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
Mission 7 - Shade
I just want to ask a question. Can you lower the amount of units send against you at the beginning?
(NORMAL)
- First 3 Minutes, happily controlling the units.
- 4th Minute, sees the army!
- Angry and started creating lots of units!
- Sees Reinforcements - Happy
- Sees that the reinforcement does nothing! - Go Angry again
- 7th minute - see a dialog that prints (MISSION FAILED)
- 7.5th minute - Rrraagee Quit!
Yeah that pretty much sums up my impression on the mission. Considering it was on normal, I wasn't expecting that :/ . Insane? Yes. Hard? Maybe. Normal? No. Casual? >.> .
I will review the rest ( all of it :/ ) later in the week but this is just a small suggestion.
@nimbusqwe: Go
@DEFILERRULEZ: Go
I've personally beat Wings of Liberty on Brutal, but I've not qualified in the melee multiplayer leagues... in any of the seasons. Frankly I'd say the audience that will be primarily playing and commenting seriously on customs campaigns will not be a melee veteran (given the skill and time requirement to play at that level) but rather those that prefer the story element to Starcraft and the more casual playstyle.
Difficulty balancing is always the hardest part frankly (something I've struggled with myself) because its different for each person. I'd say use Wings of Liberty as your guide. You say the difficulty is "average" in your description. "Average" has to compare with Wings of Liberty as it is the only common denominator we have.
I realize this may be difficult for you, given that you are obviously a very skilled player, but it is important to try and keep the campaign from excluding people due to an extreme level of difficulty.
Ok, it works. The hallucinations are not being replaced, so It should be ond of the mass immortals. File uploaded with this changes and those which I descripted below. :) Have a nice play. Episode I and II in way. ;)
About Episode V:
- I have extended the range of windscreen to 6 fields (from 4). Also added that ability is functional even if Proditos is up cliff and the bulding/unit is down to cliff. It's very functional now! I tested it. :)
- I seriously weakened the waves. Now the whirlwind is your enemy general. It's way simpler for me now. So it should be good balanced.
- I added ultralisks, infestors, overseers and hydras as you suggest. Ultralisks are appearing from the ground. Now it's real infestation! :)
- Looked into the mass immortal - you were right. For some reason AI "are replacing" the units in the wave (Required: hallucination! sic!) into ... real units! I think that I have remedy, but I will check it tomorrow morning (it's already very late) and then upload file. Super observation. Waitin for more.
Ps. I'm working on that advancing mechanism. It will be super. You'll see. :)
Happy new year! :)
Ok. Today I will answer briefly. :) Well:
Tyneara:
AI is obviously controlled by a script. I know it is difficult, but still got no comments on this topic about difficulty, and my general tester went for the first time (Terran diamond). But it's very cool you've comunicate it. I will balance the map in the following manner: Easy / Normal + 4 Hydras on beggining, hard + 3 Hydras, brutal - 0 Hydras. :) Also, will limit somewhat the waves of attack. What do you think? DEFILER has coped in their own way. :) The easiest way is to go mutalisks in my opinion. And of course - Spores, just like he said. But ok:) The map will be balanced, will notify you about it, now I will focus on that and the promotion system for Morpheus. Will be also in episode II an improved briefing (about terrain have what you said - it will also be done). However I do not want to change the location of cocoon or restrict the protoss bases. I think it ok, is defiant and does not harm. "Challenge without frustration is what I recommend you try and shoot for in Creating your missions, after all this is a singleplayer campaign." - Need to understand that I've got a problem with balance and I need a voices like yours. I'm personally protoss player. Because I, as a creator, do not have a problem with playing my maps on a hard level so I don't "feel" it. :)
Defiler:
Thanks for your spiegation! :) About Mission 5 - "I never see so many immortal mass hit me" - that horde of Immortals was propably Hallucinations. :) For sure, if there were started after a spin around the altar by the south side. As Alcuin says: "Not everything is what it looks like" Southern base let go hallucinations. I wonder if the script does not come up there to replace these units hallucinations... but I hope not. : P I'll check it. "The idea of two attack at time is good" - I can reduce the force of waves at all levels - what do you say? "For whirlind can you for an arrow-line as the one of first mission of Zeratul That warn you when the tornado is going?" - Please explain. :) There's a special marker on the minimap, the Spirit is talking and also - you've got a ping and a shock of camera. So I think it's notified enough. :) "The shield is too small, if do not protect perfectly the structures They Fall Immediately, Especially nexus and of course all of the probe have to escape, and kill the second wave after the tornado, and the resistance it was easy (easy difficulty for my first check) "- I'll try to enlarge the range of protection to 35 I'm not an expert on "data editor". "For the final cinematic Could u do that from the Nydus esc do not only Zergling but also Hydras-Baneling-Ultralisk and infestors?" - I'll do that, with a special dedication! :) As for the detection of Infestor in episode VI - it's fixed already. :) As for the "the magmainfestor cannot move itself while is controlling mind of an enemy units" - I create a custom game with infestor and thor and... my Infestor can't move while using parasite. :) Could you check it please?
Happy new year! I take to work and I will inform you about the progress!
@DEFILERRULEZ: Go
The infestor wasn't "honestly" detected because i killed 1 raven and the other couldn't detect me,ok good fix Good 2012
@DEFILERRULEZ: Go
Mission 5 is fucking hard but finally i did it with void-colossus-immortal-stalker For whirlind can you do an arrow-line as the one of first mission of zeratul that warn you when the tornado is going? The shield is too small,if don't protect perfectly the structures they fall immediately,especially nexus and of course all the probe have to escape,i kill the tornado after second wave,and the resistance it was easy (easy difficulty for my first check) The wave on late game on south on map are... awesome -_- I never see so many immortal mass hit me,and one time i did mass immortals on league :3 The idea of 2 attack at time is good,but u need medium skill to resist,for example south base died me 4 times and at last i decided to use north base,much better :D The wind strategy is very original,the map remember me "safe haven" mission of liberty campaign,for the 3 wishperer (Nexus on wol) and the tornado (mothership on wol). So original the idea of army of enemy immortal,so u need to micro colossi and stalker,also allucination i liked,when i see 10 colossi i say on my mind FUUUU...UUCK,5 second later i send an observer and,yes they was allucination :) For the final cinematic could u do that from the nydus don't esc only zergling but also hydras-baneling-ultralisk and infestors?And what do you think of an Ultralsik that emerge to the ground saying GROOWL?It look awesome,add overseer to mutalisk and air untis if u want This is the Hardest missions pf the proditor campaign,i did all (only the 7 i didn't on normal) the mission of normal (before choosing difficulty all missions was on normal i think) and this on easy is still harder,good job,but you need some skill to have it :D
@Tyneara: Go
I wrote a huge spiegation but i deleted it unfortunally WTF so i'll be fast Spore on chrysalis 4 spore,Overlord and a spine to kill the pylon used for harass. Evo chamber and behind spine to kill ground also roach hydra,1 spore and spine for drop Nydus on harassing alture and kill base with zealot and moprheus,do roach with movement burrowed and hydra,there are a lot of forcefield to wait you. Take 2nd and 3rd base,do 15 infestor or 10,do 1 egg on cannon to kill it with splash of nuke cannon of HUGEImmortal,control immortalHUGE to kill base,kill north base with muta,kill last base down with spamming infested terran and roach hydra,then go to top base with your muta and a lot of infested terran and corruptor. So you can end mission
Okay for mission 2, brace yourself as this won't be a pretty review.
I'm not a great Starcraft II player, but I consider myself decent at the game. This mission I've failed repeatedly time and time again and not due to lack of effort (and all within the first 10 minutes). Here's some thoughts on the mission.
-First off, the AI is insane, stupidly so. Not only do they dominate the entire map, but from the first minute of gameplay they're kocking on your front door with void rays. You give me a paltry 4 hydralisks with which to hold the line and no quick ability to make more. Furthermore, the AI is relentlessly trying to drop units in the mineral patch, and attack by the conventional ground route. The 2nd void ray assault will overwhelm the 4 hydras, even if you keep them safe until then and focus your fire by microing them (to the detrement of the rest of the zergings and zealots fighting off another massive assault from the front. Did I mention the cocoon is in a terrible place to defend to with stupidly simple avenues for the AI to flank the initial defenses. All this happens within five minutes of gameplay and frankly, it makes me not want to play more of the missions (as your first mission was almost as bad in this regard, except that I didn't need to defend a 200 hitpoint structure with no anti-air defense, so it wasn't as bad)
-From a story standpoint, you say the Protoss have come chasing you from Auir... well after sending a changling around the map to see if there were any expansion areas, I can safely say I'm facing a fortress of protoss, whose dumb idea was it to set our enormously vulnerable cocoon right in the middle of Protoss land.
-In your opening cutscene the terrain in the distance looks very badly warped and distorted (I can also see Protoss units in the background due to the widescreen resolution I'm playing SCII with).
If I'm a bit harsh... I tend to be when I can't even finish a map I'm trying to play (difficulty implemented or not) Right now I'm stupidly frustrated. Challenge without frustration is what I recommend you try and shoot for in creating your missions, after all this is a singleplayer campaign.
@nimbusqwe: Go
Find a bug on mission 6,the magmainfestor cannot move itself while is controlling mind of an enemy units,instead of basic infestor that can do it. I am on credit XD I will try new version of mission 6 and the mission 5. Good 2012 Can u tell something of mission 8?;)
DEFILER:
Error with infestor's detection after destruction of first generator - fixed (file updated 30.12.2011). But we must also remember that after the destruction of the generator - detectors in colony (ravens) are beginning to fly like crazy - so it may happen that the hidden Infestor will be "honest" accidentally detected.
I have the honor to announce that Episode V - The Wind Rose - is available for alpha testing!
I am most interested comments on:
1. Balance - first and foremost. There are numerous mechanisms for hindering the fight against the enemy and that is why I want to know whether the enemy is not op.
2. Bugs - comes to a situation where for example we have two timers countdown which are counting time to the wind. Or, at the same we have two whirlwinds. Or any errors in triggers or data.
Explanation: This episode carries a big load of feature. So there's a pretty much of dialogues. Fortunately, the cut-scene skipping mechanism and difficulty choise mechanism has been implemented.
And now as to the diabolical project about the campaign, which I have mentioned:
Inspired by Defiler's post about the skills of Morpheus. Although a lot of work, but I think I would be able to implement into the campaign... Morpheus promotion mechanism! It would be very straight act. At the end of each mission script should count points earned for gameplay. The criterion would be the time of a gameplay and bonus transition from the level of difficulty. Points could be spent in a special dialog box on the skills and upgrades for Morpheus. For example there will be six trees,
(More expensive trees of abilities)
Berserk tree:
1. Berserk lasts longer
2. Berserker does not attack the allies
3. Berserker bumping into a frenzy also strengthens surrounding allied units (shares craze)
Summoning tree:
1. Morpheus summons more of corrupted zealots
2. Morpheus summons corrupted guardians (unit from Episode V)
3. Morpheus summons corrupted templars
Do not already have an idea for a "Implosion" tree. It should be "zerg abilities tree" to be honest:)
(Cheaper upgrades' trees)
Live upgrade: up to 50 max live, up to 100 max live, up to 200 max live
Shields upgrade: the same with the shields
Energy upgrade: the same with the energy
When you choose your ability or upgrade it will be noticed by a bank in editor. Script later will be downloading from the bank informations about earlies choices - at the beginning of each mission. In this way, the script will be memorize the character development.
The other hand, should also be an option in the promotion (bearing a warning) to "delete" selected skills (all) which results as if simply re-start the campaign.
And finally: bank will be memorize the missions that we've already finished and received points. He will be forteting this informations after you have 'cleared the campaign' of course, but it would be unacceptable, eg studding points on Episode I - only playing this episode.
What can you say? :) It's a lot of work, I admit, a lot of "data work" but I think the idea is cool and inviting. Especially that Morpheus is present in every episode and is an important part of a campaign not just for a plot but also for a battle.
Please comment! :)
DEFILER:
"1)When the first base is falling down your infestor will be detected by turrets that before that moment cannot detect you,so u have to escape when the reactor explode" - I try to find it and correct, that the infestors will be still invisible.
"why flames don't burn the reactor and kill it as for the all other terran structures?" - it's my choice - because it should be too simple :)
"When infestors die after the destruction of reactor they don't rise to the magma,why?Is it a bug or a your choice??" - it's of course my choice. The "level 1" of missions is finished, so the respawning is stopping. :)
Thanks for your reports. I should tomorrow upload Episode V!!! But... also have an diabolic idea. I want to consultate it with you and mayby other testers. I show details tomorrow. :)
Thanks for comment. :)
I find the easiest strategy to break the first generator. Use the ability of morpheus to kill the raven (A) Put an egg with ONE infestor every 3-5 second attached to the generator to kill it with the friendly fire of siege tank I see 2 bugs 1)When the first base is falling down your infestor will be detected by turrets that before that moment cannot detect you,so u have to escape when the reactor explode,why flames don't burn the reactor and kill it as for the all other terran structures? When infestors die after the destruction of reactor they don't rise to the magma,why?Is it a bug or a your choice?? Thanks for answers :)
@nimbusqwe: Go
Yes i meant exactly these lovely green advisors,for the textures i mean spread texture like the bases down gold base on this map :D Wtf teamluquid say that i can't use this image so the map on question is "magma core" U put a new version of mission 6 good i will try it soon
DEFILER:
"For the reactor that u have to kill i have an important suggest,you coukld add a segnalator on the reactors?As the one of the first mission of Zeratul,so the player can see much better their primary target,beacause so on the middle of battle it's hard remember what the fuck is the position of reactor."
So, I made something like that - that's what you meant? :) The tag disappears after the destruction of the generator. (file is not uploaded! uploaded will be when the changes will be accepted)
"When u start the mission 6 on the peninsula when u start i see that the texture are not much spread,can u improve it?" - I'm afraid I have a limited impact on the quality of textures. Best if you made a screenshot and showed me exactly what you mean. :)
Thank you again for your contribution! Speak up on these signatures.
@nimbusqwe: Go
With a little tactic is easy take the reactor,but u need a lot of time for the solw energy regeneration of magmainfestors :D,vs terran friendly fire is the key often ;P Omg i didn't see the orange salive that infestor do when he move itself,good. For the reactor that u have to kill i have an important suggest,you coukld add a segnalator on the reactors?As the one of the first mission of Zeratul,so the player can see much better their primary target,beacause so on the middle of battle it's hard remember what the fuck is the position of reactor. When u start the mission 6 on the peninsula when u start i see that the texture are not much spread,can u improve it? I am on EU servers (Italy) and you? Good job
DEFILER:
You're real player! :) I had a problem with my own magmainfestors to destroy one of the reactor. :D
Well, the observer has been added. I personally also kill them (lurkers) with psi storm but I think Tyneara is right - is will be more honest with players. :)
Thanks and I'm thinking about Episode V now. ;)
@nimbusqwe: Go
I killed the 2 lurkers with psy storm,but only when i took the gold base of zerg,but the observer is appreciated. For the magmainfestor i finally undertood their role on mission,thanks. How i destroy the generator without suicide? A)1 egg infested attached on bunker so the splash of spyerd mine hit also it,some thing for 2nd spyder mine. B)I kill 1 thor with morpheus ability of kill 1 target with gravitational hole C)I spawn all egg that i could with 5 infestor and i used the infestor number 6 to control one thor and use 250 mm cannon on the other tohr,when all tohr dies i used morpheus to kill reactor and i do it also thanks to frindly fire of siege tank that hit alsoreactor,or i coul put 1 egg at time on the reactor for killing it with friendly fire :D Good job on fix this campaign
Tyneara:
Thanks for the review Tyneara.
Before turning to the analysis of each of the comments, I must emphasize that the concept of this type of land occurs only in this mission, and it took a little of my abilities as a creator of land at that time. I saw that "it would look cool," and left. And now:
-"The burrowed lurkers on the bridge can not be killed (at least not easily) Because you do not have any detectors (a simple fix would be to give the player observers) Otherwise They can attack with impunity." - I have put at the beginning the Observer, the file of Episode I was replaced (file updated 12/28/2011). Observer is here:
-"Some terrain was badly distorted on the sheer cliff faces. and-I loved and hated Both the terrain. It felt extremely constricting, but at the same time I felt like I was on the top of the citadel, rather than just some silly up on walls. So that's probably good if a feeling of having only a limited space to work with you to your goal." - As I wrote this one-off concept to create a fortress in the clouds. :) With each mission area is getting better and better. -In the beginning of the mission, I was on the verge of being overwhelmed as Zerg attacks were coming from everywhere, but it did balance out once I got control. I'd recommend gradually stepping up the difficulty rather than having it be more or less Consistent Throughout. - Along with a choice of difficulty level will be introduced serious balance. Such frequency mutalisks as now will be at the level of "HARD". Added to this is a slight strengthening of ground waves. However, at the "NORMAL" I'm going to simplify the mission, because have many signals that it causes trouble. It is a very valuable point. Thank you. :) - "I recommend you change your map to direct loading it triggers a subfolder within the folder as maps, that way it's easier to keep files separate campaign When You have numerous custom campaigns." Most of the campaign works like mine, so I guess you're right. I will try to do as you write, when I walked in BETA phase, after loading the episode V.
Thank you again for your comments and look forward to more! You will see that the three missions is fun. :) Yours.
Some comments from Mission 1 (others to come later)
-The burrowed lurkers on the bridge can't be killed (at least not easily) because you do not have any detectors (a simple fix would be to give the player observers) Otherwise they can attack with impunity.
-Some terrain was badly distorted on the sheer cliff faces.
-In the beginning of the mission, I was on the verge of being overwhelmed as Zerg attacks were coming from everywhere, but it did balance out once I got control. I'd recommend gradually stepping up the difficulty rather than having it be more or less consistent throughout.
-I recommend you change your map loading triggers to direct to a subfolder within the maps folder as that way it's easier to keep campaign files separate when you have numerous custom campaigns.
-I both loved and hated the terrain. It felt extremely constricting, but at the same time I felt like I was on the top of a citadel, rather than just up on some silly walls. So that's probably good if a feeling of having only a limited space to work with was your goal.
That's all for now, best of luck in the near future and check your PMs.
Cheers,
Tyneara