School started, this means I have less time to work on the maps, but I'm slowly going on anyway.
What the problem is, is the mod. I have some planned changed to the tech tree and the units, which include some stuff from the co-op commanders and more.
Ideally, I'd have 1:1 copies of the standard units and then modify them directly. This would allow for easier implementation and keep the taldarim only abilities unavailable for the other protoss forces in the campaign. As of right now, I have the dark protoss upgrade that handles some of the modifications, but some others are hardcoded and that makes for some pretty shitty result.
So yea, I'm looking for someone to help me complete and optimize the mod. Most of the changes needed are fairly easy, so it would not be a hard job, just a tedious one. As an added bonus, the mod could also be released as a standalone mod to play in a multiplayer game with the taldarim units.
Sup. Trying something new. Though i may need to make the platforms larger to make more room for the units moving around. This is from mission 11, for anybody wondering.
Ok guys, couple of news. You might have seen the new alarak co-op stuff. It goes without saying I'm gonna pick up everything I can from that update taldarim related, including those god-like ascendants and the supplicants in particular. This will come with another mod update ofcourse in the near future.
As for the other stuff, mission 8 has been released for a couple of days, its the first mission where you play as terran ( there will be more in the upcoming missions) and jayborino is planning to continue the playthrough maybe next week.
As for mission 09, it is nearly done. It has just entered beta stage and I'm squashing the bugs in these upcoming 2-3 days. Have your daily nice aesthetics pics!
Just played mission 6. I have to say you strike a great balance between short-term and long-term objectives in the meta of the game when it starts. (IE, where should I micro my units first? what should I do?) My only complaint is that you have enemy waves pop out of thin air and it kind of ruins the map. I was attacking a zerg base and doing well then out of nowhere a gang of ultras and aberrations appear on top of my stalkers and it was gg for my army. Felt pretty unfair.
I've already openly said I have big troubles with programming the attack waves by having the AI create the units from the buildings, so I generally tend to create some sort of "escamotage" like some sort of thematic point in the map where i can spawn units, so I can say " yup, they spawn elsewhere then travel there by some underground canal or some stuff like that". Its not a good stuff to do, I know, but I dont know any other way.
Then again, this is supposed to be a defense mission. Why are you trying to attack the zerg bases ? :D
Some other pics from the remake of mission 06. That's right, im redoing it. Same concept, but different layout and aesthetics. I think I've created about 10 layouts before settling on the current one!
The new Jarban tileset is so freaking good for this style of terrazine-themed map.
Oh an elevator ... interesting ... wait a minute ...
Terrans here? And they have the teal color ... which other time did the terrans have the teal color in this campaign?
Zerg too.. they're everywhere. Makes you wonder why they are here...
Yea, I must say I've used your triggers for the hero panel :D It's just so good.
I used vorazun model for thrakos because I wanted a very slender and skinny model, that suits the assassin type of thrakos. From the normal gameplay view, it doesnt really resemble a female, and the customized portrait/voices/image on hero panel add more male features.
Mission 07 has finally been completed and sent to the testers. Phew, that was quite the ride. Can't wait to release it, I've finally found the correct setup to work on the campaign fast and create a good product. The recent Nova mission pack has some very interesting tilesets and doodads that I very much needed in the upcoming missions, I will be sure to use them at their full potential.
Some screens again, if anybody wanna test it, send me a pm and i'll send you the map back :)
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Trailer is here!
This might very well be the best mission of the campaign yet.
Maybe!
Sup
Update;
School started, this means I have less time to work on the maps, but I'm slowly going on anyway. What the problem is, is the mod. I have some planned changed to the tech tree and the units, which include some stuff from the co-op commanders and more. Ideally, I'd have 1:1 copies of the standard units and then modify them directly. This would allow for easier implementation and keep the taldarim only abilities unavailable for the other protoss forces in the campaign. As of right now, I have the dark protoss upgrade that handles some of the modifications, but some others are hardcoded and that makes for some pretty shitty result. So yea, I'm looking for someone to help me complete and optimize the mod. Most of the changes needed are fairly easy, so it would not be a hard job, just a tedious one. As an added bonus, the mod could also be released as a standalone mod to play in a multiplayer game with the taldarim units.
Sup. Trying something new. Though i may need to make the platforms larger to make more room for the units moving around. This is from mission 11, for anybody wondering.
I'm gonna make my own city with blackjacks and hookers!
On a serious note, I'm not sure I like the current lighting. Should I change it?
@Bilxor, thanks for the tips, really appreciate them!
Ok guys, couple of news. You might have seen the new alarak co-op stuff. It goes without saying I'm gonna pick up everything I can from that update taldarim related, including those god-like ascendants and the supplicants in particular. This will come with another mod update ofcourse in the near future.
As for the other stuff, mission 8 has been released for a couple of days, its the first mission where you play as terran ( there will be more in the upcoming missions) and jayborino is planning to continue the playthrough maybe next week.
As for mission 09, it is nearly done. It has just entered beta stage and I'm squashing the bugs in these upcoming 2-3 days. Have your daily nice aesthetics pics!
I've already openly said I have big troubles with programming the attack waves by having the AI create the units from the buildings, so I generally tend to create some sort of "escamotage" like some sort of thematic point in the map where i can spawn units, so I can say " yup, they spawn elsewhere then travel there by some underground canal or some stuff like that". Its not a good stuff to do, I know, but I dont know any other way.
Then again, this is supposed to be a defense mission. Why are you trying to attack the zerg bases ? :D
First screens from mission 09. I promised you guys It was gonna be BIG... well, I'm delivering. Both in plot and gameplay!
Well, I lied! Here's mission 07 too! To be played with the 12-8-2016 Mod.
https://www.sc2mapster.com/maps/silent-scream-custom-campaign/files/18-mission-07-white-harbour/
If any bugs are encountered, dont hesitate to send me a pm or write in the campaign thread. I'll fix these immediately.
After a long time, the next official mission is now released! Enjoy!
https://www.sc2mapster.com/maps/silent-scream-custom-campaign/files/17-release-12-8-16-new-mission-06-launcher-and-mod/
Expect the next 2 missions in a really short time, which will conclude the first half of the campaign and answer a lot of things ... eventually.
Some other pics from the remake of mission 06. That's right, im redoing it. Same concept, but different layout and aesthetics. I think I've created about 10 layouts before settling on the current one!
The new Jarban tileset is so freaking good for this style of terrazine-themed map.
Oh an elevator ... interesting ... wait a minute ...
Terrans here? And they have the teal color ... which other time did the terrans have the teal color in this campaign?
Zerg too.. they're everywhere. Makes you wonder why they are here...
Yea, I must say I've used your triggers for the hero panel :D It's just so good. I used vorazun model for thrakos because I wanted a very slender and skinny model, that suits the assassin type of thrakos. From the normal gameplay view, it doesnt really resemble a female, and the customized portrait/voices/image on hero panel add more male features.
Mission 07 has finally been completed and sent to the testers. Phew, that was quite the ride. Can't wait to release it, I've finally found the correct setup to work on the campaign fast and create a good product. The recent Nova mission pack has some very interesting tilesets and doodads that I very much needed in the upcoming missions, I will be sure to use them at their full potential.
Some screens again, if anybody wanna test it, send me a pm and i'll send you the map back :)