The Proditor Campaign
THE PLOT
"The year 2500 is the year that made history as the year of the zerg invasion of the planet Aiur. Meet the fate of the biggest traitor to the protoss race and see what is the price of honor and dignity."
Campaign events of "The Proditor" are happening in parallel to the events of the final phase of the protoss campaign "The Fallen" - the third Starcraft campaign - as well as in certain passages refer to the story of 'Brood War' or even to 'Starcraft II Wings of Liberty'. It is a metaphorical story about the collapse (moral or psychological), but also a philosophical debate about betrayal - her motives, effects and on attempts of rehabilitation. The main character is title Proditor (the world 'proditor,proditoris' means 'traitor' in latin), protoss, which rejected the ideals of his race and joined the ranks of the Zerg who were overruning his homeworld, also helping the Queen of Blades in carrying out her nefarious plan. Many locations and characters are fictional but they correspond to the Blizzard's original plot.
THE DIFFICULTY
There's the possibility of choosing the level of difficulty in all episodes. You can choose between the level "Easy", "Normal", "Hard" and "Epic". Level depends on the frequency of the waves, also their strength and speed of the game.
The difficulty of the campaign is average. Some missions are "lighter", others more difficult. Overall, the campaign is intended rather for those who have completed at least WoL in level "Normal." In the campaign, I use the concept of a strong hero, capable of influencing the course of the missions and such, which can be used freely in the first series - it's not neccesary to leave him in the base for security. Often the computer (through scripts) behaves like a man, so the campaign is also a kind of training before playing multiplayer.
THE INSTALLATION
The installation of "The Proditor" campaign is very simple. You have to download _all files_ (currently 8!) into your _STARCRAFT GAME FOLDER_ directly in folder "Maps" (so for example the path MUST BE like C:\Program Files\Starcraft 2\Maps\Episode I - The Collapse.SC2Map). Otherwise map loading will not be working. It won't be working if you for example create a folder "Proditor" in folder "Maps" - they have to be directly in "Maps" folder! To start the game just open "Episode I - The Collapse" in the SC2 editor and click "Start Test". The rest of maps will be loaded automatically (of course when you finish previous one). And of course - subscribes on!
NOTE 1
As you propably noticed I'm not very good in english. The campaign is originally full polish and it has been translated by myself (with help of google translator and english dictionaries) so there could be a few errors in translation or incomprehensible sentences or phrases. Also there could be still somewhere a single polish world or phrase in case if I skipped it inadvertently (in a tooltip of a ability, or unit's name or somewhere else). So if you will notice an error like that - inform please. And also - the triggers and some of data are still polish - I only translate the part for players. :) Sorry about that.
NOTE 2
- I would like to thank ProzaicMuze for his berserk ability - I used it with some modifications. Very good data work!
- Thank to Blizzard for a Fenix' and Zealots' artworks (I used it as a loading screen and icons of heroes)
- And finally very thanks to my brother - Sify - a Starcraft player who is a beta tester of my maps. Thank you!
- Thanks for Defiler - the tester which has played all the missions at the moment! :)
CAMPAIGN PROGRESS
- Episode 1: alpha
- Episode 2: alpha
- Episode 3: alpha
- Episode 4: alpha
- Episode 5: alpha
- Episode 6: alpha
- Episode 7: alpha
- Episode 8: (final) alpha released - in one version because of stop development of the project
- Expansion - Episode 1: alpha
- Expansion - Episode 4: alpha
After that I want to present you a bunch of screenshots. And - have a nice play. I hope you enjoy it.
EPISODE III - MANY-AS-ONE AND EPISODE IV - MANY-AS-ONE
DEFILER:
Thanks for further comments. :) Are you a former fast. Let's analyze:
"Without oxigen my infested terran and dark zealots die burned on 5 seconds " - zealots should - because they're protoss. But infested terran NO - it has been corrected! :) (file uploaded! - 27.12.2011 in polish time) "BattleCruiser can't be corrupted by corruptor" - I did a little test and have noticed that it's entirely problem in the whole campaign - it's connected with the... Morpheus's "Berserk" button! This button need to be replaced in any episodes, so it will be correct in future (propably when I will be uploading Episode V and skipping cutscenes in Episodes I and II - than I will enter the beta tests) - so "It will be corrected"! :) On mission 7 the mineral field place down to mineral gold field place is too small and you can't build a base on it. - corrected! (file uploaded! - 27.12.2011 in polish time) "Why a normal infestor can spawn infested terran while burrowed and magmainf. no?" - corrected!
About the whole magmainfestor's balance thing - I'm not really convinced. I explain why - I noticed that you're a big fan of this unit, but the idea of magmainfestor was to create a unit which be able to a) infiltrate the enemy base - infestors moves under the ground b) blow up the first generator without the use of Morpheus and the army, which does not exist (this is important!). I do not know how you destroyed a first generator if not by using the skill "Suicide":) You're probably a professional in the using infestors, so surely you have your own methods - and cool. :) But in my intention the "infiltration" had to rely on sneak to the colony underground and made "sabotage" by "suicide" - which is why this unit a) has the ability to "suicide", b) is reborn when she was killed by the enemy (if magma infestor could always reborn you will be able to blow all bases at the start!) c) is not much stronger than ordinary Infestor, because there must be a risk of "sprawling him" during infiltration.
Well, that later became the game is not too simple:) Let's agree so: if more testers, zerg's players will wish - I will add to my magmainfestors "kick" (power) by your advice ok?
Thank you for your tips - how you see I'm correcting it to date, a campaign still has several bugs. :) Thanks again for your input!
@DEFILERRULEZ: Go
Bug and little mistakes on lava (6) mission: Without oxigen my infested terran and dark zealots die burned on 5 seconds BattleCruiser can't be corrupted by corruptor On mission 7 the mineral field place down to mineral gold field place is too small and you can't build a base on it. I like very much burning magmainfestor so good texture work for you,also 150 HP and 1 Carapace basic is ok,but they also don't justify their price and their status of "Elite infestors" (i am not telling it to do the mission more easy but only for a coherence factor),here is some suggests: Patch 1.0 infetor had 2.75 speed,your magmainfestor could have 3 speed movement Why a normal infestor can spawn infested terran while burrowed and magmainf. no? Increase energy regeneration at 1.0 so our little motherfuckers can infest the bases more fast and run while spawning infested marines XD Increasing life regeneration to 0.5 Remove suicide ability because for this there's just the baneling, i don't know who want to waste 100/250 resources on an esplosion of 200 damage,as i never seen people who want to see kamikaze High Templar (50/150 resources). So you can add another type of ability or upgrade the 3 basic spells of the infestor,my suggest is to increase range of speel from 9 to 10 or 11 and add the "Siphon Life" spell that drain life of the target and convert it into energy for the infestor http://starcraft.wikia.com/wiki/Infestor/Development U can find it on Data section of editor u will see on effect-target (effetto bersaglio (italian)) the 6 abilities available for the infestor,good work on this good campaign ;P
Thanks for checking this mission!
Let me address each of the observations:
"Why morpheus (on mission-the scissor-) attack and use me when the ability is grown His body and powers for some seconds ?????" - so does this skill is intended by the author (ProzaicMuze - date creator) and I left it in this form. It works so in every missions! :) Morpheus attacks targets next to him - obsessed frenzy he's attacking any unit. It could be change, but it seemed to me that a) it's more realistic, b) resulting in a balance, that make Morpheus is not op. However a change of this effect is not especially troublesome in principle - it's possible. However, this requires a broader discussion - it would be good to have more testers commented on this.
"Where is Alcuin? Ieradicated all buildings and units with broodlord shoe and can not find the templar noob, and see all maps with cheat "tooktheredpill" but there's no Alcuin to see: ("- it's strange, I never had this problem. I understand you ask about that moment when you already sieged his fortress? From the standpoint of mechanics Alcuin becomes a hallucination. Maybe that's why it does not finds the trigger? I have pointed the Alcuin's positions in the fortress where you should find him (in order).
What's more - the map is pinging the place at the time of his disappearance and appearance of the Zergs, but it may not be imperceptible in the heat of battle. Check it again, please - if you have saved game.:)
"Monoroach burrowed + morpheus + darkzealot and take DT Bases mass broodlord then, there's nothing That air unit can attack you" - if I'm not mistaken is the last waves of attack (depending on difficulty level) appears voidray's, but generally yes - ruled out the use of aircraft in this mission by Alcuin and his sect. Try to play in a free time the "Episode VII - The Shade" - where the Fenix's army is using voids and Raynor Rekeeter's are using banshees and Viking. It's annoying. :) But you suggest to add to the Alcuin's waves flying units?
"Little Bug When we hit DT crwlers spine, the head of spine Vanish u see only the base LOL" - I have it too. COMPLETELY do not know why this is happening! ILLOGICALLY! Do not ask! :) I've nothing changing in the matter of models or something.
"So good maps as the first version but now with some bugs and skip cutscene + Alcuin Undetectable" - skipping cut-scenes? Well It is ... :) If you got version that I have uploaded yesterday - there's a skipping cut-scenes and choosing level of difficulty.
Thanks for your review! I look forward to more! :)
@DEFILERRULEZ: Go
Why morpheus (on mission -the scissor-) attack me when i use the ability to grown his body and powers for some seconds????? Where is Alcuin?Ieradicated all buildings and units with broodlord but i can't find the noob templar,i see all map with cheat "tooktheredpill" but there's no alcuin to see :( For mecanic of mission is only the same story: Monoroach burrowed+morpheus+darkzealot and take DT Bases then mass broodlord,there's nothing air unit that can attack u. Little bug when DT hit my spine crwlers,the head of spine vanish u see only the base LOL So good map as the first version but now with some bugs and skip cutscene+alcuin undetectable
DEFILER:
Ok. "The scissors" and "Many-as-one" have been upgraded, with skipping cut-scenes, difficulty level and balance, so you're welcome. I'm interested in opinion about "The Scissors", because it cost me a large amount of time and work, and the concept is - I think - interesting.
Have a nice day. :)
@nimbusqwe: Go No so i will try another time the missions that u "upgraded" also "The scissors". New feedback when i can :D
DEFILER:
1. "The new textures are ok for Morpheus Because he is now more" magma orange "(you will add a neural prasite on this model?)," - To be honest, I did not change nothing - I think thiss effect is caused "light "on Char, which is more fiery than in other types of terrain. While probably noticed that I added a mini-icon Morpheus. :)
2. "only a suggest for the magma Infestor, if it's a smaller and stronger version of the basic Infestor, why it have only 10 more HP and 0 Basic armor as the normal Infestor, and the ability suicide?" - I listened to your advice, it seems to me right - I increased the amount of hp Infestor to 150, and armor for the first level. At this point, the unit is much more difficult to kill (which facilitates the beginning of the mission), but its use at a later stage, wiped out by increasing its costs (vespane to 250). I'm not sure whether this form of magma Infestor will not be op ... but it will verify the other testers. Update file is replaced. (26.12.2011)
3. "The magmainfestor that use it dies or can rise to life with an egg That u must defend?" - Not entirely understood, but it does not seem necessary in this version of the mission. :) So how is it seems ok - infestors emerge from the lava. ;)
4. "will we see new abilities for morpheus? Or more hp / attack power." - This issue is debatable. My main tester in general shows no interest in Morpheus skills, while the use of this unit significantly, even a very easy game. You could say that Morpheus and Kerrigan with Hots - announced by Blizzard - a similar concept. Resurgent hero, important for the field of battle. So far, so I do not plan to balance it. However, in Episode V Morpheus receives the time of this mission special ability - "Windscreen," which allows him to mitigate the effects of the desert wind and Tal'darim's whirlwind. It looks like this:
Thanks for comment! :)
Ps. Did you have played The Scissors Episode??
@nimbusqwe: Go The new textures for Morpheus are ok because he is now more "magma orange"(you will add a neural prasite on this model?),only a suggest for the magma infestor,if it's a smaller and stronger version of the basic infestor,why it have only 10 more HP and 0 Basic armor as the normal infestor,and the suicide ability?The magmainfestor that use it dies or can rise to life with an egg that u must defend? Good map instead,we will see new abilities for morpheus?Or more hp/attack power.
Hey Defiler. :) To be clear with the model - I was taking pattern of this:
The division of Episode III and IV (in the A and B form) is only because of the second mission where you can choose where you go first. This feature makes some changes - in the dialogues of heros - and only that matter. :) And that's all the difference. I pondered whether such does not differentiate the level of difficulty but I abandoned that intention.
However Episode VIII - Final - intended to have two versions - A and B - depending on what decision you will make in Episode VII - The Shade, your enemy will be Fenix or Raynor.
Io capisco "lo stivale" in modo geographico - come una methaphora della penisola. :)
Also for you: happy new year! :)
@nimbusqwe: Go
For the language there's no problems,era solo una trollata XD (it was only a trolling XD) For the mini-maar model i suggested it beacause it's like an infested protoss,but also zealot burnng model it's ok,beacause also kerrigan it's a hot human with infested corpse and not a brutalisk,for example.I will try your new maps and finally u put the "skip". I see a thing on the last 2 mission (3A-B and 4A-B) and is this: Mission 3A=Mission 4B Mission 3B=Mission 4A U did it only for choose 2 different sequence between the 2 mission,or for another motivation? PS:"per gli abiti dello stivalo" LOL Che vuol dire??Stai dicendo che uno stivale dovrebbe vestirsi? LOL Sorry for my english and good job with 5th map and happy 2012 ♥
DEFILERRULEZ:
So, I admit that some time ago abandoned the project. So I answer to two questions, and adds something new.
1. The model - well, I think the zealot is appropriate because, as you have propably seen in the episode I, Morpheus is a former zealot, preator of the province of Albion, a warrior. Maar is - it seems - a model designed as a cross between High Templar and a zerg.
2. What do you mean by 999 languages? :) Triggers are in Polish, the game is in English. I personally know Italian well enough, so if you want to do something with a dedication "per gli abiti dello stivalo" - I can. :)
IMPORTANT: I make an update. Currently I have no time to deal with the rest of the project, and therefore adds to what I have and what has not yet been made public:
1. Episode V is under construction, not ready cutscenes, and lacks some of the assumptions you screen, but adds 2. Episode VI - the Asthma and VII - The Shade - are ready, so I throw them without Episode 5 ahead of the story in this way. : / 3. Episode III and Episode IV has been replaced by a new versions with the possibility of skipping cutscenes and choose the level of difficulty. Episode VI and VII also have this possibility of course.
Have fun and comment! :)
What do you think of a Mini-Maar (with flame of course) model for morpheus?
Now i will try this map but i have a first question for you: Why u did 999 language and not italian? :3
Pandalein:
Thanks for comment. Well It's quite simple manual.
If you want Shakuras it will be Episode III - The Scissors. If Tarsonis: Episode III - The Many-as-One.
As for your attention - it may be very helpful. For some time it's very possible that I will throw all the maps here again (with amendments regarding skipping cut-scenes, choosing the level of difficulty and others), so I will deal with the case of loading the scenarios. It is interesting that for me it works fine - in theory it should not. Well, I'll look at this. Thank you once again and for calm and I will add that the difference in choosing the next map in your case is reduced to the difference in the dialogues (so only the order of history).
I played the first mission and i liked how it feels. However i did put the maps directly into the stacraft2/maps directory and i still got the "unable to open map error". So i looked the map with editor and i found it sets the next map to "Episode II - The Descendant" but the name of the downloaded map is "Episode_II_-_The_Descendant". Maybe curse replaced the spaces with _ when you uploaded em. I tried to change the name of the map but it corrupts it.
I would load map 2 manually but if it happens again im not sure wich map would be next since it seems to depend on the choices you make at ep 2.
Magicon88:
This is definitely a zerg/protoss campaign with a slight terran's accent. Sometimes we play Protoss, sometimes Zerg, sometimes both. Skipping cutscenes is already prepared for all missions, working only on episode V - then throw 1-7 missions here revised and improved. I understand the problem with the dialogue - probably stem from some language errors. : / However, I need to have concrete information where something "not playing" so I can fix it. Thank you very much for your review. :)
Mate, all in all it's good...
But is it supposed to be a Protoss Campaign or a Zerg Campaign? I can never tell... I was hoping this to be a Protoss Campaign but now...
Also, can you perhaps make it so that the dialogues can be skipped? I mean, every time Morpheus somehow randomly dies every so often, I have to start the mission again and wait a good 5 mins for the opening to finish...
Otherwise it's a good campaign. The story makes sense, to some extent. Also, I think you should look at the dialogues themselves, for some of it doesn't really make that much sense...
'Change plains'
I decided to make one more episode - which is already finished. Episode VI - 'The Asthma' created first because I wanted to create a mechanism inspired by the gameplay trailer Heart of the Swarm. Secondly, because I wanted to create a map on Char. At the end of - the third - and most importantly - because I needed to weave the history of the hero's conscience topic in assuming a serious crime.
The map is ready but like Episode VII (formerly VI) - not on the tests. Still working on a gap - Episode V. Episode VI and VII have the mechanisms of the skipping cut-scenes and even selecting the difficulty level (it depends on game speed, wave frequency, wave power and of course on "thinking" of the computer SI). These mechanisms will be introduced on the remaining days to the four already 'published' maps (what won't be easy for sure).
Here are but a handful of screenshots from Episode VI of encouragement:
SCREENSHOT 1
SCREENSHOT 2
SCREENSHOT 3
Kewler:
1. Thanks for another comment. :)
2. "Unable to open map" - sure, you can load it manually, but this shouldn't happen if you had thrown both maps exactly to the folder / Starcraft2/Maps /
3. About balance - this is a standard technique that I use in many maps. For example in "The Scissors" if you execute the additional task, the Alcuin's fortress siege will be a pleasure. :) Similarly, in the second mission difficult is only part one. This is a special treatment to ensure you feel happy with that, that you something achieved in the mission. If you do additional task in mission VI (which is not in alpha at the moment) you will significantly weak the enemy waves, but if you do not - nothing happens. If you are good enough to beat him "on a purely" - why not? Thanks for your opinion on balance. :)
4. Just text. :( There's a chance that when I will finish whole campaign I will be searching for actors to give my characters voices. :)
After completing the first mission I got the "Unable to open map" message, so I guess I'll be loading the second map manually. The first mission looked cool, but I do not think the difficulty it needs to be "nerfed" in fact quite the opposite, once you stop mutas from attacking you base by activating the obelisks, the zerg's forces made of zerglings banelings and roaches are not able to do "damage" due to force field and you end up not needing any resources after the initial army has been built and upgraded.
Keep up the good work!
PS: Do the dialogues from the cutscenes have sound or just "text" ?