So i am not 200% retarded, thank god... Now i have even more pain because i am overhyped to see the other bosses and the ending (i don't wanna cheat the mission, it doesn't deserve cheats!)
I should have a video up within an hour or so, some edits are rendering for it!
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Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)
There's a slight bug that lets you blink past closed doors if you click close enough to the other side. You can use that avoid the room altogether. By the way, anyone knows how to fix that?
Depending on how your mission works you might be able to use the point is pathable to validator. However, this would stop you from say blinking across ledges that aren't pathable to from one to the other. I use this validator for the wargirl's minions ability in Mapsters.
GG, I quite enjoyed the ending. Semi-spoilers to follow, but nothing enormous.
There is a fine line between not meeting expectations (see Mass Effect 3), and going overboard with explaining the minutia of how every single tiny part of the story is resolved. I feel this ending wrapped things up quite nicely without leaving anything glaringly unanswered. It also did not go overboard with text explaining if/how Amina recovered over the next decade or whatever other small things people may ask about.
Now that the series is over, I wanted to share my opinion on what truly makes many of the Perfect Soldiers maps excellent. I did not talk about this in my finale video and I wish I would have. These campaigns make the player think, and they make the player think on multiple levels with the surface layer story, the deeper philosophy/theme layer of the importance of memories, and the gameplay (especially the boss fights).
I feel the gameplay fills a gap that players yearn for with the official SC2 campaigns in that not everything is laid out for them. This is not about utilizing a difficult AI, but rather introducing interesting gameplay mechanics and then NOT telling the the player what to do. If CM06 was made in a Blizzard campaign, Zeratul would be constantly interrupting the player saying he needs to avoid the white circles otherwise the enemy will see him - oh and watch out, the Hellions shoot fire in a straight line! If it was AE03, Matt Horner would suggest when and where the player should use which specific global ability to their best use and then also warn if their base would be attacked soon. Sometimes tips like this can be well placed, but WoL, HotS, and I assume LotV are HEAVILY overburdened with them.
By not allowing the player to try, fail, then succeed strips a rewarding feeling that will resonate and make the gameplay memorable. If PS had it's AI toned down, this core idea of allowing the player to discover what works for success would still remain. That is why, regardless of if people like the plot directions EivindL has taken, feedback for the gameplay has been very positive. This hearkens back to when games were harder, and not just unfairly hard because of a hard AI setting. Hard because players had to actually explore and think, which then allowed for a bigger emotional payoff.
This also translates to the story as each campaign has several interesting twists that do not explicitly lay every tiny detail out. These details are left for the player to fill in which therefore makes them feel smart for figuring it out. EivindL litters clues everywhere so that, even when you don't realize it, your brain is learning things and will remember them when the big twist drops. Allowing the player to have that "AHA!" moment is again what will make a campaign resonate. Legacy of the Confederation is a great SC1 example of this, specifically how Mission 7 ends. There's not much reason that campaign should be so nostalgic to people that played it, but it had that AHA! moment.
For every player that leaves a comment saying "How do I do damage to the Volos Rose in phase 2?? I've tried for an hour and I'm done with this campaign!", there is a huge, silent majority who figured it out and felt rewarded for it. For every player that says "But what about Amina after the end? Is everyone free now?", there is a silent majority content thinking about it for themselves. Leaving minor things open keeps people thinking about the story after it has ended. Again, creating memories and nostalgia. It's just a shame SC2 custom stuff isn't as huge as SC1. In 15 years I'd love to look back on PS like so many people look back on Legacy of the Confed with that same sense of nostalgia. Something tells me not many people will look back on the official campaigns the same way!
Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)
I'm reuploading Amber Sun and Aureolin Eclipse. There was a bug with the nukes that's now been fixed by DudkiSC2 (thanks again, man).
Btw, though I don't play SC2 much anymore and don't do any mapmaking, I still lurk around here occasionally. I'm a bit busy with exams these days to make a comeback, though I'll try to play some of the awesome campaigns that seem to be popping up everywhere. Cheers!
You're welcome! I've said it before, but these maps are amazing and too good to be left broken by such a game-breaking bug. I'm glad I was able to find a solution for this. Now I could properly complete AE09 two days ago! :D
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StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Nice! The mp3 issues were fixed by Blizzard and the only outstanding issue were those nukes :) Thanks Dudki
Rollback Post to RevisionRollBack
Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)
Not sure if anyone else is having this problem but, Amber Sun 04, near the end of the the escape sequence, a cutscene triggers and Janus is not invulnerable and enemies don't de-spawn or hold fire. It's basically impossible to progress.
Update on that last post: I downloaded the new version, the cutscene still plays, but I skipped it and was able to escape with no casualties. But I was also in control of a second hero unit for some reason. Was that intentional or was it because I skipp all the cutscenes? Jayborino's playthrough didn't have that.
Also, just putting this out there but I have videos of my playthrough of Crimson Moon if any one is interested. I've also started uploading my playthrough of Amber Sun as well.
Just a warning, I skip the cutscenes and play my own music over it. That might turn people off from it but it's better people know that coming in.
I do pilot F16s while going to work.
So i am not 200% retarded, thank god... Now i have even more pain because i am overhyped to see the other bosses and the ending (i don't wanna cheat the mission, it doesn't deserve cheats!)
@DEFILERRULEZ: Go
I should have a video up within an hour or so, some edits are rendering for it!
Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)
Depending on how your mission works you might be able to use the point is pathable to validator. However, this would stop you from say blinking across ledges that aren't pathable to from one to the other. I use this validator for the wargirl's minions ability in Mapsters.
GG, I quite enjoyed the ending. Semi-spoilers to follow, but nothing enormous.
There is a fine line between not meeting expectations (see Mass Effect 3), and going overboard with explaining the minutia of how every single tiny part of the story is resolved. I feel this ending wrapped things up quite nicely without leaving anything glaringly unanswered. It also did not go overboard with text explaining if/how Amina recovered over the next decade or whatever other small things people may ask about.
Now that the series is over, I wanted to share my opinion on what truly makes many of the Perfect Soldiers maps excellent. I did not talk about this in my finale video and I wish I would have. These campaigns make the player think, and they make the player think on multiple levels with the surface layer story, the deeper philosophy/theme layer of the importance of memories, and the gameplay (especially the boss fights).
I feel the gameplay fills a gap that players yearn for with the official SC2 campaigns in that not everything is laid out for them. This is not about utilizing a difficult AI, but rather introducing interesting gameplay mechanics and then NOT telling the the player what to do. If CM06 was made in a Blizzard campaign, Zeratul would be constantly interrupting the player saying he needs to avoid the white circles otherwise the enemy will see him - oh and watch out, the Hellions shoot fire in a straight line! If it was AE03, Matt Horner would suggest when and where the player should use which specific global ability to their best use and then also warn if their base would be attacked soon. Sometimes tips like this can be well placed, but WoL, HotS, and I assume LotV are HEAVILY overburdened with them.
By not allowing the player to try, fail, then succeed strips a rewarding feeling that will resonate and make the gameplay memorable. If PS had it's AI toned down, this core idea of allowing the player to discover what works for success would still remain. That is why, regardless of if people like the plot directions EivindL has taken, feedback for the gameplay has been very positive. This hearkens back to when games were harder, and not just unfairly hard because of a hard AI setting. Hard because players had to actually explore and think, which then allowed for a bigger emotional payoff.
This also translates to the story as each campaign has several interesting twists that do not explicitly lay every tiny detail out. These details are left for the player to fill in which therefore makes them feel smart for figuring it out. EivindL litters clues everywhere so that, even when you don't realize it, your brain is learning things and will remember them when the big twist drops. Allowing the player to have that "AHA!" moment is again what will make a campaign resonate. Legacy of the Confederation is a great SC1 example of this, specifically how Mission 7 ends. There's not much reason that campaign should be so nostalgic to people that played it, but it had that AHA! moment.
For every player that leaves a comment saying "How do I do damage to the Volos Rose in phase 2?? I've tried for an hour and I'm done with this campaign!", there is a huge, silent majority who figured it out and felt rewarded for it. For every player that says "But what about Amina after the end? Is everyone free now?", there is a silent majority content thinking about it for themselves. Leaving minor things open keeps people thinking about the story after it has ended. Again, creating memories and nostalgia. It's just a shame SC2 custom stuff isn't as huge as SC1. In 15 years I'd love to look back on PS like so many people look back on Legacy of the Confed with that same sense of nostalgia. Something tells me not many people will look back on the official campaigns the same way!
Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)
Great write-up, Jaybo!
I have a new tutorial up as well! Check it out!
@JayborinoPlays: Go
lol, nice comments about Zeratul and Matt Horner.
I'm reuploading Amber Sun and Aureolin Eclipse. There was a bug with the nukes that's now been fixed by DudkiSC2 (thanks again, man).
Btw, though I don't play SC2 much anymore and don't do any mapmaking, I still lurk around here occasionally. I'm a bit busy with exams these days to make a comeback, though I'll try to play some of the awesome campaigns that seem to be popping up everywhere. Cheers!
DUDE WAZZUP!
KSNumedia's Assets: Custom Models for campaigns and mods!
@EivindL: Go
You're welcome! I've said it before, but these maps are amazing and too good to be left broken by such a game-breaking bug. I'm glad I was able to find a solution for this. Now I could properly complete AE09 two days ago! :D
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
Nice! The mp3 issues were fixed by Blizzard and the only outstanding issue were those nukes :) Thanks Dudki
Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)
....
I fixed the "Param/Value" bug in Amber Sun 10.
KratosIrving is doing a run-through of the campaign on . He is already on Aureolin Eclipse.
Not sure if anyone else is having this problem but, Amber Sun 04, near the end of the the escape sequence, a cutscene triggers and Janus is not invulnerable and enemies don't de-spawn or hold fire. It's basically impossible to progress.
Update on that last post: I downloaded the new version, the cutscene still plays, but I skipped it and was able to escape with no casualties. But I was also in control of a second hero unit for some reason. Was that intentional or was it because I skipp all the cutscenes? Jayborino's playthrough didn't have that.
Also, just putting this out there but I have videos of my playthrough of Crimson Moon if any one is interested. I've also started uploading my playthrough of Amber Sun as well.
Just a warning, I skip the cutscenes and play my own music over it. That might turn people off from it but it's better people know that coming in.
I looked through the triggers, and I think I see the problem. I'll fix it and upload a new version.
Edit: done.