It might be a little more work to make, but I imagine it'd be nicer to pick all those on one screen/dialog. You could have the first column highlighted by default. When the player clicks on one, it could highlight the unit for that row, and unhighlight the other units in the row. Then there could be a confirm button at the bottom. Just my opinion though. I think it could be annoying to keep picking units and not know how long it will go on for. With my suggestion, the player knows exactly how many they have to pick, then can jump right into the game when done.
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.
Before the release of the next two missions, I plan to release just a little update to A02, which arguably is the mission with the worst dialogue compared to the others.
I've changed a few lines and added a new one to the cinematic where you first meet Rhik and the section right after it, to better showcase how sceptical Baldwin is by Reeves' decision to help him. Looking back, I think I really didn't capture that good enough, and in the upcoming A15, more about that part of the storyline will be revealed, and the dialogue I've written for that better connects to the changes in A02.
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.
Made a small update to Mission 14. I got a few reports that it was too hard and have decided to nerf it a little bit. I hope the map is better balanced now.
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 tryed mission 12 (on Brutal as usual), great mission with beautiful terrain, but painfull overall... It took me hours to finish and i even had to cheat the last holdout... The waves on my hive are ok, even if just very very annoying... The hive destruction is easily completable with the Hero alone with some range support sometimes (if i choose hunter baneling he will still spawn basic banelings)... The holdout part... Hoooly shit, i hold barely the first, perfectly fine the second, but the third ... I'll just say i was going crazy... I know that with the right build and spell timing is doable, but at last i cheated
I redid all the mission, and even if they aren't cost effective, i decided to go for mass guardians... It worked!
Also more spine colonies on my base and only upgrades for air attacks were the key, i spended too much on upgrades during the first try, i lost only 5 guardians or so this time, also the improved knowledge on leviathan cooldowns helped...
So to summarize: Queen/Roaches(Corpser)/spines/2 spores + 5 swarm hosts on base are ok to defend
Mass guardians+3 queens is the way, especially to defend the Leviathan from air attacks unreachable by ground units and you have high survivability unit that on great numbers deals a lot of damage
Upgrade only air attacks
Don't do any other units (i did only 2 hydralisks to defend the main base against the final holdout)
Another great zerg mission!
This campaign is only half complete (i tryed only half) but i still see it surpass Perfect Soldiers trilogy on some aspects... I still need to see the end to can make a full comparison, for now i see better terrain on some cases and more variety on races and enemies
I am looking forward for the next missions :)
Will you use the zerg swarm guardian instead of the primal one that now even has death animations from lotv if i am not mistaken, or you will keep the primal one ?
Why enemy zerg (that is our same brood) has access to brood lords? Where they captured during the assault on the hive capital planet?
I'm glad you figured it out, and I wouldn't expect mass Guardians to be an effective strategy on this mission, but cool to hear it worked!
I can complete the mission the easiest by making an army of Roaches, Queens and a few Hydras. 2-3 Spine Crawlers, 2 Spore Crawlers and 3-4 Queens or possibly Swarm Hosts for defense. By doing this, and of course having a knowledge of where the attacks during the holdout section comes and what abilities to use when is a solid winning strategy imo.
Using the new Guardian model hasn't crossed my mind yet. I guess I could use them instead. The issue I have with it is that I believe the LotV guardians have slightly different stats and I like to keep things consistent.
Brood Lords being captured from the Daggerfang homeworld could be a valid lore-related answer to your question, or perhaps that the R.S.S.I continues to breed these corrupted Zerg, eventually allowing them to improve their tech. You can view most of the Zerg on Netmack as corrupted Zerg created by the R.S.S.I as opposed to them being captives from Khazodar. I also do because of the tech-development of the campaign. You will unlock Brood Lords later, but if the enemy didn't have them, these missions would be way easier.
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 the updates to A02. This update features the dialogue changes I made to the section with Rhik and right after.
In A15, there's a short sequence further explaining this part of the storyline and some additional information will also be revealed about Rhik.
Since A02 is arguably the mission with the worst dialogue, I've gone ahead and improved it to make it fit much better with the way information in A15 will be delivered. I've better showcased Baldwin's lack of trust towards Rhik and have also added a line where he specifically blames Reeves for the whole ordeal, as it was his decision to help him. This dialogue is much more fitting to Baldwin's character.
Below you can see the changed dialogue pieces and the dialogue leading up to them. All of Baldwin's lines are the added ones and Reeves' final line is modified slightly.
ALSO: Made a very minor change to the Harris Arrow hero, including reducing his armor and health slightly. His weapon also now deals less damage against Mechanical units (Because of an upcoming upgrade)
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.
Another map (map 13) another blast, you managed to use 99 times the same Zerus tileset and make it look awesome, congratz.
One of the best zerg mission for now (even if the waves are a bit weak with Krayen imbanelings spawn), i liked a lot to be able to test swarmling and splitterling strains for the first time on a hard difficulty mission (brutal)... On sieges like this and with this lack of AoE the splitterling is a must, and the swarmling is less effective but more economic on mineral cost... I think i still prefer my good old raptor/hunter for more combact effectiveness, even if the damage of splitterling baneling is better
Waves are ok and not a problem, bases have few units but are surprisingly well defended (can you give me the stats of the Tychus marine, he deal like a ton of damage, i am also curious about the mecha melee fighter that scares the shit out of me everytime)
I did only two mistakes, i didn't try the abomination in combination with my healing banelings... Second mistake was roll like a retarded on the annihilator main base when there were a confortable short cut for the last generator...
The hero queen spells are really interesting, you only have to put her on the first line to tank with her ton of HPs and immediately stun the siege tank and liberators (really good idea to add them, i approve!) and carefully spread the AoE when needed
The battle against the Annihilator was underwhelming, i annihilated him with zero problems, it wasn't even a threat between small ground support, no air support (who would ever launch an army of destruction without air support? maybe you made no air support because fix the teleport for more of a unit would be a pain in the ass), and the AoE doesn't deal so much damage to corruptors, i gotta say it eats alive my guardians, so i don't know if buff the AoE would be a good idea, but for sure more air and ground support would have been interesting, also increase the damage of the random attacks on your base done by the BC, but i am not too sure about this...
Anyway a good mission, i will test mission 14 one day (it was too satysfing see their toy crush on the ground!)
I agree the Annihilator battle is undertuned a little. I spent so much time buffing and nerfing it because I wasn't happy with it. The only problem I have with this kind of boss fight, is that the difficulty really depends on how many units you have. I can't make him too strong, as people who barely managed to keep any units alive will be completely slaughtered - but I also can't nerf him too much, as people who are very good as Zerg will just blast their way through him. It was very late into the development that I decided to add the drop pod attack waves, and they helped make this fight just a little more interesting. I really appreciate the suggestions, though! I really want to improve that fight and make it balanced no matter how many units the player ended up having by the end.
And, because you asked: here are the stats for both of the custom units you see frequently in the mission:
Commando (Tychus Marine):
Health: 250
Armor: 1 (+1 per armor upgrade)
Damage: 25 (+2 per weapons upgrade)
Damage vs. Light: 30 (+2 per weapons upgrade)
Weapon Speed: 2.5
Maximum Splash Radius: 2.5 (Damage reduced all the way down to 25% depending on distance.
Eviscerator (Mecha melee fighter)
Health: 350
Armor: 2 (I believe. Don't remember honestly. It's either 1 or 2). (+1 per armor upgrade)
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 havent played the map but look at blizuard zerus boss battle map. they give you fresh units right beforee a boss p. the amount depends on the units you have left before getting there
I don't know about "how many units" you have left problem, i had six bases or more and so much resources that i flooded The map with corruptors after flooding everything with zerglings... Maybe you should Make a dialogue that says "pay attention that's The last reactor, they could try deseperate measures after we destroy it, be ready for anything" so the player knows that something is gonna happen after the destruction of the last reactor and you can buff annihilator's defensive waves
That's why Commando and Eviscerator are so strong... Look at dat stats, why I can't do Eviscerators!!! Maybe one day we will steal annihilator's tech and use against them...
This mission is quite difficult for me. I can't push through the two bottom bases on Brutal, and sometimes lose way more than I should to attack waves. You must be way better as Zerg than I am! :P
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 don't have the editor here but it should be something like:
1. put all relevant player units in a unit group
2. count the number of units in that unit group
3. add a switch/case or if/else statements that look like: if numberOfUnits >= 100 then set Unit property (maximum life of boss) to 100%, else if numberOfUnits >= 90 et Unit property (maximum life of boss) to 90% and so on.
It might be dificult to apply exact numbers but I would go with rough estimations. Also a Marine is weaker than a Battlecruiser...Either way it's definitely better then not having this at all.
You can go into much more detail to fix a few of the problems: Let's say you apply certain "points" to each type of unit in the unit group. a marine gets 1 point. a tank gets 5, a battlecruiser gets 10.
1. put all relevant player units in a unit group
2. create integer variable valueOfArmy
3. pick each unit in unit group->if unit type of picked unit == BC add 10 to valueOfArmy, if unit type of picked unit == Marine add 1 to valueOfArmy and so on...
4. again add switch/vase or if/else statements to check how high valueOfArmy is and then set Unit Property (Life) of your boss accordingly.
The key is cost effective engages and with that i mean tactical moves:
Use the Hero queen to tank damage and use spells, so she is going to go FIRST into battle and she will disable these stupid siege tanks
Keep ready two or three charges of banelings spawned when you are assaulting (24 free banelings that splits? well thanks!)
Upgrade a lot especially melee atk for the free banelings... Add to it queens to heal, the hero that heals and 10 0r 12 hydralisks to do DPS... Then at some point add a lot of guardians and corruptors, just for consistent DPS and air cover.
Don't do aberrations, too low HPs, better morph zerglings and banelings to keep fresh reinforcements and burst the front line
Be a lame ass like me, keep poking the first lane with spawned banelings with Krayen (Is guaranteed bunker kill, trust me) or lure some enemy units into your mass army before the ingage
Clear the waves with spawn banelings
Spread creep, macro FAST, and keep some evolution chambers around to buy yourself time to return to the base and defend
Try to keep alive your units with micro while you have a small army
I am just "good" at finding weak points/exploits on maps, or at least that's what i believe :D And i love zerg of course
Ah cool. Seems like Spawn Banelings was definitely an essentiel element to your strategy. I can definitely see this working. Surprised you didn't run out of mana with Krayen.
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 14 done: One of the best missions of your campaign so far, i had to squeeze all my tactical senses to beat this one on Brutal.
First of all the Instigator sucks, i understand why Blizzard removed it, infinite blink is powerful for infinite kyting and sniping... But blinking without the cover of shield recharge is sure death by any antiarmored ranged unit.
After a first try with energizer/instigators/sentinels combo where i got roflstomped i tryed a Heavy health/heavy range approach with two havocs/mass dragoons/colossi/some sentinels and at least ten corsairs to keep away the heavy ground units... It worked well even if it was really hard to use the corsairs, hero shielding spells (he tanks a lot of damage and deals a lot of it very good with the healing), keep an eye on the colossi and havocs/high templars and move on the fatass dragoon army with move forward/attack manual control... at the same time... You made me crazy with this one i gotta say it!
I've also liked that the enemy used a lot of unit faction tech from LotV, especially the corsair... Thing that forced me to carefully plan my attacks and lure into my army the first line of defenders... I've never liked mass dragoons but you forced me to try a new approach, congratz!
The terrain was very good as alwais, especially the last part, incredible how well was defended even with so few units...
I only hope that the Annihilator's will remain a great threat instead of being all of a sudden some retarded idiots ready to be kicked on the ass (yeah amon, i am also talking about your somehow poor war tactics)
Alright, added the trigger to change the boss stats depending on how many units you have. It should have much more health now. Also reduced the timer between the spawned drop pod waves during the fight.
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.
@DudkiSC2: Go
It might be a little more work to make, but I imagine it'd be nicer to pick all those on one screen/dialog. You could have the first column highlighted by default. When the player clicks on one, it could highlight the unit for that row, and unhighlight the other units in the row. Then there could be a confirm button at the bottom. Just my opinion though. I think it could be annoying to keep picking units and not know how long it will go on for. With my suggestion, the player knows exactly how many they have to pick, then can jump right into the game when done.
Mission 13 & 14 have been released. Go to download.
I kept my promise. I said by the end of the week, and what happens? Well, you get Annihilation by the end of the week, of course!
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
Before the release of the next two missions, I plan to release just a little update to A02, which arguably is the mission with the worst dialogue compared to the others.
I've changed a few lines and added a new one to the cinematic where you first meet Rhik and the section right after it, to better showcase how sceptical Baldwin is by Reeves' decision to help him. Looking back, I think I really didn't capture that good enough, and in the upcoming A15, more about that part of the storyline will be revealed, and the dialogue I've written for that better connects to the changes in A02.
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
Made a small update to Mission 14. I got a few reports that it was too hard and have decided to nerf it a little bit. I hope the map is better balanced now.
http://www.sc2mapster.com/maps/starcraft-ii-annihilation-campai/files/50-annihilation-mission-13-14/
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 tryed mission 12 (on Brutal as usual), great mission with beautiful terrain, but painfull overall... It took me hours to finish and i even had to cheat the last holdout... The waves on my hive are ok, even if just very very annoying... The hive destruction is easily completable with the Hero alone with some range support sometimes (if i choose hunter baneling he will still spawn basic banelings)... The holdout part... Hoooly shit, i hold barely the first, perfectly fine the second, but the third ... I'll just say i was going crazy... I know that with the right build and spell timing is doable, but at last i cheated
I redid all the mission, and even if they aren't cost effective, i decided to go for mass guardians... It worked!
@DEFILERRULEZ: Go
I'm glad you figured it out, and I wouldn't expect mass Guardians to be an effective strategy on this mission, but cool to hear it worked!
I can complete the mission the easiest by making an army of Roaches, Queens and a few Hydras. 2-3 Spine Crawlers, 2 Spore Crawlers and 3-4 Queens or possibly Swarm Hosts for defense. By doing this, and of course having a knowledge of where the attacks during the holdout section comes and what abilities to use when is a solid winning strategy imo.
Using the new Guardian model hasn't crossed my mind yet. I guess I could use them instead. The issue I have with it is that I believe the LotV guardians have slightly different stats and I like to keep things consistent.
Brood Lords being captured from the Daggerfang homeworld could be a valid lore-related answer to your question, or perhaps that the R.S.S.I continues to breed these corrupted Zerg, eventually allowing them to improve their tech. You can view most of the Zerg on Netmack as corrupted Zerg created by the R.S.S.I as opposed to them being captives from Khazodar. I also do because of the tech-development of the campaign. You will unlock Brood Lords later, but if the enemy didn't have them, these missions would be way easier.
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 decided to release the updates to A02. This update features the dialogue changes I made to the section with Rhik and right after. In A15, there's a short sequence further explaining this part of the storyline and some additional information will also be revealed about Rhik.
Since A02 is arguably the mission with the worst dialogue, I've gone ahead and improved it to make it fit much better with the way information in A15 will be delivered. I've better showcased Baldwin's lack of trust towards Rhik and have also added a line where he specifically blames Reeves for the whole ordeal, as it was his decision to help him. This dialogue is much more fitting to Baldwin's character.
Below you can see the changed dialogue pieces and the dialogue leading up to them. All of Baldwin's lines are the added ones and Reeves' final line is modified slightly.
ALSO: Made a very minor change to the Harris Arrow hero, including reducing his armor and health slightly. His weapon also now deals less damage against Mechanical units (Because of an upcoming upgrade)
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
Another map (map 13) another blast, you managed to use 99 times the same Zerus tileset and make it look awesome, congratz.
@DEFILERRULEZ: Go
I agree the Annihilator battle is undertuned a little. I spent so much time buffing and nerfing it because I wasn't happy with it. The only problem I have with this kind of boss fight, is that the difficulty really depends on how many units you have. I can't make him too strong, as people who barely managed to keep any units alive will be completely slaughtered - but I also can't nerf him too much, as people who are very good as Zerg will just blast their way through him. It was very late into the development that I decided to add the drop pod attack waves, and they helped make this fight just a little more interesting. I really appreciate the suggestions, though! I really want to improve that fight and make it balanced no matter how many units the player ended up having by the end.
And, because you asked: here are the stats for both of the custom units you see frequently in the mission:
Commando (Tychus Marine):
Health: 250
Armor: 1 (+1 per armor upgrade)
Damage: 25 (+2 per weapons upgrade)
Damage vs. Light: 30 (+2 per weapons upgrade)
Weapon Speed: 2.5
Maximum Splash Radius: 2.5 (Damage reduced all the way down to 25% depending on distance.
Eviscerator (Mecha melee fighter)
Health: 350
Armor: 2 (I believe. Don't remember honestly. It's either 1 or 2). (+1 per armor upgrade)
Damage: 45 (+3 per weapons upgrade)
Weapon Speed: 1.5
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 havent played the map but look at blizuard zerus boss battle map. they give you fresh units right beforee a boss p. the amount depends on the units you have left before getting there
I don't know about "how many units" you have left problem, i had six bases or more and so much resources that i flooded The map with corruptors after flooding everything with zerglings... Maybe you should Make a dialogue that says "pay attention that's The last reactor, they could try deseperate measures after we destroy it, be ready for anything" so the player knows that something is gonna happen after the destruction of the last reactor and you can buff annihilator's defensive waves
Alternatively scale the life of the boss depending on the number of units the player has left. So it's not a fixed amount.
@DEFILERRULEZ: Go
Six bases? Holy crap, and you played on Brutal?
This mission is quite difficult for me. I can't push through the two bottom bases on Brutal, and sometimes lose way more than I should to attack waves. You must be way better as Zerg than I am! :P
@OutsiderXE: Go
Would you happen to know how to make a trigger a like that? Something like that would be the perfect way to balance the fight.
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 don't have the editor here but it should be something like:
1. put all relevant player units in a unit group
2. count the number of units in that unit group
3. add a switch/case or if/else statements that look like: if numberOfUnits >= 100 then set Unit property (maximum life of boss) to 100%, else if numberOfUnits >= 90 et Unit property (maximum life of boss) to 90% and so on.
It might be dificult to apply exact numbers but I would go with rough estimations. Also a Marine is weaker than a Battlecruiser...Either way it's definitely better then not having this at all.
You can go into much more detail to fix a few of the problems: Let's say you apply certain "points" to each type of unit in the unit group. a marine gets 1 point. a tank gets 5, a battlecruiser gets 10.
1. put all relevant player units in a unit group
2. create integer variable valueOfArmy
3. pick each unit in unit group->if unit type of picked unit == BC add 10 to valueOfArmy, if unit type of picked unit == Marine add 1 to valueOfArmy and so on...
4. again add switch/vase or if/else statements to check how high valueOfArmy is and then set Unit Property (Life) of your boss accordingly.
Yeah, look at hotkey number 1, it counts 6 bases
@OutsiderXE: Go
Thank you! This should work nicely!
@DEFILERRULEZ: Go
Ah cool. Seems like Spawn Banelings was definitely an essentiel element to your strategy. I can definitely see this working. Surprised you didn't run out of mana with Krayen.
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
He touched low level of mana, but never out of mana
Mission 14 done: One of the best missions of your campaign so far, i had to squeeze all my tactical senses to beat this one on Brutal.
Alright, added the trigger to change the boss stats depending on how many units you have. It should have much more health now. Also reduced the timer between the spawned drop pod waves during the fight.
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