I played both the new version of the first mission and the second mission.
As always, mission one was great. I noticed some of the changes, like the floaty camera in the beginning, which looked great. The music is still cool, though the techno part near the end was a bit out of place, I thought.
The camera was better, although I noticed that if you zoomed with the mouse wheel, it returned to its extremely close position, from which it couldn't be changed from. This was the case for both mission 1 and 2. The way to fix it is to use the data editor. If you go under Terrain Types and find your tileset, you should see "Camera: Default Camera". I suggest copying the camera from a mission like Piercing the Shroud and putting that as the default camera. It should fix it (though I'm not sure you can have more than one default camera).
The first thing I noticed with mission 2 was the music, as it sounded awfully familiar. It's "Warhead Storage", isn't it? I noticed another track from the sequel later, though I couldn't pinpoint it. Checked my iTunes, and I think it's "Big Shell". Am I right? Either way, you use music well, which is always something to appreciate. Wouldn't mind more MGS music!
The story really engages. There are a lot of transmissions to deepen the story, and the cinematics are really good. Although the lighting changes from red to white again very suddenly in the second cinematic (when they enter the lab and meet Rhik (sp?)).
I also liked how there are two parts. There are constant surprises in your maps, and a lot of engaging gameplay mechanics. The essence collection was cool, and I loved how you had to escape from the zerg while hacking computers. Made things really tense. I liked that you had to look for the gate controls in the second part, and I loved that you had a timer. Very realistic.
I'd write more detailed, but I'm not in tip-top shape, so you'll have to make due with this.
The camera was better, although I noticed that if you zoomed with the mouse wheel, it returned to its extremely close position, from which it couldn't be changed from. This was the case for both mission 1 and 2. The way to fix it is to use the data editor. If you go under Terrain Types and find your tileset, you should see "Camera: Default Camera". I suggest copying the camera from a mission like Piercing the Shroud and putting that as the default camera. It should fix it (though I'm not sure you can have more than one default camera).
This was an amazing suggestion, I really appreciate your help. The camera's been bugging me ever since I started development of the first mission I kept trying to fix it, but there would always be a disadvantage to it. I did what you said and made the same camera from Piercing the Shroud, and then in triggers I set one of the pre-made cameras to the main camera so it would actually zoom our farther when you got to the base. I also enabled scrolling to test it, and finally it works as it's supposed to. :D
The first thing I noticed with mission 2 was the music, as it sounded awfully familiar. It's "Warhead Storage", isn't it? I noticed another track from the sequel later, though I couldn't pinpoint it. Checked my iTunes, and I think it's "Big Shell". Am I right? Either way, you use music well, which is always something to appreciate. Wouldn't mind more MGS music!
Haha, both are true and I'm actually glad you also paid attention to the soundtracks, as they actually play a significant role in the campaign. Heck, just campaigns in general, as they add such a nice effect to the game if you choose the right one, and I did my best to import one's I thought would suit well. MGS worked amazingly for Part I too, as I found out. I'm pretty sure I put one in the first mission as well.
The story really engages. There are a lot of transmissions to deepen the story, and the cinematics are really good. Although the lighting changes from red to white again very suddenly in the second cinematic (when they enter the lab and meet Rhik (sp?)).
Did you find that to be odd in any way? I just wanted to replace it with the old lighting as it obviously wouldn't look too great having all red screen during the cinematic. I set to blend in over 2 seconds so it would look like the alarm system actually turned off when you went into the lab.
Thank you playing the map and leaving me with your feedback, and also for giving mission 1 another go as well :)
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.
The lighting change: Well, it seems very sudden, like it is a continuity error or something. I don't know when it would be optimal to change it; maybe when Rhik realizes we're not his enemies?
Forgot to mention the terrain for mission 2. It was really good. The installation had really big rooms, which I liked. Everything was very clear, and it didn't feel like your typical "cramped space interior".
Yeah, the first time you play the game, it can feel much harder as you have to familiarize yourself with everything, but if you try a second time, you should find it much easier. Playing this mission on Brutal actually offers quite a bit of challenge, especially during Part II. (When you're out of the manmade-stuff that is.) because it is incredibly fast-paced and there's many more enemies. Even I had trouble beating it the first few tries, but I eventually found a good strategy for it. You really have to be on your feet if you plan on playing it on Brutal. Much less beating it xD
Just finished playing it again (once on Normal and once on Brutal), I retract my statement about increasing the timer, just seemed too low the first time I suppose, I even ended up having some spare time this time around. Brutal was also quite a challenge, took me 2-3 retries to get the second part done (one due to forgetting about the timer and going slowly :P). Should play through the first mission on Brutal too sometime.
The lighting change: Well, it seems very sudden, like it is a continuity error or something. I don't know when it would be optimal to change it; maybe when Rhik realizes we're not his enemies?
That would be an option. I also thought about maybe changing the lighting as you destroy the first gate control. This is something that requires a bit of experimenting, and I'll have to take a look at how it looks at the different times.
Just finished playing it again (once on Normal and once on Brutal), I retract my statement about increasing the timer, just seemed too low the first time I suppose, I even ended up having some spare time this time around. Brutal was also quite a challenge, took me 2-3 retries to get the second part done (one due to forgetting about the timer and going slowly :P). Should play through the first mission on Brutal too sometime.
Cool! Thanks for giving it a go, and I'm pleased to hear your thoughts about the timer too. It does become way easier when you know what to do :)
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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.
Dudki... Go to hell! 20 Times to defeat that timing attack (Brutal difficulty of course) on 8 min... And Rhiki... Fuck you dumb-ass SCV ! :D i will send feedback soon-ish
Dudki... Go to hell! 20 Times to defeat that timing attack (Brutal difficulty of course) on 8 min... And Rhiki... Fuck you dumb-ass SCV ! :D i will send feedback soon-ish
Haha, I understand your frustration. Rhik really hasn't made a good first impression, hasn't he? He is a bit of an ass. :P
I really must commend you for taking the time to beat it on the hardest difficulty, even though it seems you had a difficult time. I hope it didn't anger you too much xD
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 didn't anger because i lost a lot of times especially for stupid errors... :)
The grenade spell have a too short range... The first time i can use it... I can't use it because is a melee range spell that makes my hero dead even before he can reach one of the two bunkers, the range should be 6, it would use the anti-building attack of the reaper as animation...
Nice terraining... Nice difficulty, sometimes i hear english quotes from valerian, some other times on italian... Please make it speak only on english :D
The grenade spell have a too short range... The first time i can use it... I can't use it because is a melee range spell that makes my hero dead even before he can reach one of the two bunkers, the range should be 6, it would use the anti-building attack of the reaper as animation...
The main reason I made it with a range that short was because of two reasons: I didn't want to make it too powerful, as you would then be able to complete annihilate defensive lines in later missions. The ability is meant to be used to reduce the enemy's firepower a bit, by destroying one key defensive structure. The other reason was that marines do not have a throw animation, so it would look quite weird in my opinion to have him randomly spawn a grenade on a building that far away.
I do agree that it can be hard to use though, since it's pretty micro-intesive. You need to make sure to move Baldwin back immediately after using it, as well as have a Medic ready to heal him, or else he'll most likely die. I can try looking into these issues you're facing, but at the moment, I can't promise any changes will happen to it.
Nice terraining... Nice difficulty, sometimes i hear english quotes from valerian, some other times on italian... Please make it speak only on english :D
Now that is strange. Are you sure that it's not the way you've chosen your language settings? But even that wouldn't explain why you some of it in english, and some in italian. I actually don't know what to say to this unfortunately, as it's kind of hard to fix a problem I'm not facing myself :/
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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 think "Valerian" has different languages because some of the quotes you chose are language-sensitive, as in they change language if the user does, while others are not.
I was bored and decided to make a short video showcasing some of the environments you're going to see for the next few missions. I thought it would be pretty interesting to do videos like this regularly because it's quick and easy to pull off.
Thanks to EivindL for telling me how to embed this video.
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'll see if I can't release the next 2 mission later today. The only thing I need to do, is make the final cinematic for mission 4, and then of course make one last test playthrough of both missions.
I know it's been a really long time since the last 2 missions were released. I have had tons of things to do, and these missions also required A LOT of extra attention and time, as I find myself trying out many different things that I am not used to with the trigger editor, and thus I needed a lot of playtesting and trigger editing in order for it work the way I wanted, but I'm almost finished and I'm really excited to see what you guys think of these next missions, as I think they're really interesting. :)
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.
These missions were a ton of fun to make but phew, they were actually quite challenging to make. This was mostly because of a lot of trigger-related things that I'm not used to, but after a long struggle, I finally managed to make the missions in the exact way I had envisioned.
I hope you guys enjoy them and as always, I'll be excited to hear what you thought of them and what can be improved :)
A few notes:
Mission 3 is VERY fast-paced, and there's not much room for breaks (trigger-wise.) Meaning things happen really fast. I'm looking forward to hearing what you guys think of the pacing. Was it too fast at certain points and if yes, where was it and how would you suggest I fix this?
As for mission 4... Well, I'll just say good luck. I hope you like it. It's one of my personal favorites so far.
And then as always, all kinds of feedback are appreciated: Terrain, Difficulty, Story, Bugs etc.
Also, with the release of the missions also comes certain changes to other maps, which are as follows:
New icons are now in the game, ranging from both ability buttons, tips, etc.
Changed the Skybox of Mission 1, including minor bug fixes like grammatical errors and various scripting events.
Managed to remove various error boxes previously located at the top of the screen.
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 really liked the intro. It made me cockishly think, "Is this guy better than me?" You have a lot of details going on (units getting into position, warping in, etc), which really enhance the experience. I noticed the skybox was absent, and thought it might be lack of far clip in the camera, but it's simply that there is no skybox in the direction the camera is facing.
I love that the story has multiple persectives. Can't wait to see how it all will intertwine. I was wondering, have we met the R.S.S.I. before? I seem to have forgotten.
I also loved your music. It really was perfect for the context at all times. I think I even heard some SC1 protoss music. Am I correct? That was cool.
I was told to destroy a door opener after I had destroyed. I think (it was a bit confusing). Maybe use a boolean variable that checks if it's still alive before the transmission plays?
The pacing was awesome. Action all the time, making me feel like I really was on an invaded spaceship (cool that you use terran too, as you'd expect zerg, really).
I also loved that you could use stone zealots. Because the player naturally has to be an underdog, it's easy to forget how awesome it is to use powerful units sometimes.
All in all, there weren't really much to nitpick. Maybe a spelling error here and there, but nothing major. However, the heroes don't have "army select" flagged, so they're not included when the player presses F2.
A4:
Cool loading screen! It really built up anticipation.
Upon opening, I get the message "All devices has been drained!". First of all, "devices" is plural, so it's "have", not "has". Secondly, I'm guessing it shouldn't be there?
There are a lot of cinematics with lag, caused by the camera direction being horizontal. It looks cool, but it really slows things down to a halt, which is unfortunate, considering the cinematic possibilities of it (which you showcase).
Why was there no music? I wondered if perhaps I had turned it off, but no. At first I thought you simply wanted the wind to be soundtrack, before you played a track later, but there was never anything.
I love the gameplay in this one. Hunting down objects while avoiding warhounds was so cool, and so difficult. I got spotted like a million times, but that was my own fault, I guess. Loved the inclusion of the incursion team. Nice mechanic! Would have been better with some kind of alarm sound too.
The terrain was very cool. It is very rich, very detailed. So rare to see.
During the cinematic where they discover the secret lab, the camera suddenly turns very odd (there was a brief shot of a strange, white-looking area).
I loved that you made use of the walkable walls. Blizzard didn't really put them to use in HOTS.
A boss? Cool! He did seem familiar, though. :p It was quite difficult, and I had to save so much. Had to think too, to figure out what the second hero's role was. I liked that.
By the way, when you hide doodads (like I assumed the thor corpse was supposed to be), they will reappear when they player loads a game. I did that several times (even before I met the boss), so I kept walking through the corpse of the enemy I was supposed to be fighting.
Anyway, can't wait to play more! You inspire me to up my game!
I love that the story has multiple persectives. Can't wait to see how it all will intertwine. I was wondering, have we met the R.S.S.I. before? I seem to have forgotten.
A few tiny hints have already been given that can connect the two perspectives together in certain ways. However, there are so subtle that I don't expect anyone to figure it out until more information has been given in future missions. In regards to the R.S.S.I, I also understand the confusion as I guess it does kind of seem like they appeared out of nowhere, but that was completely intentional as I wanted the player to question and come up with theories as to who and what exactly these guys are, and how to connect them to the story you've been told so far. The truth is, no. Mission 3 is the very first mission in which they were introduced, so you haven't missed anything, story-wise.
I was told to destroy a door opener after I had destroyed. I think (it was a bit confusing). Maybe use a boolean variable that checks if it's still alive before the transmission plays?
Oh yeah, that's right. I completely forgot to add a "Unit Is Alive" condition to that part. I'll make sure to do that. Good thing you noticed it.
The pacing was awesome. Action all the time, making me feel like I really was on an invaded spaceship (cool that you use terran too, as you'd expect zerg, really).
That was exactly how I wanted it to feel like, and I'm glad it created the right effect. I feared that things may have been happening too quickly, but the fact that you liked it, is really awesome. I feel a bit more satisfied with my decisions.
However, the heroes don't have "army select" flagged, so they're not included when the player presses F2.
I would like to do that, however, I'm not the best at the Data Editor and I didn't know where I could turn it on. That was at least, until you arrived and said the word "flagged" which now makes me realize where I need to go to fix this, lol.
Upon opening, I get the message "All devices has been drained!". First of all, "devices" is plural, so it's "have", not "has". Secondly, I'm guessing it shouldn't be there?
That is incredibly weird, since I don't get that error at all. (I did initially, but then I turned off the trigger until you got to the boss and could drain the devices.) Perhaps I forgot to add that change in the version I gave you guys? I might just go fix these minor bugs you mentioned for both missions, and then re-release them.
There are a lot of cinematics with lag, caused by the camera direction being horizontal. It looks cool, but it really slows things down to a halt, which is unfortunate, considering the cinematic possibilities of it (which you showcase).
It really is unfortunate. I would like to find a way to avoid it, but it would really ruin the cinematics. The skybox/distance shots really add a lot to them imo.
Why was there no music? I wondered if perhaps I had turned it off, but no. At first I thought you simply wanted the wind to be soundtrack, before you played a track later, but there was never anything.
Now this is a terrible bug. Where exactly did this occur? The whole mission or a certain cinematic? I had music during every single playtest and found this comment to be incredibly odd. This is something that indeed needs to be fixed.
I love the gameplay in this one. Hunting down objects while avoiding warhounds was so cool, and so difficult. I got spotted like a million times, but that was my own fault, I guess. Loved the inclusion of the incursion team. Nice mechanic! Would have been better with some kind of alarm sound too.
As I have mentioned before, I also thought that this was my best mission so far as well, gameplay-wise. I just feel like there are so many different gameplay mechanics in play, and I'm glad the first part of the mission turned out well, because you wouldn't want to know how many bugs there was during testing lol. I'll take what you said about the alarm into consideration. That might be quite neat.
A boss? Cool! He did seem familiar, though. :p It was quite difficult, and I had to save so much. Had to think too, to figure out what the second hero's role was. I liked that.
I obviously got inspiration from your bosses, as they really inspired me. Your tutorial also really helped me out, and once I got things working, I realized that you were right. Boss battles really aren't that hard to make when you think about it, which is great! You can definitely expect to see more than I had initially planned now. I'm really glad you also figured out how to beat him. What I have always loved about boss battles is how there is most times a very specific strategy that you have to utilize in order to be victorious, and so I really thought about different ways in which I could do the same.
By the way, when you hide doodads (like I assumed the thor corpse was supposed to be), they will reappear when they player loads a game. I did that several times (even before I met the boss), so I kept walking through the corpse of the enemy I was supposed to be fighting.
Aww, that’s really annoying. Happened to me a few times as well and I thought it was just because it bugged out sometimes. Do you know of any way to fix that or is there perhaps another way you know which could make it work the way it’s intended to be? Anything would really be appreciated.
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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 both the new version of the first mission and the second mission.
As always, mission one was great. I noticed some of the changes, like the floaty camera in the beginning, which looked great. The music is still cool, though the techno part near the end was a bit out of place, I thought.
The camera was better, although I noticed that if you zoomed with the mouse wheel, it returned to its extremely close position, from which it couldn't be changed from. This was the case for both mission 1 and 2. The way to fix it is to use the data editor. If you go under Terrain Types and find your tileset, you should see "Camera: Default Camera". I suggest copying the camera from a mission like Piercing the Shroud and putting that as the default camera. It should fix it (though I'm not sure you can have more than one default camera).
The first thing I noticed with mission 2 was the music, as it sounded awfully familiar. It's "Warhead Storage", isn't it? I noticed another track from the sequel later, though I couldn't pinpoint it. Checked my iTunes, and I think it's "Big Shell". Am I right? Either way, you use music well, which is always something to appreciate. Wouldn't mind more MGS music!
The story really engages. There are a lot of transmissions to deepen the story, and the cinematics are really good. Although the lighting changes from red to white again very suddenly in the second cinematic (when they enter the lab and meet Rhik (sp?)).
I also liked how there are two parts. There are constant surprises in your maps, and a lot of engaging gameplay mechanics. The essence collection was cool, and I loved how you had to escape from the zerg while hacking computers. Made things really tense. I liked that you had to look for the gate controls in the second part, and I loved that you had a timer. Very realistic.
I'd write more detailed, but I'm not in tip-top shape, so you'll have to make due with this.
This was an amazing suggestion, I really appreciate your help. The camera's been bugging me ever since I started development of the first mission I kept trying to fix it, but there would always be a disadvantage to it. I did what you said and made the same camera from Piercing the Shroud, and then in triggers I set one of the pre-made cameras to the main camera so it would actually zoom our farther when you got to the base. I also enabled scrolling to test it, and finally it works as it's supposed to. :D
Haha, both are true and I'm actually glad you also paid attention to the soundtracks, as they actually play a significant role in the campaign. Heck, just campaigns in general, as they add such a nice effect to the game if you choose the right one, and I did my best to import one's I thought would suit well. MGS worked amazingly for Part I too, as I found out. I'm pretty sure I put one in the first mission as well.
Did you find that to be odd in any way? I just wanted to replace it with the old lighting as it obviously wouldn't look too great having all red screen during the cinematic. I set to blend in over 2 seconds so it would look like the alarm system actually turned off when you went into the lab.
Thank you playing the map and leaving me with your feedback, and also for giving mission 1 another go as well :)
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
The lighting change: Well, it seems very sudden, like it is a continuity error or something. I don't know when it would be optimal to change it; maybe when Rhik realizes we're not his enemies?
Forgot to mention the terrain for mission 2. It was really good. The installation had really big rooms, which I liked. Everything was very clear, and it didn't feel like your typical "cramped space interior".
Just finished playing it again (once on Normal and once on Brutal), I retract my statement about increasing the timer, just seemed too low the first time I suppose, I even ended up having some spare time this time around. Brutal was also quite a challenge, took me 2-3 retries to get the second part done (one due to forgetting about the timer and going slowly :P). Should play through the first mission on Brutal too sometime.
This looks great, though I can't seem to find a download link anywhere?
The file is still awaiting approval, butHere it is. If you wish to try it out. :)
That would be an option. I also thought about maybe changing the lighting as you destroy the first gate control. This is something that requires a bit of experimenting, and I'll have to take a look at how it looks at the different times.
Cool! Thanks for giving it a go, and I'm pleased to hear your thoughts about the timer too. It does become way easier when you know what to do :)
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
Dudki... Go to hell! 20 Times to defeat that timing attack (Brutal difficulty of course) on 8 min... And Rhiki... Fuck you dumb-ass SCV ! :D i will send feedback soon-ish
Haha, I understand your frustration. Rhik really hasn't made a good first impression, hasn't he? He is a bit of an ass. :P I really must commend you for taking the time to beat it on the hardest difficulty, even though it seems you had a difficult time. I hope it didn't anger you too much xD
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 didn't anger because i lost a lot of times especially for stupid errors... :)
The main reason I made it with a range that short was because of two reasons: I didn't want to make it too powerful, as you would then be able to complete annihilate defensive lines in later missions. The ability is meant to be used to reduce the enemy's firepower a bit, by destroying one key defensive structure. The other reason was that marines do not have a throw animation, so it would look quite weird in my opinion to have him randomly spawn a grenade on a building that far away. I do agree that it can be hard to use though, since it's pretty micro-intesive. You need to make sure to move Baldwin back immediately after using it, as well as have a Medic ready to heal him, or else he'll most likely die. I can try looking into these issues you're facing, but at the moment, I can't promise any changes will happen to it.
Now that is strange. Are you sure that it's not the way you've chosen your language settings? But even that wouldn't explain why you some of it in english, and some in italian. I actually don't know what to say to this unfortunately, as it's kind of hard to fix a problem I'm not facing myself :/
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 think "Valerian" has different languages because some of the quotes you chose are language-sensitive, as in they change language if the user does, while others are not.
I was bored and decided to make a short video showcasing some of the environments you're going to see for the next few missions. I thought it would be pretty interesting to do videos like this regularly because it's quick and easy to pull off.
Thanks to EivindL for telling me how to embed this video.
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
That looks very good. I like both terrains, but especially the second one.
Also, I think this is what you are looking for: http://www.sc2mapster.com/wiki/knowledge-base/markup-types/. Basically just hit "Click here for details" where you make a reply.
Looking really good, I'm digging that protoss spaceship/fortress! :D Looking forward to seeing them in action!
That wasted city excited me, nice Also the protoss ship
I'll see if I can't release the next 2 mission later today. The only thing I need to do, is make the final cinematic for mission 4, and then of course make one last test playthrough of both missions. I know it's been a really long time since the last 2 missions were released. I have had tons of things to do, and these missions also required A LOT of extra attention and time, as I find myself trying out many different things that I am not used to with the trigger editor, and thus I needed a lot of playtesting and trigger editing in order for it work the way I wanted, but I'm almost finished and I'm really excited to see what you guys think of these next missions, as I think they're really interesting. :)
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
As promised (or as I have hoped, rather) the completed versions of Mission 3 & 4 has finally been released.
To download, click here.
These missions were a ton of fun to make but phew, they were actually quite challenging to make. This was mostly because of a lot of trigger-related things that I'm not used to, but after a long struggle, I finally managed to make the missions in the exact way I had envisioned.
I hope you guys enjoy them and as always, I'll be excited to hear what you thought of them and what can be improved :)
A few notes:
Also, with the release of the missions also comes certain changes to other maps, which are as follows:
Enjoy the missions!
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've played the missions now, both on hard.
A3:
A4:
Anyway, can't wait to play more! You inspire me to up my game!
@EivindL: Go Thanks for playing as and as always, your feedback is heavily detailed and great to read, which I absolutely love. :D
A few tiny hints have already been given that can connect the two perspectives together in certain ways. However, there are so subtle that I don't expect anyone to figure it out until more information has been given in future missions. In regards to the R.S.S.I, I also understand the confusion as I guess it does kind of seem like they appeared out of nowhere, but that was completely intentional as I wanted the player to question and come up with theories as to who and what exactly these guys are, and how to connect them to the story you've been told so far. The truth is, no. Mission 3 is the very first mission in which they were introduced, so you haven't missed anything, story-wise.
I have always loved the old-school Protoss music, and I thought if I made a Protoss mission, I just had to include them!
Oh yeah, that's right. I completely forgot to add a "Unit Is Alive" condition to that part. I'll make sure to do that. Good thing you noticed it.
That was exactly how I wanted it to feel like, and I'm glad it created the right effect. I feared that things may have been happening too quickly, but the fact that you liked it, is really awesome. I feel a bit more satisfied with my decisions.
I would like to do that, however, I'm not the best at the Data Editor and I didn't know where I could turn it on. That was at least, until you arrived and said the word "flagged" which now makes me realize where I need to go to fix this, lol.
That is incredibly weird, since I don't get that error at all. (I did initially, but then I turned off the trigger until you got to the boss and could drain the devices.) Perhaps I forgot to add that change in the version I gave you guys? I might just go fix these minor bugs you mentioned for both missions, and then re-release them.
It really is unfortunate. I would like to find a way to avoid it, but it would really ruin the cinematics. The skybox/distance shots really add a lot to them imo.
Now this is a terrible bug. Where exactly did this occur? The whole mission or a certain cinematic? I had music during every single playtest and found this comment to be incredibly odd. This is something that indeed needs to be fixed.
As I have mentioned before, I also thought that this was my best mission so far as well, gameplay-wise. I just feel like there are so many different gameplay mechanics in play, and I'm glad the first part of the mission turned out well, because you wouldn't want to know how many bugs there was during testing lol. I'll take what you said about the alarm into consideration. That might be quite neat.
The camera must be obstructed by the walls or something. I think it just needs some camera adjusting that's all. Thanks for notifying me about it.
I obviously got inspiration from your bosses, as they really inspired me. Your tutorial also really helped me out, and once I got things working, I realized that you were right. Boss battles really aren't that hard to make when you think about it, which is great! You can definitely expect to see more than I had initially planned now. I'm really glad you also figured out how to beat him. What I have always loved about boss battles is how there is most times a very specific strategy that you have to utilize in order to be victorious, and so I really thought about different ways in which I could do the same.
Aww, that’s really annoying. Happened to me a few times as well and I thought it was just because it bugged out sometimes. Do you know of any way to fix that or is there perhaps another way you know which could make it work the way it’s intended to be? Anything would really be appreciated.
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