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    posted a message on StarCraft II: Annihilation Campaign
    Quote from DEFILERRULEZ: Go

    The grenade spell have a too short range... The first time i can use it... I can't use it because is a melee range spell that makes my hero dead even before he can reach one of the two bunkers, the range should be 6, it would use the anti-building attack of the reaper as animation...

    The main reason I made it with a range that short was because of two reasons: I didn't want to make it too powerful, as you would then be able to complete annihilate defensive lines in later missions. The ability is meant to be used to reduce the enemy's firepower a bit, by destroying one key defensive structure. The other reason was that marines do not have a throw animation, so it would look quite weird in my opinion to have him randomly spawn a grenade on a building that far away. I do agree that it can be hard to use though, since it's pretty micro-intesive. You need to make sure to move Baldwin back immediately after using it, as well as have a Medic ready to heal him, or else he'll most likely die. I can try looking into these issues you're facing, but at the moment, I can't promise any changes will happen to it.

    Quote from DEFILERRULEZ: Go

    Nice terraining... Nice difficulty, sometimes i hear english quotes from valerian, some other times on italian... Please make it speak only on english :D

    Now that is strange. Are you sure that it's not the way you've chosen your language settings? But even that wouldn't explain why you some of it in english, and some in italian. I actually don't know what to say to this unfortunately, as it's kind of hard to fix a problem I'm not facing myself :/

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

    A small update: I'm going home to my parents the 16th of June for the summer, and I am probably not taking my stationary with me. So no mapping in the summer, I'm afraid. I might finish the first mission before that, though. I'm halfway done with it already anyway.

    I thought I might share some of the plannet gameplay features I have, though (may change): Mannoeuvre through a temple by solving various puzzles. Control nuking towers to devastate the enemy. Gather resources in an environment crawling with expanding Zerg (gonna abuse the bully function here) and swarm hosts. Assist a large allied protoss carrier as it tears through an enemy base (think Engine of Destruction). Protect laser cannon operators as they try to destroy enemy leviathans. Rescue prisoners from a guarded penitentiary. Use an undercover ally and tactical positioning to snipe enemies from afar. Fight a three-way war consisting of two terrans and a zerg. Stage a three-round battle where you choose between three champions, one for each round.

    I also have some boss ideas: An invulnerable protoss who can only be damaged by draining the right tower of energy when he is in the right position. Pilot a fast thor against a large banshee that flies out of range at regular intervals. A boss who is protected by shield generators that needs to be drained of energy for him to be damageable. Fight two oversized warhounds at once and use their slow reaction time to win. Send your flying armada against a large Leviathan in a macro battle. Fight a large brutalisk with an accompanied zerg force.

    Interesting mission scenarios. Excited to see more about where some of these are going. Some of them doesn't even sound like a campaign mission, but rather some kind of hero game :D (the last one mainly)

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

    Dudki... Go to hell! 20 Times to defeat that timing attack (Brutal difficulty of course) on 8 min... And Rhiki... Fuck you dumb-ass SCV ! :D i will send feedback soon-ish

    Haha, I understand your frustration. Rhik really hasn't made a good first impression, hasn't he? He is a bit of an ass. :P I really must commend you for taking the time to beat it on the hardest difficulty, even though it seems you had a difficult time. I hope it didn't anger you too much xD

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

    This looks great, though I can't seem to find a download link anywhere?

    The file is still awaiting approval, butHere it is. If you wish to try it out. :)

    Quote from EivindL: Go

    The lighting change: Well, it seems very sudden, like it is a continuity error or something. I don't know when it would be optimal to change it; maybe when Rhik realizes we're not his enemies?

    That would be an option. I also thought about maybe changing the lighting as you destroy the first gate control. This is something that requires a bit of experimenting, and I'll have to take a look at how it looks at the different times.

    Quote from StealthToast: Go

    @DudkiSC2: Go

    Just finished playing it again (once on Normal and once on Brutal), I retract my statement about increasing the timer, just seemed too low the first time I suppose, I even ended up having some spare time this time around. Brutal was also quite a challenge, took me 2-3 retries to get the second part done (one due to forgetting about the timer and going slowly :P). Should play through the first mission on Brutal too sometime.

    Cool! Thanks for giving it a go, and I'm pleased to hear your thoughts about the timer too. It does become way easier when you know what to do :)

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

    The camera was better, although I noticed that if you zoomed with the mouse wheel, it returned to its extremely close position, from which it couldn't be changed from. This was the case for both mission 1 and 2. The way to fix it is to use the data editor. If you go under Terrain Types and find your tileset, you should see "Camera: Default Camera". I suggest copying the camera from a mission like Piercing the Shroud and putting that as the default camera. It should fix it (though I'm not sure you can have more than one default camera).

    This was an amazing suggestion, I really appreciate your help. The camera's been bugging me ever since I started development of the first mission I kept trying to fix it, but there would always be a disadvantage to it. I did what you said and made the same camera from Piercing the Shroud, and then in triggers I set one of the pre-made cameras to the main camera so it would actually zoom our farther when you got to the base. I also enabled scrolling to test it, and finally it works as it's supposed to. :D

    Quote from EivindL: Go

    The first thing I noticed with mission 2 was the music, as it sounded awfully familiar. It's "Warhead Storage", isn't it? I noticed another track from the sequel later, though I couldn't pinpoint it. Checked my iTunes, and I think it's "Big Shell". Am I right? Either way, you use music well, which is always something to appreciate. Wouldn't mind more MGS music!

    Haha, both are true and I'm actually glad you also paid attention to the soundtracks, as they actually play a significant role in the campaign. Heck, just campaigns in general, as they add such a nice effect to the game if you choose the right one, and I did my best to import one's I thought would suit well. MGS worked amazingly for Part I too, as I found out. I'm pretty sure I put one in the first mission as well.

    Quote from EivindL: Go

    The story really engages. There are a lot of transmissions to deepen the story, and the cinematics are really good. Although the lighting changes from red to white again very suddenly in the second cinematic (when they enter the lab and meet Rhik (sp?)).

    Did you find that to be odd in any way? I just wanted to replace it with the old lighting as it obviously wouldn't look too great having all red screen during the cinematic. I set to blend in over 2 seconds so it would look like the alarm system actually turned off when you went into the lab.

    Thank you playing the map and leaving me with your feedback, and also for giving mission 1 another go as well :)

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

    Yeah, I've actually been working on the terrain for that map. Got bored while reading for exams, and started doodling sketches, then went home and worked on it. The central idea of the map is sort of like the last mission in The Frozen Throne. There are a certain number of nuke towers that you can control. At regular intervals, the towers fire nukes, and whoever doesn't control a tower gets a nuke sent in his direction. The number of controlled towers decide the number of nukes.

    Geez, that sounds crazy XD

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

    I was studying for 8 hours today, looking forward to this, and then you take it down? Disappointed.

    It had a lot of issues that I wanted to fix before letting people play it. I did release the updated version earlier today though, in case you didn't see. Here it is Download and unzip.

    Quote from StealthToast: Go

    I believe I played on Hard or Normal, definitely not Brutal or Casual though. I can play again later on Brutal difficulty with the new version. Maybe I found the timer too short because I didn't know where exactly the generators were / didn't know what attack waves the enemy would sent.

    Yeah, the first time you play the game, it can feel much harder as you have to familiarize yourself with everything, but if you try a second time, you should find it much easier. Playing this mission on Brutal actually offers quite a bit of challenge, especially during Part II. (When you're out of the manmade-stuff that is.) because it is incredibly fast-paced and there's many more enemies. Even I had trouble beating it the first few tries, but I eventually found a good strategy for it. You really have to be on your feet if you plan on playing it on Brutal. Much less beating it xD

    Quote from StealthToast: Go

    Ah, I see, perhaps I'm too used to Blizzard beacons that activate the moment you enter their radius. :P Anyway, as for the moving around, you can try creating a behavior that disables the Move ability class and suspresses moving and turning (at the Modify Flags section) and then apply it to Reeves when he's hacking a console (and remove it when he's done), I think that's how I did it in my map to prevent a unit from being pushable.

    Thanks for the suggestion, but I also found and already applied another solution to this updated version. I simply used the "Set Unit State" and turned Reeves' moveable state off. I didn't know you could do it that easily, but apparently you can :)

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

    ALRIGHT! I went through and updated both mission 1 and 2. I managed to fix a lot of bugs with mission 2 and the camera height for both missions should look fine now. Let me know how it works for you :D

    Download it here.

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

    NOTE: Temporarily deleted the file for Mission 1 and 2. Reason being is I found several bugs that needs to be fixed. I don't how I didn't notice all these before, I guess I was too quick on releasing this one xP. I'll post another link here when the new version is ready. (Hopefully completely fixed by then)

    Quote from StealthToast: Go

    Just tried it out, quite fun, loved the terrain! :D You put down quite the details, I stopped at some points to look around and see if I missed anything going on in the background, like mecha claws or tunnels. The pacing was also well-done/smooth, was similar to Mission 1 in some regards but more challenging and without any difficulty spikes.

    Thanks for giving it a test drive :) and also for all the feedback. Turns out there was a quite a few things wrong with this one. Mainly the reason why I decided to delete the current files. They'll be back soon enough though.

    Quote from StealthToast: Go

    It would be nice if the timer limit in the second phase of the map was a little longer, to give some extra breathing room, like maybe 15 minutes? It would also be nice to have a normal camera when we get to control the base, the closed up one doesn't really work out that well for that situation. :P

    What difficulty did you play on, because the timer changes depending on the difficulty, and in order to get a feel for how balanced changing the time would be, I need to take the difficulty into consideration with everything else as well. I also wanted this mission to be very fast-paced, which there are several examples of in the mission, but I can of course since it's my map just wreck through my own mission even on Brutal, without much of an issue. I wouldn't mind changing it, I just need to get a feel for how much people actually struggled with the amount of time I gave you.

    Quote from StealthToast: Go

    The golden protoss pad looks a bit off in the bit with the Zerg and essence, in my opinion, compared to all the terran white-and-silver Umojan equipment next to it. Is there any appropriate/fitting terran counterpart, maybe?

    The color of that protoss pad bugs me too, and I've been looking for a doodad that could replace it that would fit much better in the environment.No luck so far.

    Quote from StealthToast: Go

    Also, I dunno if it's just me, but the beacons seemed rather inaccurate, had to get Reeves to stand near the exact center of the beacon for it to activate. I could also push him around while he was hacking the console, would be a nice touch if he was unpushable :P One last note, not sure if this was intentional, but the loading screen didn't seem to stretch (thus covering only 70%~ of my screen, leaving the sides blank).

    The thing with the loading screen definitely wasn't intentional. I'll change that in the upcoming version as well. And regarding the beacons, I wanted to have you stand in the middle before allowing the trigger to activate, as I thought it looked better than having the trigger activate as soon as he enters the edge of the beacon. I wanted him to stand inside of it. And the fact that you can move him around annoys me to, and I tried to fix it with several methods: Disabling his move ability, making him hold position but none of those worked. If you perhaps know how to make him stand there without being pushed, I would be grateful, because unfortunately I can't seem to find a solution. :/

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

    Mission #2 has been completed and I've released it in a folder along with the updated version of the first mission, featuring all the changes described in my previous updates. Download them on the main map page and unzip. Simple as that.

    Enjoy :)

    NOTE: Next mission will be a Protoss mission, so you'll experience the story from a different point of view.

    Posted in: Map Feedback
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    posted a message on Allow Protoss structure to stay in power even without pylon

    Yes, removing the "Power User (Queue)" behaviour will allow the structure to be warped in without a pylon power source.

    However, one thing I advice you to do is to go to the structure's actor. Inside the "Events" tab if you scroll down under "Event: Macros" there will be a thing called UnpoweredAnim and ProtossBuildingPowerUp. You should remove those as well or else the structure will appear unpowered in the game.

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

    Geez, you make me want to go back and play AS08 so much now, just so I can try to find that little hint XD

    Anyways, I volunteer as tester. I've also played through both CA and AS twice.

    Posted in: Map Feedback
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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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