By macro you mean a build and destroy mission? If you want tips on AI, attack paths, bullies or Random Integer, just PM me and I can help you on that one.
Depending on how long it takes for me to make A12, I might go ahead and release A11 early and then re-release it with updates along with A12 when that is done. I know exactly what will happen and how to program it, but the exact layout of the map is still up in the air.
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 know, I'll get right on that. Been prioritizing a lot of my own stuff lately so haven't gotten around to it.
Rollback Post to RevisionRollBack
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've decided to release this mission early as it's been so many months since A09 & A10 was released. When I finish A12, I will release that in a map pack along with any updates that might come for A11.
Some quick info about this mission before you begin:
It is VERY long. Depending on how much of the bonus content you do, it might take all the way up to 2 hours to complete, and on average I can complete the mission in around 1/5 hours. (You don't have to do all the additional content, though - so keep that in mind!)
The mission is very different from previous missions I've made. It's more of an RPG-style map than RTS. The whole map concept was an experiment I did to see how I could make it work in a campaign-like setting. So, depending on if you like RPG style games with a lot of bonus objectives and travelling, your opinions about it may vary greatly. (I'm looking forward to hearing any thoughts people have, either if they like it or not)
If the mission idea doesn't interest you, I hope the story will. There's a ton of dialogue in this mission. I've got an awesome 12-minute cinematic coming up for you in the end, which I highly hope you enjoy!
Now, to make A12!
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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've got an awesome 12-minute cinematic coming up for you in the end, which I highly hope you enjoy!
It's really just a pissing contest at this point, isn't? :P I think Odyssey's got the record, though. The latest two missions had ending cinematics at 16 and 18 minutes, respectively.
Time is obviously not an indicator of quality, but I've been wanting to do a real long mission for a while now, though I didn't want to force it. It's not the time itself that's the goal, but rather the drive to create something truly epic.
I think you guys were infected by the WC3 Custom Cutscenes virus... This virus forces the victim to do insanely long cutscenes, at the start or at the end of a mission.
PS: I finally got my pre-order goodies, finally i can use Whispers of Oblivion, not really high hopes on it, first mission was good, let's see the next
PPS: Narudek told he didn't used custom assets from the prologue... what a lier...
I started playing here and there's seems to be a freeze everytime the meeting Nargul cutscene is played. In a certain moment of the cutscene, the game simply freezes for no reason, and I was at 45 FPS.
Defiler, does this virus result in fungus on the penis? Because I hav-... uh, never mind.
I actually hate doing cinematics. They are by far the most boring thing to create in a map. If copy+paste didn't exist, I might not have any of them at all. Some of my cinematics are actually short only because I couldn't bother to make them any longer. An example is the ending of CM08, which lasts a mere 30 seconds. I was just so tired of making that mission that I just wanted to move on.
It gets especially tiresome when there's action involved, which takes far more time than just dialogue (for a lot of reasons).
Apart from the occasional landscape shots, I try to actually minimize the duration of cinematics, so that they only convey the information I want them to convey. Occasionally, I decide to step up my game, which results in a few that are longer. But even some of my longest ones, like AM09 and 10 (which last roughly 6 minutes), or AE03 and 06 (roughly 7 minutes) contain only what they need to contain, and nothing more.
AE09 is an exception because I really wanted to go all-out with that one (seeing as it is the penultimate mission).
I think that may just be your machine. Never had that happening to me. I play on almost the highest settings and I get little framedrops. I don't know really how to fix this issue for you, unfortunately. :(
I don't particularly enjoy it, either. The idea of getting into a cinematic is cool when you think of all the cool stuff that will be featured in it, and I'm usually looking forward to it. However, when it comes to making the actual cinematics, I work so slow because it's just not as fun as making the map triggers.
I gotta say, though, that it always ends up being worth it. Making the final cinematic of A11 took me several days but in the end, I'm so happy I made it the way I did. The same goes to all my previous cinematics.
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.
Of course, it's definitely always worth it, especially as you tend to forget all the boring stuff after some time, thereby leaving the focus on the finished product.
Dudki, this Map 11 is a Huge present for my birthday, i even skipped to play Whispers of Oblivion mission 2 to can play immediately your map, I still have to finish, but I can already say that this is one of your best maps ever, terraining as Alwais incredible, so much creativity, love it !
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 started playing the mission, and I'm 27 game time minutes in. Will play even more when I get the time! Looks veeeeeeery promising so far, though. Easily one of the best custom campaign maps ever made. Glad you're in charge of Terran, cause you're gonna be perfect for the Vault mission!
Finished the mission hours ago, it was veery long (it took me like more of 2:50 in game hours, but that WC3 Flavour was fantastic, also the terrain, is definitely better of the one of Aureolin Eclipse 09 (consider that was one of the best environment i've ever seen).
During the siege of the protoss city, i can hear "we are under attack" even on units that are out of my vision range, don't know if it's a bug, but it's still a bit annying.
You can outrange the primal zerg and primal hive bosses without them reacting if not when they are near to die.
I think you used a bit too much the word "appreciative"
I really liked the 5 lore relics, it's really nice that you took the time to write five huge lore strings :) You swapped relic 5 and text 4, same between relic 4 and lore text 5.
Put a little camera on the map that show you debris falling, so i do not see anymore on the fog of war debris, that are actually collapsed, is a bit confusing you know...
Try to put a larger scantipede death model for the defiler... They actually become mini-scantipedes when they die, a bit weird :)
When the HT hero meets the healed executor, try to remove zerg doodads from the psy tower, i don't know if it's possible with triggers...
Loved the bossfight, the story, the giant female toss is as alwais super silly, Lasarrazilla !!!!!
Great job on the winter-ish mood of the map, also the cutscenes were nice, even if the ones that "rotate" the camera on the ground are very laggy.
Put more shops and respawn shrines and make possible that you can teleport between unlocked shrines, is really annoying to have to travel between shrines and shops kilometers far from each others.
Map rating actually is 9/10, this vote can change on time...
Played till level 4 and this mission is magnificent. Sooo many ideas I am going to steal :D
The music is great. The WoW music additions are much better then those I have choosen in my missions. So I am going steal those.
The mission system and open world feeling is great. Having a leveling system for rewards and resource gathering system for upgrades are a great idea. Variation avoids making leveling boring/static. So I am going steal this too. :p
The terrain is wonderful. It got a very different feeling then my own snow terrain and the icy jungle plant fit very well here. You also add gameplay to all areas which means we spend time in those pretty places. I like the tropic/snow combo. Beautiful. I'll try not to steal here, but I'd rather draw inspiration from your work :)
The missions is very story driven and feels much alive. Your have a very nice flow in your characters and dialoges, as I've said before. It makes it very interesting.
Took note of two minor suggestion though. Very minor stuff as the mission is very gold as it is, but these ideas just came as I played.
1. Mobs respawned before my eyes. You should avoid that. You can use a condition to make sure the player's camera are not located at the respawn location when the mobs are respawning. I took the liberty to look inside your respawn trigger and made this addition.
Unit - Revive (Triggering unit)
Unit - Hide (Triggering unit)
General - Wait 45.0 Game Time seconds
..(my addition) General - Wait for (Conditions), checking every 1.0 Game Time seconds
Conditions
((Current camera target of player 1) is in (Region((Position of (Triggering unit)), 5.0))) == False
Unit - Show (Triggering unit)
Unit - Enable the Attack ability for (Triggering unit)
The 5.0 values might need some adjustment, but just so the mob won't respawn in the middle of the player game view.
2. Boulders/Rocks aren't that fitting. Perhaps you could create some doodad barriers combined with a pathing blocker for more immersive obstacle?
Ofcourse you would have to reapply the doodad modification trigger in case of save/load, but that can easily be solved with a boolean that that indicates that status of the obstacle. Like this:
Timer - Every 1.0 seconds of Game Time
Actor - Hide all HotS - Unbuildable Bricks (3x3) doodads in the region (Entire map)
General - If (Conditions) then do (Actions) else do (Actions)
If
Boleean Glacier1Melted == True
Then
Actor - Send message "SetOpacity" to actor (Actor for IceMelt1 [202.37, 24.47])
Else
Actor - Send message "SetOpacity 1.000000" to actor (Actor for IceMelt1 [202.37, 24.47])
Will make the doodad invisible if true, visible if not. And you'll need to adjust the pathing blockers as well but this should probably be one-time actions within the trigger that changes the barrier and enable/disable the boleean.
General - If (Conditions) then do (Actions) else do (Actions)
If
Boleean Glacier1Melted == True
Then
Unit - Remove Glacier1 Pathing Blocker from the game
Else
Unit - Create 1 Dynamic Pathing Blocker 2x2 for player 0 at IceMelt PathingBlockerPosition using default facing (No Options)
Variable - Set Glacier1 Pathing Blocker = (Last created unit)
Ofcourse this is just nitpicking but a mission this good deserves to be nitpicked about. ;)
I'm gonna play more of this during the weekend. Looking forward for more.
@DEFILERRULEZ: Go
See? I told you it was a veeeeeery long mission, although I think you might have the record. Did you do every single piece of bonus content I put in? I imagine so since you also said you found all 5 relics. :p
During the siege of the protoss city, i can hear "we are under attack" even on units that are out of my vision range, don't know if it's a bug, but it's still a bit annying.
This was done to indicate that the entire city was still under attack from the Zerg. If you head over to those locations and wait, you will see Zerg unburrowing and attacking the Idu'ran. That's why the sound occur. Would it be best to remove that entirely? Although, I guess I could make them neutral for that section specificially.
I think you used a bit too much the word "appreciative"
I know! The problem is, I have so much dialogue and my english vocabulary is not perfect, so I couldn't think of tons of synonyms. Got any suggestions?
I really liked the 5 lore relics, it's really nice that you took the time to write five huge lore strings :) You swapped relic 5 and text 4, same between relic 4 and lore text 5.
I'm really glad you enjoyed the lore relics. It was a very quick idea that I got and decided to put in. Although, I've gotta admit I'm not too sure of what you mean with I swapped the two relics? Did the text show up as a different one than what the title said?
Try to put a larger scantipede death model for the defiler... They actually become mini-scantipedes when they die, a bit weird :)
When the HT hero meets the healed executor, try to remove zerg doodads from the psy tower, i don't know if it's possible with triggers...
Ah, thanks. I didn't notice that myself! I'll get that fixed.
You know, it's funny you mention that the terrain and the concept etc is so different from your maps. I actually got the idea for the terrain and the Upgrade shop from your Ignos mission, and making missions that are usually out of the ordinary RTS is generally more your style, so in many ways I feel this map reflects your work a lot. :D
Boulders/Rocks aren't that fitting. Perhaps you could create some doodad barriers combined with a pathing blocker for more immersive obstacle?
Ofcourse you would have to reapply the doodad modification trigger in case of save/load, but that can easily be solved with a boolean that that indicates that status of the obstacle.
This could work. I'm not too worried about save/loading as there's really no need for it since you can't die, but I can see this being a little better, anyway! It would take a lot of work just because of the sheer amount of rocks I have all over the map, so not sure when I'll get around to it, though.
Thank you for playing. Your trigger showcases are very helpful!
Rollback Post to RevisionRollBack
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 do recognize the core concept from one of my maps but the execution and the additional gameplay elements make this a better experience. It was perhaps not that different then much more refined.
I was in the process of abandoning my rpg as something in it didnt feel right. I might put it back on track now with the inspiration from yours.
I did recognize some doodads but the general feel of the terrain is different too. It has an unique tone i very much enjoyed.
@DudkiSC2: Go
By macro you mean a build and destroy mission? If you want tips on AI, attack paths, bullies or Random Integer, just PM me and I can help you on that one.
@EivindL: Go
Depending on how long it takes for me to make A12, I might go ahead and release A11 early and then re-release it with updates along with A12 when that is done. I know exactly what will happen and how to program it, but the exact layout of the map is still up in the air.
And yes, it really is strange, ha.
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
Btw, I sent you a PM some time ago that you haven't responded to.
@EivindL: Go
I know, I'll get right on that. Been prioritizing a lot of my own stuff lately so haven't gotten around to it.
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
Look what I've got for you guys: Annihilation: Mission 11 Download
I've decided to release this mission early as it's been so many months since A09 & A10 was released. When I finish A12, I will release that in a map pack along with any updates that might come for A11.
Some quick info about this mission before you begin:
Now, to make A12!
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
Yay!
Bad timing, though! I had planned to be effective in school today. Still, I might be able to postpone this till evening.
It's really just a pissing contest at this point, isn't? :P I think Odyssey's got the record, though. The latest two missions had ending cinematics at 16 and 18 minutes, respectively.
Time is obviously not an indicator of quality, but I've been wanting to do a real long mission for a while now, though I didn't want to force it. It's not the time itself that's the goal, but rather the drive to create something truly epic.
I'm excited to see what you've cooked up!
I think you guys were infected by the WC3 Custom Cutscenes virus... This virus forces the victim to do insanely long cutscenes, at the start or at the end of a mission.
@DudkiSC2: Go
I started playing here and there's seems to be a freeze everytime the meeting Nargul cutscene is played. In a certain moment of the cutscene, the game simply freezes for no reason, and I was at 45 FPS.
Defiler, does this virus result in fungus on the penis? Because I hav-... uh, never mind.
I actually hate doing cinematics. They are by far the most boring thing to create in a map. If copy+paste didn't exist, I might not have any of them at all. Some of my cinematics are actually short only because I couldn't bother to make them any longer. An example is the ending of CM08, which lasts a mere 30 seconds. I was just so tired of making that mission that I just wanted to move on.
It gets especially tiresome when there's action involved, which takes far more time than just dialogue (for a lot of reasons).
Apart from the occasional landscape shots, I try to actually minimize the duration of cinematics, so that they only convey the information I want them to convey. Occasionally, I decide to step up my game, which results in a few that are longer. But even some of my longest ones, like AM09 and 10 (which last roughly 6 minutes), or AE03 and 06 (roughly 7 minutes) contain only what they need to contain, and nothing more.
AE09 is an exception because I really wanted to go all-out with that one (seeing as it is the penultimate mission).
@DeltaCadimus: Go
I think that may just be your machine. Never had that happening to me. I play on almost the highest settings and I get little framedrops. I don't know really how to fix this issue for you, unfortunately. :(
I don't particularly enjoy it, either. The idea of getting into a cinematic is cool when you think of all the cool stuff that will be featured in it, and I'm usually looking forward to it. However, when it comes to making the actual cinematics, I work so slow because it's just not as fun as making the map triggers.
I gotta say, though, that it always ends up being worth it. Making the final cinematic of A11 took me several days but in the end, I'm so happy I made it the way I did. The same goes to all my previous cinematics.
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
Of course, it's definitely always worth it, especially as you tend to forget all the boring stuff after some time, thereby leaving the focus on the finished product.
Dudki, this Map 11 is a Huge present for my birthday, i even skipped to play Whispers of Oblivion mission 2 to can play immediately your map, I still have to finish, but I can already say that this is one of your best maps ever, terraining as Alwais incredible, so much creativity, love it !
@DEFILERRULEZ: Go
Happy birthday, buddy!
Glad you're enjoying it so far! :)
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
Happy birthday! Did you get any Warhounds?
I started playing the mission, and I'm 27 game time minutes in. Will play even more when I get the time! Looks veeeeeeery promising so far, though. Easily one of the best custom campaign maps ever made. Glad you're in charge of Terran, cause you're gonna be perfect for the Vault mission!
Finished the mission hours ago, it was veery long (it took me like more of 2:50 in game hours, but that WC3 Flavour was fantastic, also the terrain, is definitely better of the one of Aureolin Eclipse 09 (consider that was one of the best environment i've ever seen).
Played till level 4 and this mission is magnificent. Sooo many ideas I am going to steal :D
The music is great. The WoW music additions are much better then those I have choosen in my missions. So I am going steal those.
The mission system and open world feeling is great. Having a leveling system for rewards and resource gathering system for upgrades are a great idea. Variation avoids making leveling boring/static. So I am going steal this too. :p
The terrain is wonderful. It got a very different feeling then my own snow terrain and the icy jungle plant fit very well here. You also add gameplay to all areas which means we spend time in those pretty places. I like the tropic/snow combo. Beautiful. I'll try not to steal here, but I'd rather draw inspiration from your work :)
The missions is very story driven and feels much alive. Your have a very nice flow in your characters and dialoges, as I've said before. It makes it very interesting.
Took note of two minor suggestion though. Very minor stuff as the mission is very gold as it is, but these ideas just came as I played.
1. Mobs respawned before my eyes. You should avoid that. You can use a condition to make sure the player's camera are not located at the respawn location when the mobs are respawning. I took the liberty to look inside your respawn trigger and made this addition.
Unit - Revive (Triggering unit)
Unit - Hide (Triggering unit)
General - Wait 45.0 Game Time seconds
..(my addition)
General - Wait for (Conditions), checking every 1.0 Game Time seconds
Conditions
((Current camera target of player 1) is in (Region((Position of (Triggering unit)), 5.0))) == False
Unit - Show (Triggering unit)
Unit - Enable the Attack ability for (Triggering unit)
The 5.0 values might need some adjustment, but just so the mob won't respawn in the middle of the player game view.
2. Boulders/Rocks aren't that fitting. Perhaps you could create some doodad barriers combined with a pathing blocker for more immersive obstacle?
Ofcourse you would have to reapply the doodad modification trigger in case of save/load, but that can easily be solved with a boolean that that indicates that status of the obstacle. Like this:
Timer - Every 1.0 seconds of Game Time
Actor - Hide all HotS - Unbuildable Bricks (3x3) doodads in the region (Entire map)
General - If (Conditions) then do (Actions) else do (Actions)
If
Boleean Glacier1Melted == True
Then
Actor - Send message "SetOpacity" to actor (Actor for IceMelt1 [202.37, 24.47])
Else
Actor - Send message "SetOpacity 1.000000" to actor (Actor for IceMelt1 [202.37, 24.47])
Will make the doodad invisible if true, visible if not. And you'll need to adjust the pathing blockers as well but this should probably be one-time actions within the trigger that changes the barrier and enable/disable the boleean.
General - If (Conditions) then do (Actions) else do (Actions)
If
Boleean Glacier1Melted == True
Then
Unit - Remove Glacier1 Pathing Blocker from the game
Else
Unit - Create 1 Dynamic Pathing Blocker 2x2 for player 0 at IceMelt PathingBlockerPosition using default facing (No Options)
Variable - Set Glacier1 Pathing Blocker = (Last created unit)
Ofcourse this is just nitpicking but a mission this good deserves to be nitpicked about. ;)
I'm gonna play more of this during the weekend. Looking forward for more.
@DEFILERRULEZ: Go See? I told you it was a veeeeeery long mission, although I think you might have the record. Did you do every single piece of bonus content I put in? I imagine so since you also said you found all 5 relics. :p
This was done to indicate that the entire city was still under attack from the Zerg. If you head over to those locations and wait, you will see Zerg unburrowing and attacking the Idu'ran. That's why the sound occur. Would it be best to remove that entirely? Although, I guess I could make them neutral for that section specificially.
I know! The problem is, I have so much dialogue and my english vocabulary is not perfect, so I couldn't think of tons of synonyms. Got any suggestions?
I'm really glad you enjoyed the lore relics. It was a very quick idea that I got and decided to put in. Although, I've gotta admit I'm not too sure of what you mean with I swapped the two relics? Did the text show up as a different one than what the title said?
Ah, thanks. I didn't notice that myself! I'll get that fixed.
Now, this would actually be a really cool idea. I might tinker around with that.
@njordys: Go Sooo many ideas I am going to steal
Go right ahead! I'm glad to be an inspiration.
You know, it's funny you mention that the terrain and the concept etc is so different from your maps. I actually got the idea for the terrain and the Upgrade shop from your Ignos mission, and making missions that are usually out of the ordinary RTS is generally more your style, so in many ways I feel this map reflects your work a lot. :D
Thanks for showing me that trigger. I'm glad there's a very simple solution. I'll implement that in the update!
This could work. I'm not too worried about save/loading as there's really no need for it since you can't die, but I can see this being a little better, anyway! It would take a lot of work just because of the sheer amount of rocks I have all over the map, so not sure when I'll get around to it, though.
Thank you for playing. Your trigger showcases are very helpful!
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
@DudkiSC2: Go
I do recognize the core concept from one of my maps but the execution and the additional gameplay elements make this a better experience. It was perhaps not that different then much more refined.
I was in the process of abandoning my rpg as something in it didnt feel right. I might put it back on track now with the inspiration from yours.
I did recognize some doodads but the general feel of the terrain is different too. It has an unique tone i very much enjoyed.
Glad you found the triggers useful :)
That camera respawn idea is neat. I may also steal that next time I make a map where units spawn out of thin air :D