Hey guys, I just recently released a campaign which attempts to introduce a new way of playing campaigns with the missions being more focused on using skillshots for two units instead of microing a large army.
Also, I recommend having a bit of fun in the beginning to get a feel of the system before moving to the actual combat as I was unable to think of a good way to make a tutorial that integrates the story correctly while also introducing the system (I have a map already made for it but I am planning on scrapping it and starting from base 0).
Regarding difficulty, because I was the only tester, the difficulty may not be great meaning that its important to save regularly to avoid having to replay a portion of the campaign. I am sorry for this but I will need addition feedback on the difficulty before I can make it great for a first mission.
Thank you for reading, and I hope you enjoy the mission.
Tried playing, it was unclear what I was supposed to do... I found a beacon, but the progress bar just fills half way up then goes back down again. Seems to be bugged/broken.
Also, the combat mechanics seems sluggish and was the biggest turn off for me... The fact that Raynor has this full-auto gauss rifle but can only fire one bullet every 4-5 seconds, including a 2 second "charge up" period made the combat feel cumbersome. I get the "skillshot" angle you're trying to go with but in putting such a system into an RTS game like this where every other unit is attacking at normal speed makes Raynor feel pretty weak.
Thanks for the reply, Bilxor, I have now updated the mission to make it clear on what is suppose to be done at the capture zone and reduced the speed of the predators to make it fair for the players. This should also help address the second issue you pointed out as other ranged units in the game will also be constrained to use the skill shot system while melee units are not.
The mission file will now be under this new format:
Morals_<Mission Number>_<Version Number>.SC2Map
A change from the original
Morals_<Mission Number>_<Mission Name>.SC2Map
UNIT CHANGES
Mini-predator speed reduced from 2.8984 to 2.0 to make it fair for the player.
MISSION CHANGES
The capture zone has its capture radius reduced from 18 to 14
The capture zone now has a revealer to provide the player with adequate vision
Added addition information regarding the capture zone
"The area in which units can begin to take effect on the capture zone is dictated by the white circle around the capture zone."
This should help clear up confusion on how the capture zone actually works.
There were no changes made to the morals mod file. If you have already installed the mod file, you will just need to extract the updated mission file and run it.
"The area in which units can begin to take effect on the capture zone is dictated by the white circle around the capture zone."
You're on the right track in trying to inform the player but this sentence in itself is confusing and verbose. Dumb it down as far as possible. What are you trying to say? If it's just "stand in the white circle to capture the X," then my good man just say that. Nobody will ever be turned off from your game because its directions are too clear.
I did a playthrough of the first mission. You can watch it below:
I really enjoyed this mission, especially the new combat system. Yes it is hard and you will die multiple times before figuring out the best way to beat the each section, but it's definitely rewarding once you do. Oh and it's not impossible to beat.
If the mapmaker sees this, I hope you continue this campaign!
Rollback Post to RevisionRollBack
Check out my YouTube channel for test playthroughs of custom campaigns as well as editor tutorial videos. Mapmakers, don’t hesitate to PM me if you would like me to test your campaign.
Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)
Hey guys, just an update that this map is still being worked on but progress is slow.
However, just a teaser to the next update, there will be major change to the way that units heal. This has being one the heavily noted issues of the campaign and I addressed it by including the system that will allow for your heroes to regenerate health while they are next to an enemy unit. This should reward players for dodging attacks and getting up close to enemy units.
Hopefully the next update will come at the end of this month.
Glad to hear that you are still working on this! I like the idea of the healing when close to enemies.
Rollback Post to RevisionRollBack
Check out my YouTube channel for test playthroughs of custom campaigns as well as editor tutorial videos. Mapmakers, don’t hesitate to PM me if you would like me to test your campaign.
To post a comment, please login or register a new account.
Hey guys, I just recently released a campaign which attempts to introduce a new way of playing campaigns with the missions being more focused on using skillshots for two units instead of microing a large army.
Also, I recommend having a bit of fun in the beginning to get a feel of the system before moving to the actual combat as I was unable to think of a good way to make a tutorial that integrates the story correctly while also introducing the system (I have a map already made for it but I am planning on scrapping it and starting from base 0).
Regarding difficulty, because I was the only tester, the difficulty may not be great meaning that its important to save regularly to avoid having to replay a portion of the campaign. I am sorry for this but I will need addition feedback on the difficulty before I can make it great for a first mission.
Thank you for reading, and I hope you enjoy the mission.
LINK: Morals
Tried playing, it was unclear what I was supposed to do... I found a beacon, but the progress bar just fills half way up then goes back down again. Seems to be bugged/broken.
Also, the combat mechanics seems sluggish and was the biggest turn off for me... The fact that Raynor has this full-auto gauss rifle but can only fire one bullet every 4-5 seconds, including a 2 second "charge up" period made the combat feel cumbersome. I get the "skillshot" angle you're trying to go with but in putting such a system into an RTS game like this where every other unit is attacking at normal speed makes Raynor feel pretty weak.
<Click Here> To See My Epic Single Player Campaign (LifeForceCampaign.com)
@Bilxor: Go
Thanks for the reply, Bilxor, I have now updated the mission to make it clear on what is suppose to be done at the capture zone and reduced the speed of the predators to make it fair for the players. This should also help address the second issue you pointed out as other ranged units in the game will also be constrained to use the skill shot system while melee units are not.
MISSION 1 UPDATE 0.2B
FORMAT CHANGES
The mission file will now be under this new format:
Morals_<Mission Number>_<Version Number>.SC2Map
A change from the original
Morals_<Mission Number>_<Mission Name>.SC2Map
UNIT CHANGES
MISSION CHANGES
There were no changes made to the morals mod file. If you have already installed the mod file, you will just need to extract the updated mission file and run it.
"The area in which units can begin to take effect on the capture zone is dictated by the white circle around the capture zone."
You're on the right track in trying to inform the player but this sentence in itself is confusing and verbose. Dumb it down as far as possible. What are you trying to say? If it's just "stand in the white circle to capture the X," then my good man just say that. Nobody will ever be turned off from your game because its directions are too clear.
<Click Here> To See My Epic Single Player Campaign (LifeForceCampaign.com)
Here is a suggestion about tutorial, perhaps you can do something like these at the beginning of the map (attachment).
My projects : The Hammer of Dawn, Noir : Automata, Noir : Evolution, Noir : Ascension, Hammer of Dawn Revamp
Many awesome projects : Custom Campaign Initiative
Something for the community : A Small Letter of Thanks, SC2mapster Classic Skin - Alevice
The predator section is impossible, too much damage and health, other then that is a fine mission
I did a playthrough of the first mission. You can watch it below:
I really enjoyed this mission, especially the new combat system. Yes it is hard and you will die multiple times before figuring out the best way to beat the each section, but it's definitely rewarding once you do. Oh and it's not impossible to beat.
If the mapmaker sees this, I hope you continue this campaign!
Check out my YouTube channel for test playthroughs of custom campaigns as well as editor tutorial videos. Mapmakers, don’t hesitate to PM me if you would like me to test your campaign.
@deltronLive: Go
Doing the Lord's work!
Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)
Hey guys, just an update that this map is still being worked on but progress is slow.
However, just a teaser to the next update, there will be major change to the way that units heal. This has being one the heavily noted issues of the campaign and I addressed it by including the system that will allow for your heroes to regenerate health while they are next to an enemy unit. This should reward players for dodging attacks and getting up close to enemy units.
Hopefully the next update will come at the end of this month.
@RobustProgram: Go
Glad to hear that you are still working on this! I like the idea of the healing when close to enemies.
Check out my YouTube channel for test playthroughs of custom campaigns as well as editor tutorial videos. Mapmakers, don’t hesitate to PM me if you would like me to test your campaign.