So, I was not really inspired to continue making the Showdown mission( which is gonna be a major game changer and one of the key missions), so i started sketching something else that eventually became another mission of the campaign, that was not planned but I decided to include it as the second mission, so the campaign now contains 11 missions. Im very happy about this change as it will allow me to finish a plot point later into the game in a satisfying way. It will be called Crossed.
Ok so, I've spoken with Jayborino about playing the campaign on his youtube channel. He agreed with a fixed date of early february it seems. That means I've got about 2 weeks to clear out any possible issue with mission 1&2 , aswell as try to release mission 3. Regarding the latter , I can tell you It is going to be a macro mission where you need to destroy every single unit/building of the enemy. Ma'lash will be usable as some sort of Drakken Cannon from WoL campaign where he can focusfire an enemy/building from a far distance. I do agree It might seem a very basic mission gameplay-wise, but thats exactly what I wanted and there's a reason for that. I wont say it though.
A Mission Launcher is coming. Each mission will have its own splash screen.
I've also got an updated version of mission 2 where, after one of the Psi Enhancer are destroyed , you will get an enemy Titan mech( modified Archangel ) coming your way as a Boss. It will periodically fire off about 20 missiles shots in a little area , and every time he is attacked , will fire off a single missile shot in a random spot around him. I personally love this encounter and the cinematic around it, you will see why :D
If you took a look at the mod file, you will have noticed I've stored a couple of models/portraits there ( along with a little spoiler from the finale :D ). The new version which will be uploaded in the coming days will contain more. Most of them will be used for "Elite" version of basic units that will have new abilites and stats. The first one of them will be the Hoplite, you will get a better preview of it in the next update.
Left the coolest thing for last. The playable techtree will include many BW units, all reskinned to look more tal'darim style. Regarding the mothership I'm extremely happy to say I've completed the remake of the Alpha mothership. That's right , you'll get to use Planet Cracker and the millions of beams flying off at the same time. It's still lacking some refining , but it works. You can take a look at the attached map, amd if you wanna change something for the better , I'll gladly accept it!
Love it when mapmaker revisit their old maps to tweak and try consonantly to improve it. It very admirable. Keep up the good work sir! Btw you plan to add difficulty levels in the future?
You only have to get that "Time Bomb" ability to be mate in order to have the perfect copy of the Alpha Mothership. I just thing it may deal too much damage with auto attacks so you can really "test" the planet cracker. Enemies dies so fast due to the auto. Keep doing such a good work. Your campaign is amazing.
Not sure what this private thing is.. u get the maps in advance and u test them? if thats the case im in! Than i get the goodies early :D Pic looks cool u are getting better and better at this man
Some new stills from Showdown. I'm getting tired of decorating it honestly, I might have gone overboard with the bounds ( playable area is about 220*220). Oh well, atleast the triggers are pretty much finished already, only the final cinematic remains.
Awesome first mission! The mission launcher is fantastic - love that you can have a different scene for each mission you select. I also really liked the mysterious tone of the mission, the music, and the dialogue. The only thing that I found that could be fixed was the double health bar for Ma'Lash. I lost the first runthrough just because I didn't mind control enough units. The second time through I had more than enough.
Rollback Post to RevisionRollBack
Check out my YouTube channel for test playthroughs of custom campaigns as well as editor tutorial videos. Mapmakers, don’t hesitate to PM me if you would like me to test your campaign.
Some new stills from Showdown. I'm getting tired of decorating it honestly, I might have gone overboard with the bounds ( playable area is about 220*220). Oh well, atleast the triggers are pretty much finished already, only the final cinematic remains.
I played the 2nd mission last night. Really enjoyed it along with the cinematics. Really well done. Some notes:
Robotics facility - it says train immortals but vanguards are produced.
There are random medivacs that fly over my bases. They don't drop any units. I think the intention was for them to come with the attack waves, but I am unsure.
Until you kill the firebat that is attacking the trees (the one closest to your starting base I believe), medics aggregate upon him. When I went to attack him there were about 10 medics standing around him.
You can't build anymore gateways. I think this was intentional but I was confused as to why.
There are no detectors for the attack waves, which made it was very easy to defend with just dark templar since I think all but 1 or 2 attack waves in the entire mission were composed of just ground units. I would add more air attacks (later on in the mission) and/or bring occasional detection (only on some of the attack waves). This way dts can't be solely used for defense.
I would suggest adding some in-game dialogue between Ma'lash and the nova character (sorry I forgot her name) after killing the titan. I liked the titan boss addition - it added to the macro gameplay in a fun way.
The rescuing of the nexi should be a bonus objective. By doing this the player is still forced to capture some of them so that they can build up a large enough army, but it also gives the players more choices instead of forcing them to do something when it may be unnecessary and make the mission last a lot longer than it should be.
Rollback Post to RevisionRollBack
Check out my YouTube channel for test playthroughs of custom campaigns as well as editor tutorial videos. Mapmakers, don’t hesitate to PM me if you would like me to test your campaign.
You are totally right about all of these issues. The Immortal one got fixed, the medivacs have been removed and replaced with warhounds ( they also have the detector flag because they will be needed later on in the campaign as detectors and I was a lazy fuck and didnt want to make another unit to solve the dt problem). About gateways , im so sorry it was my mistake. It got fixed now.
I actually already made the nexi objective an optional one after a feedback from someone else, just did not update it.
Everything will be updated once mission 3 is released
I underestimated the complexity of the final cinematic ( It is near 5 minutes now ), and Im having lots of exams next week, this means #3 will come out in about a week/10 days.
So, I was not really inspired to continue making the Showdown mission( which is gonna be a major game changer and one of the key missions), so i started sketching something else that eventually became another mission of the campaign, that was not planned but I decided to include it as the second mission, so the campaign now contains 11 missions. Im very happy about this change as it will allow me to finish a plot point later into the game in a satisfying way. It will be called Crossed.
Another teaser for Crossed. I expect to finish the mission in about 3-4 days.
"But please, call them for what they are. They're Psi Enhancers. I created the name, by the way.
I had no doubt about that.
Looks really good!
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Here it is boys. Mission 2 has arrived.
http://www.sc2mapster.com/maps/silent-scream-custom-campaign/files/4-m01-02-mod/
Noticed a little bug, warp gate is already useable , but the upgrade is still available at the cyber core.
Also, Bzz bzz "Need some help?" sounds better than "Need a help?"
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
That is awesome terrain!
Development Update #1
Ok so, I've spoken with Jayborino about playing the campaign on his youtube channel. He agreed with a fixed date of early february it seems. That means I've got about 2 weeks to clear out any possible issue with mission 1&2 , aswell as try to release mission 3. Regarding the latter , I can tell you It is going to be a macro mission where you need to destroy every single unit/building of the enemy. Ma'lash will be usable as some sort of Drakken Cannon from WoL campaign where he can focusfire an enemy/building from a far distance. I do agree It might seem a very basic mission gameplay-wise, but thats exactly what I wanted and there's a reason for that. I wont say it though.
A Mission Launcher is coming. Each mission will have its own splash screen.
I've also got an updated version of mission 2 where, after one of the Psi Enhancer are destroyed , you will get an enemy Titan mech( modified Archangel ) coming your way as a Boss. It will periodically fire off about 20 missiles shots in a little area , and every time he is attacked , will fire off a single missile shot in a random spot around him. I personally love this encounter and the cinematic around it, you will see why :D
If you took a look at the mod file, you will have noticed I've stored a couple of models/portraits there ( along with a little spoiler from the finale :D ). The new version which will be uploaded in the coming days will contain more. Most of them will be used for "Elite" version of basic units that will have new abilites and stats. The first one of them will be the Hoplite, you will get a better preview of it in the next update.
Left the coolest thing for last. The playable techtree will include many BW units, all reskinned to look more tal'darim style. Regarding the mothership I'm extremely happy to say I've completed the remake of the Alpha mothership. That's right , you'll get to use Planet Cracker and the millions of beams flying off at the same time. It's still lacking some refining , but it works. You can take a look at the attached map, amd if you wanna change something for the better , I'll gladly accept it!
@DatGamesense: Go
Love it when mapmaker revisit their old maps to tweak and try consonantly to improve it. It very admirable. Keep up the good work sir! Btw you plan to add difficulty levels in the future?
@DatGamesense: Go
You only have to get that "Time Bomb" ability to be mate in order to have the perfect copy of the Alpha Mothership. I just thing it may deal too much damage with auto attacks so you can really "test" the planet cracker. Enemies dies so fast due to the auto.
Keep doing such a good work. Your campaign is amazing.
@SamsaraNoMas: Go
Eeh I'm an oldschool lover , just one difficulty level for now. Much easier to mantain and edit.
The maps have been updated, along with a mission launcher.
http://www.sc2mapster.com/maps/silent-scream-custom-campaign/files/5-release-mission02/
Hope you'll have a blast playing.
Small teaser for #3, got a lot of work ahead to make this mission somewhat playable. It's gonna be huuuge! And yes, you get the planet cracker here
On a sidenote , would anyone be willing to join a private feedback group, similar to what EivindL did to test his campaigns?
@DatGamesense: Go
Not sure what this private thing is.. u get the maps in advance and u test them? if thats the case im in! Than i get the goodies early :D Pic looks cool u are getting better and better at this man
Some new stills from Showdown. I'm getting tired of decorating it honestly, I might have gone overboard with the bounds ( playable area is about 220*220). Oh well, atleast the triggers are pretty much finished already, only the final cinematic remains.
@SamsaraNoMas: Go
Yea, but I think i'll wait after Jayborino starts his playthrough so I have more people following me :D
Awesome first mission! The mission launcher is fantastic - love that you can have a different scene for each mission you select. I also really liked the mysterious tone of the mission, the music, and the dialogue. The only thing that I found that could be fixed was the double health bar for Ma'Lash. I lost the first runthrough just because I didn't mind control enough units. The second time through I had more than enough.
Check out my YouTube channel for test playthroughs of custom campaigns as well as editor tutorial videos. Mapmakers, don’t hesitate to PM me if you would like me to test your campaign.
I... I...thats... wow
I just wet my pants
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
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I played the 2nd mission last night. Really enjoyed it along with the cinematics. Really well done. Some notes:
Check out my YouTube channel for test playthroughs of custom campaigns as well as editor tutorial videos. Mapmakers, don’t hesitate to PM me if you would like me to test your campaign.
@deltronLive: Go
Thanks so much for the feedback.
You are totally right about all of these issues. The Immortal one got fixed, the medivacs have been removed and replaced with warhounds ( they also have the detector flag because they will be needed later on in the campaign as detectors and I was a lazy fuck and didnt want to make another unit to solve the dt problem). About gateways , im so sorry it was my mistake. It got fixed now. I actually already made the nexi objective an optional one after a feedback from someone else, just did not update it.
Everything will be updated once mission 3 is released
I underestimated the complexity of the final cinematic ( It is near 5 minutes now ), and Im having lots of exams next week, this means #3 will come out in about a week/10 days.
I can give you another screenshot tho.
Mission 03 is now released!
Next mission will explain quite a bit of the backstory, so you'll finally understand what Ma'lash is talking about.
http://www.sc2mapster.com/maps/silent-scream-custom-campaign/files/6-silent-scream03/