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    posted a message on Ashes of Freedom (SC1 Reboot)

    New version is available with a few hotfixes, still pending approval but you can download here.

    There probably won't be many updates until after the fourth, but expect 1.3 for Wastelands to feature a host of polish updates, and later in the week 1.1 for Backwater Station. I'll be continuing to drop hints about the Easter egg as well if no one finds it.

    Posted in: Map Feedback
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    posted a message on Ashes of Freedom (SC1 Reboot)

    Mission 02 Backwater Station now available!

    It's early beta, so please bear that in mind, if you'd rather wait for the finished, more polished experience, now is not the time to play.

    If however, you do wish to play now, there are currently no known bugs. 90% of the dialog is implemented, only a small number of polish features are missing. Any feedback at this stage is greatly appreciated, particularly regarding difficulty. If you're looking for a challenge, make sure to try hard or brutal.

    Also, Mission 2 uses the Legacy.SC2Mod file, this is very important! The map will run without it, but be impossible to play! Place "Legacy.SC2Mod" into your "Mods" folder found in your root StarCraft II directory before playing!

    Thanks!

    P.S. There's a hidden Easter egg, first person to find it and post a screenshot (in game, please don't cheat and look in the editor, or if you do, don't post it!) gets a special reward! I'll be dropping hints every few days until someone finds it, but for now - no hints!

    Posted in: Map Feedback
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    posted a message on Ashes of Freedom (SC1 Reboot)

    Everything is going well on Mission 02, third pass on terraining is done, all the conversations have been created, and now I'm just going back and adding minor events and tips to the level. The actual gameplay has been implemented for over a week.

    If everything goes according to plan, Backwater Station should be available tomorrow afternoon (EST US time.) though some final polish like certain cinematics and intro screen may not make it in. Some teaser screenshots for you:

    As always, the Flickr gallery has more images to check out.

    Posted in: Map Feedback
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    posted a message on Ashes of Freedom (SC1 Reboot)

    @Tolkfan: Go

    I had the incompatible mod error, even during the same playthrough. Auto-saved, went about 20 feet and tried to load it, crashed me back to the primary battle.net screen, I'll try to figure out why it's happening though. Auto-saves are going to become more and more necessary as missions get longer/more difficult.

    Posted in: Map Feedback
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    posted a message on Green Tea AI maps

    @ptanhkhoa: Go

    Interesting, one question from the video. Is the AI not capable of countering the cheese strategies it knows? That red terran could've pulled off all of it's SCVs when it first saw the cannons going up, but didn't.

    Posted in: Map Feedback
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    posted a message on Ashes of Freedom (SC1 Reboot)

    @grenegg: Go

    Thanks for taking the time to play and post! I was unable to reproduce any problems with the salvage/turret event, can you be more specific about the problem you encountered? What difficulty setting were you playing on?

    If you're having trouble completing a specific part of the mission, all four standard campaign difficulties are available and can be set via the shortcut (see the readme.txt included with the map) or if you're opening it in the editor, you can lower the difficulty in File>>Preferences>>Test Document.

    Posted in: Map Feedback
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    posted a message on Ashes of Freedom (SC1 Reboot)

    A new release of Wastelands is up! Beta Version 1.2

    Change Log

    Additions

    • Added minimap pings to indicate the convoy has begun moving again where applicable.

    Changes

    • Adjusted convoy and zerg blockade pings to be less distracting.

    Bugs

    • Fixed an issue where minimap pings for the first two objectives were difficult to see.
    • Fixed an issue where the camera did not return to it's previous state after the evacuation cinematic.
    • Fixed an issue where the playable map area would expand before intended.
    • Fixed an issue where the [Vulture] suffix would appear after Raynor's name in his unit frame.
    Caveats

    There are currently no known issues with Beta Ver 1.2, but there are a few outstanding tweaks. They will be coming in Beta Ver 1.3

    Coming in Beta Ver 1.3

    • Finalized dialog.
    • The removal of obnoxious cinematic subtitles.
    • Adjusted audio for dialog with no voice acting.
    • Updates to the terrain inside the city.
    • Autosaves (Pending solution found.)
    • Adjustments to difficulty.
    • Addition of dialog for non-golden path decisions.
    • Support for breaking the zerg blockade without the autogun.
    Development Check-In

    Development on Wastelands is being paused temporarily in order to continue development on Backwater Station, so expect Beta Ver1.3 sometime next week. Everything is still on schedule for a Beta release of Mission 02 "Backwater Station" later this week. If you haven't already, check out the Flickr gallery for a preview of the coming mission.

    Backwater Station Upcoming Features

    • Return to more traditional base/resource focused StarCraft RTS gameplay.
    • Adjusted difficulty from the original, expect an enemy that fights back. (Especially on Hard and Brutal difficulties.)
    • Firebat unit unlocked, and many chances to use them to great effect.
    • New bonus objective that offers a powerful campaign tech reward, but significantly changes the dynamic of the level.
    • One primary objective, with three paths to victory.
    • New environments, new dialog and adjusted story elements.
    • Easter eggs and expanded universe cameos.

    @Tolkfan: Go

    Regarding auto-saves in custom maps, can you confirm that this works if a map is opened directly via the SC2.exe? That's currently the way I intend for players to experience these levels, and currently, auto-saves that are created cannot be loaded, they produce an error message indicating the mod is incorrect. (No .MOD is currently being used in this map.) If you can point me to a map where it's working, that would be more than sufficient. Thanks!

    Also, this is just a random question about the forums that maybe someone could answer, but how does one make a non breaking space on here?

    Posted in: Map Feedback
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    posted a message on Ashes of Freedom (SC1 Reboot)

    A new version of Wastelands should be up, with another polish pace, including implementation of a lot of great feedback from Tolkfan, sometime early this coming week. In addition, if all goes according to plan, an early beta version of Backwater Station (Mission 02) should be ready to go and up by later this week!

    Check out the Flickr gallery for a preview of mission 02!

    The above images are alpha and the content is subject to change

    Quote from Arakcheev: Go

    So it seemed as if half of the new dialogue was missing... or there was a bug with my copy. The portraits would pop up and make the noise of scrolling text, but there was no text. Overall I love what you're doing, but this feels very, very incomplete...

    Also, the road is too narrow in many spots making it almost impossible to get your forces in front of the convoy if they fall behind.

    Hey Arakcheev, thanks for the feedback! Regarding the dialog, did you enable subtitles? There was a notification at the start of the level to do so, but you may have missed it. That could be the problem, I wasn't able to reproduce an issue where the text did not appear. Unfortunately there is no way to force subtitles on a transmission, so I have to rely on people to enable them!

    Regarding the level feeling very incomplete, it is in beta still, but with that said it should definitely feel most of the way there, can you give any feedback on any areas that feel particularly unpolished other than the dialog? Thanks!

    Posted in: Map Feedback
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    posted a message on Ashes of Freedom (SC1 Reboot)

    @Tolkfan: Go

    Thanks for all the great feedback, a lot of excellent polish stuff in there that I hadn't even thought about! I think regarding the minimap pings, I'll shut off the convoy pings when the convoy isn't moving, and I'll change the roadblock ping to the "Boss" icon on the map. The vulture suffix thing I noticed, but I realize now I fixed it in the mod pack that I'm using for later levels, this first level actually doesn't use any mod dependencies, will fix the suffix in the next version.

    I actually laughed about the auto-turret. I'll adjust the initial spawn time, or make sure the APC mentions he's sending out an SCV to salvage the parts quicker. I'll see what feels right. Oh and on the subject of the cinematic subtitles during cutscenes... After much deliberation I've decided to take them out, but they're a low priority at the moment. I definitely felt the same way about the city as well, but it felt even stranger with concrete painted into some sections, I'm going to have to play around with some things to help break up that environment more.

    As far as the lore thing, this is where I may actually disagree, though it's kind of a nebulous area. When the Adjutant tells us that she's contacting the "Local Marshall" who's going to "Meet us on the way there" it seems to me that there has to be some sort of civilization otherwise Raynor is the Marshall of a big pile of dirt? Then again, Raynor could be the Marshall of the city we're leaving from, it's unclear, and I suppose I could have done a bit more research on expanded universe stuff. I'm basically operating under the assumption that they're relocating to the wastelands, but that there's some kind of very low population shanty town out there, and Raynor is the Marshall of that town.

    And last but not least, onto the "Why bother?" question.

    Well, I think I sort of summed this up in my last post in response to zorbotron, but, this is more of a personal project for me. "Why bother" could easily be asked no matter what I created in the SC2 editor, it's not like I have to worry about Jones313's project interfering with my project's sales. Sure, it'd be great if a lot of people played the campaign, but more than anything I'm just enjoying the challenge of breathing life back into a game I enjoyed a long time ago, and honing my level design skills in doing so.

    I did some research before I started the project, and even played the remake that's already out there, and once I saw that it was a strict port (well, except medics...), I knew that I was still going to continue with my project. Some people prefer the very straightforward, simple objectives of the original SC1 campaign, and are going to prefer that port. Some people want more, and perhaps feel like I do, that the SC1 campaign is as amazing as it was at the time, has indeed aged a bit. And I suppose there's a bit of truth to the "it's not a game if no one's playing it" but at the end of the day, as long as enough people are playing it here, on Curse and in my pool of personal friends, to give me enough feedback to polish each experience, I'll keep going.

    Posted in: Map Feedback
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    posted a message on Curse Project Edit

    Wasn't sure where to put this really, as it's nothing to do with actual map development. Anyway, anyone else here manage to figure out how to edit the project page for their project on Curse.com when it's syndicated there? I was able to login to the auto-generated account (which is not the same as my actual Curse account.. heh.) But all I was able to do is add tags, and not edit any of the page content, like their auto-generated "install" instructions, which tells people to open a map and test it in the editor, I'd love to edit that page for instance, perhaps it's not possible, but I figured I'd ask and see if anyone else knew.

    Thanks!

    Posted in: General Chat
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    posted a message on Ashes of Freedom (SC1 Reboot)

    @zorbotron: Go

    Re: Motivational

    I will look into this, the main function of that scene was to teach the newer players how to use the attack command, but I see no reason reducing the car health should cause a problem with that.

    Re: Actuator

    This is possibly the most common complaint so far, and it's something I definitely need to fix. I also have plans to mark the site on the mini-map after a certain amount of time has elapsed, if the player has yet to find it but have yet to implement it. I will definitely do something else to make it more obvious though.

    Re: Optional

    It actually is optional to get the actuator. If you fail to defend it from the zerg before the SCV takes it, or if you just kill the blockade without salvaging it in the first place, the APC will continue moving. I will indicate this more clearly in the dialog. The reason I didn't throw it under bonus objectives was to preserve the dichotomy of the two types of objectives. Bonus objectives are going to appear in every campaign mission, and they are distinctly different from other objectives in that they require a risk that makes the mission more difficult, but the reward affects not only the current mission, but all later missions as well. I.E. the stimpack upgrade will remain after mission 01 is complete should you obtain it.

    Re: Player Feedback

    Regarding the switching between modes of gameplay, and the player not receiving enough feedback about this. An excellent point, I think I added some feedback such as a minimap ping, and on a few occasions I believe the driver says something, but making sure each case has clear feedback that the APC is waiting or not is absolutely necessary. I also had planned to make it so the APC will wait for the majority of your forces to be nearby before continuing its journey, but hadn't got there on my to do list, I'll definitely implement both of these things soon.

    Re: Remake vs Original

    No, you're absolutely correct, in fact, I spent a lot of time debating over whether to create an original campaign or not. I had a desire to do so, but there are a few reasons I decided to take this route. I'm a game designer, so for me I really started this project in order to have an opportunity to exercise and build upon my level design skill without having to worry about too much else. It's sort of a relaxing thing to only have to worry about one discipline.

    To expand on that, what I mean is; aside from not having to do any tool creation, very little systems design etc, no coding and the project being a solo project, I also don't have to create any fiction. This is important to me for two reasons. For one, as I said, I really just want to focus on level design. But also, creating new fiction in an existing universe that I don't own means I'm creating fan fiction. Now there is probably some expanded universe content I could use if I really wanted to, and sure I could try to scale down the narrative of the campaign, and make sure it only fills in holes and never interferes with the official canon. But the more expansive a story becomes the more likely it is to interfere. New characters would have to be written etc.

    That brings me to my other main point which is asset creation. New characters means new assets (new portraits, new game models, new voice acting.) While I have some 3D artist friends I intend to badger for some of the missing models for characters like Fenix, Samir Duran, Cerebrates etc. For the most part, a lot of the assets I need to tell the story of StarCraft 1 already exist. And more importantly, the voice acting already exists. Certainly some new dialog will not have VA, but the characters and basic units all will. And while I might be able to eventually get assets created for an original campaign (even VA) you can see how that becomes less and less of a personal project.

    So with my main goal being to hone my level design skills (and by doing so hopefully provide players with fun new gameplay) I made the choice to re-imagine the original campaigns. I feel that there is still a lot of room to create entirely new experiences within the existing narrative structure. SC1's story gives me some much appreciated constraints, provides me with an overall narrative arc and characters, but leaves me with plenty of freedom as far as the moment to moment gameplay. The original Wastelands level in SC1 and the Wastelands level I've created tell the same story, but play like two completely different levels.

    So to sum up this wall of text with a point: Hopefully I can create many unique and original gameplay experiences for you to enjoy, even if the backdrop is a story you may have heard dozens of times. Look forward to not only re-designed missions, but new missions as well as new and adjusted tech!

    Posted in: Map Feedback
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    posted a message on Ashes of Freedom (SC1 Reboot)

    Thanks again Michaelknives for finding that bug, all fixed! A new release of Wastelands is up!

    Change Log

    Additions

    • Added new enemy encounters
    • Added new points of interest
    • Added new dialog

    Changes

    • Adjusted ambush event for brutal & hard difficulties
    • Improved lip sync during certain dialog

    Bug Fixes

    • Marines can no longer bypass the checkpoint before it is open
    • Starting the bonus objective early will not stop the APC further back
    Posted in: Map Feedback
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    posted a message on Ashes of Freedom (SC1 Reboot)

    @michaelknives: Go

    Thanks for the feedback, in particular that about the actuator. Also the bug, I will definitely look into reproducing it. It seems the motivational quest was a bigger hit than I anticipated, everyone seems to have enjoyed it!

    Also you've caught me, the interface for mission briefings etc is by far the most unpolished piece of this map (which is still in beta), I just threw something in there to function until I get around to mastering some issues with the scale of UI objects. Thankfully once those libraries are done it will be easy to swap them out in all of my maps, I just wanted to get the maps out there for now, so that I can potentially get some feedback and improve the gameplay.

    Keeping in mind that the project is intended to be the re-imagining of the original SC1 Blizzard campaigns, though I obviously have a lot of freedom as an independent map developer, the project goal is definitely to feel like SC1, but play like a modern Blizzard campaign. A lot of great gameplay can come out of working with limited resources, but also, the casual and normal difficulties are intended to create a campaign experience that could potentially be the player's first, so expect the gradual introduction of new units.

    If you're a hardcore player who's already beaten WoL and is looking for a challenge, hopefully I can provide that for you as well, the hard and brutal difficulties, along with the introduction of new units, new upgrades and new tech and entirely new level designs should provide that challenge! I'll definitely be including 3 achievements per level as well, and along with UI fixes expect a custom achievement pane so you'll be able to track your achievements, and plan out how you're going to tackle them.

    For those who are curious, the two achievements currently in the map are...

    • Zergling Roundup
    • Kill 45 zerglings on normal difficulty or higher.
    • Not a Scratch
    • Reach Marshall Raynor without the APC suffering any damage on hard difficulty or higher.

    Expect to see some adjustments to Zergling Roundup, as it's a bit too easy, though don't expect achievements to be too insane for mission 01!

    Edit: I think I know what the bug you encountered in your play-through was. I actually originally had pathing blockers in to make sure you couldn't get past the checkpoint with your marines (until it was opened when the APC arrives) but they created an issue where the open checkpoint wasn't able to be spawned in that spot.) I will look into potential solutions for this, thank you for the bug report!

    For those who are having trouble finding the actuator, try looking near the location where the APC stops when the objective first appears. Hints:

    • You won't need to fight any Zerg to get to it.
    • It's marked with a terran beacon.
    • An actuator is a part of a gun, so try looking for a gun of some kind.
    Posted in: Map Feedback
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    posted a message on Video Map Review Channel

    Are you primarily interested in Battle.net multiplayer maps, or do you desire/plan to review single player campaign style maps as well?

    Posted in: Map Review
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    posted a message on Ashes of Freedom (SC1 Reboot)

    I'm not sure what the etiquette is for feedback around here as I'm a relatively new member, but if anyone is looking to trade feedback, I'd be more than happy to test your map, PM me or post, thanks again for anyone who gives feedback!

    Posted in: Map Feedback
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