Have only played mission one but wow, this is excellent. In every way.
The cinematics are top notch and the story is very intriguing. From camera movement to the dialog writing, this is good. Nice to see a story driven campaign with such a nice atmosphere and detailed terrain. Aside from EivindL's campaigns there are not that many campaign makers who manage to make quality work on all important aspects of a mission. Often a map maker has a certain area of expertise, be that unique gameplay, interesting terrain or a good story, but many usually fall short on one area or another.
My only nitpick, and it's a minor one, is that green box at the loading screen. You've forgot to disable testing settings when you took that screenshot, I presume ;)
Bonus points for difficulty selection. People who like hard missions get their dose and I get to play it casually to soak in the atmosphere and story.
Also, love the terrain. I like that you have taken your time to use tinting and tilting on doodads. It really creates a more believable forest.
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Hey, I've discovered your campaign just recently. If I've understood well, there are 4 missions ready to play and one other ready, but not published.
I've only played the first mission yesterday, in brutal. I didn't play the other difficulties, so I can't tell if it's well balanced, but it's not always easy in brutal.
However I have certain things to suggest/says :
First : the moment of the first attack on the zerg base to rescue lost soldiers is a lot borring : it takes a long time to destroy the building for nothing. You could maybe erase one building, sumone zerg reinforcement from larvas, or simply make the lost army join your side when you encounter them (and it would be more logical as well) even if you didn't destroyed the building. If you go on this way you could prevent any rush by puting a special unit that would be doing a lot of damage in one go (with a spell) in a way that no rush would be done. Either way, you could simply find a way to destroy theese buildings faster.
In a second time, in the same area, the lost medics follows you if you are hurted, but the others units would stay there, unmoving, it's completly irrational.
I would suggest also, to improve the difficulty from the moment you are given the lost soldiers, to the moment you encounter the blue guy (I don't remember his name), I was in brutal, and it was a lot more easiest to do this part, than the last one when I had to defend the base.
Another suggestion : implement automatic saves in key moment.
And I believe you already work on it, but the tank don't shoot at the rock direction :/
The last thing I found is, energy regain while the cinematics, so if you skeep them, you will be a lot less strong than if you don't. I believe there is something like a pause option for units in the map (in the trigger) that stop every movements, attacks, producing, regeneration, etc.
In other way, it's so beautiful :O
The map and cinematics are so awesome, it blowed my mind.
I like your first map. Hope you will work as much for the others. It looks like blizzard work.
Thanks for playing and giving me your suggestions :D
Personally, I feel like this first mission is really setting up the environment and presenting you with the story. That was definitely my focal point for this first one, and as a result the difficulty sometimes may seem easy. For me, I attempted to up the difficulty a bit on Brutal by placing several banelings which would really screw you over if you weren't prepared. Does one get too close and all of your marines can die if they're clumped up. I also made the unburrowing Zerg numbers (especially at the Psi-Emitter) signficantly larger than on the other difficulties. Here, if you weren't prepared, your other units could also easily get demolished. I guess it really comes down to how you have positioned your units when you went through and it might have made it easier.
First : the moment of the first attack on the zerg base to rescue lost soldiers is a lot borring : it takes a long time to destroy the building for nothing. You could maybe erase one building, sumone zerg reinforcement from larvas, or simply make the lost army join your side when you encounter them (and it would be more logical as well) even if you didn't destroyed the building. If you go on this way you could prevent any rush by puting a special unit that would be doing a lot of damage in one go (with a spell) in a way that no rush would be done. Either way, you could simply find a way to destroy theese buildings faster. In a second time, in the same area, the lost medics follows you if you are hurted, but the others units would stay there, unmoving, it's completly irrational.
About the Zerg base, I realize it may get boring after some time. I didn't want to increase the amount of units at the base since that would make it harder for you to keep the Callithus Settlers alive, which would slow you down even more. I suppose I could make a trigger to reduce every building's health by a certain amount. I don't know, that'll require some playtesting.
I thought I had assigned the medics and the other units to hold position. Huh. I guess not XD. I'll go fix that. Thanks for notifying me of it.
And I believe you already work on it, but the tank don't shoot at the rock direction :/
Yes, the tank and also the reaper not playing their attack animations is something still bugging me. I'm still attempting to find a solution, however at the moment I’m focusing more on making the next missions.
The last thing I found is, energy regain while the cinematics, so if you skeep them, you will be a lot less strong than if you don't. I believe there is something like a pause option for units in the map (in the trigger) that stop every movements, attacks, producing, regeneration, etc.
I am aware of the energy regeneration. Unfortunately, there doesn't seem to be any direct way to fix this. I don't know if you can stop energy regeneration entirely. (I don't want to use Pause feature as I then have to make a seperate unit for my heroes everytime I have a cinematic, and then delete them afterwards, which is just more work). Generally, I haven't really found this to be too much of an issue, as you would naturally watch all cinematics during your first playthrough, and then perhaps next time, when you are familiar with the mission, you will be able to conserve some of your energy because you know when it's needed. If there happen to be a way to change it though, I may do so.
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StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
I'm someone that very like to test maps and give...eh... wall of text... of tips, improvements, constructive comments etc... But, tonigh is getting late. If I had time I'd write you a big wall of text... Don't worry, it will come. I've not read all other comments so some points could possibly be already discussed.
I did my first playthrough of the 4 missions. My first thoughts are: wow. This is some really epic terrains, especially the first map. There are nearly 4000 doodads on that map! All those small details, just... so good. I very like the little cinematics as you play through. In the days to come I promise you I'll make a big report of what I like/don't like/could be better/is awesome/etc. Although, if i had to give a short opinion right now, I'd say that overall, its extremly good, but, as you move through the maps, I feel like there is not the same amount of work put in the last maps compared to the first map. The first map has alot of depth, cinematics, etc... While 3th and 4th seems to have a little bit less depth and not all issues are fixed.
So I'll have to make another playthrough and write anything i see as I play. First playthrough was to see how good the campaign is, and it's totally worth constructive comments.
Glad you found your way to my campaign, and I really do appreciate you taking the time to write as much feedback as possible. Really awesome!
I can kind of see where you're going with the other maps not having as big an impact as the first mission did. I don't know what to say. I guess what I attempted to do is start off the campaign very intriguing and mysteriously, so people would get interested, so therefore I did my best to create the perfect theme with matching terrain, as well as many minor cutscenes to enhance the plot.
I don't feel like personally that less work has been put into the other maps. Mission 4 does have what I think is my best terrain so far and also has a good amount of cutscenes, but you might be looking at some different things entirely. Because of this, I'm going to wait and I'll be excited to see what you have to say regarding each mission :D
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StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Here we go. I played your two missions, And i found something (First report then rate)
Mission 1 - Good terrain, i like really gameplay, but i dont like bug at end. After cinematic i fight against boss and never victory. I like too your triggering (because for me is main editor , coz i work with editor almost everyday).
Mission 2 - I was really fascinated because my army was closed behind doors... So i used until i reached base cheat because i'm bored from maps which i have to restart.
Rate: Good campaign, now i go play mission 3 and 4 then i will tell you tomorrow. I like in mission 2 that old guy :D He is retard what i like. So 5/5 stars from me. I hope you will continue in your campaign very well.
Just got done with mission 1 (on just hard, as this is the first time plaing SC2 in 2 years) and is firing up mission 2 as I'm writing this.
Very neat and good presentation - Edit: Very professional looking, however the mission is a tiny bit too tutorial-esque, phase one is basically the first mission in WoL and very straightforward, you could basically A-move through it all. Since it's the first mission I have no problem with it, especially since the difficulty is consistent and does not spike randomly. Would be kinda nice to add a miniboss or something similar on the higher difficulties, with some kiting and perhaps abilities you need to micro around.
Phase two is very similar to Zero Hour in WoL and thus I am by default needed to like it, I kinda missed the optional objectives from the aforementioned however, because it forced you to drop the cozy blanket and move out to secure additional resources and units, rather than spam marine-medic and patrol between your 3*2 bunker placements - the small base also makes it easier to move your units around. I guess the 'destroy the nydus' was the compromise, but since it's pretty close to your base it doesn't pose that much of a threat.
Also, during cinematics when the camera is pointing sideways, rather than topdown, my computer tanks heavily and goes from 200 to 20 fps because of the doodads, not a major problem since gameplay is fine, but just a little note (terrain still looks really good and professional).
It's the first mission though, so I take it mostly as an introduction, but yeah very well made and enjoyable.
MISSION 2
Should be renamed 'MEDIC!!!!'
Phase one requires you to keep your medic alive (on Brutal) or you stand no chance at all, no idea really how it could be improved, but basically all you have to do is keep your medic behind (since enemies will target her if she's too close) and move slowly forward, some units (as you can see my ) completely miss you (don't know if it's intentional) so you can just wait in a corner and AoE them with Reeves when they run past.
Phase 2 is pretty straightforward (but in my own ineptitude I wasn't paying attention and thought you only had to destroy 2 gatecontrols and thus lost).
However - as with every terran mission - it's easy to just spam marine/medic and roflstomp.
Still very well made and enjoyable to play, don't actually care that much about difficulty (as long as it's not just A-move).
Thanks for playing, although it's quite unforunate to hear you felt the need to use cheats to clear part I of the mission. Did you try utilizing saves?
Either way glad you enjoyed them! :D Hopefully I will be having mission 6 done soon so I can release my next 2 maps.
Yeah, the difficulty is a bit hard to manage. I want to have it start off easy and as a result, it can kind of be A-moved, although I personally discourage it. (There are a couple of units like Banelings which will obliterate your marines if given the chance,) which was something I tried to add more off exclusively for Brutal.
I never thought about it having so many similarities to Liberation Day. I guess now you mention it, I can kind of see where you're going. I still do feel like
Mindless Creatures has a certain uniqueness to it at some points.
The cinematics are a shame. Horizontal shots add for such a cool effect for cinematics and you'll see me using that feature a lot in coming missions. (There's a heavy amount of it in Mission 4, which lags even for me.) I have learned from my mistakes though, and some of the later missions, I'll try to make these types of shots at an angle where the camera doesn't have to pick up that many doodads at once and perhaps that'll help.
The medic issure for mission 2 I am well aware of. I personally nowadays don't have too much of an issue clearing the map quite fast, while still keeping her alive and well behind my forces. This occurs exclusively on Brutal though, as it's simply the way the AI is programmed to act like on that difficulty. On the other difficulties, its much easier to keep her alive.
I thought of a couple of solutions. One being to add another medic specifically for Brutal difficulty. (Adding her for the others would just make this another A-move mission), or reduce the amount of enemies by a bit. I don't know how much that will help though, seeing as they'll probably focus her down anyway.
I also noticed a couple bugs when watching through your videos. Mainly, the Zerg sometimes randomly standing still at one location. They definitely shouldn't be doing that and that has never occured to me, and also the first and last incursion team stopping once they cross the bridge. They should be attacking you directly, so I'm glad I actually watched this through.
I also really feel bad for you. That medic caused you a lot of issues it really seemed like, and even when you were so close to finishing the mission, you end up failing, which is really unfortunate. I noticed one thing: You don't utilize saves at all. Those could probably helped you a lot. Any reason for not using that?
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StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Suuuuuuuuuup. I went through mission 1 again and wrote feedback as i was going through. I did not expect to that it that much time but, eh for today it will be Mission 1 feedback. I'm adding a little note about the saves from previous comment. Saves in the WoL and HotS campaign are automatics with checkpoints. So if you fail, you don't restart from beginning. The problem here is it's not automatic. You manually have to saves here and there if you really really really want to make sure to not lose, but you never know what's coming so you don't save at all...and you die. So, adding in some checkpoints triggers would be really great. A huge variable that saves units, position, hp, etc. So you don't have to reload the map.
MAP OVERALL: You used everything at your disposition, creep blocker, foliage generator, creep generator, pathing, regions in regions, colored point/camera/regions, texture mix, cliffs mix... Your triggers are very well organised, same for data...
TERRAIN OVERALL:
Pathing/LOS: The pathing is really good, the only thing is about the defence phase with pathing next to the bottom left supply depots where there is actually nothing blocking. I love your usage of line of sight blocker in hot spot like the end of a bridge... All good.
Doodads: You placed 3772 doodads... So, why some trees are on fire? The firecamp in the beginning has copy pasted "Rock Small". Maybe add some variations there. That's minor though compared to the epic terrain right in front of me. This is the most detailed whole map. If you use those skills into a Melee map, that would for sure result in something crazy.
Environment doodad/Fog Data: I saw some fog doodads here and there but nothing crazy. And the fog from data in the terrain set is not quite visible. But you know what, that is not important as your terrain is fine without the data fog. Maybe a little more environment effect still. I know it's raining on most of the map though... wind? I don't know.
Lighting: Lighting is great, it's simple, nothing crazy there.
Texture: Your texture play is awesome. Nothing to say about that.
DATA OVERALL:
Units: The custom units seem to work fine. The rocks, the shooting troupe against the rock... I did not see any "Copy" stuff or default/missing text somewhere it should not.
Abilities: Well, healing, repair and custom Reeves ability work. So..
CAMERA OVERALL:
Angle: You camera angle are fine. But not perfect. I feel like closer view like, if the camera was at the heigh of a marine to see the speak, would be nice. Also, maybe add some roll angle variation. Nothing too crazy though, just, so it's not a static camera moving around.
Depth of field: This is something you did not use that I think could be interesting in your cinematics. When you have units talking over a large background, you might want to put the focus on the marines. When they finish talking and look around, put the focus on the background with the marines being blurred. It's alot of work to get it right, but it's all worth it.
MISSION OVERALL (normal):
Text: Text was really nice, cool story, not too overwhelming, not too many characters. Sometimes you play a campaign and right in the first mission there are like 50 different names and references just like if you knew already everything eh xD Not the case here.
Understanding: The mission is basically, move your troupes across the map. There is one path only. Linear story, linear gameplay. You can't get lost, haha.
Goals: At some point, there are some "between the objectives" where you don't have an objective. That is a little tricky. I know everything is linear but, you know, maybe the guy playing is stupid and just went all way back to the beginning and forgot what the hell he was doing and where he should be going haha. Otherwise it's great. I like the objective descriptions when mouse over, but you rarely think about reading that, it's "hidden text" at some point. A "New objective" or "update" pop up or something could be great whenever there is a new objective.
Music/Sound: At the beginning: ambiance music mixed with fire, water, bubble-ish sounds, the marine ate by zerglings, weird sounds as you reaches areas... I like cinematic music. That is cool.
Cinematics: It is difficult to read and watch. Of course if you know the text or the story, you will look at the terrain, but if you don't, you read text and miss what is being shown. Also, a little beep sound every time a new dialog change would be great so you can actually know when to read again after finishing reading. For example, text appears, you read, you done so you look at terrain, you did not see it change again so you lose some time, then start reading, but could not finish.
PLAYTHROUGH MISSION 1:
-Cannot pause during cinematics?
-Cinematic 1: After Raynor's dropship dropped Reeves and move back, the next camera angle, it's disappeared. Maybe show it moving away in the background?
-Maybe add a tip about mouse over for the objectives description.
-Maybe add more useless yet interactive stuff. For example, moving over a dead marine could send a text like "His armor have many scratches" "His name was.." "Who light that campfire?" "Road closed"
-Cinematic 2: I totally love the flashback with the truck that then, changes to dead doodad truck. That's epic. The camera could use a little work though. Maybe making it slightly in angle just so it's not only 90° view. Also think of the rule of thirds, you probably do already.. But when you show the marines to save, I feel like the angle could be better.
-After Cinematic 2: The ally just run right away into the Zerg, no matter what you actually do. Maybe make them follow Reeves? Also, the buildings has too much HP. The killing building part is boring. Also the comp can take down everything by itself depending of what remains alive.
-You should either prevent reaching the rescued units until all buildings are destroyed, or make them like cocooned units that you kill the cocoon, or make it so right when you get close to them they are to you and start talking. Having the condition; all buildings destroyed before they can start shooting is actually awkward...and medic can heal even if it is the comp...
-I feel like you should not allow attacking allies.
-Maxwell Reeves should have a unique unit frame for group selection.
-After saving the units, the rock is destroyed...um... what about adding like 3-4 zerglings hitting it to destroy and open the path? The comp could defend itself easily. Also, the objective doesn't tell you much about where to go/what to do after that. Job done, Reeves must survive eh ok? and after? You always have to have an objectives I believe.. even if it's nothing much special like "Investigate the area" "Continue investigation"
-After killing the queen, there is a discussion between Reeves and Baldwin. Some of the replies are quite long... The text is good though. So, I suggest maybe having some sort of text log in a ui? I feel like that could be beneficial for those who doesn't read fast or just abandon when seeing a wall of text pop up.
-What about having some "reveal region when unit enters and hide when it leaves" there is a built-in trigger for that i think. So when you get close to the edge of something and there is nothing to do there, you could show at least the terrain around it.
-There is a text issue when saving the people behind some Zerg. It says: "Reeves: Heey, thanks man! Let's get the hell out of here!". Should that be more said from one of the saved marines?
-The next two destructible rocks after the George Town cinematic doesn't completely hide the other side when you get close. Maybe add LOS on sides of the rocks? Or is that the way you want.
-Of course that tank shooting in awkward directions.
-You can actually kill the units shooting the rocks, preventing the game from ever continuing. It's actually giving more time to build up.
-The sounds of the shooting marine/marrau/tank right in your base during many minutes are quite annoying.
-Ground Pathing around bottom left supply depots could be better to allow building between the 3 near the antenna.
-The Rock health bar UI could be like 50 to 75 px higher.. well, less in the way.
-You can actually go out and kill the Zerg bases by attack further by changing camera angle.
-Heros are not affected by upgrades.
-In the defence phase, I feel like there is only 2 ways of doing things, 1: Mass marine medic. 2: Mass vulture/marine and put mines on ramp. Hellions are not so good, you can't make tanks and goliath are eh...expensive at some point as you have to repair them. It's not that bad, but it favours a lot the mass marine strategy.
That was my little wall of text, for mission 1 only. XD
Holy...! This is absolutely amazing. Love the amount of details you put. You name pretty much every single thing you liked or didn't like about the mission. I honestly didn't expect that much from just 1 mission, but this is great :D
I don't have time right now to comment on every single thing but there are a couple of things I want to comment on.
First thing is about the save system. I'm not sure if it's even possible to make the same save system as was used in WoL and HotS. It seems to be a little complicated to make. I know it can be difficult to save manually if you don't know what coming, but generally I save a lot when I play a custom mission just to be on the safe side. It's not a big issue for lower difficulties but for Brutal I would assume people would rather be on the safe side and save a lot.
If there is a way to allow automatic saves (something that preferrably isn't too hard to do) I will definitely do so, but right now the save system will unfortunately stay like this.
Depth of field: This is something you did not use that I think could be interesting in your cinematics. When you have units talking over a large background, you might want to put the focus on the marines. When they finish talking and look around, put the focus on the background with the marines being blurred. It's alot of work to get it right, but it's all worth it.
I didn't even know it was possible to make your camera like that. Sounds really neat though. I might have to consider it for future missions. It really depends on how much work exactly it takes xD
-Maybe add more useless yet interactive stuff. For example, moving over a dead marine could send a text like "His armor have many scratches" "His name was.." "Who light that campfire?" "Road closed"
I thought a lot about adding cool things like that. Also at the very beginning of the map, there is a group of dead civilians surrounded by a lot of blood. I originally had a trigger that would make Reeves say "Look at all these corpses. What the hell happened here?". However, I chose to remove it before releasing as it wasn't on your main path, meaning that a lot of people may have missed it anyway. I might re-add it as well as some of your other suggestions. I think that would be kind of cool!
-After killing the queen, there is a discussion between Reeves and Baldwin. Some of the replies are quite long... The text is good though. So, I suggest maybe having some sort of text log in a ui? I feel like that could be beneficial for those who doesn't read fast or just abandon when seeing a wall of text pop up.
I believe there already is a feature like this? In menu's there is a thing called "Message Log" where you can see all previous transmissions.
-There is a text issue when saving the people behind some Zerg. It says: "Reeves: Heey, thanks man! Let's get the hell out of here!". Should that be more said from one of the saved marines?
-The next two destructible rocks after the George Town cinematic doesn't completely hide the other side when you get close. Maybe add LOS on sides of the rocks? Or is that the way you want.
-You can actually kill the units shooting the rocks, preventing the game from ever continuing. It's actually giving more time to build up.
Alright first of all, I don't see why you would ever attack them in the first place. Secondly, I set up a trigger that ends in defeat if the Calltihus Settlers die. Reason being is if you let too many Zerg into your base, they will actually go after them, generally.
That is intentional. Heroes are strong enough as it is, so I didn't want to them to be affected by upgrades.
That's all. I will take a look at some of your suggestions. There is definitely some cool ones that I think could be fun to implement. Thanks for providing my with such detailed feedback :D
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Yeah, the difficulty is a bit hard to manage. I want to have it start off easy and as a result, it can kind of be A-moved, although I personally discourage it. (There are a couple of units like Banelings which will obliterate your marines if given the chance,) which was something I tried to add more off exclusively for Brutal.
As I said, I don't care that much for the difficulty (even though it's nice to get some challenge) so long as it is well made, which it is.
Banelings.. well, I didn't record the first mission, but usually they come alone (as in 1 baneling + other units) making them easy to target fire and then just a-move the rest, the only real problem I had was fungals, because I honestly didn't expect the AI to be smart enough to use it :P Usually they just throw some odd terrans.
Bosswise (mission 1) I'd say you should lower the cleave radius and instead add something like the ravasaur acid spit to randomly target units or perhaps Silva's acid spray (like a fungal but it pools on the ground and slows instead). Obviously the spit shouldn't be a crazy over 9000 damage, but something to make people move out of the way and micro a bit, the most micro I had to do on the boss was move one marine at a time forward to avoid cleave damage.
I never thought about it having so many similarities to Liberation Day. I guess now you mention it, I can kind of see where you're going. I still do feel like Mindless Creatures has a certain uniqueness to it at some points.
Well, it's the first mission so it's quite memorable, may also be because I recently started a replay of the campaign :p
The cinematics are a shame. Horizontal shots add for such a cool effect for cinematics and you'll see me using that feature a lot in coming missions. (There's a heavy amount of it in Mission 4, which lags even for me.) I have learned from my mistakes though, and some of the later missions, I'll try to make these types of shots at an angle where the camera doesn't have to pick up that many doodads at once and perhaps that'll help.
Yeah, I mean you're used to seeing SC topdown, so seeing it from a different angle is cool, however there is no point if the game just starts lagging :F
It was fine though, I went down to 20 fps which is still watchable, but just something to keep in mind.
The medic issure for mission 2 I am well aware of. I personally nowadays don't have too much of an issue clearing the map quite fast, while still keeping her alive and well behind my forces. This occurs exclusively on Brutal though, as it's simply the way the AI is programmed to act like on that difficulty. On the other difficulties, its much easier to keep her alive. I thought of a couple of solutions. One being to add another medic specifically for Brutal difficulty. (Adding her for the others would just make this another A-move mission), or reduce the amount of enemies by a bit. I don't know how much that will help though, seeing as they'll probably focus her down anyway.
Yeah, as I said I don't have a good solution, becuase missions like these are really hard to manage, they almost always get either too easy or too hard. The only thing I'd say is perhaps add some more ambushes. Not Reapers hoping down screaming "DEATH FROM ABOOOOOOOVE" because that would just kill the medic instantly, but perhaps a door opening behind your forces which requires you to save your medic by having map awareness and the reaction/micro skills to protect.
Alternative is getting reinforcements every now and then, but it wouldn't make sense storywise (unless maybe you can have Reeves hack into certain terminals and activate zerg pens or bots/predators to fight and tank damage for you?). Alternatively alternatively; Reeves and Baldwin can't die, just get knocked down (both of them has to die at the same time to fail the mission) and after a while they revive (maybe put a limit so they can only be revived 3 times each or something, to discourage respawn abuse?) kinda like the mission "Belly of the Beast".
Also, for the love of explosives, make C4 have a longer range, because as of right now you have to run in, tank a bunch of damage, retreat and get healed, wait for the bunker to burn down and then attack. It really breaks the flow.
Also (again), adrenaline rush for Baldwin is worthless, because
It takes energy from your medics, who has to heal it up, rather than healing damaged units (since medics start with almost no energy at the beginning)
You have to cycle through and click and I know, Tab + R really isn't that hard to click, but I'd rather micro and use Reeves AoE spell than Baldwin's Adreneline Rush which makes him pewpew a bit faster
I also noticed a couple bugs when watching through your videos. Mainly, the Zerg sometimes randomly standing still at one location. They definitely shouldn't be doing that and that has never occured to me, and also the first and last incursion team stopping once they cross the bridge. They should be attacking you directly, so I'm glad I actually watched this through.
Yeah, tried drawing attention to it, at first I thought the zerglings were supposed to stop since the door didn't seem to close but that just made it too easy, don't know if you noticed, but the bridges seem to block vision, so you could exploit it when you meet the predator you can stand at the edge of the bridge and just poke it.
Of course, it's faster to just A-move into it depending on how many units you have, but still something to consider.
I also really feel bad for you. That medic caused you a lot of issues it really seemed like, and even when you were so close to finishing the mission, you end up failing, which is really unfortunate. I noticed one thing: You don't utilize saves at all. Those could probably helped you a lot. Any reason for not using that?
I usually like to go all or nothing in mission, if a I fail I can get a fresh start and not do the same mistakes, for example the medic getting killed or damaged would just have been an insta-restart anyway so I didn't see much point to saving.
I could however have saved at the base, rather than redoing the entire gauntlet just because I missread 2 gatecontrol instead of 3, but meh, I'm not in a rush anyway :F Maybe I find something else to improve or bugs to squish
Edit: Forgot to tell you, when you get locked in with the zerg and have to go unlock the door,
Edit 2: Don't know if this is an isolated case, but when I tried skipping the cinematic just after destroying the 3rd gate control, the dialogue continued and then suddenly the same cinematic started again.
Skipped the 2nd time and the camera was turned 90 degrees (looking west, rather than north), nothing serious, but kinda disorienting.
Bosswise (mission 1) I'd say you should lower the cleave radius and instead add something like the ravasaur acid spit to randomly target units or perhaps Silva's acid spray (like a fungal but it pools on the ground and slows instead). Obviously the spit shouldn't be a crazy over 9000 damage, but something to make people move out of the way and micro a bit, the most micro I had to do on the boss was move one marine at a time forward to avoid cleave damage.
I actually really like that suggestion. Don't know if it's neccessary to reduce the cleave radius if I do add and ability like that though. I feel like if there isn't a way it can do quick damage to a lot of units it just get a bit too easy as you have quite a decent force by that time in the mission. I will definitely consider giving it a cool acid-puddle like ability!
Also, for the love of explosives, make C4 have a longer range, because as of right now you have to run in, tank a bunch of damage, retreat and get healed, wait for the bunker to burn down and then attack. It really breaks the flow.
I have already done that in the upcoming versions not released, as well as his cooldown being reduced all the way from 30 to 12 seconds. I honestly don't know why I put it that high and added so many restrictions to it, but I've changed that now :)
Also (again), adrenaline rush for Baldwin is worthless, because
It takes energy from your medics, who has to heal it up, rather than healing damaged units (since medics start with almost no energy at the beginning)
You have to cycle through and click and I know, Tab + R really isn't that hard to click, but I'd rather micro and use Reeves AoE spell than Baldwin's Adreneline Rush which makes him pewpew a bit faster
I can understand it being worthless for the micro part of mission 2, as your medic really does need to focus her attention on other things. I also rarely use it on that part. Generally, I feel like Stimpack in itself is an excellent ability though. I'm personally pretty happy about that ability, and I find myself using it almost all the time when I'm moving out with my forces. Maybe that's just me.
He will get some very neat abilities later in the campaign that I think will be much better, and also make him a much more strong Hero.
Edit 2: Don't know if this is an isolated case, but when I tried skipping the cinematic just after destroying the 3rd gate control, the dialogue continued and then suddenly the same cinematic started again. Skipped the 2nd time and the camera was turned 90 degrees (looking west, rather than north), nothing serious, but kinda disorienting.
Which cinematic was this? The one where you encounter Rhik for the first time?
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
So, i played your campaign, all 4 missions, i like only terran part :D i hate protoss so i dont like missions with them, i'm waiting zerg part. If will zerg good, I will love this campaign :D
Good luck!
I need testers for my Legacy of the Swarm campaign so if someone want, pm me :D
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Mission 5 will be another Terran mission, while Mission 6 will be the first Zerg mission. Mission 7 will then follow that story.
As to release date: I'm not too sure as of yet. I've finished Mission 5 and I'm currently working on the Triggers of Mission 6. I expect to have it released in 1-2 weeks if everything goes as planned. :)
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StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
"Something or someone out there is set to create something that can potentially destroy everything we care for. I fear that Callithus is only the beginning."
-Maxwell Reeves
New screenshots added for Mission 5 "Departure".
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StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Looks good as always, man! Love your multi-perspective approach.
By the way, I wanted you to know that the quality of your campaign has made me up my game substantially. For instance, there will be a long-ass, action-packed cinematic for AE03 (it's currently clocking in at 7 minutes, which is a definite record for me - and it's not finished yet).
Have only played mission one but wow, this is excellent. In every way.
The cinematics are top notch and the story is very intriguing. From camera movement to the dialog writing, this is good. Nice to see a story driven campaign with such a nice atmosphere and detailed terrain. Aside from EivindL's campaigns there are not that many campaign makers who manage to make quality work on all important aspects of a mission. Often a map maker has a certain area of expertise, be that unique gameplay, interesting terrain or a good story, but many usually fall short on one area or another.
My only nitpick, and it's a minor one, is that green box at the loading screen. You've forgot to disable testing settings when you took that screenshot, I presume ;)
Bonus points for difficulty selection. People who like hard missions get their dose and I get to play it casually to soak in the atmosphere and story.
Also, love the terrain. I like that you have taken your time to use tinting and tilting on doodads. It really creates a more believable forest.
@njordys: Go
Thank you for the positive feedback. I really appreciate it! I'm pleased to know the map entertained you :)
I am well aware of that box at the screenshot. I will eventually have to go and retake a new one. I've just been a bit lazy xD
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Starcraft II: A War Story Campaign - A multi-act campaign with custom factions. Follow my discord for updates: https://discord.gg/Ztu44gZ
If you want to see a list of other awesome campaigns, go to: Custom Campaign Initiative
Hey, I've discovered your campaign just recently. If I've understood well, there are 4 missions ready to play and one other ready, but not published.
I've only played the first mission yesterday, in brutal. I didn't play the other difficulties, so I can't tell if it's well balanced, but it's not always easy in brutal.
However I have certain things to suggest/says :
First : the moment of the first attack on the zerg base to rescue lost soldiers is a lot borring : it takes a long time to destroy the building for nothing. You could maybe erase one building, sumone zerg reinforcement from larvas, or simply make the lost army join your side when you encounter them (and it would be more logical as well) even if you didn't destroyed the building. If you go on this way you could prevent any rush by puting a special unit that would be doing a lot of damage in one go (with a spell) in a way that no rush would be done. Either way, you could simply find a way to destroy theese buildings faster. In a second time, in the same area, the lost medics follows you if you are hurted, but the others units would stay there, unmoving, it's completly irrational.
I would suggest also, to improve the difficulty from the moment you are given the lost soldiers, to the moment you encounter the blue guy (I don't remember his name), I was in brutal, and it was a lot more easiest to do this part, than the last one when I had to defend the base.
Another suggestion : implement automatic saves in key moment.
And I believe you already work on it, but the tank don't shoot at the rock direction :/
The last thing I found is, energy regain while the cinematics, so if you skeep them, you will be a lot less strong than if you don't. I believe there is something like a pause option for units in the map (in the trigger) that stop every movements, attacks, producing, regeneration, etc.
In other way, it's so beautiful :O The map and cinematics are so awesome, it blowed my mind. I like your first map. Hope you will work as much for the others. It looks like blizzard work.
@Nhayara: Go
Thanks for playing and giving me your suggestions :D
Personally, I feel like this first mission is really setting up the environment and presenting you with the story. That was definitely my focal point for this first one, and as a result the difficulty sometimes may seem easy. For me, I attempted to up the difficulty a bit on Brutal by placing several banelings which would really screw you over if you weren't prepared. Does one get too close and all of your marines can die if they're clumped up. I also made the unburrowing Zerg numbers (especially at the Psi-Emitter) signficantly larger than on the other difficulties. Here, if you weren't prepared, your other units could also easily get demolished. I guess it really comes down to how you have positioned your units when you went through and it might have made it easier.
About the Zerg base, I realize it may get boring after some time. I didn't want to increase the amount of units at the base since that would make it harder for you to keep the Callithus Settlers alive, which would slow you down even more. I suppose I could make a trigger to reduce every building's health by a certain amount. I don't know, that'll require some playtesting.
I thought I had assigned the medics and the other units to hold position. Huh. I guess not XD. I'll go fix that. Thanks for notifying me of it.
Yes, the tank and also the reaper not playing their attack animations is something still bugging me. I'm still attempting to find a solution, however at the moment I’m focusing more on making the next missions.
I am aware of the energy regeneration. Unfortunately, there doesn't seem to be any direct way to fix this. I don't know if you can stop energy regeneration entirely. (I don't want to use Pause feature as I then have to make a seperate unit for my heroes everytime I have a cinematic, and then delete them afterwards, which is just more work). Generally, I haven't really found this to be too much of an issue, as you would naturally watch all cinematics during your first playthrough, and then perhaps next time, when you are familiar with the mission, you will be able to conserve some of your energy because you know when it's needed. If there happen to be a way to change it though, I may do so.
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Starcraft II: A War Story Campaign - A multi-act campaign with custom factions. Follow my discord for updates: https://discord.gg/Ztu44gZ
If you want to see a list of other awesome campaigns, go to: Custom Campaign Initiative
Sup DudkiSC2,
I'm someone that very like to test maps and give...eh... wall of text... of tips, improvements, constructive comments etc... But, tonigh is getting late. If I had time I'd write you a big wall of text... Don't worry, it will come. I've not read all other comments so some points could possibly be already discussed.
I did my first playthrough of the 4 missions. My first thoughts are: wow. This is some really epic terrains, especially the first map. There are nearly 4000 doodads on that map! All those small details, just... so good. I very like the little cinematics as you play through. In the days to come I promise you I'll make a big report of what I like/don't like/could be better/is awesome/etc. Although, if i had to give a short opinion right now, I'd say that overall, its extremly good, but, as you move through the maps, I feel like there is not the same amount of work put in the last maps compared to the first map. The first map has alot of depth, cinematics, etc... While 3th and 4th seems to have a little bit less depth and not all issues are fixed.
So I'll have to make another playthrough and write anything i see as I play. First playthrough was to see how good the campaign is, and it's totally worth constructive comments.
Working on projects:
@Scbroodsc2: Go
Glad you found your way to my campaign, and I really do appreciate you taking the time to write as much feedback as possible. Really awesome!
I can kind of see where you're going with the other maps not having as big an impact as the first mission did. I don't know what to say. I guess what I attempted to do is start off the campaign very intriguing and mysteriously, so people would get interested, so therefore I did my best to create the perfect theme with matching terrain, as well as many minor cutscenes to enhance the plot. I don't feel like personally that less work has been put into the other maps. Mission 4 does have what I think is my best terrain so far and also has a good amount of cutscenes, but you might be looking at some different things entirely. Because of this, I'm going to wait and I'll be excited to see what you have to say regarding each mission :D
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Starcraft II: A War Story Campaign - A multi-act campaign with custom factions. Follow my discord for updates: https://discord.gg/Ztu44gZ
If you want to see a list of other awesome campaigns, go to: Custom Campaign Initiative
Here we go. I played your two missions, And i found something (First report then rate)
Mission 1 - Good terrain, i like really gameplay, but i dont like bug at end. After cinematic i fight against boss and never victory. I like too your triggering (because for me is main editor , coz i work with editor almost everyday).
Mission 2 - I was really fascinated because my army was closed behind doors... So i used until i reached base cheat because i'm bored from maps which i have to restart.
Rate: Good campaign, now i go play mission 3 and 4 then i will tell you tomorrow. I like in mission 2 that old guy :D He is retard what i like. So 5/5 stars from me. I hope you will continue in your campaign very well.
Do you like my Medusa?
Just got done with mission 1 (on just hard, as this is the first time plaing SC2 in 2 years) and is firing up mission 2 as I'm writing this.
Very neat and good presentation - Edit: Very professional looking, however the mission is a tiny bit too tutorial-esque, phase one is basically the first mission in WoL and very straightforward, you could basically A-move through it all. Since it's the first mission I have no problem with it, especially since the difficulty is consistent and does not spike randomly. Would be kinda nice to add a miniboss or something similar on the higher difficulties, with some kiting and perhaps abilities you need to micro around.
Phase two is very similar to Zero Hour in WoL and thus I am by default needed to like it, I kinda missed the optional objectives from the aforementioned however, because it forced you to drop the cozy blanket and move out to secure additional resources and units, rather than spam marine-medic and patrol between your 3*2 bunker placements - the small base also makes it easier to move your units around. I guess the 'destroy the nydus' was the compromise, but since it's pretty close to your base it doesn't pose that much of a threat.
Also, during cinematics when the camera is pointing sideways, rather than topdown, my computer tanks heavily and goes from 200 to 20 fps because of the doodads, not a major problem since gameplay is fine, but just a little note (terrain still looks really good and professional).
It's the first mission though, so I take it mostly as an introduction, but yeah very well made and enjoyable.
MISSION 2
Should be renamed 'MEDIC!!!!' Phase one requires you to keep your medic alive (on Brutal) or you stand no chance at all, no idea really how it could be improved, but basically all you have to do is keep your medic behind (since enemies will target her if she's too close) and move slowly forward, some units (as you can see my ) completely miss you (don't know if it's intentional) so you can just wait in a corner and AoE them with Reeves when they run past.
Phase 2 is pretty straightforward (but in my own ineptitude I wasn't paying attention and thought you only had to destroy 2 gatecontrols and thus lost). However - as with every terran mission - it's easy to just spam marine/medic and roflstomp.
Still very well made and enjoyable to play, don't actually care that much about difficulty (as long as it's not just A-move).
@Narudek: Go
Thanks for playing, although it's quite unforunate to hear you felt the need to use cheats to clear part I of the mission. Did you try utilizing saves?
Either way glad you enjoyed them! :D Hopefully I will be having mission 6 done soon so I can release my next 2 maps.
@Irta643: Go
Yeah, the difficulty is a bit hard to manage. I want to have it start off easy and as a result, it can kind of be A-moved, although I personally discourage it. (There are a couple of units like Banelings which will obliterate your marines if given the chance,) which was something I tried to add more off exclusively for Brutal.
I never thought about it having so many similarities to Liberation Day. I guess now you mention it, I can kind of see where you're going. I still do feel like Mindless Creatures has a certain uniqueness to it at some points.
The cinematics are a shame. Horizontal shots add for such a cool effect for cinematics and you'll see me using that feature a lot in coming missions. (There's a heavy amount of it in Mission 4, which lags even for me.) I have learned from my mistakes though, and some of the later missions, I'll try to make these types of shots at an angle where the camera doesn't have to pick up that many doodads at once and perhaps that'll help.
The medic issure for mission 2 I am well aware of. I personally nowadays don't have too much of an issue clearing the map quite fast, while still keeping her alive and well behind my forces. This occurs exclusively on Brutal though, as it's simply the way the AI is programmed to act like on that difficulty. On the other difficulties, its much easier to keep her alive. I thought of a couple of solutions. One being to add another medic specifically for Brutal difficulty. (Adding her for the others would just make this another A-move mission), or reduce the amount of enemies by a bit. I don't know how much that will help though, seeing as they'll probably focus her down anyway.
I also noticed a couple bugs when watching through your videos. Mainly, the Zerg sometimes randomly standing still at one location. They definitely shouldn't be doing that and that has never occured to me, and also the first and last incursion team stopping once they cross the bridge. They should be attacking you directly, so I'm glad I actually watched this through.
I also really feel bad for you. That medic caused you a lot of issues it really seemed like, and even when you were so close to finishing the mission, you end up failing, which is really unfortunate. I noticed one thing: You don't utilize saves at all. Those could probably helped you a lot. Any reason for not using that?
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Starcraft II: A War Story Campaign - A multi-act campaign with custom factions. Follow my discord for updates: https://discord.gg/Ztu44gZ
If you want to see a list of other awesome campaigns, go to: Custom Campaign Initiative
@DudkiSC2: Go
Suuuuuuuuuup. I went through mission 1 again and wrote feedback as i was going through. I did not expect to that it that much time but, eh for today it will be Mission 1 feedback. I'm adding a little note about the saves from previous comment. Saves in the WoL and HotS campaign are automatics with checkpoints. So if you fail, you don't restart from beginning. The problem here is it's not automatic. You manually have to saves here and there if you really really really want to make sure to not lose, but you never know what's coming so you don't save at all...and you die. So, adding in some checkpoints triggers would be really great. A huge variable that saves units, position, hp, etc. So you don't have to reload the map.
MAP OVERALL: You used everything at your disposition, creep blocker, foliage generator, creep generator, pathing, regions in regions, colored point/camera/regions, texture mix, cliffs mix... Your triggers are very well organised, same for data...
TERRAIN OVERALL:
Texture: Your texture play is awesome. Nothing to say about that.
DATA OVERALL:
CAMERA OVERALL:
MISSION OVERALL (normal):
PLAYTHROUGH MISSION 1:
That was my little wall of text, for mission 1 only. XD
Working on projects:
@Scbroodsc2: Go
Holy...! This is absolutely amazing. Love the amount of details you put. You name pretty much every single thing you liked or didn't like about the mission. I honestly didn't expect that much from just 1 mission, but this is great :D
I don't have time right now to comment on every single thing but there are a couple of things I want to comment on.
First thing is about the save system. I'm not sure if it's even possible to make the same save system as was used in WoL and HotS. It seems to be a little complicated to make. I know it can be difficult to save manually if you don't know what coming, but generally I save a lot when I play a custom mission just to be on the safe side. It's not a big issue for lower difficulties but for Brutal I would assume people would rather be on the safe side and save a lot. If there is a way to allow automatic saves (something that preferrably isn't too hard to do) I will definitely do so, but right now the save system will unfortunately stay like this.
I didn't even know it was possible to make your camera like that. Sounds really neat though. I might have to consider it for future missions. It really depends on how much work exactly it takes xD
I have no idea how to do that actually.
I thought a lot about adding cool things like that. Also at the very beginning of the map, there is a group of dead civilians surrounded by a lot of blood. I originally had a trigger that would make Reeves say "Look at all these corpses. What the hell happened here?". However, I chose to remove it before releasing as it wasn't on your main path, meaning that a lot of people may have missed it anyway. I might re-add it as well as some of your other suggestions. I think that would be kind of cool!
The thing is, I am aware of how to do this without making the invulnerable, in which enemies can't attack them either.
I believe there already is a feature like this? In menu's there is a thing called "Message Log" where you can see all previous transmissions.
Both of these are bugs. I'm glad you noticed.
Alright first of all, I don't see why you would ever attack them in the first place. Secondly, I set up a trigger that ends in defeat if the Calltihus Settlers die. Reason being is if you let too many Zerg into your base, they will actually go after them, generally.
That is intentional. Heroes are strong enough as it is, so I didn't want to them to be affected by upgrades.
That's all. I will take a look at some of your suggestions. There is definitely some cool ones that I think could be fun to implement. Thanks for providing my with such detailed feedback :D
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Starcraft II: A War Story Campaign - A multi-act campaign with custom factions. Follow my discord for updates: https://discord.gg/Ztu44gZ
If you want to see a list of other awesome campaigns, go to: Custom Campaign Initiative
As I said, I don't care that much for the difficulty (even though it's nice to get some challenge) so long as it is well made, which it is. Banelings.. well, I didn't record the first mission, but usually they come alone (as in 1 baneling + other units) making them easy to target fire and then just a-move the rest, the only real problem I had was fungals, because I honestly didn't expect the AI to be smart enough to use it :P Usually they just throw some odd terrans.
Bosswise (mission 1) I'd say you should lower the cleave radius and instead add something like the ravasaur acid spit to randomly target units or perhaps Silva's acid spray (like a fungal but it pools on the ground and slows instead). Obviously the spit shouldn't be a crazy over 9000 damage, but something to make people move out of the way and micro a bit, the most micro I had to do on the boss was move one marine at a time forward to avoid cleave damage.
Well, it's the first mission so it's quite memorable, may also be because I recently started a replay of the campaign :p
Yeah, I mean you're used to seeing SC topdown, so seeing it from a different angle is cool, however there is no point if the game just starts lagging :F It was fine though, I went down to 20 fps which is still watchable, but just something to keep in mind.
Yeah, as I said I don't have a good solution, becuase missions like these are really hard to manage, they almost always get either too easy or too hard. The only thing I'd say is perhaps add some more ambushes. Not Reapers hoping down screaming "DEATH FROM ABOOOOOOOVE" because that would just kill the medic instantly, but perhaps a door opening behind your forces which requires you to save your medic by having map awareness and the reaction/micro skills to protect.
Alternative is getting reinforcements every now and then, but it wouldn't make sense storywise (unless maybe you can have Reeves hack into certain terminals and activate zerg pens or bots/predators to fight and tank damage for you?). Alternatively alternatively; Reeves and Baldwin can't die, just get knocked down (both of them has to die at the same time to fail the mission) and after a while they revive (maybe put a limit so they can only be revived 3 times each or something, to discourage respawn abuse?) kinda like the mission "Belly of the Beast".
Also, for the love of explosives, make C4 have a longer range, because as of right now you have to run in, tank a bunch of damage, retreat and get healed, wait for the bunker to burn down and then attack. It really breaks the flow.
Also (again), adrenaline rush for Baldwin is worthless, because
Yeah, tried drawing attention to it, at first I thought the zerglings were supposed to stop since the door didn't seem to close but that just made it too easy, don't know if you noticed, but the bridges seem to block vision, so you could exploit it when you meet the predator you can stand at the edge of the bridge and just poke it. Of course, it's faster to just A-move into it depending on how many units you have, but still something to consider.
I usually like to go all or nothing in mission, if a I fail I can get a fresh start and not do the same mistakes, for example the medic getting killed or damaged would just have been an insta-restart anyway so I didn't see much point to saving.
I could however have saved at the base, rather than redoing the entire gauntlet just because I missread 2 gatecontrol instead of 3, but meh, I'm not in a rush anyway :F Maybe I find something else to improve or bugs to squish
Edit: Forgot to tell you, when you get locked in with the zerg and have to go unlock the door,
Edit 2: Don't know if this is an isolated case, but when I tried skipping the cinematic just after destroying the 3rd gate control, the dialogue continued and then suddenly the same cinematic started again. Skipped the 2nd time and the camera was turned 90 degrees (looking west, rather than north), nothing serious, but kinda disorienting.
@Irta643: Go
I actually really like that suggestion. Don't know if it's neccessary to reduce the cleave radius if I do add and ability like that though. I feel like if there isn't a way it can do quick damage to a lot of units it just get a bit too easy as you have quite a decent force by that time in the mission. I will definitely consider giving it a cool acid-puddle like ability!
I have already done that in the upcoming versions not released, as well as his cooldown being reduced all the way from 30 to 12 seconds. I honestly don't know why I put it that high and added so many restrictions to it, but I've changed that now :)
I can understand it being worthless for the micro part of mission 2, as your medic really does need to focus her attention on other things. I also rarely use it on that part. Generally, I feel like Stimpack in itself is an excellent ability though. I'm personally pretty happy about that ability, and I find myself using it almost all the time when I'm moving out with my forces. Maybe that's just me.
He will get some very neat abilities later in the campaign that I think will be much better, and also make him a much more strong Hero.
Which cinematic was this? The one where you encounter Rhik for the first time?
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Starcraft II: A War Story Campaign - A multi-act campaign with custom factions. Follow my discord for updates: https://discord.gg/Ztu44gZ
If you want to see a list of other awesome campaigns, go to: Custom Campaign Initiative
So, i played your campaign, all 4 missions, i like only terran part :D i hate protoss so i dont like missions with them, i'm waiting zerg part. If will zerg good, I will love this campaign :D
Good luck!
I need testers for my Legacy of the Swarm campaign so if someone want, pm me :D
http://www.sc2mapster.com/maps/lots-custom-hots-dlc/
Second mission, the one after you've destroyed the 3rd gate control and Rhik is being a lil shit.
@Irta643: Go
lmao love your description.
But thanks, I'll have to take a look at that! :)
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Starcraft II: A War Story Campaign - A multi-act campaign with custom factions. Follow my discord for updates: https://discord.gg/Ztu44gZ
If you want to see a list of other awesome campaigns, go to: Custom Campaign Initiative
Will mission 5 with zerg? :D and when will released? :O
@Narudek: Go
Mission 5 will be another Terran mission, while Mission 6 will be the first Zerg mission. Mission 7 will then follow that story.
As to release date: I'm not too sure as of yet. I've finished Mission 5 and I'm currently working on the Triggers of Mission 6. I expect to have it released in 1-2 weeks if everything goes as planned. :)
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Starcraft II: A War Story Campaign - A multi-act campaign with custom factions. Follow my discord for updates: https://discord.gg/Ztu44gZ
If you want to see a list of other awesome campaigns, go to: Custom Campaign Initiative
"Something or someone out there is set to create something that can potentially destroy everything we care for. I fear that Callithus is only the beginning." -Maxwell Reeves
New screenshots added for Mission 5 "Departure".
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Starcraft II: A War Story Campaign - A multi-act campaign with custom factions. Follow my discord for updates: https://discord.gg/Ztu44gZ
If you want to see a list of other awesome campaigns, go to: Custom Campaign Initiative
Looks good as always, man! Love your multi-perspective approach.
By the way, I wanted you to know that the quality of your campaign has made me up my game substantially. For instance, there will be a long-ass, action-packed cinematic for AE03 (it's currently clocking in at 7 minutes, which is a definite record for me - and it's not finished yet).