Ignos (Campaign)
Ignos
About
The Zerg have infested the home planet of a faraway Protoss civilization and in a desperate measure, the Patriarch of the planet sends an expedition to retrieve the "Ignos", an artifact that might purge the Zerg.
Screens and images from the campaign.
Content
Ignos Campaign
This is the newest version of the Ignos Campaign. The zip contains 8 map-files. 7 missions and 1 mission launcher.
Installation
Copy the "Ignos Campaign" folder into the Map folder in the Starcraft 2 folder
Open up the IgnosLauncher.SC2Map file and press "test map" button.
The mission launcher will then start.
The map files must be in the right folder for the mission launcher to work. Similar to this:
C:/StarCraft II/Maps/Ignos Campaign/IgnosLauncher.SC2Map
If the location is off the mission launcher will not function.
All feedback is appreciated.
@njordys: Go
Ah, okay. Thanks for clarifying. If you end up deciding on the latter, that means you'll be done soon too :D
I am working om two missions that will also take place on Selinox. AftEr that I were planning to make a second chapter with av mix of Terran and Protoss missions, perhaps 5 missions there too. It's very much up in the air, as I dont have that much time to make missions. I might reduce it to one chapter and have Maybe 7-8 missions instead.
Hey Njordys!
I began to notice that you mention that the first chapter of the series will contain around 5-6 missions. Does that mean that there is more after that? How many chapters have you planned, and generally, how many missions can we be expecting to see? Or is stuff like that still that much in the air that you can't give an answer quite yet? :D
Actually I think I'll add more upgrades to enhance existing units instead of creating new ones :)
I agree. I have already upgrades to the next version of mission 2 and I'll try to add additional new units and upgrades to mission 2, and 6 whenever that's finished.
I have just recently gotten into making new units and upgrades myself.
The story is very insteresting but there is no custom units,animations and stuff.....
Ouch. Thank you very much for the heads up!
Perhaps you can you elaborate a bit more on your experience?
Did you lose the mission? The Viper takes a bit of time to fly through the map so my idea is that with photon cannons and enough warp gates to build a new army it should be possible to repel the attack and still be able to push towards the caves.
Sentry Guardian shield might be good as you can better ignore mutas and focus fire on the vipers.
I think it might be bit too hard myself and I've already made some changes for the next update. But this kind of feedback is very valuable for me. As the map maker the mission will always be easier for myself so I must rely on feedback to get an idea on whats working or not.
So again, thank you for the heads up. If you can elaborate a bit more it would be fantastic. Hope you enjoy my maps otherwise.
The vipers on Mission 2 in Hard difficulty are way too hard. Stalkers are the only anti-air unit and you need like 30 to defeat one
Aww, to bad you didn't like the first one. But I agree, that's the weakest map so far. Perhaps I should just redo it, but I recon that'll be done sometimes later. For now I want to focus on future maps.
Glad you liked the other two missions. I put alot of effort into the terrain, and that's also a part I very much enjoy making. Gameplay is also fun to make, although it can be a bit tedious to get right. Especially hard to avoid overpowered or useless gameplay elements, like those abilities you comment on.
I deliberately made the grasp ability not being able to finish off zerglings, I just wanted that ability to stun them for a while. I think a better solution would be to make the radius larger and make it last longer. Perhaps up 5 seconds instead of 3. The speed ability is very overpowered, I'm gonna make that a bit slower.
Story is my achilles heel. I suck at it. I have got some very nice help with spelling errors and such, but it's still my writing and I'm just not good at it. If I put my head into it I might improve some.
And thanks. Glad you liked it that much :D
Ok. Let's summarize.
1st mission is the worst one. Not because of bugs (honestly you don't have bugs in all maps - they're very clear and fun), but because the idea, because of the "visuality" (warping in stargate) and the gameplay itself. But it's normal - in my campaign 1st map was also dumbest one so I upgrade her after publishing 5th episode of the campaign. 1st map looks very "mechanic", let's say artifically (falsely?)
2nd mission is far greater. I'm very impressed with concept of closing caves. It's great, the map got fun and interesting terrain and I don't give a shit - got a lot of fun with it!
3rd mission is the best propably at the moment. It's also the best (or 2nd one) custom installation I've ever played. Music - good! Sounds - good! Terrain - great idea with the rocks on the 1st plane of player's camera. I suggest to do something with this area-ability (forgot at the moment) because it's even not killing zerglings, so it's useless for player (the only thing is that it;s catching enemy group for a few seconds - but still got to use one hero shot to kill zergling). Quite good it's the idea with restoration which is key to victory in this mission. The speed ability is little OP but i'm not sure about this. Suggest more blink places. Overally - it's great map. :)
Overally the campaign got not so very interesting story - it's at the moment very linear. The characters are not "living", they're at the moment empty and the protoss are communicating like terrans (the language thing). So I suggest to upgrade this thing after a while.
But - hey - still one of the greatest campaign I've played. Waiting for another missions! :)