Log 1
Hi guys
Now that I'm over the downheartness caused by my failure to reach the top 10 in the RTC contest with "Losing Memories", and my little editor vacation has ended; I'll return to spend my free time on my campaign.
I've decided to keep a log of what I'm doing and thinking while developing it. I believe that this will help me to stay focused and motivated, and it might be useful for those who are working on similar projects, to get ideas and learn from my mistakes. I'm also hoping to draw the attention of someone interested in helping me with the crafting.
My original plan is to bump this post once every one or two weeks, starting right now.
I'll begin writing about the campaign itself. The ultimate goal for it is to create a reboot of SC2, taking the best of SC1 (the immersive storytelling) and SC2 (the gameplay and the mechanic variation between missions).
I'm aware that it's too pretentious. That's why I've started with a single mission (Bottleneck, here's the link of its testing thread) to see where it goes. Now that I'm a little more confident, I'm focusing on the first 4 maps with their banking and linking.
If that's too much work, I'll decide to stop when they're done. If not, I'll continue with other episodes, periodically reevaluating if continuing is worth it or not.
What do I have so far?
- Lots of loose ideas,
- a basic structure of the story (a ~6000 words script),
- a functional map and two more in early stage of development,
- an early mod with several useful functions,
- a task list programmed until the end of june, and
- Finally, after more than half a year without finding one, a campaign name to replace the placeholder "SC2Bis": "Starcraft: Episodes from Brood War II" (the one you see in the title). I've made the banner you're seeing at the top and an icon for the launcher too:
How do I want this to work?
The player will play an active role as a character of the campaign. He will be a young Dominion Lieutenant in the Terran episodes, a Brood Queen in the Zerg episodes, and Artanis or Zeratul in the Protoss episodes.
There will be small RPG sections between missions, where the story will develop, and a SC1 style briefing before the start of each mission. I hope to come up with fresh mechanics for most of them.
Where am I going to start?
Now that I'm focusing back on this after the RTC contest, I would like to apply some things I've learned recently in the campaign mod. Specifically, I'll focus on two:
An achievement system: I was handling achievements in a very archaic way, I'll switch to user types. They're way more efficient.
A budget system: Several achievements will unlock techs. After every mission, there will be an amount of credits as reward. If the tech wasn't unlocked via achievements, it will be available to be purchased in the RPG sections.
There will be hidden techs too. For example, the secret of the first mission will unlock warpigs.
Once finishing with those, I'll continue with the introductory map, which is supposed to set the mood before the campaign starts.
Well, that's all. I hope I didn't bore you... Next logs should come with more eye candy.
0.953621677957269
Been a few years, but have some free time on my hands now!
When I first saw it, I always thought the idea of building a huge unit on the battlefield straight from an SCV was really cool. I get that it could have some weird effects in multiplayer, but it's a shame that that mechanic wasn't least implemented in the campaign or something.
Textures were done in Paint.NET and I'm starting to make the transition from Blender to 3ds Max for modelling. Some minor trim and fade work was done in Audacity for the timed Thor footstep sounds.
Apologies for the video quality and lag, I only have a laptop.
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Hey guys! It's been a while.
I finally got some spare time on my hands and whipped up this tool you can use to create saved games via triggers.
Project Page: https://www.sc2mapster.com/projects/sc2saver
It works well enough for me, I hope this at least provides a solution, however clunky, for making automatic checkpoints and stuff like that. (Odyssey Mission 10. Never forget.)
Hope you guys like it!
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Al'toris is the first Protoss character I ever created. He is still my favorite. Fun fact: he originally was set to fill the role that is now Vhar'zhan's.
Some background: Al'toris is the general of the army of the Kryordara Protoss. He was a former member of the formidable Akilae Tribe before the foundation of the Kryordara by himself and Grand Executor Kharazus in the years following the Aeon of Strife. Though a potent psionic master, achieving his proficiency in the Khala through the vigorous training of the High Templar, he prefers the honor of melee combat as learned by Zealots, and his development of Psi Blade technique is studied by all templar of the Kryordara. Having seen himself the brutality and carnage of the Aeon of Strife, he fully embraces the Khala in all respects, ardently spreading the teachings of Khas as the way to achieve supreme unity and avoid the mistakes that lead to the great Protoss civil war. He is the current mentor of the young templar Vhar'zhan.
With great effort that involved an extreme palm muscle workout (why did the cast have to go all the way up to my hand?), I managed to change Vhar'zhan's model a bit. The armor seemed a little heavy to me, considering his role as a student.
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"Ardor and discipline! It is only through these virtues that we may embrace the glory of the Khala."
-Al'toris
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Little art update on Ghar'zeryn.
I wanted to have additive animations on Ghar'zeryn so his blades could be hidden when out of combat, but I had forgotten how to do so. It was frustrating since I had already done them with Collins' gatling cannon, but I eventually figured it out. (It took me long enough...)
In addition, I changed the blades from the default zealot blades to Alarak's blades. He also has Stand Start animation so transitions are smoother, and a Cover End animation (because I think it's so cool when zealots fire up their blades).
Shield wireframes are also included (finally figured out how to do this, will add it to other protoss heroes as well).
I have the lore behind this one thought out already, but his backstory is something you'll have to find out when you play the campaign. ;)
Also, here's the Antares II.
I made this quite a while ago actually... it is
probablyby far the single most data-heavy unit I've ever created. I thought perhaps some might want to see it.Weapons: Scorpius Laser Battery, Stinger Turrets, Pincer Cannons
Splintershock Missiles
Impact Deployment Pods
Starstrafe Fighters
The Antares II is more a cool unit than a functional one at the moment. At the time I was just trying to see what I could do with the Data editor. Inspiration was drawn from the beginning of this cinematic from HotS and the Jericho missile from Iron Man.
And no, Dudki, the R.S.S.I. did not bring Malrick back to life and put him inside another "most powerful war machine ever".
1
Starcraft II: Unsung Rebels
Overview
Hello SC2Mapster community!
I didn't want to announce this project until it was quite a bit further in development, but with the end of summer comes a drought of free time to invest in continuing this campaign.
The Unsung Rebels campaign is a custom campaign where you will play as the leader of an anti-Dominion rebel group called the 7th Squad during the early days of the Second Great War.
It features a storymode similar to that of the Wings of Liberty campaign in addition to its own upgrade panel with improvements for each of the Terran units usable in the campaign, purchasable with credits in the storymode.
The campaign is non-linear; though there is a main story, missions can be played in various orders, up to the choosing of the player.
I recognize that this is a rather ambitious project, especially for one mapmaker. My greatest fear is that this campaign will just be yet another ludicrously ambitious project which ends up never being completed. I hope the Mapster community exists long enough to see through the completion of this project; as Starcraft II is growing less and less popular, that hope seems an optimistic one.
Nonetheless, I hope to complete the next two missions and cinematic for release in reasonable time. My progress, again, will be quite slowed for the next coming months, but I hope a few screenshots may encourage interest in this project.
Screenshots
Updates
05/06/17
Dependencies
Completely reworked trigger libraries
Storymode
Planet Agria (agria) - Added conversations
06/04/17
Cinematics
The Swarm (cinematic02) - Completed
30/03/17
Missions
Ruthless Monsters (tcollins01) - Completed
Angels Save Lives (tcollins02) - Completed
Facility PD-17 (tbriggs01) - In Progress
Cinematics
One (cinematic01) - Completed
The Swarm (cinematic02) - In Progress
Storymode
Planet Agria (agria) - In Progress
Older:
25/02/17
Missions
Shoot, Steal, Sprint (tbriggs01) - Terrain and triggering work
Dependencies
Updated models for: Al'toris, Vhar'zhan, Collins, Spade, Thorne, Briggs, Olsen, Harvey, Foxworthy, and Hall, cleaned up import directory (not that that really matters to you guys haha)
31/12/16
Missions
Shoot, Steal, Sprint (tbriggs01) - Terrain and triggering work
Dependencies
Made some changes to the PTV, added Drop Pod (Zerg, Installation) unit, miscellaneous edits
Storywriting
Did some storywriting...
21/12/16
Missions
Shoot, Steal, Sprint (tbriggs01) - Terrain and triggering work
06/12/16
Dependencies
Added wireframes, unit icon, and some animations for Ghar'zeryn
23/11/16
Dependencies
Added wireframes and unit icons for PTVs, Supply Freights, and Dominion Supply Crates
Worked on finalizations for Ghar'zeryn's model
10/11/16
Dependencies
Added PTV model and unit in addition to Supply Freight and Dominion Supply Crate units
02/11/16
Missions
Shoot, Steal, Sprint (tbriggs01) - Original scrapped, new version in progress
Dependencies
Added new Umojan Lab Doors to the mod from tbriggs01
02/10/16
Storymode
Planet Agria (agria) - Minor work on mission select panel
22/09/16
Cinematics
One (cinematic01) - Completed
17/09/16
Cinematics
One (cinematic01) - Scenes 1-6 are complete, final scene in progress
06/09/16
Dependencies
Worked on Foxworthy's model
Worked on colonist w/ rocket launcher model
Missions
Shoot, Steal, Sprint (tbriggs01) - Minor terrain work
27/08/16
Missions
Shoot, Steal, Sprint (tbriggs01) - Worked a little bit on terrain
Storymode
Planet Agria (agria) - Changed setting for post-mission of "Angels Save Lives"
13/08/16
Missions
Ruthless Monsters (tcollins01) - Completed
Angels Save Lives (tcollins02) - Completed
Shoot, Steal, Sprint (tbriggs01) - In Progress
Cinematics
One (cinematic01) - In Progress
Storymode
Planet Agria (agria) - In Progress
0.963119072708114
Good to see you back! Nice job on the models, they're very true to the originals.
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Added conversations! These are meant to facilitate the story with tidbits of lore and background information for those who like that kind of stuff. Minor thing, I know, but a lot's been going on dependency-wise.
I'm also going to be investing some time in learning how to make data wizards and post them for public use. If you haven't already checked out the community project proposal thread, I would highly encourage you do so here. However, now that summer's come back around, I should have more time to work on more things at a time. :)
0.963486454652532
What causes the shop to create a unit? It is possible that you could add the actions under the "ShopUnitCreated" trigger to the trigger that makes the shop create a unit, thus preserving the player.
0.963414634146341
Try editing the model in XML/raw data view. If you can't edit any other fields, it's probably the wrong version of the model/actor (one that can't be modified). If all else fails, try copying the model and replacing it in the actor accordingly.
As for the offsets, make a Site Operation (Local Offset) actor and add that to the Hosting: Host Site Operations + field of the actor (I'd refer to this tutorial by ProzaicMuze for more information on offsets and site ops).