Bio-Tech Company
Bio-Tech Company
What is this?
Bio-Tech Company is a single-player campaign for Starcraft 2.
About
This campaign consisted of various scenarios where I explore different gameplay ideas I had. It was made around 2012-2014 and thus is a bit dated but I still think it might be enjoyable for people to play. The focus is not on story-telling but more on unique gameplay settings.
Content
The Bio-Tech Campaign
This is the newest version of the Bio-Tech Campaign. The zip contains 10 map-files and 2 mod-files.
Installation
Copy the SC2Mod files into the Mod folder in the Starcraft 2 folder
Copy the SC2Map files into the Map folder in the Starcraft 2 folder
Open up the BioTechCampaign.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/BioTech/BioTechCampaign.SC2Map
If the location is off the mission launcher will not function.
Thank you for head's up.
I guess I'll have to rework this a bit. I was foolish enough not to properly test things throught before I uploaded it again, and there where alot of things that didn't work properly. I've taken the map down and will upload it again when it's working
The Bosses are too hard, yes. I will have to tune this a bit.
And thank you so much for your feedback, TaintedDreams. It's very valuable :D
Terran Half seems more or less unchanged so I'll skip that.
Zerg Half
Oh, side note, Terran Infantry Upgrades. The Defense Research goes up to 3, but the Attack one only goes up to 2. Or is that intended?
Gonna post a new version of Disrupting tomorrow. It's not gone forever.
@TaintedDreams: Go
Thank you so much. This feedback is very helpful for me :)
Terran:
Zerg:
Tried Mission Three again just now, and the difficulty in the beginning is actually bearable now. Few things I noticed though:
-Terran Half-
-Zerg Half- To be honest, I thought you messed up and forgot to make Zerg Hatcheries Psyonic lol, then realized you literally meant "Hives".
@clericus0: Go
Thank you very much :)
Also, I am working on improving the third map, "Disrupting". It seemed a little bland so I'll try to spice it up a little.I hope to finish the new alpha now in august.
Nice job! I thought the Evacuation map was quite innovative! I was quite limited, but it has a lot of potential! Maybe add the ability to scroll the screen with the arrow keys as usual.
The Escape map was definitely cool and, again, pretty innovative! The destruction of the tower at the end was QUITE arduous though, maybe cut its health in half.
I'm going to play the third one later tonight... :)
Keep up the good work!
Clericus
Hey. Don't worry, I very much appreciate constructive criticism. :)
Mission1:
The thing is, I did not remove those features from the buttons. Rather, I replicated those buttons, and I am not sure yet how to replicate hotkeys/cooldown tint. I'll try to do a little research.
The Starport-life issue is a valid nuisance that is easy to correct. Thanks for the tip :)
I put that invincibility there to make people watch the end-scene without the risk of losing the evac. If the player focus to much on the visuals, they might be careless and lose it, or if the focus to much on not losing the evac they'd miss the end scene. I'll try to add an model/animation to the evac to suggest that the fleet is casting a invincibility spell.
Mission2:
I agree with all your concerns. I'll lower build time, balance the income rate a bit and change that briefing ;)
I'm not sure where you'd miss a barrack. There are four barracks across that map. Could you be more specific on where it could be necessary to add one?
Thanks for the feedback :)
Played mission 1 and 2. Mission 1: It would be VERY nice if the diamondback had hotkeys for its abilities and I'm not sure why you removed the visual cooldown dark tint over the buttons... both of these are important game mechanics that you totally removed that only make the game more difficult through frustration. Also, the part where you have to kill the starport kind of drags on... its not like you even really get ambushed while you slowly widdle down its life. Make it have like half as much life. End sequence is cool visually, but I was a little put off I randomly just get invincibility toward the end.
Mission 2: Between waiting for energy restore, waiting for upgrades to finish, waiting for medivac healing, and traversing basically the whole map to get more units, this map gets really long-winded. Also I had a stupid amount of money toward the end (4k and a 20+ fully upgraded units) the final sequence was sort of a bore. Adjust the income rate throughout the level, maybe put another barracks halfway through, and lower all build/research times. It was also sort of ridiculous that the briefing for this mission says "We are sending our single, most advanced ship!" or something to that effect, and there you are at the beginning with 3 ships.
Edit: after rereading my comments I'm sorry if I come off as overly negative... just trying to help you through constructive criticism. Both missions held my interest the entire time, so that is definitely saying something! You have awesome terraining skills and smart map design.
Thank you for your feedback and your generous praise :)
-Sun7zu2
At that mission there are no places to expand, but I might decrease the starting resources on hard- difficulty.
-Tyneara
I agree that you are quite dependent on those wraiths in the mission. The solution I have for now is to make the wraiths invulnerable by increasing their regeneration rate to 100% while lowering the damage the wraith cause. That way they can still soak up damage while you don't need to worry about them getting killed, at the same the lowered damage won't unbalance the difficulty too much.
Thanks for constructive criticism. :)
Some feedback for mission 1.
It's a bit of a crash course in how to control and deal with the vehicle, but I think your handling of the explanation works wonders. You let the play toggle it on and off as they will and that's a great solution, while still introducing a cool game mechanic.
Your wraith wingmen are kinda brain dead at times and without them you have alot of trouble dealing with the zerg units. It there anyway to allow the player to exert a bit more control over them, so they can be taken out of the line of fire when severely damaged?
Frankly though, your mission as a whole is solid. Your terrain is well done (at least by my own miserable standards :P) I look forward to more.
Pretty decent campaign so far! Mission 3 was too easy though. Impossible to fail, in my humble opinion. Rather generous starting resources. Might wanna decrease it and force the player to expand or something :)
I am very glad to hear that you liked the mission, that is always very nice to hear :D
I can see that those troops get quite redundant after a while. I'll definitely take that into consideration when I make the next update :)
Thank you very much for the feedback
I tried Mission 2, and I actually found it really fun even though it doesn't seem too trigger-heavy. One thing I found annoying though, was the AI kept sending trained troops towards the old starting places (like by the engineering bay and such). It works to some degree at the beginning, but later it's rather pointless, your army becomes big enough to not be bothered in the least by it and it becomes more of a chore. I'd suggest have the AI do something a little more constructive with it. Like have them move onto little guard ramps in the AI's main base or something, making you be forced to try and destroy the AI base before it becomes too well defended (fits in with the plot too).
Mission 2 available. This time it should not be that hard :)
Good point. The next version of mission 3 will have a difficulty selection, just like the first mission :)
Only did a quick test, but I think the beginning of the third mission is a bit hard. Especially for people who aren't as good (quick and early attacks from different directions in quick succession). Maybe give like, 15-30 seconds more between the first group of attacks?
Thank you for your input :)
I'm hope to finish an update of this map during the week. I agree with you on the issues you presented and will try to fix them. Thanks again :)
I tested your map quickly. You have great idea in your map and it is definately worth to improve. If you are going to make a full campaign this map is good for first mission and then you can make "normal" missions like "destroy zerg base" etc. Add mission objectives! When I start any map without objectives at topleft corner my rage-meter increases ;) Improve camera angle someway. On my screen my unit was bottom edge of screen all the time - not at middle.