Dreadwind Plateau
This is a single-player mission in the vein of Blizzard campaigns. You command a Protoss force against the Zerg on Mar Sara. The trigger work is fairly simple, but it's functional- terrain work is my strong suit. Still requires balance tweaks, but it's fairly finalized. Hope you enjoy, and feedback is appreciated!
IMPORTANT UPDATE- If you are encountering flaky enemy AI / nonexistent attack waves, the problem may be caused by playing the map via the "test document" option of galaxy editor. Try instead dragging the map icon onto your sc2 exe icon.
Thanks to Ultraling for this discovery.
The first part of the game, in which you move through the map with only a small force, was brilliant. Class Blizzard. I felt like a pro when I pushed the banelings away with force fields on my first try. The reinforcements right before you get into the terran area were well timed as well.
But after that things got a bit rougher. Even if I carefully conserved all my units and rushed to help the terrans nothing but the tank in the back ever survived.
Maybe use a bit of scripting to autobuild the nexus quickly? I felt a bit silly just sitting there, waiting for it to finish warping in. Maybe I'm missing something.
Also, I think the zerg attack waves would challenge even a higher level player (especially with the fast upgrades). Maybe take a look at the timing of actual blizzard levels? They're usually pretty good about starting out slow and scaling up. In my own personal experience I ha only been able to crank out a few lots before the first two waves of lings and hydras blew threw my standing forces and left me fairly defenseless for the third wave. I tried to mass colossi and only made it a few waves further than that.
Maybe it would help players to know a bit more about the map. You could ping the zerg areas (and so where the forces would come from), or you could alert the player when a wave was coming and from where. It was personally frustrating having huge zerg armies show up out of the blue and wipe out my base while my army was defending my expo.
Apart from balance, this is a very professional map! Good work!
The start of the map is great but I think you need to work on this a little more to get the most out of it, and to optimize the player experiance.
First I think you give the zerg their ups too fast, It just seems that if they get to 3/3 ups and you dont have 2/2 and dont get 3/3 soon you literally just die. I would like to see the 3/3 ups delayed as much as the 2/2 are (700 seconds). Also maybe just remove remove the twilight council and allow the player to just get the ups with no tech building. (it feels like a waste of space, especially because i have blink and charge already)
Secondly it seems as though my only choice is to go robo... dark templars are not very effective and hts are only good until ultras show up. Going air is completely useless, as you will never catch them in upgrades and carriers are not an option. Not that this is a problem, but why do i have these options if taking them is just going to get me killed?
Third I would like to see the terran play a much bigger role in this. My suggestion is that you need to fulfill certain objectives to unlock upgrades for them(so they wont get slaughtered by the zerg), and that they do some kind of map control thing... All this should be ai controlled. As it stands If the zerg doesn't do it I kill all of them except the tank, and this would use up a lot of that unused space on the map.(I have a feeling you want to do more with the terran, just by looking at the map layout) It would make the map more dynamic, right now it seems pretty simple macro fast and hard then move out and crush your enemies.
Overall I think its a good map, but as it stands I dont think anyone will beat it without multiple tries 4+. It may also be impossible to beat for lesser skilled players.
Well the localization fix has worked for me using the EU client
@ Eskimodavid
Thanks so much for the praise! The strict unit composition is indeed a problem which I'd like to say I'm getting better at working around with each map I make (Dreadwind was my first). Granted, part of the problem is the hard-counter nature of the game, but I think the ever-shifting unit compositions of the computer attack waves I used here might have put too much strain on the player, forcing him/her to radically adjust or choose a one-size-fits-all army comp (ie Void Rays).
It's a learning process going into future maps, but I may revisit it here and in my other current maps at some point.
@ Barreh and others:
I took a stab at fixing the localization (the param/value/xxxx issue) using the sc2-localizer asset. I'm not too familiar with the tool and it may have bugs of its own. I'm also playing the map's default locale, so non-US users will have to let me know if it's fixed. Thanks!
Just wondering if there's some sort of European Update that needs to made to the code or something. In UK here and i just get 'Param' messages when i start and when trying to view the main objective and stuff. Really like the map though.
i have downloaded literally hundreds of custom maps, and this map is the best map i have played out of all of them. very difficult (i am a diamond league player 1v1) and it took me 4 tries to finally beat it. you have to micro the starting force well, then once you build the base i tried balanced unit compositions but it wouldn't work. in the end massing void rays (upgrades are a must) was what i used to beat it, too much anti ground for ground
Did you try expanding to the southeast corner? They don't seem to bother that one.
And if you type "jump start" as a chat message it should skip to the base part.
Nice map, like the "first part micro", then macro up.
The harassment on your base AND expand are a bit too much for me, I'm an average gold leaguer. It's more than harassment really, it's pretty massive attacks by 3/3 upgrades unit, these hydras are soo strong! I manage to expand not without trouble, but lost it before it could really get running. This was my 5th try, I'll try again, i think i can do it if i take it seriously. I kinda wish there were checkpoints in the map though, to start again from the terran base maybe?
IMPORTANT UPDATE- If you are encountering flaky enemy AI / nonexistent attack waves, the problem may be caused by playing the map via the "test document" option of galaxy editor. Try instead dragging the map icon onto your sc2 exe icon.
Thanks to Ultraling for this discovery.
check out my new map Verdant Skyway at http://www.sc2mapster.com/maps/verdant-skyway/
Yeah I was looking at someone else's map http://www.sc2mapster.com/maps/starcraft-prologue-remake/ and saw that his waves were a bit more manual. But I don't think we'll have a perfect model until release when someone rips a single player mission to editor. Big thanks for all the suggestions at any rate.
If the problem persists Chewable, you might consider writing your own attack wave triggers. Instead of using the the AI-Attack Wave, make a region in the base and write a trigger that's basically:
Event: None (i.e. activate from another trigger)
Condition: Hive / Other Building / Computer Base Still Alive
Actions:
-Create 10 zerglings (or 4 roaches / 2 ultras / whatever) at Region-In-Base
-Pick each unit in Region-In-Base and issue order: attack a point in player's base.
-Wait X time
-Run Next Attack Wave Trigger
That's your basic attack wave; you can make it a lot more complex, though. Could require the computer to have vision of any player expansions and therefore have them send out periodic scouts (which players could eliminate early to keep their expansions safe) or you could simply put in a random chance that the attack wave goes to the expansion spot first.
Or, for harder difficulties, you could customize attack waves to send antithesis units (i.e. vikings against colossi) which would require players to either manipulate the AI or run a balanced force, which is rather more difficult than players going oh look I have colossi I win or oh look I have broodlords I win.
Updated the triggers to ignore conditions on running to see if that's the culprit. I also added testing cheats for anyone willing to try it out again who encountered the bug in previous versions. Simply enable them in the trigger editor then type "reveal map" or "jump start"(skips the canyon run start).
In past editors there was odd behavior with playing maps via the test map option, and with multiple waits going off in different triggers. Could either of those be the culprit? Just throwing ideas out there at this point :(
Curses! It was worth a shot; I've been working on other triggering projects, so I haven't had much time to test out the AI ones they've provided.
Also, yeah, if you don't have conditions, I definitely wouldn't tell it to check conditions. I didn't notice you had any of those.
Check out my new map Vendetta. Approval is pending atm, should be up shortly!
http://www.sc2mapster.com/maps/vendetta/
I'll try that, Thanks Xen. Do you think the "Check conditions" part of Running Triggers might bug it even if there aren't any conditions?
It'll be hard to know if it fixes it considering I haven't encountered the bug, but here's hoping.
Thanks again
EDIT: No dice, putting a separate wait before the send would result in them not sending, putting it after the send with the same time as the send would result in sending units from the next wave with the current.
Chewable I took a look at your triggers and found nothing that stood out as the cause of that bug. I then attempted various strategies but could not reproduce it either.
I can make the following suggestions, however:
-Put brown/green initialize and wave triggers as initially off. The editor's newly released, and I wouldn't want to make a wager on the behavior of an activated event-less trigger just sitting there. (actually I would but when you can't find the cause of a bug then sometimes you just have to clean up code and hope for the best!)
-The probable choke-point/break-point of the bug is that if any attack wave never gets sent (for whatever reason), then the execution of that particular trigger will be forever stalled, and no new waves will follow. I'd suggest divorcing the wait...
AI - Set the target for player 6 attack waves to (Player group(1))
AI - Add (14 / 16 / 18 / 20) Zergling to the attack wave
AI - Send the attack wave from player 6 to attack in 300 seconds and Wait
Trigger - Run Brown Wave 2 (Check Conditions, Don't Wait until it finishes)
is how you have it now, I would alter it to:
AI - Set the target for player 6 attack waves to (Player group(1))
AI - Add (14 / 16 / 18 / 20) Zergling to the attack wave
General - Wait 300.0 Game Time seconds
AI - Send the attack wave from player 6 to attack in 0 seconds and Don't Wait
Trigger - Run Brown Wave 2 (Check Conditions, Don't Wait until it finishes)