I want to introduce and get more comments about my campaign. It has 4 missions at the moment. Just added 4th mission today. I have made some searching about campaigns here in sc2mapster and noticed that there are only few campaigns at the moment. My maps aren't high quality or very original but I think that stuff I have done so far is good for people who like basic SC2 singleplayer maps. So, please look at my project and give some comments. Thank you!
Alright - I decided to take some time and play through your campaign. I just finished mission 1. My thoughts;
-It was really slow paced. As in REALLY slow paced. Your map should be excellent for complete casual gamers who had a hard time completing the normal campaign on just 'normal' difficulty, but for anything above that, it's just really easy. To help speed things up a little though, I suggest doing something at the start. I killed the first command centre and simply got a new objective to kill 3 command centres, that was it. I didn't take over the enemy base, gain additional workers, minerals, nothing. Which meant I was stuck with 2 workers and 27/0 supply from the get go, forcing me to build three supply depots before I could even begin creating more SCVs before I could even begin creating marines. Because of the easiness of the map, it wasn't much of a problem, but it took me 10 minutes to get to even the most basic tech.
-The objectives. As mentioned, do something with them. Have the player take over the first enemy base or such. Not just "great, you killed a CC, now build your own and then kill all the enemies". On another note, the second objective didn't update. It said "Kill all enemy command centres (3 left)" right up until I killed the last one and one. Which, by the way, was miraculously sudden as well. I just went POOF and got a victory screen. You might want to add a little cinematic, some lore, or really anything to make it more exciting.
-Do you have a failsafe mechanism in place for if the player decides to go south at the start instead? I haven't tested it, but I've got a feeling you can just rush the southern 'expo' first from the start of the game and build up there, and you will never trigger the enemy attack waves and all and bug out the entire map like that.
-Last but not least, the terrain needs improvement. Mainly texture-wise. It wasn't disturbing to play in, but you can make it a lot better. Take a look at the two screenshots I took for you; in the first, the textures near the cliff borders are horribly bland. You want to play with them and mix them up a bit to avoid creating a 'border of rocks' at the side of a canyon. For the second screenshot, don't just fill up an entire high ground area with one texture (or really any area for that matter). Especially not if it's gray and you're going to mix it with brown rocks. Use the noise function to mix the texture up with some sand, dirt, or different types of rock.
That would be all for map 1, I'll get back to you when I finish map 2.
Word of advise for future mapping projects (and this one):
Get gameplay pretty much PERFECT. Then do terrain. Gameplay is much more important in the long run.
Also, don't be mistaken. Making cliffs, unpathable doodads, and other GAME ALTERING terraining should be done first. I'm talking about texturing and adding things that don't change gameplay.
Then, when you post for testing, make sure to mention that you haven't done anything with the terrain yet.
Played only the 4th mission and there a few things that imo should be added.
1.Some supply depots @ start.No1 wants to build 3 of them just to start producing workers.
2.The game was slow and boring @ times.
3.AI was kinda....stupid.I took down 2 of the enemy PFortresses by letting them burn to the ground and there were 5 workers around them.Also it seems to forget to upgrade which kinda makes steamrolling them with marines only somewhat easier.
4.(not so big)You should add some info on what happens after the silos are destroyed (if the map is going to have a mission 5).
-Map 2 suffers from the same terrain problems I mentioned for map 1. I suppose I'm going to see that continue in map 3 and 4?
-The map, overall, was a little bit... blank. I got the objective to capture carts, and while it was clear, it was a little bit boring. The map is very similar to map 1, but at least that one feels somewhat new - this map just felt like "build up an army, kill everything, capture carts, win" (the ending was horribly sudden again as well, as in map 1). It could be more awesome if the enemy would actually attempt to attack your carts, or if you had to at least escort captured carts back to your home base or such.
-Reapers. I didn't really use them in map 1, but they seem somewhat OP in map 2? You rely on cliffs to 'wall off' sections of map, but because Reapers can go up and down cliffs, they have a HUGE mobility advantage. That, and the fact that they deal a lot of damage to buildings and can kill light units with ease make them incredibly strong. Before I went in with my main force I softened up each base with 5-6 reapers standing on a cliff (out of the AI's line of sight), and got barely any resistance because of this when I did go in.
Mostly the same comments as earlier; terrain is still lacking, ending is still sudden as hell and the objective is a bit simple. That said, this map was more fun than map 1 and 2 because of the higher pace and the relatively hard start (where you have to defend using the Predators). One little note: all your maps start on normal speed, while nearly everybody who plays melee-style maps plays on faster. You might want to swap that, unless you do really intend to keep your campaign this easy.
Will try map 4 some time later.
Edit: As for map 4 - it's a lot more dynamic and I like that. I only played it to about halfway through though, as I had to save it because I got interrupted and lateron couldn't load my save again (it tells me the mod file is off, even if I manually playtest map 4 and then load my save while in it). Still, same comments as earlier go - objectives seem a bit bland and terrain can be improved. Also, still very slow and (relatively) simple gameplay.
Thanks for all comments and special thanks to Mozared. Basicly I agree with all things that Mozared mentioned. I'm learning by doing so there are many things that I would like to do but I really don't know how to do them yet.
Few things that I should do:
I should do some kind of event when map ends (not just victory screen.)
Improve AI (don't really know how)
Add some kind of cinematic (haven't done any cinematic yet)
Add secondary objectives and make main objectives more interesting
About terrain: Maybe I'm going to use dirt/sand/red rocks on higher areas too, not just cracks. I'm still going to concentrate more on objectives and game play at the moment than terrain. Basicly I would like my terrain to look something like in Fallout3 because of the story of my campaign. (polluted wastelands etc.)
About difficulty: I'm trying to keep difficulty of my maps on same level as Wings of Liberty "normal" difficulty. In my campaign all missions are going to be almost same difficulty each. I don't know how to select difficulty yet. In future I might add buttons to select other difficulties too. At least its easy add more units to attack waves. (1/2/3/4/5...)
About Supply Depots: personally I don't like non-movable preplaced buildings. Terran production structures can fly and bunkers can be salvaged) So I think its good that player can decide where to build Supplies. I know that it might be annoying in other hand. In 1st mission I had an idea to highlight that Hand of Humanity has low resources to start with and that why it takes long time to get started. It takes (too) long time to complete my missions anyway.
Did you liked or hated story of the campaign?
Going to fix objective of mission1 as soon as possible.
"Improve AI (don't really know how)"
-I don't think the AI was bad to be fair; sure, it was fairly easy, but that ties in with the whole theme your maps have got going. If you do want to 'improve' it though, give it more diverse attack routes, so it doesn't keep sending six Wraiths into your three turrets every five minutes.
"About terrain: Maybe I'm going to use dirt/sand/red rocks on higher areas too, not just cracks. I'm still going to concentrate more on objectives and game play at the moment than terrain. Basicly I would like my terrain to look something like in Fallout3 because of the story of my campaign. (polluted wastelands etc.)"
-I can understand if it doesn't have priority, but it's not just texture play. It's also doodads and focal points. I will direct you here. Press control+F, type in 'focal' and read the bit of text that pops up.
"About difficulty: I'm trying to keep difficulty of my maps on same level as Wings of Liberty "normal" difficulty. In my campaign all missions are going to be almost same difficulty each. I don't know how to select difficulty yet. In future I might add buttons to select other difficulties too. At least its easy add more units to attack waves. (1/2/3/4/5...)"
-To be fair, I'm not too worried about the actual difficulty? As long as you set the mission speed to 'faster' instead of normal, it should be fairly in line with the easier campaign missions. You just really need to change that game speed.
"About Supply Depots: personally I don't like non-movable preplaced buildings. Terran production structures can fly and bunkers can be salvaged) So I think its good that player can decide where to build Supplies. I know that it might be annoying in other hand. In 1st mission I had an idea to highlight that Hand of Humanity has low resources to start with and that why it takes long time to get started. It takes (too) long time to complete my missions anyway."
-I can understand this, but you should do that 'highlighting' in a different fashion. For example, make the player stuck with a maximum supply of 80, or such. As in "they can't support a very large army". Not as in "the first ten minutes of the map you're going to be watching your first two SCV's gather minerals and build supply depots, then the actual fun begins".
"Did you liked or hated story of the campaign?"
-The story is a little bit cheesy, and because of the slow maps it's very drawn out, but overal it has potential to be pretty good. You need a couple of characters in there and some backstabbing or such going on to make it more like a "thriller" (book style), I reckon. Overall fighting in the shoes of these rebels feels interesting though. That said, I somewhat dislike the limitations on army, or at least how they are put in place - if you want to limit folks to infantry only the first level, then try and make it so like they did it in the Blizzard campaign, where you actually 'unlock' new units by finding them. For example, you could add in a bit in level two where you break open a Minestar compound and find Vultures, to explain why they're suddenly unlocked. Just messages saying "they are now unlocked" and all seem a bit arbitrary.
My campaign is now part of "Custom Campaign Initiative" project: http://www.sc2mapster.com/maps/custom-campaign-initiative/ That project gathers single player campaigns under one project. Hope you find something nice to play from this project page! =)
I'm also curious to give it a try, but I wonder, did you improve the points mentioned by Mozared in all the previous maps? I also feel I need a good challenge for any map to be interesting (I'm master league in melee), will the maps just feel way too easy? Sometimes, even when the main objectives are relatively easy, secondary objectives or achievements can be made hard as hell... :)
StragusMapster - Yes, all maps are improved from that time when Mozared gave feedback. (It's been like 5-6 months since his last post.) I'm improving old missions too when I learn more.
For master league player there is not enough challenge unfortunately. All campaign maps have 4 difficulty to choose and difficulty selection affects on attack waves only. I'm trying to keep same difficulty level as in WoL campaign.
My campaign maps don't have much lore telling ingame or cinematics (lore is told on loading screens). So far I have focused to get gameplay more fun. Terrain is also "ok" level now but nothing special. As I have wrote in some post earlier I'm trying to make lot of maps since best way to learn is just make maps.
I hope that my campaign help other people to get started with own campaign making since all my maps are very basic maps that people can easily understand and learn how things are done. I'm trying to keep all triggers well organized.
I'm also starting to understand data editing bit more and now I have a mod with few changes to some things. (Especially on mission7) My mod has also working Scourge and Lurker. On trigger level I have done lot of work with campaign upgrades so that Terran units have same upgrades as in WoL campaign.
I played last 2 missions (6&7) and was pleasantly surprised. I remember this when it had terrible mar-sara terrain and various other issues. Even though there is pretty much no texture work, and you could have done better job with doodads, it didn't bother me in slightest. Surprisingly that havens grassy dirt + lots of foliage seemed like a nice combination. Gameplay was fun, I missed those good old B&D scenarios (and I really like your M7).
I'll be replaying other missions when I get time. But so far, even with it's flaws this work has been surprisingly appealing (or maybe I'm just starved for simple campaigns). Either way good job! Will be waiting for 8th mission now.
I happily revisited these series - haven't had time to try all maps yet, but I did try the launcher, map 4 and map 5 just now.
Feedback:
-The launcher doesn't work for me, neither does automatically launching a new map once you finish one. I just go back to the main menu and get a ' This may have something to do with the fact that I saved my maps under Starcraft II/Maps/Hand of Humanity instead of Starcraft II/Maps like would be expected?
-I completed Map 4 in approximately 6 minutes. How? I grabbed all my vikings, went into flight mode, and flew from weapon facility to weapon facility, landing to take them out in the process. Computer never really cared about me flying around. No biggie? =P
-I started Map 5 but got my ass kicked after the first real attack wave because my Ghosts were out exploring, couldn't be bothered immediately retrying it after that. Just three notes here: A) terrain is still kind of boring. You really need focal points or really just general sense in your maps. There's too much landmass and too little terrain. B) The starting screen has the sentence "And where are minerals there is Minestar forces too". There's more bad grammar/spelling in your maps, but that one is so terrible I had to point it out. C) While defending your shadow ops and waiting for your Command Centre to land, you are kind of boned if your ops ever catches fire (which is around 300 health). Not that it's hard to prevent this from happening, but it feels kinda lame if you've got 30 seconds left on the counter and you're sitting their watching your building slowly tick down from 80 to 0 HP.
Thanks for feedback. I really need to fix that mission4 :) Just few turrets and Goliath will fix the problem, right?
For working launcher and map linking map files need to be in \Maps folder root. I think its easier for people to copy maps in root instead of making new folder too.
Is there any easy way to tell AI to protect whole base? If AI has ton of units in other corner of base it doesn't move units to defend any other part of base.
Sorry for bad grammar. In some cases I have an idea how to say something on my own language but when I translate that sentence it turns into bad grammar.
About terrain: Can you give me some easy to understand examples how to exactly improve my terrain? Mozared may get scared by mission6 and 7 terrain because of texturing :( or well... lack of it. Haha, don't get this wrong Mozared, I know that you are very talented terrainer and you propably know how to turn my terrain much better.
There's a lot of trigger AI commands, you'll have to play around with it. Maybe tell it to construct turrets in areas you want it to expect the player to attack. You can then also give AI orders to make units move around. It'd be hard work, but it would make the AI look atleast intelligent.
Thanks for feedback. I really need to fix that mission4 :) Just few turrets and Goliath will fix the problem, right?
...
Is there any easy way to tell AI to protect whole base? If AI has ton of units in other corner of base it doesn't move units to defend any other part of base.
Well, aside from improving the AI itself you should be able to create a trigger that tells it to attack-move every unit in its army to a weapon facility as soon as it gets hit? I think that'll do a better way of fixing the problem than turrets and Goliaths, too. The problem right now is that once you get next to the weapon facility and manage to land, you get completely ignored until you win. Even with fifteen turrets you could still fly in, drop two marines, lose the medivac and then kill the facility with those two marines.
About terrain: Can you give me some easy to understand examples how to exactly improve my terrain? Mozared may get scared by mission6 and 7 terrain because of texturing :( or well... lack of it. Haha, don't get this wrong Mozared, I know that you are very talented terrainer and you propably know how to turn my terrain much better.
I'm really not as much talented as in that I like terraining and have enough eye for detail to make cool stuff. Terraining isn't too hard. But anyway; if you want to spend an hour, I'll refer you here, to an episode of the Terraining Thursday where I go over Blizzard's terrains. I point out exactly what's good about time (one of the things you need to realize being that their terrain 'tells a story') and it should be informative for you (banter stops around 15 minutes, which is when the actual cast starts).
Hello. Its been almost two years now since I started the project. Campaign has 13 missions at the moment. As far as I know Hand of Humanity is longest user made campaign at the moment. I hope my work inspires more people to create single player campaigns. As always would be great to get more feedback, ideas and support :) I know that I can't ever execute all ideas I want to or achieve Blizzard quality even nearly. So please, take a look at the project again and tell me what you think.
http://www.sc2mapster.com/maps/custom-campaign-initiative/pages/hand-of-humanity-campaign/
I want to introduce and get more comments about my campaign. It has 4 missions at the moment. Just added 4th mission today. I have made some searching about campaigns here in sc2mapster and noticed that there are only few campaigns at the moment. My maps aren't high quality or very original but I think that stuff I have done so far is good for people who like basic SC2 singleplayer maps. So, please look at my project and give some comments. Thank you!
EDIT: Updated link.
Alright - I decided to take some time and play through your campaign. I just finished mission 1. My thoughts;
-It was really slow paced. As in REALLY slow paced. Your map should be excellent for complete casual gamers who had a hard time completing the normal campaign on just 'normal' difficulty, but for anything above that, it's just really easy. To help speed things up a little though, I suggest doing something at the start. I killed the first command centre and simply got a new objective to kill 3 command centres, that was it. I didn't take over the enemy base, gain additional workers, minerals, nothing. Which meant I was stuck with 2 workers and 27/0 supply from the get go, forcing me to build three supply depots before I could even begin creating more SCVs before I could even begin creating marines. Because of the easiness of the map, it wasn't much of a problem, but it took me 10 minutes to get to even the most basic tech.
-The objectives. As mentioned, do something with them. Have the player take over the first enemy base or such. Not just "great, you killed a CC, now build your own and then kill all the enemies". On another note, the second objective didn't update. It said "Kill all enemy command centres (3 left)" right up until I killed the last one and one. Which, by the way, was miraculously sudden as well. I just went POOF and got a victory screen. You might want to add a little cinematic, some lore, or really anything to make it more exciting.
-Do you have a failsafe mechanism in place for if the player decides to go south at the start instead? I haven't tested it, but I've got a feeling you can just rush the southern 'expo' first from the start of the game and build up there, and you will never trigger the enemy attack waves and all and bug out the entire map like that.
-Last but not least, the terrain needs improvement. Mainly texture-wise. It wasn't disturbing to play in, but you can make it a lot better. Take a look at the two screenshots I took for you; in the first, the textures near the cliff borders are horribly bland. You want to play with them and mix them up a bit to avoid creating a 'border of rocks' at the side of a canyon. For the second screenshot, don't just fill up an entire high ground area with one texture (or really any area for that matter). Especially not if it's gray and you're going to mix it with brown rocks. Use the noise function to mix the texture up with some sand, dirt, or different types of rock.
That would be all for map 1, I'll get back to you when I finish map 2.
@Terhonator: Go
Word of advise for future mapping projects (and this one):
Get gameplay pretty much PERFECT. Then do terrain. Gameplay is much more important in the long run.
Also, don't be mistaken. Making cliffs, unpathable doodads, and other GAME ALTERING terraining should be done first. I'm talking about texturing and adding things that don't change gameplay.
Then, when you post for testing, make sure to mention that you haven't done anything with the terrain yet.
Great to be back and part of the community again!
Played only the 4th mission and there a few things that imo should be added.
1.Some supply depots @ start.No1 wants to build 3 of them just to start producing workers.
2.The game was slow and boring @ times.
3.AI was kinda....stupid.I took down 2 of the enemy PFortresses by letting them burn to the ground and there were 5 workers around them.Also it seems to forget to upgrade which kinda makes steamrolling them with marines only somewhat easier.
4.(not so big)You should add some info on what happens after the silos are destroyed (if the map is going to have a mission 5).
Just finished the second mission. Thoughts;
-Map 2 suffers from the same terrain problems I mentioned for map 1. I suppose I'm going to see that continue in map 3 and 4?
-The map, overall, was a little bit... blank. I got the objective to capture carts, and while it was clear, it was a little bit boring. The map is very similar to map 1, but at least that one feels somewhat new - this map just felt like "build up an army, kill everything, capture carts, win" (the ending was horribly sudden again as well, as in map 1). It could be more awesome if the enemy would actually attempt to attack your carts, or if you had to at least escort captured carts back to your home base or such.
-Reapers. I didn't really use them in map 1, but they seem somewhat OP in map 2? You rely on cliffs to 'wall off' sections of map, but because Reapers can go up and down cliffs, they have a HUGE mobility advantage. That, and the fact that they deal a lot of damage to buildings and can kill light units with ease make them incredibly strong. Before I went in with my main force I softened up each base with 5-6 reapers standing on a cliff (out of the AI's line of sight), and got barely any resistance because of this when I did go in.
Gonna play map 3 now.
And so much for map 3.
Mostly the same comments as earlier; terrain is still lacking, ending is still sudden as hell and the objective is a bit simple. That said, this map was more fun than map 1 and 2 because of the higher pace and the relatively hard start (where you have to defend using the Predators). One little note: all your maps start on normal speed, while nearly everybody who plays melee-style maps plays on faster. You might want to swap that, unless you do really intend to keep your campaign this easy.
Will try map 4 some time later.
Edit: As for map 4 - it's a lot more dynamic and I like that. I only played it to about halfway through though, as I had to save it because I got interrupted and lateron couldn't load my save again (it tells me the mod file is off, even if I manually playtest map 4 and then load my save while in it). Still, same comments as earlier go - objectives seem a bit bland and terrain can be improved. Also, still very slow and (relatively) simple gameplay.
Thanks for all comments and special thanks to Mozared. Basicly I agree with all things that Mozared mentioned. I'm learning by doing so there are many things that I would like to do but I really don't know how to do them yet.
Few things that I should do:
About terrain: Maybe I'm going to use dirt/sand/red rocks on higher areas too, not just cracks. I'm still going to concentrate more on objectives and game play at the moment than terrain. Basicly I would like my terrain to look something like in Fallout3 because of the story of my campaign. (polluted wastelands etc.)
About difficulty: I'm trying to keep difficulty of my maps on same level as Wings of Liberty "normal" difficulty. In my campaign all missions are going to be almost same difficulty each. I don't know how to select difficulty yet. In future I might add buttons to select other difficulties too. At least its easy add more units to attack waves. (1/2/3/4/5...)
About Supply Depots: personally I don't like non-movable preplaced buildings. Terran production structures can fly and bunkers can be salvaged) So I think its good that player can decide where to build Supplies. I know that it might be annoying in other hand. In 1st mission I had an idea to highlight that Hand of Humanity has low resources to start with and that why it takes long time to get started. It takes (too) long time to complete my missions anyway.
Did you liked or hated story of the campaign?
Going to fix objective of mission1 as soon as possible.
@Terhonator: Go
In a response to the stuff you said, Terho;
"Improve AI (don't really know how)"
-I don't think the AI was bad to be fair; sure, it was fairly easy, but that ties in with the whole theme your maps have got going. If you do want to 'improve' it though, give it more diverse attack routes, so it doesn't keep sending six Wraiths into your three turrets every five minutes.
"About terrain: Maybe I'm going to use dirt/sand/red rocks on higher areas too, not just cracks. I'm still going to concentrate more on objectives and game play at the moment than terrain. Basicly I would like my terrain to look something like in Fallout3 because of the story of my campaign. (polluted wastelands etc.)"
-I can understand if it doesn't have priority, but it's not just texture play. It's also doodads and focal points. I will direct you here. Press control+F, type in 'focal' and read the bit of text that pops up.
"About difficulty: I'm trying to keep difficulty of my maps on same level as Wings of Liberty "normal" difficulty. In my campaign all missions are going to be almost same difficulty each. I don't know how to select difficulty yet. In future I might add buttons to select other difficulties too. At least its easy add more units to attack waves. (1/2/3/4/5...)"
-To be fair, I'm not too worried about the actual difficulty? As long as you set the mission speed to 'faster' instead of normal, it should be fairly in line with the easier campaign missions. You just really need to change that game speed.
"About Supply Depots: personally I don't like non-movable preplaced buildings. Terran production structures can fly and bunkers can be salvaged) So I think its good that player can decide where to build Supplies. I know that it might be annoying in other hand. In 1st mission I had an idea to highlight that Hand of Humanity has low resources to start with and that why it takes long time to get started. It takes (too) long time to complete my missions anyway."
-I can understand this, but you should do that 'highlighting' in a different fashion. For example, make the player stuck with a maximum supply of 80, or such. As in "they can't support a very large army". Not as in "the first ten minutes of the map you're going to be watching your first two SCV's gather minerals and build supply depots, then the actual fun begins".
"Did you liked or hated story of the campaign?"
-The story is a little bit cheesy, and because of the slow maps it's very drawn out, but overal it has potential to be pretty good. You need a couple of characters in there and some backstabbing or such going on to make it more like a "thriller" (book style), I reckon. Overall fighting in the shoes of these rebels feels interesting though. That said, I somewhat dislike the limitations on army, or at least how they are put in place - if you want to limit folks to infantry only the first level, then try and make it so like they did it in the Blizzard campaign, where you actually 'unlock' new units by finding them. For example, you could add in a bit in level two where you break open a Minestar compound and find Vultures, to explain why they're suddenly unlocked. Just messages saying "they are now unlocked" and all seem a bit arbitrary.
Huge update done for this project. Would be great to get more comments. All missions reterrained and gameplay improved.
My campaign is now part of "Custom Campaign Initiative" project: http://www.sc2mapster.com/maps/custom-campaign-initiative/ That project gathers single player campaigns under one project. Hope you find something nice to play from this project page! =)
Hello. Just released 7th mission to Hand of Humanity project. Test it and give some feedback, please.
http://www.sc2mapster.com/maps/custom-campaign-initiative/pages/hand-of-humanity-campaign/
Eh 7th mission already, nice.
I'm also curious to give it a try, but I wonder, did you improve the points mentioned by Mozared in all the previous maps? I also feel I need a good challenge for any map to be interesting (I'm master league in melee), will the maps just feel way too easy? Sometimes, even when the main objectives are relatively easy, secondary objectives or achievements can be made hard as hell... :)
StragusMapster - Yes, all maps are improved from that time when Mozared gave feedback. (It's been like 5-6 months since his last post.) I'm improving old missions too when I learn more.
For master league player there is not enough challenge unfortunately. All campaign maps have 4 difficulty to choose and difficulty selection affects on attack waves only. I'm trying to keep same difficulty level as in WoL campaign.
My campaign maps don't have much lore telling ingame or cinematics (lore is told on loading screens). So far I have focused to get gameplay more fun. Terrain is also "ok" level now but nothing special. As I have wrote in some post earlier I'm trying to make lot of maps since best way to learn is just make maps.
I hope that my campaign help other people to get started with own campaign making since all my maps are very basic maps that people can easily understand and learn how things are done. I'm trying to keep all triggers well organized.
I'm also starting to understand data editing bit more and now I have a mod with few changes to some things. (Especially on mission7) My mod has also working Scourge and Lurker. On trigger level I have done lot of work with campaign upgrades so that Terran units have same upgrades as in WoL campaign.
I played last 2 missions (6&7) and was pleasantly surprised. I remember this when it had terrible mar-sara terrain and various other issues. Even though there is pretty much no texture work, and you could have done better job with doodads, it didn't bother me in slightest. Surprisingly that havens grassy dirt + lots of foliage seemed like a nice combination. Gameplay was fun, I missed those good old B&D scenarios (and I really like your M7).
I'll be replaying other missions when I get time. But so far, even with it's flaws this work has been surprisingly appealing (or maybe I'm just starved for simple campaigns). Either way good job! Will be waiting for 8th mission now.
I happily revisited these series - haven't had time to try all maps yet, but I did try the launcher, map 4 and map 5 just now.
Feedback:
-The launcher doesn't work for me, neither does automatically launching a new map once you finish one. I just go back to the main menu and get a ' This may have something to do with the fact that I saved my maps under Starcraft II/Maps/Hand of Humanity instead of Starcraft II/Maps like would be expected?
-I completed Map 4 in approximately 6 minutes. How? I grabbed all my vikings, went into flight mode, and flew from weapon facility to weapon facility, landing to take them out in the process. Computer never really cared about me flying around. No biggie? =P
-I started Map 5 but got my ass kicked after the first real attack wave because my Ghosts were out exploring, couldn't be bothered immediately retrying it after that. Just three notes here: A) terrain is still kind of boring. You really need focal points or really just general sense in your maps. There's too much landmass and too little terrain. B) The starting screen has the sentence "And where are minerals there is Minestar forces too". There's more bad grammar/spelling in your maps, but that one is so terrible I had to point it out. C) While defending your shadow ops and waiting for your Command Centre to land, you are kind of boned if your ops ever catches fire (which is around 300 health). Not that it's hard to prevent this from happening, but it feels kinda lame if you've got 30 seconds left on the counter and you're sitting their watching your building slowly tick down from 80 to 0 HP.
Thanks for feedback. I really need to fix that mission4 :) Just few turrets and Goliath will fix the problem, right?
Well, aside from improving the AI itself you should be able to create a trigger that tells it to attack-move every unit in its army to a weapon facility as soon as it gets hit? I think that'll do a better way of fixing the problem than turrets and Goliaths, too. The problem right now is that once you get next to the weapon facility and manage to land, you get completely ignored until you win. Even with fifteen turrets you could still fly in, drop two marines, lose the medivac and then kill the facility with those two marines.
I'm really not as much talented as in that I like terraining and have enough eye for detail to make cool stuff. Terraining isn't too hard. But anyway; if you want to spend an hour, I'll refer you here, to an episode of the Terraining Thursday where I go over Blizzard's terrains. I point out exactly what's good about time (one of the things you need to realize being that their terrain 'tells a story') and it should be informative for you (banter stops around 15 minutes, which is when the actual cast starts).
Hello. Its been almost two years now since I started the project. Campaign has 13 missions at the moment. As far as I know Hand of Humanity is longest user made campaign at the moment. I hope my work inspires more people to create single player campaigns. As always would be great to get more feedback, ideas and support :) I know that I can't ever execute all ideas I want to or achieve Blizzard quality even nearly. So please, take a look at the project again and tell me what you think.
Hand of Humanity campaign: http://www.sc2mapster.com/maps/custom-campaign-initiative/pages/hand-of-humanity-campaign/
Check also other single player campaign projects at "Custom Campaign Initiative" project page: http://www.sc2mapster.com/maps/custom-campaign-initiative/
Hey. Its 3 years now and I keep on improving the campaign when I have time for it. Looking for more comments and feedback.