You have to reset every data value that's dependant on that dependency to it's standard value. You can see which data you have to reset whenever you try to remove the dependency.
I expect the announcement of
- Zerg-based mission packs.
- A lot of minor stuff I don't care about (skins, emotes, chat, animations, voices).
- another Co-op map.
Of course the terrain is an integral part of the level design, but at the early stage you don't need more than basic blocking (cliffs, and rarely some textures/doodads for guidance). It's important to make the map playable as quickly as possible so you can test your idea, because not every idea that is good on paper feels good when playing. Concentrating on the gameplay without thinking about the terrain allows you to make the necessary changes more quickly (iteratively). Work on the terrain and cinematics when you are finished with the gameplay
In the attached screenshot you can see Red, Yellow and Green regions named "Difficulty - Remove Insane", "Difficulty - Remove Hard" and "Difficulty - Remove Normal". (Each region is made of multiple regions so its name isn't centered).
=============
------- Game Lobby -------
General - Switch (Actions) depending on (Mission Difficulty game value)
Cases
General - If ((1)Casual)
Actions
Variable - Set MissionDifficulty = 1
General - If ((2)Normal)
Actions
Variable - Set MissionDifficulty = 2
General - If ((3)Hard)
Actions
Variable - Set MissionDifficulty = 3
General - If ((4)Insane)
Actions
Variable - Set MissionDifficulty = 4
Default
Variable - Set MissionDifficulty = 2
------- Difficulty settings are: CASUAL / NORMAL / HARD / BRUTAL
------- TESTING ------
General - If (Conditions) then do (Actions) else do (Actions)
If
(Game is online) == False
Then
Variable - Set MissionDifficulty = 2
Else
------- TESTING ------
------- Global -------
Trigger - Run Create Items (Check Conditions, Don't Wait until it finishes)
------- Karak and Spider Mines on the map
General - If (Conditions) then do (Actions) else do (Actions)
If
MissionDifficulty < 4
Then
Unit Group - Pick each unit in (Any units in Difficulty - Remove Insane owned by player 3 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Unit Group - Pick each unit in (Any units in Difficulty - Remove Insane owned by player 6 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Unit Group - Pick each unit in (Any units in Difficulty - Remove Insane owned by player 15 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Unit - Remove Vulture - Spider Mine (Burrowed) [160.50, 37.00] from the game
Unit - Remove Vulture - Spider Mine (Burrowed) [180.00, 79.00] from the game
Unit - Remove Vulture - Spider Mine (Burrowed) [229.97, 40.39] from the game
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
MissionDifficulty < 3
Then
Unit Group - Pick each unit in (Any units in Difficulty - Remove Hard owned by player 3 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Unit Group - Pick each unit in (Any units in Difficulty - Remove Hard owned by player 6 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Unit Group - Pick each unit in (Any units in Difficulty - Remove Hard owned by player 15 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Unit - Remove Vulture - Spider Mine (Burrowed) [160.25, 35.65] from the game
Unit - Remove Vulture - Spider Mine (Burrowed) [182.00, 79.50] from the game
Unit - Remove Vulture - Spider Mine (Burrowed) [229.00, 40.00] from the game
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
MissionDifficulty < 2
Then
Unit Group - Pick each unit in (Any units in Difficulty - Remove Normal owned by player 3 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Unit Group - Pick each unit in (Any units in Difficulty - Remove Normal owned by player 6 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Unit Group - Pick each unit in (Any units in Difficulty - Remove Normal owned by player 15 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Unit - Remove Vulture - Spider Mine (Burrowed) [161.00, 35.50] from the game
Unit - Remove Vulture - Spider Mine (Burrowed) [181.00, 79.00] from the game
Unit - Remove Vulture - Spider Mine (Burrowed) [229.00, 39.00] from the game
Else
------- Bossbird Life is set in Trigger Chase Bossbird Start
General - Switch (Actions) depending on MissionDifficulty
Cases
General - If (1)
Actions
Variable - Set CowsNecessary = 2
Variable - Set CowsMaxLife = 140.0
Variable - Set RequiredGas = 400
Unit - Set oxe - Perdition Turret [189.00, 27.00] Maximum Life to 450.0
Unit - Set oxe - Perdition Turret [191.00, 17.00] Maximum Life to 450.0
Unit - Set oxe - Perdition Turret [197.00, 24.00] Maximum Life to 450.0
Variable - Set HideoutsSpawnTime = 14
Variable - Set Hideout1And2MaxEnemies = 2
Variable - Set Mountain_RespawnMax = 35
Variable - Set MountainBirds_MotherMaxLife = 150.0
Variable - Set BossbirdBattle_NumberOfMinions = 9
Variable - Set Bossbird_BossMaxLife = 300.0
General - If (2)
Actions
Variable - Set CowsNecessary = 3
Variable - Set CowsMaxLife = 120.0
Variable - Set RequiredGas = 600
Unit - Set oxe - Perdition Turret [189.00, 27.00] Maximum Life to 400.0
Unit - Set oxe - Perdition Turret [191.00, 17.00] Maximum Life to 400.0
Unit - Set oxe - Perdition Turret [197.00, 24.00] Maximum Life to 400.0
Variable - Set HideoutsSpawnTime = 12
Variable - Set Hideout1And2MaxEnemies = 3
Variable - Set Mountain_RespawnMax = 45
Variable - Set MountainBirds_MotherMaxLife = 200.0
Variable - Set BossbirdBattle_NumberOfMinions = 12
Variable - Set Bossbird_BossMaxLife = 400.0
General - If (3)
Actions
Variable - Set CowsNecessary = 4
Variable - Set CowsMaxLife = 100.0
Variable - Set RequiredGas = 800
Unit - Set oxe - Perdition Turret [189.00, 27.00] Maximum Life to 350.0
Unit - Set oxe - Perdition Turret [191.00, 17.00] Maximum Life to 350.0
Unit - Set oxe - Perdition Turret [197.00, 24.00] Maximum Life to 350.0
Variable - Set HideoutsSpawnTime = 10
Variable - Set Hideout1And2MaxEnemies = 4
Variable - Set Mountain_RespawnMax = 55
Variable - Set MountainBirds_MotherMaxLife = 250.0
Variable - Set BossbirdBattle_NumberOfMinions = 15
Variable - Set Bossbird_BossMaxLife = 500.0
General - If (4)
Actions
Variable - Set CowsNecessary = 5
Variable - Set CowsMaxLife = 80.0
Variable - Set RequiredGas = 1000
Unit - Set oxe - Perdition Turret [189.00, 27.00] Maximum Life to 300.0
Unit - Set oxe - Perdition Turret [191.00, 17.00] Maximum Life to 300.0
Unit - Set oxe - Perdition Turret [197.00, 24.00] Maximum Life to 300.0
Variable - Set HideoutsSpawnTime = 8
Variable - Set Hideout1And2MaxEnemies = 5
Variable - Set Mountain_RespawnMax = 65
Variable - Set MountainBirds_MotherMaxLife = 300.0
Variable - Set BossbirdBattle_NumberOfMinions = 18
Variable - Set Bossbird_BossMaxLife = 600.0
Default
Variable - Set CowsNecessary = 3
Variable - Set CowsMaxLife = 120.0
Variable - Set RequiredGas = 600
Unit - Set oxe - Perdition Turret [189.00, 27.00] Maximum Life to 400.0
Unit - Set oxe - Perdition Turret [191.00, 17.00] Maximum Life to 400.0
Unit - Set oxe - Perdition Turret [197.00, 24.00] Maximum Life to 400.0
Variable - Set HideoutsSpawnTime = 12
Variable - Set Hideout1And2MaxEnemies = 3
Variable - Set Mountain_RespawnMax = 45
Variable - Set MountainBirds_MotherMaxLife = 200.0
Variable - Set BossbirdBattle_NumberOfMinions = 12
Variable - Set Bossbird_BossMaxLife = 400.0
Variable - Set ObjectiveGasQuota = (Text(RequiredGas))
------- Helpful Turrets in Temple Waves Gameplay -------
General - If (Conditions) then do (Actions) else do (Actions)
If
MissionDifficulty > 1
Then
Trigger - Turn Temple Control Turret 2 Off
Trigger - Turn Temple Control Turret 6 Off
Unit Group - Pick each unit in (Any units in Difficulty - Remove Turrets Normal owned by player 0 matching Excluded: Missile, Dead, with at most Any Amount) and do (Actions)
Actions
Unit - Hide (Picked unit)
Unit - Remove (Picked unit) from the game
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
MissionDifficulty > 2
Then
Trigger - Turn Temple Control Turret 4 Off
Trigger - Turn Temple Control Turret 7 Off
Unit Group - Pick each unit in (Any units in Difficulty - Remove Turrets Hard owned by player 0 matching Excluded: Missile, Dead, with at most Any Amount) and do (Actions)
Actions
Unit - Hide (Picked unit)
Unit - Remove (Picked unit) from the game
Else
General - If (Conditions) then do (Actions) else do (Actions)
Well, what I do is usually I have preplaced all units based on the hardest difficulty level, and then I go on and remove a few for each of the lower difficulty levels. In some special cases I will replace certain units.
I never really use the difficulty settings you see when you press Enter on a unit, so my solutions are purely based on triggers...
Let's say the difficulty is Brutal and there is a corridor where 20 Zerglings, 5 Hydralisks and 2 Ultralisks are supposed to stand. If I want there to be 16 Zerglings, 4 Hydralisks and 1 Ultralisk I will create Regions over each of the units, then connect the regions with Ctrl+NumPad0, so they become one region. In the triggers I will then say to Pick Each unit in that Region and remove them if the difficulty is lower then Bruta (assign integers to difficulties in the map init)....
Speaking for myself, I have been making solo/campaign maps since WC2 and always been fascinated by Blizzard lore, so I want to expand upon it. Except for a few melee maps I have never created a serious multiplayer map. With my campaign Shadow of the Xel'Naga I tried to create a bridge: Build a campaign that can be played co-operatively using Arcade.
Looking at other people's campaigns: Blizzard will always set the tone. WC3 had around 30 maps. Frozen Throne was released about 12 months later, and added another 25 maps with a few updates to the Orc campaign in the following months.... People soon forgot about campaign style maps.... SC2 was released over 6 years ago, we've had 2 addons and now have the Mission Packs, which total to about 90 maps. People are inspired by this. There are a lot of assets, but most importantly, there are a lot of units with many of abilities to choose from. Usually when you create a campaign you want to add an X-element, that makes it unique to other campaigns, but Blizzard as already provided so many great units/abilities that there is almost no need to deviate from that. It's very easy to be creative within a campaign environment, as long as you are willing to put time into it.
In addition to being inspired by Blizzard campaign makers inspire each other. The community has created a Custom Campaign Initiative (CCI), where all campaign projects (regardless of actual quality or project status) are listed. People look at that and get motivated to create something of their own.
Blizzard should have done more to promote Arcade stuff outside of the Arcade. They haven't, so the campaign makers took it upon themselves.
....
The funny thing is, rumor has it they actually don't like to see campaign style maps, as they might be seen as competition to their own (if a Blizzard employee/designer sees this: Yeah, I know you are a gamer and Starcraft fan, and you like fan campaigns as well, but there is also the business side, ... so maybe you hate us a little too^^).
Maybe play Shadow of the Xel'Naga? It's a co-op campaign on Battle.net (search for SotX) with 7 maps. If possible you should find a partner to play it with, but solo is also possible.
I first played WoL on Brutal and I remembered it was a mess. Clearly some tech was better than other for certain missions and if you choose the wrong stuff it could get really frustrating. Hardest mission was probably Engine of Destruction; man that Tychus went so fast... I recently replayed WoL, you can find the playthrough here (https://www.youtube.com/playlist?list=PLaRy9a63N6VtN_qAUJhoUZjubnnkFwuCY) if anyone cares.
I played HotS on Hard. I know it was a lot easier than WoL, but when WoL I already had a lot of experience playing ladder from playing the beta. I quit playing ladder some time before HotS came out. Of course later I replayed all missions on Brutal.
As an old protoss fanboy I blazed through LotV on Brutal. It was easy, especially when you could build Void Rays. BUT I haven't been able to beat the Epologue missions with Terran or Zerg on Brutal. Will probably give it another go by the end of the month.
Rating the campaigns I would say:
Story: LotV>HotS>WoL (shame there isn't a proper CGI ending cinematic)
Gameplay: WoL=HotS>LotV (WoL has cool ideas and HotS has a good take on the hero/Kerrigan gameplay, LotV by itself is fine, but most missions seem like a rehash of previous missions... but damn, that mission were you controlled the platform in space was genious).
I think I must have played WoL campaign around 5 times, HotS 4, and LotV 1 so far (not counting replaying specific missions for achievements)
0
You have to reset every data value that's dependant on that dependency to it's standard value. You can see which data you have to reset whenever you try to remove the dependency.
0
its ok. hope for wc4 rises
0
Quote from R0binicus:
@MaskedImposter: Go
This confirms it! MaskedImposter is Jayborino's mother! Yay a family reunion!
----
0
I expect the announcement of
- Zerg-based mission packs.
- A lot of minor stuff I don't care about (skins, emotes, chat, animations, voices).
- another Co-op map.
0
I often accidentally add a requirement when scrolling with the mouse wheel... and then I look for hours why it doesn't work...
0
Of course the terrain is an integral part of the level design, but at the early stage you don't need more than basic blocking (cliffs, and rarely some textures/doodads for guidance). It's important to make the map playable as quickly as possible so you can test your idea, because not every idea that is good on paper feels good when playing. Concentrating on the gameplay without thinking about the terrain allows you to make the necessary changes more quickly (iteratively). Work on the terrain and cinematics when you are finished with the gameplay
0
In the attached screenshot you can see Red, Yellow and Green regions named "Difficulty - Remove Insane", "Difficulty - Remove Hard" and "Difficulty - Remove Normal". (Each region is made of multiple regions so its name isn't centered).
=============
------- Game Lobby -------
General - Switch (Actions) depending on (Mission Difficulty game value)
Cases
General - If ((1)Casual)
Actions
Variable - Set MissionDifficulty = 1
General - If ((2)Normal)
Actions
Variable - Set MissionDifficulty = 2
General - If ((3)Hard)
Actions
Variable - Set MissionDifficulty = 3
General - If ((4)Insane)
Actions
Variable - Set MissionDifficulty = 4
Default
Variable - Set MissionDifficulty = 2
------- Difficulty settings are: CASUAL / NORMAL / HARD / BRUTAL
------- TESTING ------
General - If (Conditions) then do (Actions) else do (Actions)
If
(Game is online) == False
Then
Variable - Set MissionDifficulty = 2
Else
------- TESTING ------
------- Global -------
Trigger - Run Create Items (Check Conditions, Don't Wait until it finishes)
------- Karak and Spider Mines on the map
General - If (Conditions) then do (Actions) else do (Actions)
If
MissionDifficulty < 4
Then
Unit Group - Pick each unit in (Any units in Difficulty - Remove Insane owned by player 3 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Unit Group - Pick each unit in (Any units in Difficulty - Remove Insane owned by player 6 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Unit Group - Pick each unit in (Any units in Difficulty - Remove Insane owned by player 15 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Unit - Remove Vulture - Spider Mine (Burrowed) [160.50, 37.00] from the game
Unit - Remove Vulture - Spider Mine (Burrowed) [180.00, 79.00] from the game
Unit - Remove Vulture - Spider Mine (Burrowed) [229.97, 40.39] from the game
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
MissionDifficulty < 3
Then
Unit Group - Pick each unit in (Any units in Difficulty - Remove Hard owned by player 3 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Unit Group - Pick each unit in (Any units in Difficulty - Remove Hard owned by player 6 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Unit Group - Pick each unit in (Any units in Difficulty - Remove Hard owned by player 15 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Unit - Remove Vulture - Spider Mine (Burrowed) [160.25, 35.65] from the game
Unit - Remove Vulture - Spider Mine (Burrowed) [182.00, 79.50] from the game
Unit - Remove Vulture - Spider Mine (Burrowed) [229.00, 40.00] from the game
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
MissionDifficulty < 2
Then
Unit Group - Pick each unit in (Any units in Difficulty - Remove Normal owned by player 3 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Unit Group - Pick each unit in (Any units in Difficulty - Remove Normal owned by player 6 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Unit Group - Pick each unit in (Any units in Difficulty - Remove Normal owned by player 15 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Unit - Remove Vulture - Spider Mine (Burrowed) [161.00, 35.50] from the game
Unit - Remove Vulture - Spider Mine (Burrowed) [181.00, 79.00] from the game
Unit - Remove Vulture - Spider Mine (Burrowed) [229.00, 39.00] from the game
Else
------- Bossbird Life is set in Trigger Chase Bossbird Start
General - Switch (Actions) depending on MissionDifficulty
Cases
General - If (1)
Actions
Variable - Set CowsNecessary = 2
Variable - Set CowsMaxLife = 140.0
Variable - Set RequiredGas = 400
Unit - Set oxe - Perdition Turret [189.00, 27.00] Maximum Life to 450.0
Unit - Set oxe - Perdition Turret [191.00, 17.00] Maximum Life to 450.0
Unit - Set oxe - Perdition Turret [197.00, 24.00] Maximum Life to 450.0
Variable - Set HideoutsSpawnTime = 14
Variable - Set Hideout1And2MaxEnemies = 2
Variable - Set Mountain_RespawnMax = 35
Variable - Set MountainBirds_MotherMaxLife = 150.0
Variable - Set BossbirdBattle_NumberOfMinions = 9
Variable - Set Bossbird_BossMaxLife = 300.0
General - If (2)
Actions
Variable - Set CowsNecessary = 3
Variable - Set CowsMaxLife = 120.0
Variable - Set RequiredGas = 600
Unit - Set oxe - Perdition Turret [189.00, 27.00] Maximum Life to 400.0
Unit - Set oxe - Perdition Turret [191.00, 17.00] Maximum Life to 400.0
Unit - Set oxe - Perdition Turret [197.00, 24.00] Maximum Life to 400.0
Variable - Set HideoutsSpawnTime = 12
Variable - Set Hideout1And2MaxEnemies = 3
Variable - Set Mountain_RespawnMax = 45
Variable - Set MountainBirds_MotherMaxLife = 200.0
Variable - Set BossbirdBattle_NumberOfMinions = 12
Variable - Set Bossbird_BossMaxLife = 400.0
General - If (3)
Actions
Variable - Set CowsNecessary = 4
Variable - Set CowsMaxLife = 100.0
Variable - Set RequiredGas = 800
Unit - Set oxe - Perdition Turret [189.00, 27.00] Maximum Life to 350.0
Unit - Set oxe - Perdition Turret [191.00, 17.00] Maximum Life to 350.0
Unit - Set oxe - Perdition Turret [197.00, 24.00] Maximum Life to 350.0
Variable - Set HideoutsSpawnTime = 10
Variable - Set Hideout1And2MaxEnemies = 4
Variable - Set Mountain_RespawnMax = 55
Variable - Set MountainBirds_MotherMaxLife = 250.0
Variable - Set BossbirdBattle_NumberOfMinions = 15
Variable - Set Bossbird_BossMaxLife = 500.0
General - If (4)
Actions
Variable - Set CowsNecessary = 5
Variable - Set CowsMaxLife = 80.0
Variable - Set RequiredGas = 1000
Unit - Set oxe - Perdition Turret [189.00, 27.00] Maximum Life to 300.0
Unit - Set oxe - Perdition Turret [191.00, 17.00] Maximum Life to 300.0
Unit - Set oxe - Perdition Turret [197.00, 24.00] Maximum Life to 300.0
Variable - Set HideoutsSpawnTime = 8
Variable - Set Hideout1And2MaxEnemies = 5
Variable - Set Mountain_RespawnMax = 65
Variable - Set MountainBirds_MotherMaxLife = 300.0
Variable - Set BossbirdBattle_NumberOfMinions = 18
Variable - Set Bossbird_BossMaxLife = 600.0
Default
Variable - Set CowsNecessary = 3
Variable - Set CowsMaxLife = 120.0
Variable - Set RequiredGas = 600
Unit - Set oxe - Perdition Turret [189.00, 27.00] Maximum Life to 400.0
Unit - Set oxe - Perdition Turret [191.00, 17.00] Maximum Life to 400.0
Unit - Set oxe - Perdition Turret [197.00, 24.00] Maximum Life to 400.0
Variable - Set HideoutsSpawnTime = 12
Variable - Set Hideout1And2MaxEnemies = 3
Variable - Set Mountain_RespawnMax = 45
Variable - Set MountainBirds_MotherMaxLife = 200.0
Variable - Set BossbirdBattle_NumberOfMinions = 12
Variable - Set Bossbird_BossMaxLife = 400.0
Variable - Set ObjectiveGasQuota = (Text(RequiredGas))
------- Helpful Turrets in Temple Waves Gameplay -------
General - If (Conditions) then do (Actions) else do (Actions)
If
MissionDifficulty > 1
Then
Trigger - Turn Temple Control Turret 2 Off
Trigger - Turn Temple Control Turret 6 Off
Unit Group - Pick each unit in (Any units in Difficulty - Remove Turrets Normal owned by player 0 matching Excluded: Missile, Dead, with at most Any Amount) and do (Actions)
Actions
Unit - Hide (Picked unit)
Unit - Remove (Picked unit) from the game
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
MissionDifficulty > 2
Then
Trigger - Turn Temple Control Turret 4 Off
Trigger - Turn Temple Control Turret 7 Off
Unit Group - Pick each unit in (Any units in Difficulty - Remove Turrets Hard owned by player 0 matching Excluded: Missile, Dead, with at most Any Amount) and do (Actions)
Actions
Unit - Hide (Picked unit)
Unit - Remove (Picked unit) from the game
Else
General - If (Conditions) then do (Actions) else do (Actions)
0
Well, what I do is usually I have preplaced all units based on the hardest difficulty level, and then I go on and remove a few for each of the lower difficulty levels. In some special cases I will replace certain units.
I never really use the difficulty settings you see when you press Enter on a unit, so my solutions are purely based on triggers...
Let's say the difficulty is Brutal and there is a corridor where 20 Zerglings, 5 Hydralisks and 2 Ultralisks are supposed to stand. If I want there to be 16 Zerglings, 4 Hydralisks and 1 Ultralisk I will create Regions over each of the units, then connect the regions with Ctrl+NumPad0, so they become one region. In the triggers I will then say to Pick Each unit in that Region and remove them if the difficulty is lower then Bruta (assign integers to difficulties in the map init)....
0
Speaking for myself, I have been making solo/campaign maps since WC2 and always been fascinated by Blizzard lore, so I want to expand upon it. Except for a few melee maps I have never created a serious multiplayer map. With my campaign Shadow of the Xel'Naga I tried to create a bridge: Build a campaign that can be played co-operatively using Arcade.
Looking at other people's campaigns: Blizzard will always set the tone. WC3 had around 30 maps. Frozen Throne was released about 12 months later, and added another 25 maps with a few updates to the Orc campaign in the following months.... People soon forgot about campaign style maps.... SC2 was released over 6 years ago, we've had 2 addons and now have the Mission Packs, which total to about 90 maps. People are inspired by this. There are a lot of assets, but most importantly, there are a lot of units with many of abilities to choose from. Usually when you create a campaign you want to add an X-element, that makes it unique to other campaigns, but Blizzard as already provided so many great units/abilities that there is almost no need to deviate from that. It's very easy to be creative within a campaign environment, as long as you are willing to put time into it.
In addition to being inspired by Blizzard campaign makers inspire each other. The community has created a Custom Campaign Initiative (CCI), where all campaign projects (regardless of actual quality or project status) are listed. People look at that and get motivated to create something of their own.
Blizzard should have done more to promote Arcade stuff outside of the Arcade. They haven't, so the campaign makers took it upon themselves.
....
The funny thing is, rumor has it they actually don't like to see campaign style maps, as they might be seen as competition to their own (if a Blizzard employee/designer sees this: Yeah, I know you are a gamer and Starcraft fan, and you like fan campaigns as well, but there is also the business side, ... so maybe you hate us a little too^^).
0
Well, you never know. Twitch could be selling drugs to kids.
0
I have a coop campaign on bnet but the only stuff it uses from coop mode are some hyperion abilities.
0
I heard noone here really has power to change things. there are moderators at best.
0
Maybe play Shadow of the Xel'Naga? It's a co-op campaign on Battle.net (search for SotX) with 7 maps. If possible you should find a partner to play it with, but solo is also possible.
0
I first played WoL on Brutal and I remembered it was a mess. Clearly some tech was better than other for certain missions and if you choose the wrong stuff it could get really frustrating. Hardest mission was probably Engine of Destruction; man that Tychus went so fast... I recently replayed WoL, you can find the playthrough here (https://www.youtube.com/playlist?list=PLaRy9a63N6VtN_qAUJhoUZjubnnkFwuCY) if anyone cares.
I played HotS on Hard. I know it was a lot easier than WoL, but when WoL I already had a lot of experience playing ladder from playing the beta. I quit playing ladder some time before HotS came out. Of course later I replayed all missions on Brutal.
As an old protoss fanboy I blazed through LotV on Brutal. It was easy, especially when you could build Void Rays. BUT I haven't been able to beat the Epologue missions with Terran or Zerg on Brutal. Will probably give it another go by the end of the month.
Rating the campaigns I would say:
Story: LotV>HotS>WoL (shame there isn't a proper CGI ending cinematic)
Gameplay: WoL=HotS>LotV (WoL has cool ideas and HotS has a good take on the hero/Kerrigan gameplay, LotV by itself is fine, but most missions seem like a rehash of previous missions... but damn, that mission were you controlled the platform in space was genious).
I think I must have played WoL campaign around 5 times, HotS 4, and LotV 1 so far (not counting replaying specific missions for achievements)
0
I want a mission like Supernova, but with waves!