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.
The new mission is too hard, I think. I played all others, but could not complete this one.
The tree-thing are handled by occlusion, making them partially invisible when walked behind in-game.
I haven't toyed with the light-shade effects before. Thank you for the tip :)
Ofcourse, feel free to modify them as long as you link to this page. Although, i can be quite messy when I make missions. Beware of confusing and unecessary data and triggers ;)
I'm also curious if I can HercMercify your missions? I made this mod where you are in control a small squad of units. Its played on the eu servers if you want to try it. I made the mod but i'm a bit too tired to make mission maps. I have some older ones which I could use. You would of course get the proper attribution.
I looked through the x map (latest one?). I have not played it yet, but some of the trees are covering the paths. If they cover them partially thats fine - but when you can't see where you can go its a bit of a problem. Just rotate them a little and it will be greatly improved.
If you want to achieve light-shade effects with the leafs, then you can play around with the light angles.
It was the US Language settings that where disabled, so only the ENG version had working custom text. it is fixed now :)
It was the US Language settings that where disabled, so only the ENG version had working custom text. it is fixed now :)
Think this might have to do with NA and Europe versions. I'll look into it further.
If anyone else has encountered this bug, please give me a word.
This is weird. I just double-checked and tested it, and I have not been able to replicate that bug.
I backuped my files and deleted them all (both Mods and Maps), and set in the files from the zip I uploaded. The tooltips still showed up on my computer.
Could it be that there are some settings that are set different on our computers?
Hamilton's Third and Fourth Skills have Tooltip Issues, with the whole X/Tooltip/X issue in both Name and Description (The Medic thing and Scare Beasts skills). Didn't test Mission Five much other than that.
I see your point. With Mission 4 I wanted to make a simplistic and fast mission to serve as a break between my complicated long-winded maps. I might add a difficulty selection to toughen it up a bit (and I should really add the difficulty selection feature back to mission 3 some time).
It is a "filler map" in that it should be a way to catch a little breath.
Mission 5 is, while not exactly hard, a bit complicated and longwinded, and mission 6 will also have some twists.
Thank you for your feedback, it is always appreciated.
Btw, if anyone has played mission 5 I'm eager to hear what you think of it.
Played Mission Four, it was fun and all, but the difficulty seems to be a bit low for Mission Four (the 3 missions before it were harder). Oh, also maybe have a tip popping up after you get the Roaches and you have to kill the Siege Tanks? Took me a minute to realize the moving while burrowed upgrade was researched and ready for use.
Btw, most of the concerns in the comments have adressed in one way or another in the missions zipped in the BiotTechCampaignv1.2
I'm so sorry. Forgot to change the dependency when I renamned the mod-file. I have uploaded a new zip with the old mod-file. I am so sorry for the inconvienience.
When I try to open the map with the map editor, I get an error message :
Dependency data could not be loaded
Dependency file could not be found : (Mods\EvacuationMod.Sc2mod)
Continue Anyway?
Can you tell me where i can get this mod? It isn't in the zip file :S
@DangerAl: Go
Thank you so much for your feedback :)
I have played the first mission. On the whole, it was quite enjoyable. The concept was solid and the aesthetics were excellent. I have a few things to complain about though:
And now mission 2. Again, it had good concepts but there were a few flaws.
@Garrthos: Go
Thank you very much for your feedback, it is very helpful for me.
As with the engrish-problem, I will try harder. I might make an update to my missions in a while, perhaps you can see throught my text before I publish them? In any case, it will probably take some months from now. I'll contact you then to see if you are still interested.
Thank you very much for your help :)
Pretty good looking set of maps. I'm playing through mission one for the second time, to see how your "normal" difficulty plays out.
The constant typos are really, really distracting. They're in almost every line of text, including your loading screen with back story.
EDIT:
I wanted to come back and add a little more after finishing all three missions.
Mission two is a really good spinoff of the Nova mission in WoL. I liked the winding, twisting map, as well as your placement of protoss units and ambushes. However, the fact that nukes are free and created in five seconds meant I chain-nuked my way across the second half of the map, and completely trivialized it. Once I made it to the limitless resource area, I just sat there and made a huge marine/medic ball and dumpstered the rest of the mission. It felt out of place because of how painstaking the first few minutes were, and it gradually just dissolved into throwing unlimited units away.
Mission three was the best one so far, I really enjoyed the expanding map and the concept of taking over zerg hives. The computer's annoying use of blue flame hellions was also something I haven't seen before, and they wrecked my mineral line a few times before I realized that they spawned in, instead of being created by buildings. This was also a clever precursor to expanding into the zerg side of the map, as it forces players to already have some defenses in place.
All that being said, taking over the zerg and using their units was completely pointless. I just walked through the map capturing hives and ended the mission. It would make more sense to actually have to use the zerg bases (or at least the resources in them) in order to finish the map. As it stands right now, all the zerg units are good for is supply blocking me with unnecessary drones and unupgraded units that are far inferior to my marine/marauder ball.
Some changes I'd like to see include the removal of unlimited resources in mission two, and mission three getting progressively harder as time goes on. In mission three, I think it would make sense to have far fewer resources available, and have the zerg be much, much more aggresive after the capture of the psi-emitters. It would be interesting to disable barracks units, forcing players to use the zerg to complete the mission.
Lastly, as far as the typos go, it looks like you put your text through a translator of some kind, as they continue to be distracting in missions two and three. If you'd like some help editing and rephrasing some text in English, I can help you with that.
Great map! Keep it up.
Should be working now