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    posted a message on StarCraft II: Annihilation Campaign

    UPDATE: 11/05 - 2014

    Feedback on the first mission has been great so far, and I've been able to improve it a lot thanks to all you guy's suggestions. Thank you!

    Things that have changed:

    • Added a Move effect to the surveillance camera in the Intro Cinematic, so it looks more as the ship is actually hovering.
    • Changed the camera height of the macro-part of the mission, so it's not as zoomed as it is in the current version.
    • Attempted to improve the final boss AI a bit.

    Also, I've begun making the terrain for the second mission "An Unfriendly Ally" and it's looking quite good at the moment.

    Thanks again for the support guys :D

    Posted in: Map Feedback
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    posted a message on StarCraft II: Annihilation Campaign

    @Metalking1417: Go

    That's a really weird bug. That hasn't occured to me before. Did you try restart or anything?

    Posted in: Map Feedback
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    posted a message on StarCraft II: Annihilation Campaign
    Quote from EivindL: Go

    This is just me, but I would have chosen the underhead shot of Reeves in the intro. It looked awesome. That, or something like the dropship flying in. The problem with using a gameplay shot is that the command menu kinda looks awkward under the loading bar (it clashes, which is not an annoyance you will be faced with if using a cinematic shot).

    That's actually a pretty good suggestion. I guess the bar does get in the way a little. I'll definitely consider it.

    Quote from EivindL: Go

    I meant that it was greyed out. I thought perhaps we would be able to research it later, but we couldn't.

    Oh, that's just because I made the upgrades like they are in multiplayer, where you can see them before they have actually been researched. However, I decided to prevent the player from actually being able to research it, as I felt it was a little powerful for this mission.

    Quote from EivindL: Go

    I liked the boss, I just found it odd how he would go after the mines, as if he had a detector or something that would push him in that direction.

    Hmm, that's an interesting find. He shouldn't be doing that. I'll look into it.

    Quote from EivindL: Go

    That's true, didn't think of that. All my story-lines were told from one side, though. I'm suspecting it's not that way with you, or am I wrong?

    Every race has more or less their own story, but the stories do connect to each other in various ways. Some of the information you get on one mission, might actually only end up making sense a few missions later, where you play another race and experience another side of the story.

    Posted in: Map Feedback
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    posted a message on StarCraft II: Annihilation Campaign

    @EivindL: Go

    Thank you for the descriptive feedback. Helps me a lot. Now, to answer some of your questions:

    The Loading Screen - To be honest with you, I've gone through a lot of iterations about what to use as the loading screen. I took around 5 - 6 screenshots and speculated, and it eventually led me to choosing that one. Might not be the best though, I just really liked it because I managed to capture it with perfect timing, so I got that maximum effect. I will make the loading screens different for each level though, so mission 2 might have a scene from a cinematic. It just depends on what I feel looks best.

    I like that you enjoyed the experience as much as you did. Everything from the mystery, the progression of the story and the characters was something that I wanted to focus on a lot because I felt like it was extremely important for a mission like this. Your comment just makes me realize how well I pulled it off, so that's good :)

    Yes, that was the Psi Destroyer. I thought it had an awesome model, and it with a little resizing, it suited perfectly for the map.

    As I said to Flinkelinkes, the many test runs I had been doing on the zoomed camera made me used to that view, so I completely forgot to change its height in the second part of the mission. I don't know if it's too low though in the first part of the mission. That might just be me, but I thought that distance worked perfectly even during early testing.

    About the bugs - With the marine stim, what exactly do you mean? Could you press the button but nothing happened, or was it greyed out? The reason I ask is because I noticed if you have both Barry Baldwin and a Marine highlighted, you could switch to a marine in the subgroup and actually see the button available for use, but if you press it, it will activate Barry Baldwin's ability. I'm still trying to work this out though. The same goes for the Siege Tank weapon. I'm working on fixing this. I hope you understood what I meant. If not, tell me and I'll try to explain it in a better way.

    The boss was kinda added as an experiment. I wanted to have really intense ending to the mission, and that's why I added the boss. It was a very simple boss though, it was more or less just to try out how I could make it work. I will definitely try to improve bosses for future missions.

    Btw, Crimson Moon and Amber Sun was kind of a multi-perspective story wasn't it? I mean, sometimes we get missions with Henderson, then Janus and even Bayo. I just use different races instead of different characters.

    @Metalking1417: Go

    I'm not sure I understand the issue here. Can you elaborate a little bit? What wasn't working, the Difficulty choosing menu?

    Posted in: Map Feedback
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    posted a message on StarCraft II: Annihilation Campaign

    @Flinkelinks: Go

    Thanks for the feedback.

    I actually completely forgot to change the camera height lol. I guess it was because I had been testing the map so often on that height that I kinda got used to it. I'll change it asap. And for the boss, I do agree it doesn't look AS good as it could. The fact is, this was my first boss battle and I just wanted to try it out and see how it would work in my map, and as a result, I picked an existing, and very simple model with a slightly different color scheme. I can definitely change it later though.

    To answer your questions regarding the lore and the storyline: Even though I didn't specify the time, my vision was to have it take place a few years after the events of HotS and possibly LotV.

    Baldwin's backstory does not really relate to the Guild Wars. The "Old War" was a specific war that took place a few years before the start of this campaign. You will get more information about this later in the game, because it will play a decent role in how Baldwin as a character, and also other members of the CPG Rebels will function.

    Reeves is a ghost. He just works for a specific covert-investigation organization instead of the regular Ghost Program.

    Posted in: Map Feedback
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    posted a message on StarCraft II: Annihilation Campaign

    Starcraft II: Annihilation is my single-player campaign project for StarCraft II. The campaign contains +20 missions with many different mission scenarios, as well as three intersecting storylines. More info can be found on my main map page.

    I just released the completed version of the very first mission and would like to get you guy's opinions on how well I did. How well did you enjoy the mission, and was there anything particular you liked or hated? Don't be afraid to criticise. If there's something you thought was absolutely terrible, then go ahead and say it and explain why so I can improve future missions.

    Now, I know I said "completed" version of the first mission, and even though I have tested everything there may still be minor bugs and other things that needs to be fixed. This map should be defined as "Beta".

    Download the first mission here.

    KEEP IN MIND: When you pick your difficulty level, make sure to set your Editor Prefences to that difficulty as well, as pre-placed units doesn't seem to change depending on what difficulty you chose, if you play the game in the editor. That'll give you the best experience. Everything else works fine though. Please, enjoy the mission :)

    Posted in: Map Feedback
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    posted a message on Unburrow (AI Monsters) [SOLVED]

    The AI is not active by default on anything that is not a melee map. You need to activate the AI first, and this can be done in Triggers by the "Start Campaign AI For Player", and then pick the player that owns the Zerg units. This should fix that issue.

    Posted in: Triggers
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    posted a message on (Solved) Make Unit Invulnerable To Player?

    Nevermind! I found a very simple solution to the problem, by simply copy-pasting each of the unit's weapons and allowing them to attack invulnerable units. Then, I went into the Trigger editor and used the "Remove Weapon from Unit" and "Add Weapon to Unit" actions and added their new one. They look exactly alike, so you can't see the difference. :D

    Posted in: Miscellaneous Development
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    posted a message on (Solved) Make Unit Invulnerable To Player?

    I'm working on a map and in it, I have a place where you're defending your base while your allies destroy a set of rocks blocking your path. The objective is then to defend until they've destroyed it. The thing is though, I can easily make a ton more units and then start destroying the rocks quicker than intended, and I want to find a way to change that.

    Is there any way to make a specific unit invulnerable to a certain set of units or even a specific player? I know you can do something like that, as Blizzard actually uses this method for the "The Dig" mission in Wings of Liberty. The Protoss Relic Shrines there can only be destroyed by the Laser Drill, while they are completely invulnerable to me. Anyone knows how to do that would be a great help to me.

    Posted in: Miscellaneous Development
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    posted a message on Campaign Project [Video]

    That terrain :0

    So beautifully done. I would love to have the same amount of skills as you. You build a really nice atmosphere with all the details and I especially like the combination of the desert and jungle textures, along with the details, it fits perfectly.

    Posted in: General Chat
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    posted a message on Ignos (Campaign)

    I played the first 3 missions. First of all, nice job. I really like the game so far.

    I feel like the difficulty of the game varied A LOT. The first level was extremely difficult, for me at least but it may be because I'm not the best when it comes to protoss, but I still felt a huge difference from level 2 and 3. But the terrain is really well done in all of the missions and especially in level 2. My god, that is a beautiful map. Really creative use of the doodads and the way the cliffs were made in the background.

    Difficulty wise, could have been harder. I personally found that one very easy, and the jump of difficulty in between level 1 and 2 was tremendous and it seems like things actually got easier, rather than harder. (Which is a good thing in this case because level 1 was a pain.)

    I think my favorite level so far is level 3, and that's just because I haven't seen a map like this before. I really liked the idea of the cave, and the environmental details are top notch. It also provided me with a fair bit of challenge.

    Posted in: Map Feedback
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    posted a message on Amber Sun (Single-player campaign)

    I see. It all makes much more sense now, and I have a better understanding of how the story connects now, thanks for the explanation, and I thought there was something I was missing, and it was true. Nice job with the small hints. You really thought things out well there.

    Good luck on the the third part of the trilogy too. I know you have a long way ahead of you. I really admire all the work you do for this project. :)

    Posted in: Map Feedback
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    posted a message on Amber Sun (Single-player campaign)

    Just completed Amber Sun a few days ago. Really well-made final boss. I absolutely loved it :D

    You really seem to have increased the difficulty A LOT in some of the later mission though, especially mission 7 and 9. It took me ages to get through those, and it was just barely. I know your lazy and believe me, I know that feeling, but changing a few values in the attack waves and removing a few units depending on the difficulties would have been pretty useful.

    Overall, the story really seems to have a nice flow to it, and I like all the plot twists. There's just one character I have trouble with, and that's Bayo. I may be missing something but what exactly is his role in the story, and where did Henderson know him from? It seems like he was just someone who randomly appeared out of nowhere, but then again I might be missing something. xD

    The ending does seem pretty interesting to me though. I don't want to spoil it here though for the people who haven't played it yet, but it seems very unusual. Very open ending. I feel like the campaign is not over. Is that intentional or is there perhaps another sequel coming up, or am I just missing a key part of the story?

    Posted in: Map Feedback
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    posted a message on Amber Sun (Single-player campaign)

    Congratz on the release. I'm super excited for this :O The first six mission were really entertaining so I will be looking forward to see how the campaign develops.

    Posted in: Map Feedback
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    posted a message on Using Custom Color on Doodads

    I agree that this is definitely an underused feature. I've also started to use this feature to some degree although I haven't really made a map which focuses heavily on using custom colors. I should try it more though, as it really seems to make your trees look more varied and realistic. I think it works better on certain tiles though, where the trees look a lot alike. Zerus for example, has a lot more variety in trees but I guess you could make something from it. This thread has at least inspired me to try it out more.

    Posted in: Terrain
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