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    posted a message on Announcing the Antioch Chronicles: Remastered
    Quote from LucidIguana: Go

    @JayborinoPlays: Go

    It went up this morning. The first time I tried to upload failed, which is why there was a delay. Thank you so much for doing this video series!

    Not just that, but I just put up rev304, which address a few of your comments from the first video:

    0.2.304

    • Mod: Default map speed change to "Fast." Team Antioch feels that playing on faster is a choice best left to individuals with freaky fast fingers.
    • Campaign Launcher: Suppressed error massages.
    • Patch Notes: Declined to correct hilarious typo regarding error messages.
    • General: At the request of Jayborino, maps no longer automatically start at the end of the briefing. This will no doubt engender complaints about the end of the briefing, a fact to which the Antioch team resigns itself much as a prisoner resigns him or herself to the inevitable fall of the headsman's axe, or as do the last drifts of snow to spring's first rays of sun.
    • 1-5: Added a prompt to keep the Sensor Probe close, disappointing many hungry Infested Terrans.
    Posted in: Map Feedback
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    posted a message on Announcing the Antioch Chronicles: Remastered
    Quote from JayborinoPlays: Go

    Started a showcasing of your latest version! Do you think 0.2.299 will be pushed to us before next Wednesday for me to be able to do Mission 3?

    It went up this morning. The first time I tried to upload failed, which is why there was a delay. Thank you so much for doing this video series!

    Posted in: Map Feedback
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    posted a message on Announcing the Antioch Chronicles: Remastered

    I've decided to start posting patch notes here, as well.

    0.2.299

    • Mod: Raised the height of Turmalis's weapon so that he wasn't dragging it on the ground all the time.
    • Mod: Fixed a few erroneous weapon information entries.
    • 1-3: The two Zerg forces no longer hate each other.
    • 1-3: Removed some straggling BroodWar upgrades that had snuck past us.
    • 1-7: Conscripted some neutral Drones into the battle for Aiur.
    Posted in: Map Feedback
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    posted a message on Announcing the Antioch Chronicles: Remastered

    A couple more whimsical bits here.

    Posted in: Map Feedback
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    posted a message on Announcing the Antioch Chronicles: Remastered
    Quote from IskatuMesk: Go

    At this stage I don't really like to think of it as criticism, but rather observations. If this was a finished project, then yes, it would be criticism, but only because I don't believe in releasing projects and calling them finished when they clearly aren't. However, my blunt style of delivery probably alludes to far more hostility than is intended. I apologize if this is ever the case. I merely wish to see some friends create an exceptional project and expand the boundaries of their perceived abilities.

    Don't worry, none of us are insulted. That said, don't count on us to do everything you said, either. Even things we agree with may not get changed. There's only so much time in the day and we're strongly opposed to letting perfectionism get in the way of productivity.

    Posted in: Map Feedback
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    posted a message on Announcing the Antioch Chronicles: Remastered
    Quote from IskatuMesk: Go

    Your fourth screenshot looks very strange. The lighting for the static mesh objects is very bright and oversaturated compared to the rest of the scene (e.g. the heightmap terrain). I find it hard on the eyes, even. It would also appear that, while you placed many objects and decals for doodads on opposing walls, the walls facing away from the camera very clearly have no detailing whatsoever, and break the scene considerably. You should add details there to complete the scene. Additionally, I would consider turning down the specularity for the water in that second image. A sheet of white is also not very easy on the eyes nor pleasant to look at (maybe this is due to your camera angle, though). A consideration is to also brush work some textured weathering into the shoreside to reflect hydro erosion. I also recommend updating Gna's carrier texture to fit more closely with the existing protoss textures. I have such an updated texture on hand, but I also updated it for my modified version of that mesh which uses player colors. If you are interested perhaps I can modify it for your needs.

    I have too much on my plate to give you a playtest, as I would probably spend hours per mission nitpicking details and I have a lot of other stuff to cast at the moment. Perhaps in the late future.

    Thank you! We definitely appreciate the feedback. The campaign is still very much in beta, so all of the maps will receive at least one more pass. If you do find yourself with some free time, we'd be glad to have you on board!

    I'm going to attach a few more screenshots from Wargirl, who took better shots than I did. [One thing that's become abundantly clear during this project is that I am about as far from being an artist as possible.]

    Posted in: Map Feedback
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    posted a message on Announcing the Antioch Chronicles: Remastered
    Quote from 3yks: Go

    We could use some more testers if anyone is able to help out with that :) We should be adding a pretty big milestone this weekend as well if you want to test next week.

    To follow up here, we did push a major update last night, so I'd recommend downloading this new version. We've made some massive improvements, including some cosmetic work, as you can see below.

    Posted in: Map Feedback
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    posted a message on Weekly Terraining Exercise #200: Further ahead the road has gone

    @Scbroodsc2: Go

    We'd love to have on board! Send me a private message and I'll get you set up.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #200: Further ahead the road has gone

    @wargirlwargirl: Go

    This is beautiful work! I'm really impressed by how consistent you are—everything I've seen from you has a staggering level of polish.

    All: The next Antioch patch will have two maps with terrain from wargirl that you will not want to miss.

    Posted in: Terrain
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    posted a message on Announcing the Antioch Chronicles: Remastered

    Oh god, please test. The update I pushed this morning should have ironed out the last of the showstoppers in episode 1, so if you just download it and let us know what you think, that would be a huge help.

    Posted in: Map Feedback
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    posted a message on Announcing the Antioch Chronicles: Remastered

    @Hockleberry: Go

    Thanks for your enthusiasm!

    Posted in: Map Feedback
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    posted a message on Announcing the Antioch Chronicles: Remastered

    The Antioch Chronicles: Remastered

    Installation Instructions:

    Download the zip file containing maps and the mod at http://www.sc2mapster.com/maps/antioch-chronicles-remastered/files/ . Place the Antioch Remastered directory in your StarCraft 2/Maps folder. Place AntiochRemastered.SC2Mod in your mods directory.

    Download the StarCraft: Mass Recall mod (https://www.sc2mapster.com/maps/starcraft-mass-recall/files/130-scmrmod-v6-1-1/) and place it in your mods folder.

    To play:

    Open Antioch Campaign Launcher.SC2Map in the editor. Press the Test Document button.

    If you are interested in helping with this project, please see the bottom of this post.

    What is this?

    This is the release of a StarCraft 2 remake of the seminal StarCraft custom campaign known as the Antioch Chronicles. This project is a high-fidelity reproduction of the original campaign with few enhancements taking advantage of the StarCraft 2 editor.

    What is the Antioch Chronicles?

    In 1998, not long after StarCraft was released, a mapmaker calling himself Auspex Turmalis (Ruben Moreno) released episode 1 of a custom campaign that he called The Antioch Chronicles. The campaign featured custom audio, perhaps most notable for how well Auspex reproduced the Protoss audio effects. Also impressive was the fact that Auspex recorded all of the character voices himself.

    Episode 2 was released in 1999. For the second campaign, creative duties were split between Auspex and Zeus Legion (Eric Dieter), with additional voice support acting by Ytse-Jam (Juan Mantilla) and Macbeth (Eric Ladd). By the release of Episode 2, the Antioch Chronicles had gathered a large and active fan base.

    Unfortunately, a promised Episode 3 never came to fruition. Still, the first two episodes did much to shape the early StarCraft modding community and remain in the popular conscious fifteen years later. For more information about the Antioch Chronicles, visit http://antioch.snow-fall.com/wiki.pl?The_Antioch_Chronicles .

    Why are you doing this?

    We're all longstanding members of the Antioch Chronicles fan community, which never really died out, despite the campaign's cancellation. Last month, an idle forum thread about wanting the replay the Antioch Chronicles drew a surprising amount of attention for our tiny forum and within days we'd launched the project.

    Can I help?

    We could definitely use some help. The easiest thing you can do is to download the campaign and play through it, giving us as much feedback as you'd like. Balance feedback is especially welcome, as these maps haven't really been play tested in that way. If you run into trouble, typing "power overwhelming" in the chat will enable god mode for your current units and "show me the money" will give you 10,000 credits and gas. If a map is just totally broken, please just move onto the next one. We'll try to get any critical bugs patched ASAP.

    If you'd like to join the team, we'd be happy to have you as long as you can make a honest time commitment to the project—it doesn't need to be a lot of time, we just need to know what we can count on you for. Here's what we could use help with:

    • Polishing the terrain on the existing maps.
    • Adding special effects to the maps (specifically, some explosions).
    • Advanced trigger editing to spice up the maps.
    • AI work to make the enemies more interesting (it's mostly just attack waves now).
    • Creating new maps for phase 2 (where necessary).
    • Creating cutscenes.
    • Getting talking portraits set up.
    • Adding powers to hero units.
    • Creating artwork for the logo, loading screens, map loader, and more.
    • Anything else you want to offer.

    Please send me a private message if you're interested in joining the team.

    Who are you?

    Team Antioch began with four members: Alevice, DarkTZeratul, dine, and Lucid Iguana. We've known each other for about a decade. Prior to this project, only Alevice had any experience in the editor, but we've proven to be quick studies. Since the release of the project, the team has grown to include Alevice, AlleyViper85, Azureguy caevrane, Cybrok, DarkTZeratul, dine, Fenix, Knallerton, Lucid Iguana, ppoentje, Triceron, wargirl, and scbroodsc2.

    Posted in: Map Feedback
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