A small update from my side regarding this project, But first my sincerest thanks to everyone who has helped me get this underway. Thanks for the feedback making me create better map(s). Without further ado, the first map has received some slight polishing to the endgame unit and hereby is properly released and awaiting approval.
Then, the second map, and conclusion of the prologue is underway as well. Attached are a few screenshots of the terraining and potential loading image. As the images make clear, the map takes place directly after the first mission.
Sorry for a uniquely late reply to all this. I'm glad you guys like what it has become. I'll try to make the boss fight even more interesting and unique per difficulty level.
Once again! Thanks so much. In the mean time I'm trying to spend time to get map 2 into shape.
Wanted to let you guys know that version 2 of the first map is uploaded now [awaiting approval] Accompanied by this I've also released an updated version of the mod that must be used to play the map.
Hi Edhriano. i also just downloaded the first six files. Once again. Cool campaign mate. Also heavily inspiring for me. I' also close to an update now. I''ll try and get caught up to the last released map XD.
Hiya guys, a small update from my side as I'm working to solve/handle most points that are mentioned.
- Currently working to decrease the open size of the terrain a little, about 25% with that.
- Also working on the dialogue, both with style and removing the quotes. (this was also some I carrie over from SC1 I think, I always did that there also.
- With the cinematics, I noticed now that while I had it set to a 2 second fade-out, I had the "dont wait" action in there. this is now fixed.
- Also working on the setup for a difficulty selection and the effects this'll have on the map, like unit seed, the boss, I already have a difficulty setup for the part where you must defend the base. (that will now also get into effect)
And aahh, the tooltips. Yeah considering this is a first mission, I chose for most special abilities for the units to not yet be available. But I will edit the tooltips accordingly.
Thanks for the feedback so far. Much appreciated! The issues with energy, priorityand static portraits are fixed in the modfile. And thanks for pointing out the error thing. I must've looked like an hour if I could resolve the boss bar thing, but this is just as good I reckon.
With regards to the dialogue I'll see where I can resolve the terranish style and make it more Protoss in general.
About the terrain, Same thing here, I can see how I may increase on that a bit, but I rather not place too much clutter. But maybe some elements that show the Talon have lived there can work. I'll see what I do.
And with the Boss fight, I agree that in retrospect it may be too easy (even I can beat it). But I'm not really a big fan of giving off warnings for everything. I feel this should also be a bit of player discovery. But giving it some more tools and diversity I can certainly look into. That should also help in the shield uptime. but it can be that randomization may have favoured the shield more that time (depending on amount of playthroughs).
Finally, a general note. I'm still looking in how to make a difficulty selection. This may also help in making it more of a challenge for some of you out there. With difficulty in general I'm still looking and learning how this is experienced. I will probably have to make the mission nearly unbeatable for myself I think XD
[Edit] Do you think it would help if damage from Volchrons abilities is reduced, say 50/s for Whirlwind and 100 for Dash?
Hiya guys! At long last I'm pleased to bring out the first mission for my Starcraft: Time Splitters campaign. Its my first project in the map making business.
Here you can give me feedback on the missions (and/or the mod). Please report bugs that you come across, however please take a small look at the bottom of this post because there's several thing I'm already aware of.
Also, please let me know what you think about the map. What do you like, what do you think requires attention.
If you happen to have suggestions or ideas I'm also open for them.
I hope you have fun playing.
Cheers!
[Edit] Required mod-file and first map now uploaded and awaiting approval.
0
Thanks mate, have you been able to play the first map by any chance?
0
Hi, Hammer107,
Only way I know of is to rescale the flat pattern of how the mesh reads the texture in UV editor.
I've also done it like that and the fit is pretty good overal. Maybe some slight finetuning when desired, but otherwise ok.
Hope this helps.
0
Hi Mapster,
A small update from my side regarding this project, But first my sincerest thanks to everyone who has helped me get this underway. Thanks for the feedback making me create better map(s).
Without further ado, the first map has received some slight polishing to the endgame unit and hereby is properly released and awaiting approval.
>> Link to project <<
Then, the second map, and conclusion of the prologue is underway as well. Attached are a few screenshots of the terraining and potential loading image. As the images make clear, the map takes place directly after the first mission.
0
In reply to DaveSpectre122:
0
In reply to DaveSpectre122:
0
In reply to EDHRIANO:
0
Sorry for a uniquely late reply to all this.
I'm glad you guys like what it has become.
I'll try to make the boss fight even more interesting and unique per difficulty level.
Once again! Thanks so much.
In the mean time I'm trying to spend time to get map 2 into shape.
0
Ooh this feels so close to home.
If only we could make the editor automatically act on our thoughts, then all would be swift and flawless.
0
Hello guys.
It has been some time. My priorities have been eslewhere with regards to SC2 work.
However, I'm pleased to bring you the
Exterminator
0
Hi there,
Wanted to let you guys know that version 2 of the first map is uploaded now [awaiting approval]
Accompanied by this I've also released an updated version of the mod that must be used to play the map.
They can be found here.
0
Hi Edhriano. i also just downloaded the first six files. Once again. Cool campaign mate. Also heavily inspiring for me. I' also close to an update now. I''ll try and get caught up to the last released map XD.
0
Hiya guys, a small update from my side as I'm working to solve/handle most points that are mentioned.
- Currently working to decrease the open size of the terrain a little, about 25% with that.
- Also working on the dialogue, both with style and removing the quotes. (this was also some I carrie over from SC1 I think, I always did that there also.
- With the cinematics, I noticed now that while I had it set to a 2 second fade-out, I had the "dont wait" action in there. this is now fixed.
- Also working on the setup for a difficulty selection and the effects this'll have on the map, like unit seed, the boss, I already have a difficulty setup for the part where you must defend the base. (that will now also get into effect)
And aahh, the tooltips. Yeah considering this is a first mission, I chose for most special abilities for the units to not yet be available. But I will edit the tooltips accordingly.
0
Hi Guys,
Thanks for the feedback so far. Much appreciated! The issues with energy, priorityand static portraits are fixed in the modfile.
And thanks for pointing out the error thing. I must've looked like an hour if I could resolve the boss bar thing, but this is just as good I reckon.
With regards to the dialogue I'll see where I can resolve the terranish style and make it more Protoss in general.
About the terrain, Same thing here, I can see how I may increase on that a bit, but I rather not place too much clutter. But maybe some elements that show the Talon have lived there can work. I'll see what I do.
And with the Boss fight, I agree that in retrospect it may be too easy (even I can beat it). But I'm not really a big fan of giving off warnings for everything. I feel this should also be a bit of player discovery. But giving it some more tools and diversity I can certainly look into. That should also help in the shield uptime. but it can be that randomization may have favoured the shield more that time (depending on amount of playthroughs).
Finally, a general note. I'm still looking in how to make a difficulty selection. This may also help in making it more of a challenge for some of you out there. With difficulty in general I'm still looking and learning how this is experienced. I will probably have to make the mission nearly unbeatable for myself I think XD
[Edit] Do you think it would help if damage from Volchrons abilities is reduced, say 50/s for Whirlwind and 100 for Dash?
Anyway, once again: thanks for the feedback.
0.951083158630328
Hiya guys! At long last I'm pleased to bring out the first mission for my Starcraft: Time Splitters campaign. Its my first project in the map making business.
Please report bugs that you come across, however please take a small look at the bottom of this post because there's several thing I'm already aware of.
I hope you have fun playing.
Cheers!
[Edit] Required mod-file and first map now uploaded and awaiting approval.
Known issues
- Some units may have wrong/no death effects
0
Seems like ages ago that I wrote all this, and now... 3 months later I finally got around working on this again.
The first map is now 99,5% complete and I just need to get the first alpha release out.