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    posted a message on Aureolin Eclipse (Single-player campaign)

    @EivindL: Go

    Now on that note, has development of a single mission even begun as terrain or even triggers goes, or is everything still so much in planning that you're experimenting?

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

    @EivindL: Go

    Based on my speed, and the fact that the majority of the mission barely has any details, I'd say it will be a process that will take maybe about a year and half to finish the entire thing, completely bug-free and released. So, it's rather long process, but I have no problem with that. I love working on things like this. :P

    Posted in: Map Feedback
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    posted a message on Aureolin Eclipse (Single-player campaign)

    @EivindL: Go

    Hmm, interesting. I like the little teasers we get. You barely give any information away other than a few quotes and maybe some pics. Nice way to capture one's interest. :)

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

    @DEFILERRULEZ: Go

    Thanks for the report. I'll look into that. :)

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

    It's official. The campaign is going to feature 24 missions. I was in a serious writing mood today and worked heavily on the story, and I've developed enough content to finalize the amount of mission that I'll be doing. The names are not final though, and may change at any time. These are just what I have so far. Also, the majority of the later missions are completely without detail. I only know the basic idea of what I want to have happen.

    The missions, in chronological order are as follows:

    • Annihilation 01: Mindless Creatures
    • Annihilation 02: An Unfriendly Ally
    • Annihilation 03: The Escapists
    • Annihilation 04: Our Fallen Brethren
    • Annihilation 05: Secrets of the Psi-Emitters
    • Annihilation 06: Netmack
    • Annihilation 07: Fighting Our Own
    • Annihilation 08: The Wandering Shadow
    • Annihilation 09: Bio-Weapons
    • Annihilation 10: Fall of the Protoss
    • Annihilation 11: A World In Ruins
    • Annihilation 12: Reawakening
    • Annihilation 13: Dissasembling Project: Annihilation
    • Annihilation 14: The Key to Continuation
    • Annihilation 15: Entrance Into Risk
    • Annihilation 16: Doors of the Future
    • Annihilation 17: Last Stand
    • Annihilation 18: A Major Downfall
    • Annihilation 19: Planetary Incursion
    • Annihilation 20: Psi-Destruction
    • Annihilation 21: A Friend's Betrayal
    • Annihilation 22: All As One
    • Annihilation 23: Frontal Push
    • Annihilation 24: The Final Confrontation
    Posted in: Map Feedback
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    posted a message on Campaign Tutorial
    Quote from EivindL: Go

    Didn't know there was such demand for this. I'll try to come up with more, though I must admit it's not the easiest kind of tutorial to write.

    Don't stress yourself out over it. Just take the time needed. We already more than appreciate all the work you put into this.

    Posted in: Tutorials
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    posted a message on Campaign Tutorial

    @EivindL: Go

    Good storyline tutorial. You bring up some interesting points and it is very inspiring. This gave me some useful ideas as to how I can progress the story of my own campaign in the later missions, and it turns out that I have actually used this method already without even knowing it ^_^ I like how you bring us some insight in how these were applied through your own stories and other ones as well. This helps us have a better understanding of how it works.

    Btw, I agree on the plot-twist tutorial. That would be incredibly useful for a lot of people. Me included, even though I think I have the basics of it down, and I also have a couple planned, it's always nice to get ideas :D

    Posted in: Tutorials
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    posted a message on StarCraft II: Annihilation Campaign

    Alright, I've been going through the first mission again after looking through some of you guy's comments, and I went ahead and made some changes to the map. These are listed underneath,

    Things that have changed:

    • Thanks to StealthToast's suggestion, the Nydus worms at the final part of mission #1 now spawns a smaller amount of units with lower intervals between spawns. This change I feel will make the Nydus worms seem more realistic and also makes the Nydus worms a bit harder to destroy, instead of having them spawn a giant wave at once. The animations also work perfectly, both for unloading and birth.
    • Thanks to EivindL's suggestion, I have removed the ability buttons from units where I don't give you the option to research that ability. This will resolve any confusion that may have been.

    PLEASE KEEP IN MIND: Downloading the map from the main map page will NOT contain all current and previous updates. I'll release an updated (hopefully complete) version of the first mission in a folder with mission 2 once it has been completed.

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

    @DEFILERRULEZ: Go

    Thank you for playing and providing me with your feedback. Always a pleasure :)

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

    That looks pretty awesome. I had expected something not manmade, but I suppose the same could be said for AS03. :D Can't wait to play it!

    EDIT: I'm hoping to do Umoja myself in my next campaign. It's a cool tileset and one that I unfortunately haven't found a place for yet.

    Don't worry. Not the entirety of the environment will be manmade. About half of it will also be an underground theme. ;)

    I totally agree on the Umoja tileset. It's also one of my personal favorite ones, and I when I planned out this mission I just knew that I was going to use the Umoja tileset as it looks much better than many other manmade tilesets, in my opinion. The tileset-specific doodads and textures provide you with so many options which I think can't be achievef with some installations.

    Immortal Forge is another great looking one as well :) I might actually use that later.

    Quote from StealthToast: Go

    Ahh, I see. I'd recommend using a different wireframe color for Reeves, though, even if it's his color it blends in a little too well with the UI background.

    Yeah, I guess the color does provide a bit of an issue. I want to keep the dark color scheme though, so I suppose I could change it to something like grey that wouldn't blend in to the background as much. I'll have to experiment a bit on that part :)

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

    Terrain on mission #2 is about 30-35% complete now. I took a screenshot of one of my personal favorite locations to give you guys a little teaser :)

    Annihilation 02 - Teaser

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

    @StealthToast: Go

    Thanks for the feedback. Helps me a lot, and I'm pleased to hear you enjoyed the map :)

    Now regarding the bugs:

    Quote from StealthToast: Go

    Although, to be honest, the loading screen looked a bit weird. It was also rather stretched (at least for my resolution), I'd recommend using Flinkelinks' pic instead, or a screencap without the UI at least. :P

    Yeah, I realized myself that that was a rather bad screenshot, after hearing some people complain about it. I have already changed that in a newer version not released.

    Quote from StealthToast: Go

    - There seemed to be that Actor Errors message box on the top left when the game started, something about Missile Turrets, Bunkers and Archons? Also, what's that "USER" box on the top right?

    I have absolutely no idea why they are there and it annoys me so much, because I don't know how to fix this issue atm. I've searched through triggers to find something like error message/actor message but no success thus far. It appears in every map I make for some reason.

    Quote from StealthToast: Go

    - Reeves' wireframe doesn't seem to have any border, looks rather weird when other units are selected. Also, Barry's wireframe has a blue border?

    Both of these were done deliberately. The reason being is I wanted for people to be able to easily distinguish between Hero units and regular units in subgroups, and the reason for the black (That's why you can't see it) and blue colors, is basically because of that's the color I chose for Baldwin and Reeves, again, to make them be easily distinguishable on the field.

    Quote from StealthToast: Go

    - The help item/hint says that Barry's Adrenaline Rush takes 10 health but increases his speeds, but the ability says it costs 30 health

    Thanks for notifying me. What a nice find. I have no idea how I didn't notice that myself. I've gone through the triggers and changed that so it displays 30 health on the tip too.

    Quote from StealthToast: Go

    - Could you put some distance on that camera when we get to control the base? It looks alright when controlling a few units, but a base and army are a different story :P

    That have already been changed yesterday. I just haven't released the updated version, but thanks anyway. It makes me realize how much people actually want it to be changed :)

    Quote from StealthToast: Go

    - The Siege Tank attacking the rocks didn't turn its turrets towards the rocks, and the Reapers didn't play their attack animations (although the attack effects were there)

    I've been working on fixing this issue. I copy/pasted their weapons and changed them so they could attack invulnerable units, that's it. I don't exactly why it caused the Reapers and Siege Tank to do that. I might have to go through the weapons again to see why the Reaper's doesn't play the animation, as it bugs me too. Regarding the Siege Tank, that I've been attempting to fix too, but that is one of the more annoying bugs. I'll keep working on it.

    Quote from StealthToast: Go

    - While I liked the Nydus Worms, I think they could've been done better. Like, instead of spawning a mass of units instantly, why not have them spawn the units over time in low intervals? (and play that spitting animation/unloading sound effect) That would look much better, in my opinion.

    That's actually a nice suggestion. That will clearly make more sense too. The reason I did it the current way was pretty much because it was easier to just spawn a bunch of units at once and then check every few seconds if the Nydus Worm is still alive. With the other way, it get's a little more complicated. I'll probably try to do it when I have time.

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

    Sounds good. Can't wait to play the next mission. I like the title! Sounds promising! By the way, how much of the story have you planned ahead?

    I have planned the overall idea of how I want each mission to progress, however many details are still missing. I have details of the first 4 missions so far, but I normally get even more ideas as I develop the terrain. I also have the ending planned, but even that is still in planning and without many details.

    Quote from Flinkelinks: Go

    Hello again. I felt inspired to make a loading screen from the intro cinematic so I derped around with Photoshop for a bit but it didn't turn out as well as I had hoped it would. Nevertheless, I hope you like it.

    Haha, thanks! I love it! I really like how you put his face on the actual image too. I really appreciate that you actually took the time to make that. :D

    Quote from MaskedImposter: Go

    Thoughts while playing through mission: Cut scenes make me wish for voice acting. (There's something about always having to look down to read lots of dialogue that's a tad annoying)

    I don't like how zoomed in the camera is.

    Believe me, I would love to do actual voice acting for the game, and during planning of the first mission, I actually recorded some unit sounds for Reeves, but I ended up scratching that idea completely as it didn't sound too good. Unfortunately, that is out of my power. I simply don't possess a good enough program or microphone to stuff like that. On the other hand, I don't personally feel like the lack of voice acting is the biggest problem. It may be a little harder to watch the actual cinematic to begin with, but I mean, there's always the option to replay later.

    I've heard a couple people so far complain about the zoomed camera. I'll look into it, but I don't want to raise it too high either, since I think the zoomed camera is a really cool element for micro missions. I'll see what I can do.

    Quote from MaskedImposter: Go

    At the the part where you attack a hatchery. Maybe give the larva less health/armor so the ally units aren't sitting there shooting them for so long.

    I didn't find that to be an issue at all. I just used to Reeves since he one-shots them, and then that solves the problem instantly.

    Quote from MaskedImposter: Go

    Aww, Maxwell died going after a nydus worm with friends while defending the base. People usually don't like to replay a mission to get back to where they were, and since Blizzard doesn't allow map makers to use a checkpoint save system, its probably best to make some sort of revival system.

    As EivindL said, saving is your friend. I think that's really the best solution to that issue. A revival system just doesn't suit in a campaign mission if you ask me. Saving is much easier too.

    Quote from MaskedImposter: Go

    Edit: I added the show/hide mouse cursor action after cinematic mode was engaged in the Dialog - Difficulty Choosing trigger, and that fixed it. You would want to add the action again after a difficulty is chosen to hide it though.

    Quite a few people seem to be having this problem it seems. I'll see what I can do, but it's hard for me to actually confirm if I fixed it, since I'm not having that issue at all. I find it rather strange that so many people have it that way.

    Posted in: Map Feedback
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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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