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
@nimbusqwe: Go
Lol i attacked bases and 3 times i was slowed by the wind,with void on tilt T_T,but on easy i don't losed any units beacause the immortals tanks the damage,and stalker was safe with blink :3 I will try mission1 and mission5 when i'll can for my PM of the magmainfestor it's here:
nimbusqwe By playing now my Episode VI - The Asthma I have noticed that magma infestors could easly destroy reactor by the way you have told - using infested eggs and friendly fire of tanks. In this situation the "suicide destruction" ability is loosing it sense, so I'm thinking about again return to the situation where infestors weren't able to use infested terrain ability being burrowed. What do you think about that? DEFILERRULEZ That so it's too hard,or on my opinion u need too time to destroy all the thors, for example on epic i cannot pass without killing the raven and using friendly fire,on epic there's too thors and when u kill 1,10-5 second later u see a new thor coming to you,u can increase the range and delete burrow spawning system,but so u need a lot of time to kill all thor (or control it),and however the fact that you start with 75 energy and not with 200/200 energy prolongs the process.If u really want to delete infested while burrowed u need to put all abilities with a range of 10 or 11,not the 9 range of now (7 for neural parasite),and increase the speed of the infestors to 3,and increase the speed (and if you want also life) regeneration,because now he don't worth the 100/250 resources that are used to do it. I tried the mission 1-5-6 and i have a lot of feedback that i'll give you soon as possible. For now i can tell u that the 4 vespene bank (mission 6) are a good idea,but with the 4 mineral bank i used to do the fast espasnion,to have the minerals to do the queens before mass broodlord-corruptor,but also vespene is appreciated,this was the fedback for mission 6 :D
DEFILER:
Man it's strange but ... as an author of this map (Episode V - The Wind Rose)... for the first time I attacked "with the wind" enemy base. I've got mass immortal and colossus, playing level hard. It was incredible effect. The enemy base resist something like 40 sec... than it was nothing. :D So I strongly recommend, the effect is not to forget.
Ps. Maybe i take a film with it and get on yt. :P
Ok. I uploaded Episode V with the visible, red foggy on units when they're running under the wind - as DEFILER suggest. Also made a little changes in the whole wind mechanism (now it's little more effective). Enjoy it! :)
DEFILERRULEZ:
"On mission 1 the spore crawler are too near to observer,so if u don't put it on another position,a mutalisk kill it easily,so you can delete the spore crawler on top alture behind the long corridor." - DONE
"On mission 1 u can do more HP for citadel or an attack for this building,that is a citadel but have only 750 shield instead of the normal nexus that have 1000 basic shield,so when overlord drop on mineral line i haven't to build 2.3 cannons on mineral line to defend it." - DONE (2000 hp, 1500 shields) EPISODE I UPLOADED
"On mission 1 and 7 the zerg-drop-pod don't dissolves itself after they fall down to the ground,it is realism or a bug?" - on missions 1 is for the atmosphere, indeed, but in mission 7? All the trigers provide that should be birth from the drops zerglings and caracans. :)
"I liked tips on loading screen,u will add it on all missions?" - when it will be necesary to help with sth. :) I'm planing to "The Shade" the tip about defending against first strike. Maybe it could be useful to create a catalog of tips for my campaign (when e.g. I implement this advancing mechanism)
"On mission 5 final u still don't add brood lords,and can u do a mix of units that esc to the nydus?" - broodlord were added but they were too lazy to get to your view. Now they're. :) And the nyndus? They're zerglings, caracans, infestors, hydralisks and banelings. :D :D What we want else? :)
"For a bug sometimes u can 't build assimilator on southest geyser of south base,or you can't build all assimilators or nexus on the 2 golds bases,but if u try second/minute later,u can build all buildings that before u can't build for assence of space O_o" - it was during sand storm? It is FIXED. :)
"On mission 5 can u do a effect like that (minute 13:32) or with corruption (the one of corruptor) effect when the wind slow (and another effect if you want when your units have a wind speed boost) your units?" - this idea is good. It takes me 4 hour to implement that green fog to the unit but we have a several problems yet, so I'm waiting with uploading Episode V. Problems:
- this "fog" need to be green! Try to fix it and make it in sand color but it's difficult if not impossible!!
- this fog are visible on the invisible units - I think it's good. :D It's realistic.
- this fog need to dissapear when the unit do not move - I implemented that mechanism also but it could slow a little gameplay.
Thanks for your feedback. I send you PM with an advice about m. infestors in Episode VI - repeat if you have time. :)
@nimbusqwe: Go
Here some feedback :D
On mission 1 the spore crawler are too near to observer,so if u don't put it on another position,a mutalisk kill it easily,so you can delete the spore crawler on top alture behind the long corridor. On mission 1 u can do more HP for citadel or an attack for this building,that is a citadel but have only 750 shield instead of the normal nexus that have 1000 basic shield,so when overlord drop on mineral line i haven't to build 2.3 cannons on mineral line to defend it. On mission 1 and 7 the zerg-drop-pod don't dissolves itself after they fall down to the ground,it is realism or a bug? I liked tips on loading screen,u will add it on all missions? On mission 5 final u still don't add brood lords,and can u do a mix of units that esc to the nydus?Not only hydra infestor to the left one and bane-roach-ling to the right. I ilked that 2nd tornado come toghether 2 enemy attacks,and go on south base without warn you with red arrows On mission 5 can u do a effect like that (minute 13:32) or with corruption (the one of corruptor) effect when the wind slow (and another effect if you want when your units have a wind speed boost) your units?So the player can see much better if their units are slowed or not,it's easy for me see that my units are slowed (especially void on tilt XD),but with this effect it can be more cool. For a bug sometimes u can 't build assimilator on southest geyser of south base,or you can't build all assimilators or nexus on the 2 golds bases,but if u try second/minute later,u can build all buildings that before u can't build for assence of space O_o I will try episode 2 soon good job :D
The Episode II - The Descendant has been uploaded. Now changes:
1. The most difficult - the balance thing. I'm not quite sure is it right now - I have weakend the waves, on the normal they're just (for me) silly, but I keep the AI special "noob" attacks.
2. Also troublesome - implemented skipping cut-scenes mechanism and choising the difficult mechanism. So now... every episode got it! :) Huray!
3. A big change - Tyneara was right when he commented that it is "chase" and my base in Episode II are like a fortress. So I weakened them seriously. Now they haven't expansion and 99% of cannons. Also smaller amount of building and units. They're like a colonies now. :)
4. A lot of details - e.g. now the first part of mission is on the limited area, there're a little new terran (also by the suggest of Tyneara I change the cut-scenes so now they're not so... ugly :D ), there are message before aircraft appearing etc.
Test it! :) And first of all - the balance! :) I'm counting on you.
Rio:
Your tactic was pretty impressive! :) Episode VI - The Asthma has been uploaded with changes:
1. Fixed the bug with the firebats training time - now it's 30 sec like in WoL.
2. For the balance I changed container with minerals that you could fin in bases to container with vespane. Why? First of all because you could not have a possilibility to build terran command center :P So you do not have resources now. Second - because there's larger deficit of vespane on this map (especially when you're not able to occupy the center of the map where're geysers)
3 Changed one word in briefing with do not contain with Episode V ("Heart of the Nebula" not "Heart of Archon")
4 Added tip on the loading screen
Check it now and report. :)
DEFILER:
Arrows has been added! :) It's 5.00 a.m. in Poland! Need to sleep sometimes! :D But it works I think. They're smaller than those in Zeratul missions because we need bigger precision (e.g. when whirlwind is moving in your base). They're also red - the white aren't visible on the minimap with sand. Test it please, is it ok. :)
Also added broodlords to final cut-scene. And a little tip at the loadscreen.
File uploaded!
Rio:
Seems like a bug to me. Tomorrow I will do that! :) Thanks for your comment. "It shall be done".
@nimbusqwe: Nice campaign, good to see you are still working on it!
I don't know if this is a bug. In Episode VI, Firebats have zero build time! This makes it pretty much impossible to attack the firebat base with land units.
I found this out because there are 400 minerals I can pick up in the Thor base. Naturally, I Neuraled an SCV and built up a Terran base before I killed the first reactor. (I can use that reactor as an add-on for a factory, nice!)
About arrows ping in episode V - I'm afraid it will be very difficult. You see - in the campaign missions it is working on the points set in editor in the places where authors knew that ping will be appearing. Instead - in my map - the tornado is moving crazy, so I can't set "way points" where I could. But I'm thinking about it. It's kind of trigger challenge for me.
DEFILER:
"and so it's ok For the cinematic if u want add overlord corruptor and brood lord and it will be perfect at 100% (now we are at 95%)" - tomorrow add broodlors. :) But not corruptor overlord. It will be too much in my opinion. :D It's only 15 sec cut-scene. :D And about battle of Alcuin - it's also should be only a skirmish. The Alcuin is calling it a big battle but as you propably noticed - he's a traitor. :D
"Suggest for morpheus model. For me is still a darkzealot burning,is not near to an infested protoss,so i suggest you to add behind him the tentacle of hybrid reaver," - well... I was thinking about this. The problem is - do we're creating a fully hybrid or only "psi" hybrid? 100% I'm planning creating unit like that but not in this campaign. But... well... it's only a question of a little data work. I think about it, ok? :)
And well... :) See now arrows... Tornado is looking for his targets in a continuous manner. When you destroy a building - he will catch the second one. I can make these arrows - after the destruction of one, will hit the next and this will be indicated by arrows. What do you say? It should be ok?
Episode I uploaded! Changes:
- skipping cut scenes mechanism - on
- choising difficulty mechanism - on
- balance with mutalisks and waves - on
- add storm and rain for atmosphere... - on
- add "background" waves - for atmosphere... - on
- a little improvement for the obelisk and protector's mechanism - on
- Tassadar portrait changed, add "Executor" before his name, a icon of Morpheus add etc.... - on
- a lot of details - on
Check it out now or wait for a time of implementin the hero promotion mechanism! :)
@DEFILERRULEZ: Go
Ok now the shield work well,the immortal mass vanished and the mission on "easy" is not hard but simply too easy :D and so it's ok For the cinematic if u want add overlord corruptor and brood lord and it will be perfect at 100% (now we are at 95%)
@nimbusqwe: Go "Now my tactic is to create a map where battle enemy on his base is diffcult, but protecting yourself by the enemies attacks - simple. I think it's a good idea, and you? :)" Did you mean a mission like "gates of hell" or "zero hour"?XD Can be a good idea,so u need good micro to enter on the base and destroy it,a mega assault if i understand well. Read my last comment i add other comment,the one down your last comment,i added tips for tornado segnalation and more,now i will try the mission 5 to see how well you changed it :D
DEFILER:
Well, with "easy" mission I will stay for the comments of other players. :) Now my tactic is to create a map where battle enemy on his base is diffcult, but protecting yourself by the enemies attacks - simple. I think it's a good idea, and you? :)
@nimbusqwe: Go
Ok.I did mission 7 on normal,now is still more easy :D Last suggest,on the memories of alcuin of the old big battle (with retro style colours i mean),you have to add more explosion and blood XD No i tell u only to add tanks,battlecruiser and carrier on the battle,and other units,marauders,viking,phoenix,that you want,so this will be more near to a BIG Battle,not a litle battle with few zealot 2 bunker few marines and 3 void rays ;D Ok good job with the RPG system for morpheus,that remember me Heart of the Swarm XD Suggest for morpheus model. For me is still a darkzealot burning,is not near to an infested protoss,so i suggest you to add behind him the tentacle of hybrid reaver,and on head add the neural parasite,and finally add the claws that infested terrans have on their back http://starcraft.wikia.com/wiki/Infested_terran_(StarCraft_II) on one of the shoulder (organic,when he have arms :3) of morpheus? For me so morpheus can be more "zerg". For the arrow that show you where the tornado will go i mean a thing like that (minute 08:57) and that (minute 01:31,u can use also this simbol to better warning player of the danger) because the tornado symbol on minmap tell you only when tornado is going,not where it will go.
DEFILERRULEZ:
About your tactic in Episode VII - and it's correct! :) But I balanced it so it could be simpler. About Episode V - I will focus again on that 3rd cinematic for you when I end with Episode I (I'm during improvement). To be honest I the cinematic Scissors and Shade do not need that improvement because there's no element of infestation. Kerrigan want to take Alcuin - in first case - and just push her army to Aiur - in second case. ;)
I think you could stop for a while with testing - because when i upgrade Episode I and II, i want to implement that advancing mechanism (Morpheus promoting) - and it will be counting which episodes do you end or not (so you will be obligated to do campaign from episode I to episode VII if you want to advance Morpheus). We shall se that because my egsams are caming close to me. :D
Thanks for comment.
@nimbusqwe: Go
I did this mission on asy and the tactic for start is that: Go back with ALL units at first densive lines,burrow at first defensive line all spine crawlers and but behind zergling and roach,put behind cannon all zealot and stalkers,do a lot of probe and drone,and zealot dor terran assault that is the most bastard.After assault n°1 u will see only terran at your base,so start zealot and void with speed of coure,add colossi only for defence,continue with espanding on left base and take gold double base,with a 3rd base down on right,when u have done it,with your carrier-void,or broodlord-void,or fullvoid (remember upgrade and micro,archons are killed with hold position and micro the void that are losing shields for example),and go on base that you prefer,remember some cannons on left base to kill the dt forces that will go to attack you,and to protect the main right late with acnnon against banshee viking BC attacks. When u have 6 Nexus and the hatchery you can easily destroy the DT base and Air forces base,then go to main base and win the mission.Remember on top alture down the gold base to put your colossi zealot,or colossi broodlord or what you want to do but with colossi. I am not so skilled my best results was 1v1 silver and 4v4 platinum,i have ranked on all season,but i do little league after season 1 and season 2:3,i did brutal wings of liberty too,with right upgrade mission for mission i get it easily (sorry my bad english) http://eu.battle.net/sc2/it/profile/678822/1/JustSkorpyon/ My SC2 profile to dispel any doubts. For ending cinematic of mission 5 add also roach and do (personally it would be very effective) units that born from the eggs depositated by the drop-pod (of zerg),add a lot of structures and 2 hatchery on the 2 gold fields that are under costruction with drones (or without drones) that start the process. Add (if you want) more and more Air units,so who see the cinematic can say that the base is really being overruned with an escalamation like this: "Omg hell is coming on this place",because the army that i see on the cinematic cfan be defeated with few void rays,same things for ening cinematic of mission 7 and 4"the scissors". I will try this new version of mission 5 and 7 however good job :D
File balanced, uploaded - Episode VII The Shade.
Lolzguy:
Try it now please, and comment the balance. For me it's now too simple, but for someone who "isn't creator of map" it should be good. I also balanced seriously waves! On the normal it really shouldn't be a problem but please - check it. :)
It take me so long because I needed to test the changes. For me it's working!
Have a nice play! Thanks for your comment.
Lolzguy:
The idea of that mission was that you need to find a way for defend - if you take all your units to the backline they will be able to turn against the two waves. Then - you're without canoons, but with an pretty large army of units. But I understood it's not so ... "intuitive". So I will correct it. Give me 5 minutes and it will be done. :) (also I want to weak the waves - I think this mission is op).
Tyneara:
You're right of course. :) Give me one day, max two - I want to repair it. Thanks for comment. :)