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.
Pkol
-That's some kind of bug or oversight that I can't reproduce. I'm asking around on the boards.
Just played through, cleared first time, although i got to the end of the first part with one single stalker :P
Rest of it was pretty easy, except I don't think i was attacked once?
Probably my last update barring any unforeseen glitches. Thanks for the feedback guys. Look for a new map coming soon!
Excellent job!! This is just like one of the Blizzard campaigns(only there's no voice). I just went with my Void Ray rush build, only I never built stargate of course. I placed buildings so that I only had one exit: southeast ramp. Since I didnt loose any units in the 1st part, I was able to hold off lingchlisks units quite easily. Then I got more sentries and Colossi. Micro Time!!! Colossi + Stalker micro can literally win the meele game, so why not try on this?? Since the AI is stupid, they never get Lings+ Hydras to finish them off. Of course, scout with your observer to look out for expos. I made the games on my 2nd try.
Terrain is really well made. The first portion isn't too hard at all. I used force field against the banelings and ultralisk and focused the infestors and got through without losing any units.
The 2nd part is really hard. I went on offense right away and never caught up with all the attacks in my base, and the 2nd time I was pushing out with about 80 supply and not getting any progress until I was mined out. I looked at the map in the galaxy editor and realized theres 2 free expansions I could take. After that it was fine.
My suggestion is make those parts of the map visible but under fog, like how you can see things in multiplayer. It will make the game a lot easier know those are there :)
Just played through again since the changes.
With the +1 ups for the beginning it makes everything but the ultralisk and infestor fights pretty trivial (It's not really on par difficultly wise with the rest of the game).
The current wave speed is pretty good. It forces you to have decent macro which I approve of greatly. Most custom campaigns it's correct play to sit on 1 base until max ups and 120-160ish food. Which is basically just setting people up to fail in competitive melee games.
My only big issue is the first mutalisk wave being as big as it is. It's get-through-able but if you didn't know it was coming at this exact time you could pretty much instantly lose. Even a message that yells at you 45 seconds before the mutas come warning that the zerg has spire tech would be helpful for people who are new to the map.
(I made 3 of my friends play this last night muta issue comes from one having a total of 3 units that could shoot up when they came. He was doing fairly well up till then since zelots and immortals do nicely vs the ling roach hydra compositions sent up till then.)
Fantastic work on the map and I hope to see more from you in the future ^_^
Ugh, there was a stray Void Ray floating around for testing purposes. Removed it.
Also, some people have encountered an issue where the enemies don't attack your base. I'll have to keep looking into it, because it hasn't shown up for me or others.
Also: this is as much a statement as it is a question to other map-makers, but I believe in the full release there will be a selectable difficulty system.
I know for the attack waves it gives you 4 options for the amount of units to send based on difficulty, but I don't see a way to set that difficulty yet. If that's implemented in the full version then I plan to make the time in between attack waves a function of the difficulty chosen. Right now the default difficulty is 2/4 I believe.
Newest version:
Thanks for your patience and feedback, guys. Let me know if this makes it more playable.
@Krana, I may look into a tip for expansion. Good suggestion.
Your map and level design is pretty incredible, but the game was simply too difficult for me to have much fun with it. It took several attempts of memorization and trial and error to get through the initial canyon and zerg/terran fight with enough units to even begin to carve out a foothold of a base, and then it was near impossible to actually progress and build a force with the zerg attacking so frequently and upgrading so quickly. Ended up giving up on my fourth attempt at the macro phase.
It's at a good place difficulty wise as long as you expand early enough.
I think that at around the 2nd wave it should reveal the 2 expos and tell you to start thinking about expanding.
too difficult to serve any enjoyment for me
Awesome game. I created an account just to give you feedback :)
Difficulty is still a bit high. I can get to the macro stage and it's really hard to build up the right unit mixture, with low income and having to fend off wave after wave of units. I ended up mining out my minerals and well died soon after haha.
This map is really hard unless you play it multiple times. Only way I could survive with most of my units was if i knew exactly what was coming next. If I didn't know, well then i just straight up got raped. Specially that ultralisk at the beginning ;) that's a killer.
Great map and keep it up.
@krana- Tweaked it a bit. Let me know what you think.
@vad- Thanks! Shoot me a PM and let me know what you had in mind.
Difficulty is a little high in the early stages when you first get your base. Delaying the upgrades the zerg gets should balance it properly.
Holy crap that's nice terrain work. Maybe we could work on a project together sometime?