Dreadwind Plateau
This is a single-player mission in the vein of Blizzard campaigns. You command a Protoss force against the Zerg on Mar Sara. The trigger work is fairly simple, but it's functional- terrain work is my strong suit. Still requires balance tweaks, but it's fairly finalized. Hope you enjoy, and feedback is appreciated!
IMPORTANT UPDATE- If you are encountering flaky enemy AI / nonexistent attack waves, the problem may be caused by playing the map via the "test document" option of galaxy editor. Try instead dragging the map icon onto your sc2 exe icon.
Thanks to Ultraling for this discovery.
Yaeh TerranHegemon is right,your misions are awesome but incredibly hard also at normal level. Here some suggestions for your 3 maps: Vendetta:Do less wave cooldown,beacause 4 wave with 30 second of distance between all 4 attackers is very hard,start the game also with hive and all buildings that unlock all units,beacause wtf is not correct start a 1v4 with only tier 2 technologies,but this map is not impossible beacause (OMFG THANKS FOR THIS) all 4 enemies have no detectors,so you can do awesome hydra-roach ambush. Dreadwind plateau:Also here 30second between all the 3 waves,this is personally little more easy of Vendetta,but u must mass colossi and void to win,and do expansions and walls very well,here the suggestion,a moer little great ways (south and north ramp) not so big so i can roast all this crispy zerg. Verdant Skyway:That map is the most easy,beacause you need only ghost-marauder-medivac-thor (and walls+raven/scan of course) to win it,here the only problem is that on left of your base there's no ramp to can build a wall). So good job,your awesome map are funny and insanely hard,more of brutal campaign of sc2wol
and uh... if you could do me a favor, can you include like an easter egg or bonus please? Like where you can get a couple of Tauren marines under your control if you do extra bonuses, I really want to use them but i have no idea how to incorporate them into campaign missions. Thanks, oh and about the saving thing, i thought it would be different if u played through the editor but nvm 'bout that. Edit: There appears to be a lot of lag too, like each time an ultralisk dies or an infestor dies, the game freezes for two seconds, i'll keep you updated as I play. And if you didn't read your past comments LOWER THE DIFFICULTY! I'm playing this on normal(if diff. adjusting works) and it's harder than any of the brutal missions i've played in SC2... Extend the waves to like 2 minutes and lower the number of ranged units. I don't want to have to read a detailed guide just on completing this mission if it's on normal...
I haven't really looked into map publishing just yet- I have to do some research into map protection first. Saving should work as normal though. Is the option not there for you?
wow dude, thanks for reviving this, can i play it on bnet or do i have to play through the editor? And how can I save my progress?
Hey all, long hiatus. Between enjoying the game and working on a campaign, I'll slowly retrofit my old maps with the new dependencies and what not. Got this one working alright since there wasn't much different about protoss. Let me know if I missed anything. Otherwise, hope you enjoy
Ok, I just finish this map. Strategy:
NOTE: I use Jump start, so a had all the terran forces.
1) First, move all the forces to the south and clean the souther expansion
2) In main, don't split the defenses. Siege the tank in the center. Try building a force of immortals, stalkers and zealots for defense (Use the shield from the sentry, its really useful) after the 3rd wave (the initials units should work for the first ones). In main, i only have 1 gateway, 2 starship, 2 factories (1 first, the second in mid game)
3) Upgrade the shield and attack of your ground units
4) Build void rays, you should always building them (I always had 2 starship, building them) and buy the upgrade where the lasers have the momentum more faster.
5) Once you have the minerals for expansion build one in the south (and build all the gateways there for the reduce space in main). My expansion, have all pilons for food, and 5 gateways.
6) upgrade the air attack. Once upgraded, mass a +11 void rays force and attack the south-west base, (attack from the west).
7) Don't spend any money in colossus, phoenix or Templars. Just train void rays for attack, and immortals,zealot for defense (photons cannos , and few stalkers for aerial defense).
8 ) At the end, you should do a good work with a +20 void rays for attack, 4 immortals, 5 zealots and 3 stalkers for defense. All units fully upgrades of course.
HI there! i made this account just to make a comment. I was reccomended to play the three maps you made and I found them extremely fun. This map took me a few tries to beat but because it was difficult it felt really fun. Sadly your maps were the first i've played and the rest of the maps i have played have been to bland/easy. As far as balancing goes i think the terran campaign needs to be a bit harder. MnM ball just melted everything. Rest of the maps were great though :D. The zerg map gave me considerable difficulty but after like 6 tries i was able to complete it. Anyways I just wanted to say thanks for the great map!
The base defending part of the mission was very hard. I managed to save the Thor but it didn't really make that much of a difference. I'm just saying, that was a hard map, tried 3 times to beat it, but ended up losing at base defence.
it was really hard. but than i only make void race and move to other exp after get mined out. with each exp i get more void race and could kill enemy at end without problems. but dam hard to win win this with a normal build.
With the buffs to Ultralisks from the latest patch, I think the first part of this map is too hard. The Ultralisk destroying the forcefields....granted I could still kill it using the stalker's blink; but I still took a lot of damage. And the Zerg vs terran battle, the Ultralisks just destroy the thors and tanks with all their bonus damage against armored...
Very good maps (this, Verdant Skyway and Vendetta), but I had to go into the editor and increase the time between waves to have any kind of chance at beating them. I'm no korean apm monkey :P
Nah im doing the drag and drop on the exe but i will re DL the updated one and test it again
Edit: Just played through it again and it was fine after the re DL the only thing i can think that caused them to attacked my other bases was coz i did an early expansion before u get the msg about the minerals/gold expos as thats the only thing i did differnt this time, taking the expo after u get the msg.
Hmm, sounds like your current version is actually the bugged one, Hawklight, but I'm glad you found it more fun, lol. Not sure what would cause that. Are you launching the map from galaxy editor?
Great map, really makes you work on your macro. By walling off both sides with basic buildings and marching my units back and forth I was able to easily hold off attackers. Teched straight to colossi, then put up some cannons on the north and would warp in some stalkers to kill the broodlords. Just kept making colossi and upgrading units until ran out of minerals then took the southern expansion. Once I mined that out I made my attack with just colossi and stalkers and decimated the zerg. 1st expansion never got attacked and didnt need the gold expansion.
Just played through the updated version and im not sure if i was playing a bugged version before but now my 1st expansion(not gold) is getting attacked 50% of the time when i take it and the gold everytime when i have it up where as before the 1st expansion didnt get attacked at all and the gold only got attacked from the north-east Zerg army, it defintly makes it harder and more fun i just was not sure if it was meant to be like that.
@ Lunaris-
Sorry that you're having trouble. I'm not sure cannons alone are enough to fend them off, you need some AOE support. A few colossi, or high templar if you're feeling dangerous, behind the cannons ought to fair much better. I usually guard my base with a stalker/immortal/colossi ball, foregoing cannons altogether except as a mineral dump.
@ Julgon-
That is indeed a strange bug. Was the big wave all the different team colors, or all red? I don't suppose you could share the replay could you? Just do a search on your computer for "Verdant Skyway ((some number here, look for the highest))" PM me if you find it.
You are correct in its requirement of balance tweaks.
I had to spam cannons, literally SPAM them, to survive. Then, while I was rallying my forces to the expansion, another wave would come.
It's a very good map, though, and probably the only reason I'm complaining is because I'm not very good at Starcraft and can't manage my units well enough.
Very nice map though, and glad you localized it. I'm sick of seeing Param/Value over and over again. ;)
Hi Prozac, I just registered only to tell you that I'm looking for more of your campaigns works. They are just right, not too easy, not too hard, perfect.
As I just saw, you found the issue where an enemy wave is delayed until the next one and then both are combined. Well, after enjoying the Vendetta map, I jump right through the Verdant Skyway. There is a problem though, after the 2nd or 3rd wave, the next ones are all combined (Carriers from the south, DT north, Stalkers archons and zealots to the east and colossi west) or delayed 2,3 seconds in between. Of course i'm always rolled over. I skip it for the momento and try this new update for the prots camp.
Info that may help you. I use the SC2Allin1 and "jump start" to skip the ghost's interlude.
UPDATE- Relocalized now. Sorry
Uploaded a new version with a fair number of changes. There are too many minor tweaks to mention, but the major ones are:
There was an issue where the enemy attack waves sometimes stalled until the next wave launched, at which point they combined with it. I believe I solved it, but let me know otherwise. Usually happens around the time you expand. I'll keep the older version up for a while just in case.
Well, Jump Start isn't really meant to be used in normal play. It mainly just serves as a testing cheat and as a temporary checkpoint before save/load is available. The old version of Jump Start kills all red's units. I thought I uploaded the new version, which just kills the ones in the base and teleports all your units there, but I guess I haven't yet.
There is a message about the dangers of the rich mineral field, dunno if you didn't see it or the trigger didn't run, but I plan on altering the enemy AI to mostly ignore expansions sometime soon anyway.
I'll look into a trigger to speed up the first nexus. And I too would like a few more random events like the infested terrans to spice up lesser used portions of the map. Working on a new project and updating all 3 of my currents maps at the moment though, so it may be a few days :)