It's always nice to see that people enjoy the missions. It makes me even more motivated.
I've uploaded an updated version of the Ignos1 where the Infestor bug should be fixed, but the old version with the bug is still in the zip with the first three missions. I'm planning to update it. But that is why people say that the infestors were working, because it is quite correct that in the old version they don't
Yeah, I think i must lenghten that cooldown. Not sure what makes that creep stay, but i'll look into it.
The pillars in mission 4 was a bit hard to do. Had to use alot of Page Up and Page Down on the rubble 3x3 doodad (the doodad that makes the platform for the pillars). That and the fact that the game camera is always a bit tilted made it hard to predict where the doodads where placed in comparison to the pathing layers. I'll try to look into it, but it'll probably wont be bullet proof.
I really liked those rocks. They all seemed to be placed at tactical places.
Very much detail put into this, but I couldn't finish it without sorting to cheat as I found it very hard. Too hard perhaps.
Love those custom transmission boxes. Just one of many things which makes this stand out. Very good job. I also loved the custom upgrades. New upgrades to well known units are very fun and refreshing. I think that is actually more interesting then new custom units.
Objectives, pings, doodad actors when the emitter transmittes. It's all just show how you put effort into the details. Nice.
The AI was very responsive. Do you have alot of AI triggers? I am sorry to say I was not fast enough counter it. Got a little feeling I was playing a RedRevolution map. Probably because it so fast paced.
This is very good stuff, looking forward to see more.
I think I might need to make that boss battle a little more tedious, at least on hard. I already have some ideas that's been posted here. Always open for new ideas as well.
Perhaps I should make that cave part a little more obvious? The idea is that the primals are moving from one cave to another. By sealing the end cave you force them to take another route to their destination, a route that passes the terran base. There are three of those.
Very nice tactic. Very close to how I did it as well. After the CC I tend to switch to the other side of the base since it's easier to support the primals and taking out the barracks/factories from there.
It took you that long? Perhaps the last part is a bit long winded?
I've spent some time with the terrain and I find terrain making a very soothing and relaxing way of fun. Like some people find gardening perhaps.
Thanks for feedback. I agree that during the last phase of the mission the Zerg waves are a bit hard to avoid. I might make the waves more predictable by adding more time between each wave. Thanks for the tip.
The cliff was sort of intentional as I kinda wanted a safe spot to regenerate shields. However, it might be too safe. Perhaps I could make it so that if you've spent too much time there raptors will come and chase you away.
Brakk move back to his cave to avoid that the player just blast him to death while standing on the cliff. Sorry, he doesn't chase you by appearing on the cliffs... yet. But that's a very cool idea, Lerida. I'll see what I can add.
I have thought about giving Brakk an "zealot charge"- like ability. As Agdos and Brakk have identical running speed you can just run away from Brakk infinitely while regenerating shields. With charge you will have to plan a little more.
There are two hidden Xel'Naga relics hidden on that map apart from those in the boss fight, and one of them will also reduce cooldowns with 1 second. So if you get that relic and the relic after the Boss fight you'll get 2 seconds reduced cooldown. Perhaps I should add another one that's not so well hidden, making a potential 3 seconds reduction.
I think I want to carry the cooldown reductions over to mission5, but those hidden bonuses complicate things a little. Is there a way to carry information from map to map, so that I can count how many relics were found in mission4 when in mission5?
Mission 5 is in early stages. You will control a base, but you'll also control Agdos. But it's too early to say anything certain about the gameplay of that map.
I also realized that I forgot the procedure to include more languages then enGB.
I have uploaded a new version with more language compatibility. Should work for most people.
In this mission you follow Agdos when he searches for his Protoss Expedition, which seem to have vanished.
Remember, this is an early version, so if anyone has any great suggestions and such then things might change. However, it should already be a decent quality map.
Warning: The old version I uploaded might have had a localization bug were all text in game would display a param value error. This download should fix that problem.
As I said on the PM you might get a good enough depth effect by using "Lower Height" tool on the lowest cliff level. If the result is good enough that can free up a cliff level without losing that high above ground feeling.
During the blizzard campaign the mission saves itself in key positions, usually right before or after especially hard encounters (like boss fights or scripted attacks), and after one of the objectives is completed. If you lose the mission you can just select a checkpoint save and continue from there.
This is useful as we map makers know better then the player when the difficulty spikes during the map.
There would have to be a limit though, and I think blizzard only uses two checkpoints. After a few checkpoints new checkpoints would have to overwrite the old one to prevent some devious map maker to fill up the players hard drive with an autosave every 0.1 seconds.
1. Let map makers have an option to put multiple maps in a collection and let that collection have it's own lobby. That way the maker can advertise maps based on other successful maps they've made- and it would be gold for campaign makers.
2, Let us have a save option for arcade maps. For singleplayer campaigns the lack of this is a headache and the reason why I prefer people to just open the mission in editor and press "test map". Perhaps they could also add a way to save maps with several players. Save the player ID to the savegame so that all the players have to rejoin to continue the game.
3. Enable us to use checkpoint saving in our custom made maps. Would be very useful for singleplayer missions, but I think it could also be useful in many multiplayer maps, like cooperation RPGs.
I'm trying to make the camera follow a point with an offset above a unit. Is there any way to make this happen?
As you can see on this screenshot the UI covers a bit of the screen making it hard to view the southern part of the game. This makes a nuisance when enemies attacks from below and it also look ugly.
I want the camera to be follow the red dot, and to move accordingly to where my hero unit moves.
0
@DEFILERRULEZ: Go
Nice
I think more void rays and phoenixes instead of tempests. We can get by with carriers. Perhaps more units at first recall.
Glad you liked the protoss base :)
Scary message must go. Thanks for heads up :)
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@Hockleberry: Go
I am very glad you liked it :)
It's always nice to see that people enjoy the missions. It makes me even more motivated.
I've uploaded an updated version of the Ignos1 where the Infestor bug should be fixed, but the old version with the bug is still in the zip with the first three missions. I'm planning to update it. But that is why people say that the infestors were working, because it is quite correct that in the old version they don't
@Lerida: Go
Yeah, I think i must lenghten that cooldown. Not sure what makes that creep stay, but i'll look into it.
The pillars in mission 4 was a bit hard to do. Had to use alot of Page Up and Page Down on the rubble 3x3 doodad (the doodad that makes the platform for the pillars). That and the fact that the game camera is always a bit tilted made it hard to predict where the doodads where placed in comparison to the pathing layers. I'll try to look into it, but it'll probably wont be bullet proof.
0
I really liked those rocks. They all seemed to be placed at tactical places.
Very much detail put into this, but I couldn't finish it without sorting to cheat as I found it very hard. Too hard perhaps.
Love those custom transmission boxes. Just one of many things which makes this stand out. Very good job. I also loved the custom upgrades. New upgrades to well known units are very fun and refreshing. I think that is actually more interesting then new custom units.
Objectives, pings, doodad actors when the emitter transmittes. It's all just show how you put effort into the details. Nice.
The AI was very responsive. Do you have alot of AI triggers? I am sorry to say I was not fast enough counter it. Got a little feeling I was playing a RedRevolution map. Probably because it so fast paced.
This is very good stuff, looking forward to see more.
0
Here is the beta of the updated Ignos 01
Ignos 01
I put it up here since I've already released the mission sortof. There are no great spoilers here.
Changes:
1. Map size increased by approximately 33%.
2. Toned down difficulty. Made several changes to attack waves
3. Added two additional Hives to destroy, making 5 Hives on the mission.
4. Added an event for when the fleet is arriving. Should feel more satisfactory to complete now.
5. Added a new Summon Fleet ability that the player can use to summon air units wherever that want. Does have a cost/cooldown though.
6. Prettied up the Protoss base area. Should not feel as empty as it did before.
7. Added specified music to cinematics/different parts of the gameplay.
8. Infestors now use abilities.
9. Made some Intro Cinematic changes. I cut some parts of the cinematic and speeded up other parts of it
Free for grabbing. If you leave some feedback I'll become a happy chap.
0
@DEFILERRULEZ: Go
Thank you for posting your take on it :)
I think I might need to make that boss battle a little more tedious, at least on hard. I already have some ideas that's been posted here. Always open for new ideas as well.
Perhaps I should make that cave part a little more obvious? The idea is that the primals are moving from one cave to another. By sealing the end cave you force them to take another route to their destination, a route that passes the terran base. There are three of those.
Very nice tactic. Very close to how I did it as well. After the CC I tend to switch to the other side of the base since it's easier to support the primals and taking out the barracks/factories from there.
It took you that long? Perhaps the last part is a bit long winded?
0
I am glad you liked it. :D
I've spent some time with the terrain and I find terrain making a very soothing and relaxing way of fun. Like some people find gardening perhaps.
Thanks for feedback. I agree that during the last phase of the mission the Zerg waves are a bit hard to avoid. I might make the waves more predictable by adding more time between each wave. Thanks for the tip.
The cliff was sort of intentional as I kinda wanted a safe spot to regenerate shields. However, it might be too safe. Perhaps I could make it so that if you've spent too much time there raptors will come and chase you away.
Brakk move back to his cave to avoid that the player just blast him to death while standing on the cliff. Sorry, he doesn't chase you by appearing on the cliffs... yet. But that's a very cool idea, Lerida. I'll see what I can add.
I have thought about giving Brakk an "zealot charge"- like ability. As Agdos and Brakk have identical running speed you can just run away from Brakk infinitely while regenerating shields. With charge you will have to plan a little more.
There are two hidden Xel'Naga relics hidden on that map apart from those in the boss fight, and one of them will also reduce cooldowns with 1 second. So if you get that relic and the relic after the Boss fight you'll get 2 seconds reduced cooldown. Perhaps I should add another one that's not so well hidden, making a potential 3 seconds reduction.
I think I want to carry the cooldown reductions over to mission5, but those hidden bonuses complicate things a little. Is there a way to carry information from map to map, so that I can count how many relics were found in mission4 when in mission5?
Mission 5 is in early stages. You will control a base, but you'll also control Agdos. But it's too early to say anything certain about the gameplay of that map.
Thanks for replies :)
0
Thanks :)
Hope you like it
I also realized that I forgot the procedure to include more languages then enGB. I have uploaded a new version with more language compatibility. Should work for most people.
Ignos 04
The old version might have a localization bug were all text in game would display a param value error. This download should fix that problem.
0
Glad you like it :)
It is a hero mission so it has to have some terrain diversity.
0
I'm uploading a beta version of Ignos4.
In this mission you follow Agdos when he searches for his Protoss Expedition, which seem to have vanished.
Remember, this is an early version, so if anyone has any great suggestions and such then things might change. However, it should already be a decent quality map.
Warning: The old version I uploaded might have had a localization bug were all text in game would display a param value error. This download should fix that problem.
Ignos 04
Screenshots
All feedback is greatly appreciated.
0
As I said on the PM you might get a good enough depth effect by using "Lower Height" tool on the lowest cliff level. If the result is good enough that can free up a cliff level without losing that high above ground feeling.
0
The new Ignos4 mission is soon ready for testing. If anyone is interested please send me a pm :)
here is another preview
edit: warning the map is a bit doodad heavy. Might lag a bit if your computer is not of the newest kind.
0
During the blizzard campaign the mission saves itself in key positions, usually right before or after especially hard encounters (like boss fights or scripted attacks), and after one of the objectives is completed. If you lose the mission you can just select a checkpoint save and continue from there.
This is useful as we map makers know better then the player when the difficulty spikes during the map.
There would have to be a limit though, and I think blizzard only uses two checkpoints. After a few checkpoints new checkpoints would have to overwrite the old one to prevent some devious map maker to fill up the players hard drive with an autosave every 0.1 seconds.
0
1. Let map makers have an option to put multiple maps in a collection and let that collection have it's own lobby. That way the maker can advertise maps based on other successful maps they've made- and it would be gold for campaign makers.
2, Let us have a save option for arcade maps. For singleplayer campaigns the lack of this is a headache and the reason why I prefer people to just open the mission in editor and press "test map". Perhaps they could also add a way to save maps with several players. Save the player ID to the savegame so that all the players have to rejoin to continue the game.
3. Enable us to use checkpoint saving in our custom made maps. Would be very useful for singleplayer missions, but I think it could also be useful in many multiplayer maps, like cooperation RPGs.
0
I'll try the loop thing when I get home. Thanks.
Appolys, your right ofcourse. My mistake.
0
I'm trying to make the camera follow a point with an offset above a unit. Is there any way to make this happen?
As you can see on this screenshot the UI covers a bit of the screen making it hard to view the southern part of the game. This makes a nuisance when enemies attacks from below and it also look ugly.
I want the camera to be follow the red dot, and to move accordingly to where my hero unit moves.