I finally got a 2nd map made!! Much better then my first one, but still learning a lot and so has a lot of issues. I'll go into the issues at the bottom, but I'm in need of feedback from testers and want to entice you to be a tester!
The "Siege of Palmyra" involves you leading Marius Company into the thick of the Zerg Invasion on Ixion (the planet of my campaign). Palmyra is one of the 1st cities to be attacked and the Myrmidon mercenaries are holding the line, but you must reach them before they are overrun! Resources are limited for this theater of war on Ixion, so units like siege tanks and vikings must be kept alive!! However, before you can reach Palmyra you must prevent your forces from being cut off and restore the Planetary defenses (disabled during the 1st mission). Once you reach Palmyra you will establish a secure supply line and slow the Zerg advance...well maybe...things might change in game for you :)
I'll be taking a look at this as soon as I have time, and then I'll be providing my feedback here.
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.
Good work. The overall mission itself was better than the first one, which is always a plus, however, it was more buggy.
I've listed the bugs I found here.
-The loading screen image didn't take up the entire screen. When you select the image, you have the option of choosing "Aspect Scaled" or "Stretch". You want to pick the one that says "Aspect Scaled" to fix this issue.
- When the mission starts, two sets of music were playing at the same time. The same thing happened during the second cinematic.
- You didn’t set the race in player properties<sub> meaning the ui at the bottom changes to both zerg and protoss, as well as the “need more minerals” etc. We don't want that now, right?</sub>
-Passive abilities like Tigrinus Radar and Valens “Hail of Lead” still says “Tychus” and “Raynor”. Might want to change that to their proper names. I think little things like that really improves a map. As well as their description. (When you mouse over their wireframe).
-Remember to deal with Nydus Worm pings when they've actually been dealt with.
Now let's look at the cinematics: As I said in mission 1, your cinematics needs a bit of work, but they're certainly not bad either. I especially loved the first cinematic. I thought it was awesome. You established a really good scene. I would have liked maybe some more/smoother camera work, but that's really it. You'll improve slowly as you go. (This is from my own experience here.)
Terrain is improved definitely. The layout of the cliffs themselves were a bit goofy sometimes, as there are many small pathways with doodads in the wrong place, making it hard to move. What I did like was the level of infestation we saw on things like the ruined buildings and such. That was a nice touch. I also liked the effect you made with the mountains in the background during the first cinematic. Although, I would suggest maybe adding the same to the final cinematic, as it looks really flat and empty as the cinematic goes.
Difficulty-wise, nice job. The nydus worm attacks to the west of your base got quite strong. Maybe a little too many Ultralisks, but that's mainly because I wasn't prepared for that many so I just got owned. I liked that you utilized the different Zerg strains to increase their difficulty. Those jumping banelings and zerglings really kept me on my toes.
I can't think of anything else right now. I'll return if there's anything else I discover or am reminded of. Good work so far. Although there are some bugs, you seem to improve at certain points. Good luck on the next mission :)
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 sound has been a major pain for me. I've looked at everyone's maps and was doing exactly what they were doing and for some reason it doesn't seem to work for me. It is probably something I am missing in Init, but who knows. Argh!! The soundtrack really makes the map too...oh well.
I'm glad you liked the first cinematic. That is my pride and joy. The ending will be spruced up a lot!! I just wanted someone to actually play through and see if it is even playable and so the ending cinematic wasn't finished.!! I'm sure you experience this when you make a map more difficult because you know what is around the corner, but the Player won't so it's good to hear that the difficulty wasn't crazy just had some unexpectedness.
Glad you like my goofy cliffs! Is there a way to spruce that up? I'm sorta at a lost as to what do about the horizon line except for my goofy cliff solution.
Questions
Do you have a map or tutorial to refer to for cameras? Something you have made or something that taught you a little more about cameras.
Do you know how to or what to change the Cameras in the Data Editor to so you can have a zoomed out gameplay camera?
The sound has been a major pain for me. I've looked at everyone's maps and was doing exactly what they were doing and for some reason it doesn't seem to work for me. It is probably something I am missing in Init, but who knows. Argh!! The soundtrack really makes the map too...oh well.
I took a short look into the triggers of your map, and to be honest, I can't seem to find the issue myself. You appear to be doing the right thing by using "Play Soundtrack" but I don't see where it goes wrong. I can try looking a little deeper later maybe.
I would like you to know that it wasn't a major issue though. It only happened on two occassions. It is definitely noticable, but not game-breaking. (Should be fixed at some point nonetheless.)
That is my pride and joy. The ending will be spruced up a lot!! I just wanted someone to actually play through and see if it is even playable and so the ending cinematic wasn't finished.
Glad you like my goofy cliffs! Is there a way to spruce that up? I'm sorta at a lost as to what do about the horizon line except for my goofy cliff solution.
Hmm, it's hard to explain it to you, but when you make cliffs (Organic at least) just try to let your mouse go and paint all by itself, without no real pattern. And then change what is neccessary afterwards. You need to make it look natural. And with manmade cliffs, try to make small curves every so often, but make it a little less intense with the randomness. (I'm terrible at explaining it lol) Trust me, you'll learn it quickly as you go, and also when playing other maps. The doodads should also be placed more in the edges. I understand some of them were to help create the environment and the effect of a city, but most doodads should not be in the way of the player.
Do you have a map or tutorial to refer to for cameras? Something you have made or something that taught you a little more about cameras.
What kind of camera are you referring to? The gameplay camera or cinematics? I don't really have a source I can give you, unfortunately. Cinematic camera are hard to explain, but as improve you slowly learn how to move your cameras in just the right way to make it look good and smooth. For the gameplay camera, you can see my answer to question 2.
Do you know how to or what to change the Cameras in the Data Editor to so you can have a zoomed out gameplay camera?
To change your camera in game, use "Set Active Camera" and change it to the default one. This should make it the correct height. If you wish to create a specific camera for something like micro-missions (zoomed in) you can copy the camera data from missions like "Piercing the Shroud", and then set that to the correct setting.
I hope this answers your questions right. If it doesn't, please say so, and elaborate on it.
Rollback Post to RevisionRollBack
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
The mission is quite good... But there are too few objectives, and the difficulty doesn't exist... Even beacons on the map that say you "go here" are not present...
What about drop pods that spawn Nydus Destroyers that attacks also units?
Thanks so much for the advice on the cameras! I figured the terraining will come with more experience. I have learned a lot by just messing around in the Editor, but time these days is very precious so I'm much more in the mindset of just get this done...hopefully pretty it up latter.
Thanks so much for playing through!! I plan on adding difficulty to both my maps in the future and to make it standard for the rest of the 6 maps for this campaign. Even though I've been doing this for 8 months now the Editor is still a challenge for me. No programming experience or even just gaming experience. Just learning how to be organized with the triggers has changed my world for this map!
Rollback Post to RevisionRollBack
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Hey good people of Mapster!
I finally got a 2nd map made!! Much better then my first one, but still learning a lot and so has a lot of issues. I'll go into the issues at the bottom, but I'm in need of feedback from testers and want to entice you to be a tester!
The "Siege of Palmyra" involves you leading Marius Company into the thick of the Zerg Invasion on Ixion (the planet of my campaign). Palmyra is one of the 1st cities to be attacked and the Myrmidon mercenaries are holding the line, but you must reach them before they are overrun! Resources are limited for this theater of war on Ixion, so units like siege tanks and vikings must be kept alive!! However, before you can reach Palmyra you must prevent your forces from being cut off and restore the Planetary defenses (disabled during the 1st mission). Once you reach Palmyra you will establish a secure supply line and slow the Zerg advance...well maybe...things might change in game for you :)
Siege of Palmyra Map File
Images for Map
Sorry I can't seem to embed images into my posts. I started another thread asking for help on this issue. It seems easy...
Issues with Map
Good Luck!!
Great to see you finally finished it :D
I'll be taking a look at this as soon as I have time, and then I'll be providing my feedback here.
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
Finished playing the mission.
Good work. The overall mission itself was better than the first one, which is always a plus, however, it was more buggy.
I've listed the bugs I found here.
-The loading screen image didn't take up the entire screen. When you select the image, you have the option of choosing "Aspect Scaled" or "Stretch". You want to pick the one that says "Aspect Scaled" to fix this issue.
- When the mission starts, two sets of music were playing at the same time. The same thing happened during the second cinematic.
- You didn’t set the race in player properties<sub> meaning the ui at the bottom changes to both zerg and protoss, as well as the “need more minerals” etc. We don't want that now, right?</sub>
-Passive abilities like Tigrinus Radar and Valens “Hail of Lead” still says “Tychus” and “Raynor”. Might want to change that to their proper names. I think little things like that really improves a map. As well as their description. (When you mouse over their wireframe).
-Remember to deal with Nydus Worm pings when they've actually been dealt with.
Now let's look at the cinematics: As I said in mission 1, your cinematics needs a bit of work, but they're certainly not bad either. I especially loved the first cinematic. I thought it was awesome. You established a really good scene. I would have liked maybe some more/smoother camera work, but that's really it. You'll improve slowly as you go. (This is from my own experience here.) Terrain is improved definitely. The layout of the cliffs themselves were a bit goofy sometimes, as there are many small pathways with doodads in the wrong place, making it hard to move. What I did like was the level of infestation we saw on things like the ruined buildings and such. That was a nice touch. I also liked the effect you made with the mountains in the background during the first cinematic. Although, I would suggest maybe adding the same to the final cinematic, as it looks really flat and empty as the cinematic goes.
Difficulty-wise, nice job. The nydus worm attacks to the west of your base got quite strong. Maybe a little too many Ultralisks, but that's mainly because I wasn't prepared for that many so I just got owned. I liked that you utilized the different Zerg strains to increase their difficulty. Those jumping banelings and zerglings really kept me on my toes.
I can't think of anything else right now. I'll return if there's anything else I discover or am reminded of. Good work so far. Although there are some bugs, you seem to improve at certain points. Good luck on the next mission :)
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
Thanks for the feedback.
I will work through some of those bugs this week.
The sound has been a major pain for me. I've looked at everyone's maps and was doing exactly what they were doing and for some reason it doesn't seem to work for me. It is probably something I am missing in Init, but who knows. Argh!! The soundtrack really makes the map too...oh well.
I'm glad you liked the first cinematic. That is my pride and joy. The ending will be spruced up a lot!! I just wanted someone to actually play through and see if it is even playable and so the ending cinematic wasn't finished.!! I'm sure you experience this when you make a map more difficult because you know what is around the corner, but the Player won't so it's good to hear that the difficulty wasn't crazy just had some unexpectedness.
Glad you like my goofy cliffs! Is there a way to spruce that up? I'm sorta at a lost as to what do about the horizon line except for my goofy cliff solution.
Questions
I took a short look into the triggers of your map, and to be honest, I can't seem to find the issue myself. You appear to be doing the right thing by using "Play Soundtrack" but I don't see where it goes wrong. I can try looking a little deeper later maybe. I would like you to know that it wasn't a major issue though. It only happened on two occassions. It is definitely noticable, but not game-breaking. (Should be fixed at some point nonetheless.)
That explains a lot. I am pleased to know it :D
Hmm, it's hard to explain it to you, but when you make cliffs (Organic at least) just try to let your mouse go and paint all by itself, without no real pattern. And then change what is neccessary afterwards. You need to make it look natural. And with manmade cliffs, try to make small curves every so often, but make it a little less intense with the randomness. (I'm terrible at explaining it lol) Trust me, you'll learn it quickly as you go, and also when playing other maps. The doodads should also be placed more in the edges. I understand some of them were to help create the environment and the effect of a city, but most doodads should not be in the way of the player.
What kind of camera are you referring to? The gameplay camera or cinematics? I don't really have a source I can give you, unfortunately. Cinematic camera are hard to explain, but as improve you slowly learn how to move your cameras in just the right way to make it look good and smooth. For the gameplay camera, you can see my answer to question 2.
To change your camera in game, use "Set Active Camera" and change it to the default one. This should make it the correct height. If you wish to create a specific camera for something like micro-missions (zoomed in) you can copy the camera data from missions like "Piercing the Shroud", and then set that to the correct setting.
I hope this answers your questions right. If it doesn't, please say so, and elaborate on it.
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Starcraft II: A War Story Campaign - A multi-act campaign with custom factions. Follow my discord for updates: https://discord.gg/Ztu44gZ
If you want to see a list of other awesome campaigns, go to: Custom Campaign Initiative
The mission is quite good... But there are too few objectives, and the difficulty doesn't exist... Even beacons on the map that say you "go here" are not present...
@DudkiSC2: Go
Thanks so much for the advice on the cameras! I figured the terraining will come with more experience. I have learned a lot by just messing around in the Editor, but time these days is very precious so I'm much more in the mindset of just get this done...hopefully pretty it up latter.
@DEFILERRULEZ: Go
Thanks so much for playing through!! I plan on adding difficulty to both my maps in the future and to make it standard for the rest of the 6 maps for this campaign. Even though I've been doing this for 8 months now the Editor is still a challenge for me. No programming experience or even just gaming experience. Just learning how to be organized with the triggers has changed my world for this map!