Terrain on mission #2 is about 30-35% complete now. I took a screenshot of one of my personal favorite locations to give you guys a little teaser :)
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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.
Both of these were done deliberately. The reason being is I wanted for people to be able to easily distinguish between Hero units and regular units in subgroups, and the reason for the black (That's why you can't see it) and blue colors, is basically because of that's the color I chose for Baldwin and Reeves, again, to make them be easily distinguishable on the field.
Ahh, I see. I'd recommend using a different wireframe color for Reeves, though, even if it's his color it blends in a little too well with the UI background.
That looks pretty awesome. I had expected something not manmade, but I suppose the same could be said for AS03. :D Can't wait to play it!
EDIT: I'm hoping to do Umoja myself in my next campaign. It's a cool tileset and one that I unfortunately haven't found a place for yet.
Don't worry. Not the entirety of the environment will be manmade. About half of it will also be an underground theme. ;)
I totally agree on the Umoja tileset. It's also one of my personal favorite ones, and I when I planned out this mission I just knew that I was going to use the Umoja tileset as it looks much better than many other manmade tilesets, in my opinion.
The tileset-specific doodads and textures provide you with so many options which I think can't be achievef with some installations.
Immortal Forge is another great looking one as well :) I might actually use that later.
Ahh, I see. I'd recommend using a different wireframe color for Reeves, though, even if it's his color it blends in a little too well with the UI background.
Yeah, I guess the color does provide a bit of an issue. I want to keep the dark color scheme though, so I suppose I could change it to something like grey that wouldn't blend in to the background as much. I'll have to experiment a bit on that part :)
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.
Thank you for playing and providing me with your feedback. Always a pleasure :)
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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.
Alright, I've been going through the first mission again after looking through some of you guy's comments, and I went ahead and made some changes to the map. These are listed underneath,
Things that have changed:
Thanks to StealthToast's suggestion, the Nydus worms at the final part of mission #1 now spawns a smaller amount of units with lower intervals between spawns. This change I feel will make the Nydus worms seem more realistic and also makes the Nydus worms a bit harder to destroy, instead of having them spawn a giant wave at once. The animations also work perfectly, both for unloading and birth.
Thanks to EivindL's suggestion, I have removed the ability buttons from units where I don't give you the option to research that ability. This will resolve any confusion that may have been.
PLEASE KEEP IN MIND:
Downloading the map from the main map page will NOT contain all current and previous updates. I'll release an updated (hopefully complete) version of the first mission in a folder with mission 2 once it has been completed.
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.
It's official. The campaign is going to feature 24 missions. I was in a serious writing mood today and worked heavily on the story, and I've developed enough content to finalize the amount of mission that I'll be doing. The names are not final though, and may change at any time. These are just what I have so far. Also, the majority of the later missions are completely without detail. I only know the basic idea of what I want to have happen.
The missions, in chronological order are as follows:
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: 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.
It's official. The campaign is going to feature 24 missions. I was in a serious writing mood today and worked heavily on the story, and I've developed enough content to finalize the amount of mission that I'll be doing. The names are not final though, and may change at any time. These are just what I have so far. Also, the majority of the later missions are completely without detail. I only know the basic idea of what I want to have happen.
The missions, in chronological order are as follows:
Annihilation 01: Mindless Creatures
Annihilation 02: An Unfriendly Ally
Annihilation 03: The Escapists
Annihilation 04: Our Fallen Brethren
Annihilation 05: Secrets of the Psi-Emitters
Annihilation 06: Netmack
Annihilation 07: Fighting Our Own
Annihilation 08: The Wandering Shadow
Annihilation 09: Bio-Weapons
Annihilation 10: Fall of the Protoss
Annihilation 11: A World In Ruins
Annihilation 12: Reawakening
Annihilation 13: Dissasembling Project: Annihilation
Annihilation 14: The Key to Continuation
Annihilation 15: Entrance Into Risk
Annihilation 16: Doors of the Future
Annihilation 17: Last Stand
Annihilation 18: A Major Downfall
Annihilation 19: Planetary Incursion
Annihilation 20: Psi-Destruction
Annihilation 21: A Friend's Betrayal
Annihilation 22: All As One
Annihilation 23: Frontal Push
Annihilation 24: The Final Confrontation
Cool, dude. How long will this take, you think? :D
Based on my speed, and the fact that the majority of the mission barely has any details, I'd say it will be a process that will take maybe about a year and half to finish the entire thing, completely bug-free and released. So, it's rather long process, but I have no problem with that. I love working on things like this. :P
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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.
Mission #2 has been completed and I've released it in a folder along with the updated version of the first mission, featuring all the changes described in my previous updates. Download them on the main map page and unzip. Simple as that.
Enjoy :)
NOTE: Next mission will be a Protoss mission, so you'll experience the story from a different point of view.
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.
Just tried it out, quite fun, loved the terrain! :D You put down quite the details, I stopped at some points to look around and see if I missed anything going on in the background, like mecha claws or tunnels. The pacing was also well-done/smooth, was similar to Mission 1 in some regards but more challenging and without any difficulty spikes.
It would be nice if the timer limit in the second phase of the map was a little longer, to give some extra breathing room, like maybe 15 minutes? It would also be nice to have a normal camera when we get to control the base, the closed up one doesn't really work out that well for that situation. :P
The golden protoss pad looks a bit off in the bit with the Zerg and essence, in my opinion, compared to all the terran white-and-silver Umojan equipment next to it. Is there any appropriate/fitting terran counterpart, maybe?
Also, I dunno if it's just me, but the beacons seemed rather inaccurate, had to get Reeves to stand near the exact center of the beacon for it to activate. I could also push him around while he was hacking the console, would be a nice touch if he was unpushable :P One last note, not sure if this was intentional, but the loading screen didn't seem to stretch (thus covering only 70%~ of my screen, leaving the sides blank).
Anyway, good job so far, good luck with mission 3! :)
NOTE: Temporarily deleted the file for Mission 1 and 2. Reason being is I found several bugs that needs to be fixed. I don't how I didn't notice all these before, I guess I was too quick on releasing this one xP. I'll post another link here when the new version is ready. (Hopefully completely fixed by then)
Just tried it out, quite fun, loved the terrain! :D You put down quite the details, I stopped at some points to look around and see if I missed anything going on in the background, like mecha claws or tunnels. The pacing was also well-done/smooth, was similar to Mission 1 in some regards but more challenging and without any difficulty spikes.
Thanks for giving it a test drive :) and also for all the feedback. Turns out there was a quite a few things wrong with this one. Mainly the reason why I decided to delete the current files. They'll be back soon enough though.
It would be nice if the timer limit in the second phase of the map was a little longer, to give some extra breathing room, like maybe 15 minutes? It would also be nice to have a normal camera when we get to control the base, the closed up one doesn't really work out that well for that situation. :P
What difficulty did you play on, because the timer changes depending on the difficulty, and in order to get a feel for how balanced changing the time would be, I need to take the difficulty into consideration with everything else as well. I also wanted this mission to be very fast-paced, which there are several examples of in the mission, but I can of course since it's my map just wreck through my own mission even on Brutal, without much of an issue. I wouldn't mind changing it, I just need to get a feel for how much people actually struggled with the amount of time I gave you.
The golden protoss pad looks a bit off in the bit with the Zerg and essence, in my opinion, compared to all the terran white-and-silver Umojan equipment next to it. Is there any appropriate/fitting terran counterpart, maybe?
The color of that protoss pad bugs me too, and I've been looking for a doodad that could replace it that would fit much better in the environment.No luck so far.
Also, I dunno if it's just me, but the beacons seemed rather inaccurate, had to get Reeves to stand near the exact center of the beacon for it to activate. I could also push him around while he was hacking the console, would be a nice touch if he was unpushable :P One last note, not sure if this was intentional, but the loading screen didn't seem to stretch (thus covering only 70%~ of my screen, leaving the sides blank).
The thing with the loading screen definitely wasn't intentional. I'll change that in the upcoming version as well.
And regarding the beacons, I wanted to have you stand in the middle before allowing the trigger to activate, as I thought it looked better than having the trigger activate as soon as he enters the edge of the beacon. I wanted him to stand inside of it.
And the fact that you can move him around annoys me to, and I tried to fix it with several methods: Disabling his move ability, making him hold position but none of those worked. If you perhaps know how to make him stand there without being pushed, I would be grateful, because unfortunately I can't seem to find a solution. :/
Rollback Post to RevisionRollBack
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.
ALRIGHT! I went through and updated both mission 1 and 2. I managed to fix a lot of bugs with mission 2 and the camera height for both missions should look fine now. Let me know how it works for you :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.
What difficulty did you play on, because the timer changes depending on the difficulty, and in order to get a feel for how balanced changing the time would be, I need to take the difficulty into consideration with everything else as well. I also wanted this mission to be very fast-paced, which there are several examples of in the mission, but I can of course since it's my map just wreck through my own mission even on Brutal, without much of an issue. I wouldn't mind changing it, I just need to get a feel for how much people actually struggled with the amount of time I gave you.
I believe I played on Hard or Normal, definitely not Brutal or Casual though. I can play again later on Brutal difficulty with the new version. Maybe I found the timer too short because I didn't know where exactly the generators were / didn't know what attack waves the enemy would sent.
The thing with the loading screen definitely wasn't intentional. I'll change that in the upcoming version as well. And regarding the beacons, I wanted to have you stand in the middle before allowing the trigger to activate, as I thought it looked better than having the trigger activate as soon as he enters the edge of the beacon. I wanted him to stand inside of it. And the fact that you can move him around annoys me to, and I tried to fix it with several methods: Disabling his move ability, making him hold position but none of those worked. If you perhaps know how to make him stand there without being pushed, I would be grateful, because unfortunately I can't seem to find a solution. :/
Ah, I see, perhaps I'm too used to Blizzard beacons that activate the moment you enter their radius. :P Anyway, as for the moving around, you can try creating a behavior that disables the Move ability class and suspresses moving and turning (at the Modify Flags section) and then apply it to Reeves when he's hacking a console (and remove it when he's done), I think that's how I did it in my map to prevent a unit from being pushable.
I was studying for 8 hours today, looking forward to this, and then you take it down? Disappointed.
It had a lot of issues that I wanted to fix before letting people play it. I did release the updated version earlier today though, in case you didn't see. Here it is Download and unzip.
I believe I played on Hard or Normal, definitely not Brutal or Casual though. I can play again later on Brutal difficulty with the new version. Maybe I found the timer too short because I didn't know where exactly the generators were / didn't know what attack waves the enemy would sent.
Yeah, the first time you play the game, it can feel much harder as you have to familiarize yourself with everything, but if you try a second time, you should find it much easier.
Playing this mission on Brutal actually offers quite a bit of challenge, especially during Part II. (When you're out of the manmade-stuff that is.) because it is incredibly fast-paced and there's many more enemies. Even I had trouble beating it the first few tries, but I eventually found a good strategy for it. You really have to be on your feet if you plan on playing it on Brutal. Much less beating it xD
Ah, I see, perhaps I'm too used to Blizzard beacons that activate the moment you enter their radius. :P Anyway, as for the moving around, you can try creating a behavior that disables the Move ability class and suspresses moving and turning (at the Modify Flags section) and then apply it to Reeves when he's hacking a console (and remove it when he's done), I think that's how I did it in my map to prevent a unit from being pushable.
Thanks for the suggestion, but I also found and already applied another solution to this updated version. I simply used the "Set Unit State" and turned Reeves' moveable state off. I didn't know you could do it that easily, but apparently you can :)
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.
Terrain on mission #2 is about 30-35% complete now. I took a screenshot of one of my personal favorite locations to give you guys a little teaser :)
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
That looks pretty awesome. I had expected something not manmade, but I suppose the same could be said for AS03. :D Can't wait to play it!
EDIT: I'm hoping to do Umoja myself in my next campaign. It's a cool tileset and one that I unfortunately haven't found a place for yet.
Looking good! :) I like the detail you put into the doodad/prop placement.
Ahh, I see. I'd recommend using a different wireframe color for Reeves, though, even if it's his color it blends in a little too well with the UI background.
Don't worry. Not the entirety of the environment will be manmade. About half of it will also be an underground theme. ;)
I totally agree on the Umoja tileset. It's also one of my personal favorite ones, and I when I planned out this mission I just knew that I was going to use the Umoja tileset as it looks much better than many other manmade tilesets, in my opinion. The tileset-specific doodads and textures provide you with so many options which I think can't be achievef with some installations.
Immortal Forge is another great looking one as well :) I might actually use that later.
Yeah, I guess the color does provide a bit of an issue. I want to keep the dark color scheme though, so I suppose I could change it to something like grey that wouldn't blend in to the background as much. I'll have to experiment a bit on that part :)
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
I had planned to use it in Amber Sun, but I just couldn't fit it into the story.
Ok i finally tested it! Here is my ideas:
@DEFILERRULEZ: Go
Thank you for playing and providing me with your feedback. Always a pleasure :)
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
Alright, I've been going through the first mission again after looking through some of you guy's comments, and I went ahead and made some changes to the map. These are listed underneath,
Things that have changed:
PLEASE KEEP IN MIND: Downloading the map from the main map page will NOT contain all current and previous updates. I'll release an updated (hopefully complete) version of the first mission in a folder with mission 2 once it has been completed.
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
It's official. The campaign is going to feature 24 missions. I was in a serious writing mood today and worked heavily on the story, and I've developed enough content to finalize the amount of mission that I'll be doing. The names are not final though, and may change at any time. These are just what I have so far. Also, the majority of the later missions are completely without detail. I only know the basic idea of what I want to have happen.
The missions, in chronological order are as follows:
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
During the final cutscenes the mission did three error sounds
@DEFILERRULEZ: Go
Thanks for the report. I'll look into 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
Cool, dude. How long will this take, you think? :D
@EivindL: Go
Based on my speed, and the fact that the majority of the mission barely has any details, I'd say it will be a process that will take maybe about a year and half to finish the entire thing, completely bug-free and released. So, it's rather long process, but I have no problem with that. I love working on things like this. :P
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
Mission #2 has been completed and I've released it in a folder along with the updated version of the first mission, featuring all the changes described in my previous updates. Download them on the main map page and unzip. Simple as that.
Enjoy :)
NOTE: Next mission will be a Protoss mission, so you'll experience the story from a different point of view.
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
Just tried it out, quite fun, loved the terrain! :D You put down quite the details, I stopped at some points to look around and see if I missed anything going on in the background, like mecha claws or tunnels. The pacing was also well-done/smooth, was similar to Mission 1 in some regards but more challenging and without any difficulty spikes.
It would be nice if the timer limit in the second phase of the map was a little longer, to give some extra breathing room, like maybe 15 minutes? It would also be nice to have a normal camera when we get to control the base, the closed up one doesn't really work out that well for that situation. :P
The golden protoss pad looks a bit off in the bit with the Zerg and essence, in my opinion, compared to all the terran white-and-silver Umojan equipment next to it. Is there any appropriate/fitting terran counterpart, maybe?
Also, I dunno if it's just me, but the beacons seemed rather inaccurate, had to get Reeves to stand near the exact center of the beacon for it to activate. I could also push him around while he was hacking the console, would be a nice touch if he was unpushable :P One last note, not sure if this was intentional, but the loading screen didn't seem to stretch (thus covering only 70%~ of my screen, leaving the sides blank).
Anyway, good job so far, good luck with mission 3! :)
NOTE: Temporarily deleted the file for Mission 1 and 2. Reason being is I found several bugs that needs to be fixed. I don't how I didn't notice all these before, I guess I was too quick on releasing this one xP. I'll post another link here when the new version is ready. (Hopefully completely fixed by then)
Thanks for giving it a test drive :) and also for all the feedback. Turns out there was a quite a few things wrong with this one. Mainly the reason why I decided to delete the current files. They'll be back soon enough though.
What difficulty did you play on, because the timer changes depending on the difficulty, and in order to get a feel for how balanced changing the time would be, I need to take the difficulty into consideration with everything else as well. I also wanted this mission to be very fast-paced, which there are several examples of in the mission, but I can of course since it's my map just wreck through my own mission even on Brutal, without much of an issue. I wouldn't mind changing it, I just need to get a feel for how much people actually struggled with the amount of time I gave you.
The color of that protoss pad bugs me too, and I've been looking for a doodad that could replace it that would fit much better in the environment.No luck so far.
The thing with the loading screen definitely wasn't intentional. I'll change that in the upcoming version as well. And regarding the beacons, I wanted to have you stand in the middle before allowing the trigger to activate, as I thought it looked better than having the trigger activate as soon as he enters the edge of the beacon. I wanted him to stand inside of it. And the fact that you can move him around annoys me to, and I tried to fix it with several methods: Disabling his move ability, making him hold position but none of those worked. If you perhaps know how to make him stand there without being pushed, I would be grateful, because unfortunately I can't seem to find a solution. :/
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
ALRIGHT! I went through and updated both mission 1 and 2. I managed to fix a lot of bugs with mission 2 and the camera height for both missions should look fine now. Let me know how it works for you :D
Download it here.
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
I believe I played on Hard or Normal, definitely not Brutal or Casual though. I can play again later on Brutal difficulty with the new version. Maybe I found the timer too short because I didn't know where exactly the generators were / didn't know what attack waves the enemy would sent.
Ah, I see, perhaps I'm too used to Blizzard beacons that activate the moment you enter their radius. :P Anyway, as for the moving around, you can try creating a behavior that disables the Move ability class and suspresses moving and turning (at the Modify Flags section) and then apply it to Reeves when he's hacking a console (and remove it when he's done), I think that's how I did it in my map to prevent a unit from being pushable.
I was studying for 8 hours today, looking forward to this, and then you take it down? Disappointed.
It had a lot of issues that I wanted to fix before letting people play it. I did release the updated version earlier today though, in case you didn't see. Here it is Download and unzip.
Yeah, the first time you play the game, it can feel much harder as you have to familiarize yourself with everything, but if you try a second time, you should find it much easier. Playing this mission on Brutal actually offers quite a bit of challenge, especially during Part II. (When you're out of the manmade-stuff that is.) because it is incredibly fast-paced and there's many more enemies. Even I had trouble beating it the first few tries, but I eventually found a good strategy for it. You really have to be on your feet if you plan on playing it on Brutal. Much less beating it xD
Thanks for the suggestion, but I also found and already applied another solution to this updated version. I simply used the "Set Unit State" and turned Reeves' moveable state off. I didn't know you could do it that easily, but apparently you can :)
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