"Assault an entrenched Terran army extracting secrets from long-lost Protoss libraries on the planet Zhakul'das. Eisenkhul, a well-trained and experienced Dark Templar, leads a small force to wedge a forward position amidst the Terrans. After an initial scouting report, the force has landed planet side, with reinforcements on awaiting the command to follow, but things still appear uncertain."
My attempt at a campaign map. A bit larger and longer than my first mapping shot, so hopefully could get some comments going on my style / implementation / efficiency. Thanks, and hope it helps entertain before release. :P
-
6/15/10: The sequel: Later that night
- Spread out the time between waves attacking the base
- Made an objective to kill the enemy Hero unit since it's a victory condition
- Swapped variable checks on the win condition, which gave an early win or prevented winning
- Added a transport with +2 Stalkers / +2 High Templars for reinforcements
- Moved some geysers from underneath doodads that were preventing building
Well I went through and killed everyone in the temple and then did the libraries and it didnt win, guess it didnt think i had killed the general guy when i did..
I took the liberty of 'localizing' it for players with the European beta, to get rid of the nasty varam/parameter/whatsit error. If you're a European player, this should do it. Edit2: SCROLL FURTHER DOWN FOR AN UPDATED LOCALIZATION.
Edit: Alright, maybe I should've waited for an update. The basis for the map seems pretty strong but jesus christ, hardcore much? I lost a lot of units in the initial attack, but otherwise got through the first phase of the map fairly easily. But that's when it began.
Before my Nexus was even halfway done I had an 8 marine/Thor drop in my base, even though I attempted to intercept the Medivacs with my Void Rays. As I was cleaning that up, a tank/2X Viking force attacked me from the south. I send Eisenkhur in and he cleaned that up alone pretty well. On the downside, STILL before my Nexus was up, three banshees and a mofo battlecruiser were coming in. I sent in my Void Rays and did some pro micro'ing that managed to kill them all, but not before they took down the two pylons I was building. After this I had about ten seconds of a breather, getting my nexus up, before another tank/2X viking force came in. By now my entire starting force was down to two Immortals and a Stalker. As I sent my units over there, ANOTHER 8 rines were dropped on the north side of my base, along with a Thor on the east. I sent Eisenkhur to the Thor while I send my leftover 0 shield, 15 hit points Immortal up to the marines. The Thor went down, but by the time I actually managed to kill all the marines, my Nexus was going down and I was stuck with 385 minerals. I should mention that during all this time, my Void Rays were busy trying to kill the gazillion Medivacs floating around on all sides of my base. As I was leaving the game another tank/2X Viking force ran into my base.
Really, it was pretty epic trying to deal with all that, but suffice it to say, I reckon your triggers are bugged. Instead of once every five, three or even two minutes, attacks are being launched pretty much every twenty/thirty seconds. I'm not sure if the map is even beatable like this - extremely pro Void Ray micro would probably be your only option.
In addition, the opening fight was pretty damn hard as well. The red base had a force about as large as mine, but his Ghosts kept sniping my Templars and he was mass-producing additional Marines to ball. I'm not sure whether this is also intended to be that hard.
Firstly, thanks for the conversion and feedback. Real quick, can you convert to EU with the NA client, or does it require EU?
About the difficulty: I think the key thing that's coming up is the reliance on Templar Feedback, which'll one shot the medivacs dropping and the banshees, and knock the BC's down a good chunk (which are finished off by stalkers); I intentionally set the medivacs that drop the Thors/Marines to have 200 energy to setup for that, but it may be a crutch at that point in terms of design, and too painful to lose them, since they're far down the tree, and they die to Ghosts really easily. I may just put another transport out with 2 Stalkers / HT's.
Edit: I'll also try running it through the editor and the drag-and-drop method to see if that bugs anything; I read something in another thread where that might cause things related to triggers.
After completing it and just reading the point you made about using feedback i do feel kinda silly about the way i beat the map by microing like crazy and getting 2 gate asap and getting stalkers out while having my 2 templars sitting at the back of my base to sod all, shows i should work on my toss play abit :P Ill probably try this again and use feedback and see how i do and im sure it will be alot easier than just massing stalkers as quick as i can.
Also a tip to anyone else doing this leaving the hero DT where the 1 tank 3x viking are is very helpful u can almost ignore that spot and focus on everything else.
Firstly, thanks for the conversion and feedback. Real quick, can you convert to EU with the NA client, or does it require EU?
I reckon it requires EU. It's not much of a secret how I do it; I just open up the map, find all the places where you've typed in custom text, open them, and resave them. I just figured that I might as well take thirty seconds to re-upload the map here so other EU players don't have to go through all that.
About the difficulty: I think the key thing that's coming up is the reliance on Templar Feedback, which'll one shot the medivacs dropping and the banshees, and knock the BC's down a good chunk (which are finished off by stalkers); I intentionally set the medivacs that drop the Thors/Marines to have 200 energy to setup for that, but it may be a crutch at that point in terms of design, and too painful to lose them, since they're far down the tree, and they die to Ghosts really easily. I may just put another transport out with 2 Stalkers / HT's.
Still though, is it really meant to be *this* hard? I might not be the best SC player around, but I'm just getting my ass kicked majorly. Heck, if all these forces just came from one side it might be doable, but I really have to spend 100% of my time sending my units all across my base and barely have time to get any buildings up.
Edit: I'll also try running it through the editor and the drag-and-drop method to see if that bugs anything; I read something in another thread where that might cause things related to triggers.
I was thinking about this myself as well; just as the custom text isn't translated properly when you go NA>EU, it might do the same with some numbers. If you have a trigger saying something like "every 120 seconds, summon attack force and send them on their way" the EU client might somehow turn that into "every 20 seconds, summon...".
Wow that was challenging. I constantly had to be on my guard, killing thors in my mineral line or feedback-ing basically everything with mana.
And then I noticed that my Collossus-tech was useless without Warp Prisms (that all got shot down) and I gg'd :)
Maybe you could just add two difficulty levels. One with how it is now and one that's slightly nerfed (little less enemy spawns, slightly higher delays).
I like the difficulty, but not everyone is accustomed with standard multiplayer.
Alright, now that I actually managed to beat the map, I can give some more detailed feedback.
Let me start by saying that your Feedback tip helped. It was still seriously hard at the start, but by Feedbacking down the first 6-7 Medivaces, I ran out of energy just about as I managed to get a base going and completely cannon off the western side of my base (I had the eastern base). This basically killed any incoming Banshees or Medivacs on that side instantly, which meant I only had to use Feedback on the ocassional Battlecruiser. All the while, Eisenkhul and my two starting Immortals were enough to completely negate the tank/2X Viking attacks coming from the south. Past the start, I reckon the difficulty is good. Even with a max food army, I had some troubles taking down their bases and the general was a pretty tough bastard as well. This worked out well.
The top-left and bottom-bottom Vespene Geysers in the western base as inaccessible. You can't build Assimilators on them because doodads are blocking them off.
It wasn't entirely clear to me that I had to use High Templars to reclaim the librams. Currently, the only way to find out exactly what you're supposed to do with them is to actually open up the quest itself. You might want to make this more clear.
In a similar fashion, the writing could use some improvement. Some sentences don't really work at all and the whole storyline seems to be a bit 'thin' and bland, even if there's enough to make the map work.
You might want to restrict flying movement a little bit on the sides of the map. You did a pretty good job on the boundaries of the actual map, but I don't really like that I can basically fly a force of Void Rays all the way around their camp over nothing but bland terrain. Either spice that up or make the whole bit inaccessible.
All in all it was an alright map to play, though if you fix these bugs and tune the difficulty slightly (or make two settings, like Serius mentioned), it could be downright awesome.
Edit: Also, I updated the localization - I had missed a couple of lines. Unitnames, objectives and one or two additional cinematic lines should all be in proper English now.
Thanks for fixing the localization on the couple bits u missed before gonna go play it again now and i didnt actually relise u needed high templars to collect the beacon things i ran so many units over them after completing the map 2 times now lol
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http://www.sc2mapster.com/maps/unearthed-secrets/
"Assault an entrenched Terran army extracting secrets from long-lost Protoss libraries on the planet Zhakul'das. Eisenkhul, a well-trained and experienced Dark Templar, leads a small force to wedge a forward position amidst the Terrans. After an initial scouting report, the force has landed planet side, with reinforcements on awaiting the command to follow, but things still appear uncertain."
My attempt at a campaign map. A bit larger and longer than my first mapping shot, so hopefully could get some comments going on my style / implementation / efficiency. Thanks, and hope it helps entertain before release. :P
-6/15/10: The sequel: Later that night - Spread out the time between waves attacking the base - Made an objective to kill the enemy Hero unit since it's a victory condition - Swapped variable checks on the win condition, which gave an early win or prevented winning - Added a transport with +2 Stalkers / +2 High Templars for reinforcements - Moved some geysers from underneath doodads that were preventing building
Well I went through and killed everyone in the temple and then did the libraries and it didnt win, guess it didnt think i had killed the general guy when i did..
I took the liberty of 'localizing' it for players with the European beta, to get rid of the nasty varam/parameter/whatsit error. If you're a European player, this should do it. Edit2: SCROLL FURTHER DOWN FOR AN UPDATED LOCALIZATION.
Edit: Alright, maybe I should've waited for an update. The basis for the map seems pretty strong but jesus christ, hardcore much? I lost a lot of units in the initial attack, but otherwise got through the first phase of the map fairly easily. But that's when it began.
Before my Nexus was even halfway done I had an 8 marine/Thor drop in my base, even though I attempted to intercept the Medivacs with my Void Rays. As I was cleaning that up, a tank/2X Viking force attacked me from the south. I send Eisenkhur in and he cleaned that up alone pretty well. On the downside, STILL before my Nexus was up, three banshees and a mofo battlecruiser were coming in. I sent in my Void Rays and did some pro micro'ing that managed to kill them all, but not before they took down the two pylons I was building. After this I had about ten seconds of a breather, getting my nexus up, before another tank/2X viking force came in. By now my entire starting force was down to two Immortals and a Stalker. As I sent my units over there, ANOTHER 8 rines were dropped on the north side of my base, along with a Thor on the east. I sent Eisenkhur to the Thor while I send my leftover 0 shield, 15 hit points Immortal up to the marines. The Thor went down, but by the time I actually managed to kill all the marines, my Nexus was going down and I was stuck with 385 minerals. I should mention that during all this time, my Void Rays were busy trying to kill the gazillion Medivacs floating around on all sides of my base. As I was leaving the game another tank/2X Viking force ran into my base.
Really, it was pretty epic trying to deal with all that, but suffice it to say, I reckon your triggers are bugged. Instead of once every five, three or even two minutes, attacks are being launched pretty much every twenty/thirty seconds. I'm not sure if the map is even beatable like this - extremely pro Void Ray micro would probably be your only option.
In addition, the opening fight was pretty damn hard as well. The red base had a force about as large as mine, but his Ghosts kept sniping my Templars and he was mass-producing additional Marines to ball. I'm not sure whether this is also intended to be that hard.
Firstly, thanks for the conversion and feedback. Real quick, can you convert to EU with the NA client, or does it require EU?
About the difficulty: I think the key thing that's coming up is the reliance on Templar Feedback, which'll one shot the medivacs dropping and the banshees, and knock the BC's down a good chunk (which are finished off by stalkers); I intentionally set the medivacs that drop the Thors/Marines to have 200 energy to setup for that, but it may be a crutch at that point in terms of design, and too painful to lose them, since they're far down the tree, and they die to Ghosts really easily. I may just put another transport out with 2 Stalkers / HT's.
Edit: I'll also try running it through the editor and the drag-and-drop method to see if that bugs anything; I read something in another thread where that might cause things related to triggers.
After completing it and just reading the point you made about using feedback i do feel kinda silly about the way i beat the map by microing like crazy and getting 2 gate asap and getting stalkers out while having my 2 templars sitting at the back of my base to sod all, shows i should work on my toss play abit :P Ill probably try this again and use feedback and see how i do and im sure it will be alot easier than just massing stalkers as quick as i can.
Also a tip to anyone else doing this leaving the hero DT where the 1 tank 3x viking are is very helpful u can almost ignore that spot and focus on everything else.
I reckon it requires EU. It's not much of a secret how I do it; I just open up the map, find all the places where you've typed in custom text, open them, and resave them. I just figured that I might as well take thirty seconds to re-upload the map here so other EU players don't have to go through all that.
Still though, is it really meant to be *this* hard? I might not be the best SC player around, but I'm just getting my ass kicked majorly. Heck, if all these forces just came from one side it might be doable, but I really have to spend 100% of my time sending my units all across my base and barely have time to get any buildings up.
I was thinking about this myself as well; just as the custom text isn't translated properly when you go NA>EU, it might do the same with some numbers. If you have a trigger saying something like "every 120 seconds, summon attack force and send them on their way" the EU client might somehow turn that into "every 20 seconds, summon...".
Wow that was challenging. I constantly had to be on my guard, killing thors in my mineral line or feedback-ing basically everything with mana.
And then I noticed that my Collossus-tech was useless without Warp Prisms (that all got shot down) and I gg'd :)
Maybe you could just add two difficulty levels. One with how it is now and one that's slightly nerfed (little less enemy spawns, slightly higher delays).
I like the difficulty, but not everyone is accustomed with standard multiplayer.
Alright, now that I actually managed to beat the map, I can give some more detailed feedback.
All in all it was an alright map to play, though if you fix these bugs and tune the difficulty slightly (or make two settings, like Serius mentioned), it could be downright awesome.
Edit: Also, I updated the localization - I had missed a couple of lines. Unitnames, objectives and one or two additional cinematic lines should all be in proper English now.
Thanks for fixing the localization on the couple bits u missed before gonna go play it again now and i didnt actually relise u needed high templars to collect the beacon things i ran so many units over them after completing the map 2 times now lol