Looks cool! I'm looking forward to playing it for research ;)
I'm working on my own campaign (isn't everyone?!) with voice acting as well - but I was under the impression that there was a 10mb limit to maps on the Arcade? Has this changed? If not - how did you get the sound files + map below that? I was settled to only be able to release on SC2Mapster instead of the Arcade...
I just got lucky, clocking in at 156 mb. Course this takes up an entire account, so I need another one to publish any more maps. One of my maps is 13 mb, so I don't think there's a 10 mb limit. There is a 20 map file limit though if I recall correctly. Be sure to save files for smaller file sizes in your preferences as well.
But yeah, at this point, offline is still advantageous to arcade. The thing that's nice about the arcade is you can update the map file for everyone and nobody has to redownload anything. Plus, reviews.
This campaign was very awesome. Blows away any of my mission style maps, haha. I'm curious, how many hours did it take you to make the whole thing? And for cinematics, did you go the classic trigger route, or are you using the new cut scene editor? (at least I think it's fairly new) I've yet to try out the cut scene editor. Does anyone know if there are any good tutorials on it?
Thanks man. God I don't even know how many hours I spent on this thing. Working on & off for 3 years, maybe over 100.
IskatuMesk has been a big help with helping me improve my sound engineering. Unfortunately, I am not the best voice actor, and I have to apply copious effects in order to make everyone sound different. I voiced every character besides Parker, Orthos, and Deimios.
GN - thanks for the feedback man. I pretty much agree with your assessment. Thanks for taking the time to play.
I played this during the beta. I must say the inclusion of the voice-over makes for a great improvement (my personal favorite is Meliak), even though the quality is uneven. However, I still don't understand why Protoss voices now have so much reverb and echo (or whatever the sound effect is called). I checked back in the original, and they don't sound too alien (and Aldaris still sounds like Col. Campbell). It seems to be the norm in SC2 and custom campaigns, but I'm not a big fan of it, to be honest.
Well, my reverb tails could have been shorter, but I literally based the effects off the SC1 high templar, SC1 dark templar, and SC1 zealot.
I had no clue who Col. Campbell was, and holy crap he does sound like him. Wonder if it actually is Paul Eiding.
I think one of the reasons for that is that it appears a tad too early to be believable. Say what you will about how the UED controlled the Overmind, but when it finally happened, it felt like the reward of truly hard work (for both player and in-game faction). However, I might let that slip if it makes for a good story (and I expect you have reasons for introducing it early).
I think it's natural that protoss shouldn't have to work so hard to achieve something like this. It always bugged me that the terrans in SC1 invented all this tech that was actually effective against zerg, like the psi emitter & psi destroyer, and that the protoss did nothing. This campaign kind of explores what would happen if they actually applied their intellect.
There are a lot of characters to keep score on, though, and if I'm not mistaken, the first mission alone introduces seven of them (six Protoss and one Terran). If the Zerg plot was underwhelming, the sheer amount of characters is the opposite (I tried to spread out the introductions in my campaign for this exact reason). I do like that they have clear characteristics and that they are not just chess pieces, though, and I am admittedly curious to see where this is all heading.
I agree, I should have spaced it out better. That goes for the entire campaign too. I put in way too much story into the first mission. Oh well, I view this whole thing as a learning experience, so hey, lesson learned. :P
The gameplay too, is both occasionally inspired (hold-outs and sneak attacks are big plus) and also a bit bland at times. This is a hard area to get right, though, and I think WOL may have left us expecting a lot.
Yeah the gameplay doesn't amount to anything more than "clear the minimap of enemy dots", like in SC1. Unfortunately, programming gimmicks was beyond the scope of this campaign for me, lest I wanted to wait another year to release this, and I think everyone can use some more classic RTS gameplay. :)
Also: please move the portraits to bottom left (they are center left now). This is bugging me tremendously.
Huh, interesting. I actually like them there because that's the way it was in SC1. If anybody else says anything though I'll change it.
And move and change cameras every once in a while.
Oh it was even worse from the get-go. At times I felt like I should have used the SC1 mission briefing screen.
Cool that you are making a Protoss campaign, especially with voice-over (insert envy here)! I play Protoss on battle.net myself, and yet for some reason I'm dabbling with Terrans. Yuk...
Thanks for the feedback brother. I'm a fan of your campaigns (especially the terrain), so thank you for taking the time to play.
StarCraft: Subjection is a fully voice-acted 8 mission singleplayer campaign for StarCraft II: Wings of Liberty that features four difficulty levels of Brood War style gameplay. Search for the keyword "Subjection" on the North American or European server on Battle.net, or download below.
Q: How do the difficulty levels scale?
A: Brutal is meant to be extremely challenging and borderline placebo, sort like Diablo 3's inferno difficulty. Most players will be frustrated at this level, and as such, "Hard" is the recommended difficulty for everyone that beat Wings of Liberty on brutal. Casual difficulty is meant to be played by anyone, and normal difficulty is in between.
Q: I can't find the map.
A: Be sure to simply type the word "Subjection" into the search box, not the entire title. The map should appear.
Q: What is the best way to contact the creator?
A: Send an email to grad42[at]gmail[dot]com.
Campaign by Gradius.
Brent Nitroz - Voice of Orthos and Deimios.
Greg Vestal - Voice of Parker.
Throkdias - No Glow Tassadar Model, Khalai Obelisk, Eye of Adun, Citadel of Adun, Arbiter Tribunal, Protoss Civilian, Shard Cannon, Voranor Model
GhostNova - Meliak & Voranor model. Logan, Voranor & Meliak Portraits.
GnaReffotsirk - Super Carrier Model, Shuttle Model
buhhy - Dragoon Model
Supercarrier Beam - MGM Studios.
Soundtrack by Frank Klepacki, Marty Simon, John Powell, Trent Reznor, Immediate Music and Atticus Ross.