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.
i am testing all campaign for the first time,and new mission 2 present that damned param/value problem,i don't know if is my error,i am using mod map 1 and 5 at the same time... Great Map the first... I alwais thought all campaign was about vehicle guide (i tested map 1 months ago), and only now i realize i understimated this campaign :) I never played all other maps, and i will don't do after resolve that param problem
Yup, liked the spawning of carriers + colossi. I guess this is pretty slight, but since they spawned around the nexus, sometimes the 1-2 carriers opposite me just sat there.
And if you do re-do the campaign, I might suggest tweaking things a bit on Mission 2, mech is just plain too useless. Only area I found it was useful was (possibly) if you sieged a tank or two in prep before activating the Nexus battle. Dunno, it just feels pointless to even have the possibility to build mech. Goliaths are only good for their anti-air, but Marines are more than enough for anti-air. You're not on the defensive, so Siege Tanks are a lot of trouble for their debatable worth, and run the risk of wiping out your own infantry. And finally, Hellions could be used for hit and run I guess, but you run the risk of running into Dark Templars. Also, were you supposed to be able to make SCVs from the Command Center? It seemed like it might have been intended because of the unoccupied area with Rich Minerals, but then it only had the Energy upgrade.
For Three, turn down difficulty after first Zerg base. I'm remember playing and thinking the original (before bosses) was way too easy. I'd have to test again after the change, but I think just disabling Infestors and giving an extra, say 2-3 mins before waves start coming should be perfect.
I'll change it back to R. Just carelessness from my side :)
Did the events when you attack the Nexus bring something interesting to the battle?
I think I want the map 3 to be a bit labyrinthis, but I'll also think I'll open up for the player to build zerg buildings.
Perhaps I will make a new update of this old campaign. I've already have a redone version of mission 2. It's basicly the same concept but with majorly adjusted terrain.
I didn't try B (since it's normally R) and it wasn't highlighted. B might work though, I'd have to go and check. And it was only the first waves that gave me trouble (because they start coming right away), but once I finally survived the first 5-10 mins and got my army up and running, it was a breeze (had to time so the Sentinel things weren't covering bases, but without that, it was actually quite easy).
Yea, I might have been able to do it if I had remembered than Terran gets disabled after the first base, since Terran is so much superior to Zerg with just the number of troops enabled. Also, maybe have the Zerg make less Infestors? Got my all bio (terran + zerg) army massacred by just two or three Fungal Spores usually, and they always seemed to have 4-5 Infestors, so I couldn't kill them in time. Or else a more open terrain so you can actually see Infestors coming ahead of time, and have the room to maneuver troops into a more scattered formation.
@TaintedDreams: Go
Perhaps I should make normal version slightly easier. I'm not good at balancing, when I make a hard version it's usually hard for me too, but I suck at SC2 so I think other people might think its to easy.
Oh, still? I thought I had made a Lurker Burrow hotkey. The B-key? Perhaps I haven't uploaded the newest version and just thought I did? :P
Nooo, a bug? I hate that. I haven't heard about that bug before, but I will look into it. Can't promise any quick resolve :(
It's intended, it's to force that player to be careful and not just rush in and destroy everything. But I'm beginning to think it might be a bit redundant and weird. Also, the mechanic need to be handled to the player in a better way so that the player know what to expect. Now it's just a lot of confusing stuff happening.
Tried it on Normal, and the waves at the beginning seem a bit relentless. Beat the campaign on Brutal no real problem but even on Normal having trouble getting up and running before the troops I started with run out. A bit scared to try it on Hard when there is one lol
P.S. Lurker Burrow doesn't have the hotkey.
Also tried Mission 2 and 3 again. Two is just fine, but three on Normal, Terran never attacked me. And not sure if this is intended, but you can't build any buildings with the Zerg you take. So I believe I was stuck only using Zerglings / Banes once I took the first base. Hydra base was blocked by Ultralisk base (way too hard using tiny Lings) and the other base was Muta (Air).
I have now uploaded a beta of a new version of the last BioTech mission. I'd be very grateful for all kinds of feedback on this :)
Glad you like it :)
I hate bugs like that since they is so hard to replicate.
Nowadays I select both US and GB locales on the missions I make, so it might just be that since the mission pack 4-6 is the oldest one the language is not fixed in this version.
I plan to upload an updated release version of that pack with some minor adjustments to mission 4 and 5 and some bigger overhaul on mission 6. I'll fix it then. :)
Really like how you turn nova to main hero like kerrigan on newest mission.
The Hero bar is really cool.
Looking forward to play more biotech.
Like to report bug on mission 4, when I try to change team color the custom text turn to param/??/??. Same thing also happen on EivindL map. Strange enough when I tried to change team color on the newest mission the param/??/?? didn't occur.
Thanks :)
Regarding the newest mission I'm much more happier with the terrain but I am a bit uncertain of the gameplay. But I am glad you liked it.
The newest mission had a noticeable jump in quality when compared to the previous six. Good work.
All the music is from my own collection, actually. I have soundtracks from both films and games. Instrumental music is ideal for campaigns.
Glad you liked it :D
I made a little "emergency"- bonus which increases energy when low on life that should give you enough energy to fire of "scare beasts" when you resurrect. But I see that it is a chance-game and that it ain't an obvious solution. Perhaps a free automatic fire of "scare beasts" right before you resurrect might give the player time enough to move away from the monsters.
Yeah, I too think that it might be a bit to easy before you reach the end zone. Perhaps I can create another rock obstacle somewhere, but with weaker waves? Although, I kinda liked the somewhat unpredictable shift from moving around in the terrain to being stranded at one place with an objective to complete.
I'll look for an additional track. Btw, you have an amazing list of musical scores in Crimson Moon. Is there a place where you found that music, and is that something you'd like to share? If it's trade secret I understand ;)
I tried mission 5 too, btw. It was frickin' awesome! Came out of nowhere too! It took a little time getting used to the camera and movement, but it wasn't so hard once I did. I didn't finish it, though. Got killed before breaking the rock, and the enemy swarmed me to such a degree that even the resurrection didn't help me. I hadn't saved, so I'll have to try it again later.
Up to that point, the mission was really easy, though. I felt the abilities worked better than in mission 1, and the "scare away monsters" one was fitting and original.
I really loved the high-above-the-ground terrain. It felt very RPG-ish, and I had to admit to some jealousy there!
Is the music from WOW? It was good, rather beautiful actually, but more than one track might have made it less repetetive.
I think you have potential for cinematics. The take-off in mission 3 was really cool.
Thank you again for feedback :)
That upgrade error in mission three has been there a while. I haven't bothered fixing it since I did not think it mattered that much. But these things break immersion, so I will change that.
With mission 4 I tried to make a more stripped down mission without complicated gameplay. From your description it seems I succeeded :)
I'm working on a update of the second mission pack., the mission 4-6 file. That will fix the pathing in mission 4 and add general improvements to mission 6. Mission 5 won't change at all.
Yeah, I've tried to make some cinematics. Small cutscenes are a great way to reward a player. I'm far away from the quality of your cinematics, but I think I'm improving.
Thank you for your inspiration. :)
Mission 4: Here the terrain took a backseat to the gameplay. Might I suggest using the terrain types fog for the lowest level? I see you've used it for other maps, and I think it might work great here too, though maybe you were going for a more all-out desert look and not high mountain tops?
I love missions like this. They make you think and use tactics, and you've found some simple ways to exploit standard SC2 mechanics to create what is essentially a Zerg infiltration mission. I really liked the part about the Odin, especially when I found out how I could sneak by it without running: moving forward, burrowing, waiting, repeat? Was that intentional?
So many maps throw custom units at you, with a gazillion custom abilities, and yet you prove that there is much use for what already exists.
I also like that you use cinematics, though some close-ups, cuts and moving cameras might be nice. Cool that you can skip them too. Not all campaign creators take the time to do that. I like watching them of course, but sometimes you fail and there's little need to watch them twice.
You might check your pathing, though. I could walk through rocks in places where that seemed unintentional.
Hei igjen fra Trondheim.
I just finished mission 3. Gameplay-wise, it was not as interesting as the first two, but still pretty cool. I like how the Terrans had split bases, meaning that if you went for a tower, they might still have a tower-less base they could attack you from. The mid-game shift was awesome, and I did not see it coming (I actually got ready to comment on here just before I saw it happen).
The environment was the best yet, though. You manage to make "new" worlds, so to speak, not relying entirely on the pre-made tilsets (not that there's anything wrong with that).
I wonder, though: why can we upgrade level 3 infantry armor but not weapons? It sorta ruined the entire thing, man.
Ooh, takk for kommentar :)
Glad you liked them. :D And thank you for giving advice. Such details like tooltips tend to pass my radar. I mostly write down big gamebreaking bugs and gameplay concepts in my notebook, while errors that are only visual tend to get overlooked. Generally, polish is not my strenght, but I do understand that it is very important for immersion.
Most polishing have actually been made after I put the maps up here for the first time, and are the result of feedback like yours. My tendency to post missions as soon as they are done can bring in alot of valuable advice and feedback, but I'm beginning to think that the drawbacks are not worth it. Most people will probably not download the third edition of a mission with only cosmetic adjustments, and too early publishing leave a lesser impression.
So in the future I'm gonna follow your example and make a package of missions to be released after testing. I'm working on a new campaign now with about five mission and with actual story elements. Hopefully I'm going to get people to test it toroughly, but that is long into the future. I've only have 1,5 missions ready by now.
You have a very good point on the matter of cliffs. I'll have that in mind.
I'm looking forward to Amber Sun, btw. I saw it on the maps list, sounds promising. Good luck with the campaign :)
Hei, njordys. Hilser fra Norge. ;)
I'm going to do this in English so other people understand it. I've played the two first missions so far, both on the easiest difficulty, and intend to finish this thing so I can give you some feedback.
Mission 1: I looooove the diamondback. It's a nice twist!
The perspective also enhances the terrain, in my opinion. Most SC2 maps have the exact same perspective, so changing it up really makes a surprising difference.
Some of the transmissions can overlap though. Like, if you save a civilian and then drive into a "story spot". An easy way to fix that is to use a boolean variable and call it "In transmission" or something, and turn it on when someone's talking, and then off when they're not, and have each transmission trigger wait for the condition to be off to start.
Example:
Event:
Action:
Also, some of the portraits seem oddly placed. A bit too much to the left, and too far away from the texts.
The text scroll for new objectives fit better for location introductions than new mission objectives, I feel. Right now, they're a bit in the way.
Still, it was a cool mission. I liked the gameplay, which was varied (nice ending holdout) and allowed you to explore if you wanted. The arrows was a nice touch. I'm not always too keen on game developers holding the player's hand too much, but stuff like this I like. It's so easy to get lost in open worlds. Hey, even the Bioschock games use arrows, and critics love those games!
Mission 2: Cool that you change things up. Sure, keeping the diamondback may have created a greater sense of continuity, but it's hard to make it interesting for a whole campaign.
There are some cool things about this mission as well. The saveable buildings was a very nice touch. Again, there is a sense that you can explore and be rewarded for it. I love how the Protoss would reinforce the positions, which makes things more of a challenge. Did you use the "bullies" trigger?
Again, a boss fight at the end, which is cool.
You seem to have the same problem I had just a while ago, though, which is unit ranks. Jane is apparently a "Dominion Assassin". :D If you want to change it, go to the data editor, then actors, find Nova, go to UI, and scroll down until you find it. Also, if you mouse over her in the command card, she has Nova's descriptions. They can also be changed. Again, go to the data editor, then units, then UI.
The terrain is not as good for mission 2, though. The main problems is that it is too horizontal/vertical, meaning that the cliffs go in those directions (up/down and left/right). It makes it all look a bit too clumsy and like an old Nintendo game. You'll want to use more diagonal cliffs. It looks sooo much better.
Want some terrain tips for Braxis Alpha? Check out page 2 of this thread. This guy is really good. Notice how the maps follow the "diagonal" principle too.
Jeg kommer tilbake når jeg har spilt mer!
Agree. Even I, who designed the mission, have troubles completing it if I lose a unit. Now I've added difficulty selection and adjusted the settings a bit.
Thanks for feedback. :)