Hey, I'm making a separate thread to see if this is a project we can actually follow through on! Read through the main points so far, copied from the Map Ideas thread. Please leave your thoughts below on how we can continue this cool idea.
Got and idea of custom campaign. It is about one of rogue hybrids that got free will after fall of Amon and now seek his place in the world, collecting other rogues, as well as dealing with problems of possible extniction of their race (how to find way to reproduce? and overcome anomosity of other races), gradually evolving his biological-psionic powers and so on...
I was thinking more about this and how it could be a cool concept. Imagine a mission 1 without a briefing or prologue. The player starts with a single hybrid in a trashed, dark facility - lots of dead bodies and broken equipment. Add some simple puzzles early on and keep the players questioning what's going on, just like the hybrid character also will be unsure where they are, what they are, and why they're there. Maybe a micro section involving autoturret defenses or something, but keep the first half of the map notably lacking any other faction.
The second half, have a joint Dominion/Protoss force breach the facility that is looking to purge all remaining hybrid now that Amon is gone. A chase sequence ensues where you have to run from the breaching forces and escape. Give the Hybrid a 'Domination' ability that only works on critters like Karaks and Ursadon that were also captive in the facility and wandering around that the player has to Dominate and use to delay the chasing Terran/Protoss forces. From there, the story could go in any direction, but I like this idea of a character waking up from a time of no memory (when controlled by Amon), and now on the run and trying to define it's own identity.
Could be fun to do some sort of compilation campaign, where each map maker makes one mission. Heck you could even go crazy where each map gets to take the story in whatever direction they want, then the next map maker carries on where the last one left off, but again can take it wherever they want.
Edit: I could just imagine my comedy clashing with the more serious campaign styles of others, lol. We'll probably need to set up some rules. Like new data/etc needs to be created within a mod file so that it's easy to pass on from one map to another.
@MaskedImposter: Go That must happen. I imagine Mapster's minds together would be like a crazy Amon/Murphy deciding over the destiny of those poor units' lives.
@yukaboy: Go I guess we are allowed to help with assets and polishing if needed, but the story and gameplay of the mission must be all yours. ;-)
1- Data naming: When creating new data entries, try to describe them as clear as possible so others will understand. Maybe add your name as a prefix (or sufix? which one?) so in case of doubt people know who can give them directions.
2- Data changes: When making drastic changes to units, abilities, weapons and game stats in general consider making new entries, identifying their origin like marine hero guy - mission2; marine hero guy - mission3 and so on. This way if anyone needs to use a specific version it will be acessible.
I'd say if we can get commitments from people actually wanting to make a map of their own then we can start a PM thread to create an incredibly broad strokes plotline only so that the # of characters doesn't get out of control. yukaboy has volunteered to start this endeavor by making a short demo of the first mission. Anyone else want to get in on this? I am not a mapmaker as my free time is spent on my channel showcasing this stuff, but would be happy to collaborate and help plan. If multiple people get involved, I'm willing to take the lead, coordinate and actually get things started.
I'd suggest one person also handle writing the script to keep it centralized. What I mean is - each individual mapmaker has total creative control of their map contribution, but they supply the plot of their map to a scriptwriter who writes the transmission texts based on what they're given to keep the text writing at least somewhat consistent. Anyway, I don't want to get too big for my britches here... let's see if anyone wants to get in on this.
I never managed to finish a mission type of map in my life, so to be honest I doubt I'll do it for this project, but I spend a lot of time creating assets and polishing things, so I can help with that.
We will need to sketch a tech tree, maybe unlock units mission by mission like Blizzard does.
Yes, I'm handling almost all data work in the mod file. Only a couple things specific to this map will be done in the map's data.
Edit: What's interesting about this whole thing is I don't know where the story is going to go, so I'm keeping it real mysterious over here, keeping to the facts of sc2, no reveals yet. Probably a good idea anyway, but for example, I have no clue as to what allies Subject 1115 will be gathering apart from other hybrid. Surely there's not enough hybrid to make them any more than just heroes and major units, right?
I think not having a larger story is the fun part, but also can make for quite a challenge. We'll definitely have to coordinate something early on once we see if we can wrangle others for more missions. Then we can say on certain maps, certain things have to be touched on but otherwise do whatever you want.
@yukaboy: Go Ok, I'll gather useful assets. I can add them to the mod whenever you want. I already have some ideas for characters, as well as a possible twist. But I'll keep them a secret too.
@Gradius12: Go True, but we have to try. I believe we can at least make 1 or 2 missions. The problem I see with many of these big projects is exactly that, they try to start big, instead of working on things little by little. If we keep the idea of making missions one by one with no pre-made directions it can work.
Anyway, I don't want to get too big for my britches here... let's see if anyone wants to get in on this.
To elaborate, I recognize how many things never get off the ground. There's a simple plot point idea out there and if someone wants to make it, they should go for it. Then if someone wants to make a second map, then they can go for it as well at which point we can consider organizing better and I'd be willing to head up a real project. Until that point, there's no elaborate plan for anyone to flake out of in the first place.
I don't understand why people are so adamant to let us know that ideas don't get followed through on. It's not like there's some grand plan in place that would constitute a waste of time if nothing gets completed. Yuka has part of a map put together and SoulFiltcher has gathered up some assets, which is already more work in one day than half the other stuff that goes nowhere after months of planning.
I guess we should just keep all ideas to PMs until something is fully completed! The whole point here is to get something - anything - started and then try to make some real plans using that as a foundation where people will be less likely to flake as there's something tangible there to work off of.
I don't understand why people are so adamant to let us know that ideas don't get followed through on. It's not like there's some grand plan in place that would constitute a waste of time if nothing gets completed.
I think it's mostly meant as a favorable reality check, as there seems to be a slight negative correlation between ambition rate and completion rate. A lot of people start sketching stuff that just... takes off in size. So it's just a tip for people to scale down their ambitions if they actually want to make a map. One might argue how fitting that is for this project, but, speaking from experience, I can say there is some truth to it.
Like stated before, we're doing only one level at a time, taking our time. I see nothing ambitious about it. Progress is also being made, so I see nothing wrong there either. I get the reality check, but can we please, from this point forward, just keep it to finding mapmakers who are interested? Thank you.
For sure, and we should both appreciate it and take it to heart, especially coming from someone who has completed a series of maps!
I actually wanted to experiment with this handoff approach specifically to deter any grandiose planning in advance. I completely agree with EivindL as well where there is a negative correlation between ambition and completed works. By allowing new hands on the project without planning every detail in advance - even if it's back and forth between two people on each map - it forces some real stuff to get completed which can get polished up later by anyone else. I also think it's a cool plot idea!
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