Custom Campaign Initiative
The Custom Campaign Initiative (CCI) is a centralization of authors and projects that are intended to mimic the Blizzard single-player campaign format.
List of Custom Campaigns (With descriptions)
List of Custom Campaigns (Based on project status)
Check other pages of the CCI for tutorials and other stuff.
What level of quality is required for listed projects?
1) Mission can be played by using Starcraft II editor. Because this is Starcraft II editor community.
2) Map and Mod files are available for download. Because we want to learn from other campaign projects.
3) A series of at least two missions. Because one mission is not campaign.
4) Missions are playable as single player. Because campaign scene is designed for single player.
5) These two missions do not need to be up to date, polished and perfect, but playable with no show stoppers. Because we dont want to waste our time on very bad quality stuff.
CCI authors will check these requirements before listing projects but CCI authors do not frequently check projects after listing.
How does the Custom Campaign Initiative work?
The CCI is a bunch of people who work on their own projects but want to list their work under one project.
By listing all projects together each invidual project gains more downloads and whole Starcraft II campaign scene gets more attention.
The CCI works like Wikipedia. All authors are allowed to edit pages. This project is linking page so files are not allowed directly on CCI.
How do I join the Custom Campaign Initiative?
If you are interested in becoming a part of the CCI send PM to Terhonator or other authors of this project.
NEWS
March 17th 2020
Edhriano has continue his MAPORINO ! 2019 entry.
Alter FateS - Amon's World is now a campaign.
You can get it here : Main Page
June 19th 2019
Alevice has released an apps to download the custom campaigns directly.
Give it a try and leave feedbacks !
Download Page Starcraft II Campaign Manager.
April 12th 2019
Edhriano has released a Revamp version of the Hammer of Dawn.
You can get it here : Main Page
27th Februari 2019
Edhriano has released a huge update for Noir : Evolution.
You can get it here : Update
5th November 2018
Edhriano has released the final map of Noir : Ascension, go and check it out.
You can leave feedback at the forum.
19th September 2018:
CCI proudly presents Starcraft: Time Splitters project made by WingedArchon.
September 15/18
JayborinoPlays has team up with DeltronLive and holding MAPORINO 2018 ! [Previously know as Mapcraft] . Read all about it here : MAPORINO 2018.
May 13/18
MaskedImposter has released the final map of Mapsters, Episode 6. He's also released a map made in the Mapsters universe made for a mapmaking contest. Check them both out!
May 5/18
Team Antioch has released The Antioch Chronicles: Thoughts in Chaos. You can download it on the project page and discuss it on the forum.
Terhonator:
Yeah, terraining sucks :P
Just wanted to announce that Episode V - The Wind Rose in my campaign has been realesed for the alpha tests. Now the plot is complete. There's only lack of final mission, but first I want to upgrade the Episode I and Episode II and... maybe implement the "Morpheus (hero) promotion system"! The player should be able to choose Morpheus development path by the completing missions of campaign. More about sistem read in the comments here.
Hey. I haven't released anything in 2 months but I'm going to release 3 missions at once when I get those ready. I have done lot of learning in data things. At the moment I can make basic missions very quickly if I just find motivation for it. Terraining is biggest motivation killer at the moment.
Hello everyone!
Courtesy Tyneara I have added my campaign - "The Proditor" - to CCI. I invite you to alpha tests. At the moment I add the changes to date, I have a little free time in my life during the christmas period.
Mozared:
I think that the period of stagnation "is coupled" with the stagnation on the battlenet - the majority of players and map makers waiting for HotS because his appearance certainly will do a lot of changes. :)
Thanks for the add. Enjoy the game! :)
I suppose that's a good point, I know I placed a note on my own project page, so I'll go do it here to. I've always left that to the individual authors themselves.
As for not pulling in more campaigns, I'll admit, I've not been very proactive on in finding them. I have gotten a few PMs over time, but I have the very strict requirement of having to have completed at least one mission (and have it be decent) before being added to the list.
Lolzguy, I've considered a join collaboration on a campaign (there are some fantastically creative people here) but I also am worried about being able to keep up with other people (given the long period of inactivity that can result from a variety of real life instances) It's worth considering in the end.
CCI, Y U NO ACTIVE?!?!
So much cool stuff here! You should drag in mooooore campaigns and continue updating! Or at least add a 'discontinued/on hold' sticker to the slower projects.
Well I am planning in joining later on, seeing that only half of the authors are currently active :/ . Maybe we can work on a campaign together.
PM answered, unfortunately, I don't check in here very often. I hope it answers your questions Operation. As a note, to join I need to see a completed mission. This is because of the shear amount of work involved in getting an idea, into a mission. To say nothing of a campaign.
Of course I want :) I sent a PM to tyneara. but as I said, no answer :(
Hey Operation3000. Do you want to join our project? I can't add new people to this project since Tyneara is author.
I sent a pm to Tyneara a week ago. Is it normal that I didn't received any answer?
Appreciate that lolzguy. I'll agree with finished (in that I actually made 3 missions that worked). Of course, I'm not satisfied with good quality. It must be much better before I'll accept it as truly done.
I have to give my hats off to you Tyneara, you, out of the 5 of us finished the campaign with good quality work :) .
Distressing indeed lolzguy... but what can I say. It was a valiant effort. Making quality work is hard work... and I've passed the easy part of mapping (playing with the editor and making something work... not to spit polish it... and figure out a better file system.)
Many of the campaigns haven't be active for some time :( (I also been a guilty one as well).
And of course Tehonator, let's not forget all you've learned by hacking and slashing your way through those missions. Now that I have the grim prospect of going back and looking at my missions, I've considered simply leaving them as they are, and taking the lessons learned and applying it to something better designed from the start (since frankly... my triggers on mission 1 are so bad its painful to look at them...)
I've been meaning to go through your missions again as well, just haven't done so. I have no excuse other than my own laziness and usually when I get into a starcraft mood... I tend to just start mapping (I'm sure you can relate)
Just my 2 cents.
That's not bad at all, especially if you want to make the feeling that it IS the same planet. But maybe you can really try to add more doodads. Maybe make enemy base a bit more industrial or fortified looking (add some sand bags, destroyed walls to look like battlefield, some landing pads for transports for mission 3). It will be very nice. And a little advice: ask yourself what that doodad is doing there. For what reason is it placed there? And why those marines need those sandbags:))? Because I didn't get why there is a corpse of a scientist in the second mission:)) Some things maybe funny. Well, it's not a strictly rule, but it can make things look better. Hope to see more of your work.
You also can look my map and maybe you can give me some advices:)) But it still has some bugs and mistakes:)) Cheers:))
Thanks for new comment HopperWN.
I admit that Hand of Humanity missions are not unique anyway. You are going to see at least different tilesets in next missions. First 5 missions happen on same planet and it looks almost same. I also have few good ideas for mission objectives but I don't have enough experience to make them all / I am too lazy to do it if it requires huuuuge amount of triggers.
Propably next missions that I make for campaign are very similiar for these 5 missions. To be honest Hand of Humanity will be many not-so-high quality missions. Some people don't like it but that is my way to do my campaign. I think there are still lot of people there who like that kind of "basic" single player maps.
I recommend people to play 1 or 2 missions of my campaign and if it feels boring then its better to stop because next missions will be very similiar.
Thats very honest post about my campaign. We all need to remember that we mapmakers have very limited resources. I'm working my campaign alone.
Oh, sorry I was talking about the Hand of Humanity:))
Oh, and two more: It's was interesting to see the idea of the game-story. And it was nice when you go mass vultures to defend one entrance and then suddenly you have a lot of banshees and wraiths kickin' your ass:))
I played 1st and 2nd missions and only watched other map in the editor.
First of all: Textures. You're using only one terrain for all 5 maps. O.K. It could be good. But all 5 maps are identical with different objectives. So you could make 1 huge map with a lot of objectives, make some cinematics between them or make terrain more different: different terrain, create some doodads, some neutral camps, gas stations, mines, anything.
Next: More interaction during the mission. Anything to reveal the plot.
And the last, but not the least: As I played 1st and 2nd mission I didn't have much choice which strategy I wish to play against A.I. You have well defended Enemy, so just sending M&M won't help. Or you need to send a lot of M&M. So because of the maps terrain the only fast and effective way is to go Reapers. And do the hit'n'run.
So: Or you need to remove them from the first maps (you don't won't, right:))?) Or make not that many clif entrances to the enemy base to make it more challenging. Or make less armored bunkers, 'cause when I attacked one with 16 vultures with 2-2. I ran away with 4 vultures and half dead bunker. Maybe I'm not that lucky. And I couldn't finish the second mission, because I just couldn't capture the last truck which is at south-west. So maybe you should make a bit more trucks at the map, so player could choose which is more easy or important to capture. And if some triggers go wrong during the game.