far, but just a few questions:
PS: Holy crap this is a long post, lol. I overdid it quite a bit, guess I had some things to say XD
I absolutely don't mind huge posts. You post a lot of really interesting stuff and a ton of constructive critiscism for me build from. It's great! The only downside I guess, is that it takes a while to comment on everything haha :p
The music bug happened to EivindL too, back in mission 4. I find it interesting that it always happens when you guys play on Hard difficulty. There is obviously meant to be music. I don't know why it didn't appear. Try to turn off/on music when you begin. That's how EivindL fixed it back then.
First of all, I find it kind of interesting that you even chose to leave your other units behind in the first place. xD However, in the Zerg room where you get the Computer Room card key, I did think about the possibility that someone might be doing exactly as you did, and I actually did put a trigger that checked if any units where outside. If yes, move them inside. (However, I just checked my triggers, and I made a mistake, so I doesn't work. I guess I should have tested that beforehand, huh?) I fixed it now, and I'm uploading the new version now, which also fixes some of those grammar problems.
When I play, it shows up for some reason, but I've updated the trigger to show it now so that should be fixed.
Happens to me too. I guess the Viking AI is programmed to be airborne by default.
I've been trying to fix this one myself. Haven't succeeded yet. Will continue working on it, though.
Fixed all of them. Some of the I don't even know how I didn't notice myself.
It should, but I just choose from the options that it gives me. Technically, they are units too, though. Just special.
Honestly, I have no idea how to change that. It's not that loud for me anyway, so I never paid attention to it.
Baldwin has, throghout the campaign, shown signs of anger management problems and has slight trust issues as well. He is fed up because he feels Reeves is holding something back that he doesn't want the others to know. Especially considering that Reeves' never wanted to say anything about himself or his life, even when Baldwin asks about it. (Mission 1) Baldwin hates Rhik because of all the shit they've had to go through because of him. He doesn't trust him, and started to feel that Reeves was setting them into a trap, just like Rhik had done. (Mission 2) Baldwin started to get sceptical back at the end of mission 8 (although there wasn't that much time to show it, so I saved it for this mission) This is because he finds Reeves as part of the team now, and the fact that they're on the same mission, and Reeves didn't say anything about who Malrick was, was what caused Baldwin to react so aggressively.
I hope that explains it.
His assigment has evolved from stopping the Zerg, to dismantling the R.S.S.I. The Zerg that they killed earlier in the campaign where corrupted Zerg, but as Reeves could tell these were not affected by the Psi-Emitters yet, he found it to be worth taking the risk to let them loose, and possibly giving them back their freedom or, if hostile, kill them off. He doesn't know if those Zerg are actually just mindless killing machines or not, so that's why he didn't kill them. That's what he wanted to confirm.
Thanks for the feedback, but I'm sorry to hear you had to go through all of that stuff and not even be able to finish it. There isn't that much of the mission left. If you wish, you can try it again with the updated version, which fixes the bug and grammatical errors, and give it another shot. Then you can also test if the music works. Some of the things you mentioned in Other and the difficulty will be changed later.
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
I played mission 9. I can't comment on difficulty, as I am home to my parents with a mouse that has no right button, which is not optimal for an RTS. I played on normal, and only had my heroes left when I encountered Malrick.
The terrain is awesome. Really atmospheric, and I love how you switch between a regular cave and a "metal" cave (the installation, in other words). I also liked that it wasn't a straight-arrow structure. It really did seem like a facility, in the sense that each room had several entrances. I used somewhat similar thinking in CM07, where you essentially only had one way to walk, but there was debris blocking other doors that obviously could have been used before it was wrecked.
I will echo that there is a bit of back-tracking, though I didn't mind it too much. It was fun trying to figure out where I was going.
I didn't find many bugs, though there were some cinematics I couldn't skip (even though I tried many times), and some that I could. Also, in the final cinematic, after they've taken off, Rhik seems to be cursing himself. Don't know if that's a bug or if I just saw wrong.
I like the story, though Malrick's plan reminds me of Meridian's (though I have a feeling the way those two arcs play out will be quite different, hehehehehe). Did we think of the same cruel business strategy independently; faking crises to raise demand for a faction's services? :D
I'm glad. It was one of the new things I wanted to try out specifically for this mission, where you had no pings to assist you, and having to go around back and forth between different areas and unlocking new places, looking at sector numbers to guide you. Sorta like one big puzzle.
Hmm, that's odd. Are you sure you are talking about the actual cinematics? There are a couple of unskippable events, i.e the reinforcement section at the beginning, and the Zerg cages that Reeves lets loose, as well as the small security cam door openings. Is it any of those you were talking about, because I didn't actually allow skipping on those sections. I assume I should probably have done that?
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 might be some of those, yes, now that you say it.
Played mission 10. The terrain was good, the story too. The gameplay was so-so. The first part had a tad too much back-tracking, and it was somewhat annoying being forced to take the ships back and forth. Reminded me of the Water Temple. I think it would have been better if it had been more of puzzle, like maybe having to place different units on different beacons at the same time to open one door. I did something similar for a map I never finished a long time ago, though this obviously necessitates having units that are not killed.
I liked the escape part, especially the part with the energy generators (it seemed familiar, hehe). The survival part was very difficult, even on normal, though I still played with the one-button mouse.
@EivindL: Go
Nowadays, I actually agree. In the beginning I thought it was a cool concept, but I realize now that it gets kind of annoying after a while. In the next version, I'll reduce the number of times you need to go back and forth, so it shouldn't take as long to complete, and hopefully reduce the amount of back-tracking.
I will attempt to reduce the difficulty there for the next version as well. Seems like everyone agrees that it's a bit difficult.
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
Well map 9 i called rhik for the reinforcement, he said "go near on west"... And then i am stucked! There are 3 doors, 2 doors contains useless rooms and the other door doesn't open itself because there are other fucking debris behind, all the other ways are blocked by debris (undestructible OFC)... It's me that is dumb/blind/retard or there is a bug?