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
Great stuff. I'm curious, will the mod only include the models and effects, or will it include the already done units with all the values set? I think I could use some of them in the future...
Well, not really a reference, just a simple "I forgot to change the name value of the transmission when I copy pasted some triggers from one of your maps in mine :D I'm just so slow making my own triggers I will often use some pieces from other/older maps. But I'm getting better!
Oh, nice touch on the Odins repair. You really think about everything.
As for my mission, well its mission 12. I do plan to have an outdoor part to introduce the heroes ( can't spoil much at the moment :) ), then the indoor part which will feature ... well, a lot of stuff. Some bad, some good. I'll definitely take some inspiration from the aesthetics of your map though, if you dont mind.
This mission is completely awesome. Can't wrap my head around how much you packed into it. There's a planned mission in A silent scream that has a lot of similarities with this, I'll have to take a look at the triggers to see how you've done it!
One thing, I noticed the MK-100 Odins were not invulnerable in the boss battle, khaduros could attack them. What would have happened if I had killed one of them? I got very close but then the nukes launched.
I need to male the colossus attack while moving. If it helps, I changed the weapon to the Incendiary lance weapon, the one that leaves the burning trail behind. But I would like to make it so the weapon can be fired while movinf. How to do so?
Enable/Disable height map in the data editor for the tileset youre using. Honestly, for some type of map theyre fantastica, while for others they are terrible.
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...
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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!
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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!
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There's a cliff rocks doodads in the first lotv campaign map that looks just enough perfect as the raised jungle youre looking for.
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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
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First screens from mission 09. I promised you guys It was gonna be BIG... well, I'm delivering. Both in plot and gameplay!
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Great stuff. I'm curious, will the mod only include the models and effects, or will it include the already done units with all the values set? I think I could use some of them in the future...
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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.
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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.
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Well, not really a reference, just a simple "I forgot to change the name value of the transmission when I copy pasted some triggers from one of your maps in mine :D I'm just so slow making my own triggers I will often use some pieces from other/older maps. But I'm getting better!
0
Oh, nice touch on the Odins repair. You really think about everything.
As for my mission, well its mission 12. I do plan to have an outdoor part to introduce the heroes ( can't spoil much at the moment :) ), then the indoor part which will feature ... well, a lot of stuff. Some bad, some good. I'll definitely take some inspiration from the aesthetics of your map though, if you dont mind.
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This mission is completely awesome. Can't wrap my head around how much you packed into it. There's a planned mission in A silent scream that has a lot of similarities with this, I'll have to take a look at the triggers to see how you've done it!
One thing, I noticed the MK-100 Odins were not invulnerable in the boss battle, khaduros could attack them. What would have happened if I had killed one of them? I got very close but then the nukes launched.
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Thanks bro <3
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I need to male the colossus attack while moving. If it helps, I changed the weapon to the Incendiary lance weapon, the one that leaves the burning trail behind. But I would like to make it so the weapon can be fired while movinf. How to do so?
0
Enable/Disable height map in the data editor for the tileset youre using. Honestly, for some type of map theyre fantastica, while for others they are terrible.
0
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...