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
That's an even better idea. Boy, I can't wait for the grand finale!
Rio:
It's not a problem. I will just take possibility of player 2 (the purple one) to attack your base. The attacks will be only directed into the cocoon. The same will do with coloss. Give me a couple of time because I'm working on a real bomb - Episode VIII. :) Thanks your your feedback!
@nimbusqwe: Go
The difficulty of the waves are just about right for Epic difficulty. It just feels like I auto-lose whenever the attack wave comes up the cliffs behind my base because I can't afford to send my hydras after them or else the airfleets will get to the cocoon.
I took a look at the level in the Editor and shrunk the Region for the player's base (can't remember the polish name :P), since it looked like it was going up the cliffs (I found I can press CTRL-LeftArrow to rotate the camera!). After that I didn't get any more bullshit cliff attacks.
DEFILER:
Thanks for feedback. On which cinematic? Maybe I could fix it a little?
Ps. The Episode VIII will be great if I made all of my plains. The egzams on the university are coming soon to me. :(
@DEFILERRULEZ: Go
Mission 2 is also ok,also if on the cinematic i see the immortal with my spine rawlers,however this could be ok. Good
@nimbusqwe: Go
U will add a trollface boss?XD Mission 1 now is beautiful,good work with terrains,also 5 is ok and really original,i'm testing mission 2,feedback soon :)
Good news everyone. The Episode VIII, final one, has entered a progress of creating. I want this episode to be one of the most epic SC2 map. :)
@Rio: Go
"Sometimes he sends his colossus along the cliffs where it's hard to hit even with hydras." - it's controlled by a trigger but I starting to think about remove it this tactic, because usually you have only hydras to attack colossi.
"The AI sometimes sends his whole attack wave to the cliffs outside my hatchery so I have to fight the 4 stalkers and sentry with only my starting hydras and spine crawlers." - also noticed that. It will be done because it's too troublesome.
Do you suggest Rio to make more simple brutal game? I was thinking about it (weaken a little waves?)
Episode II on Epic is very brutal. The AI sometimes sends his whole attack wave to the cliffs outside my hatchery so I have to fight the 4 stalkers and sentry with only my starting hydras and spine crawlers. It stops me from mining for a while and that guarantees I won't have enough units to survive a later wave.
Sometimes he sends his colossus along the cliffs where it's hard to hit even with hydras.
Also Episode II uploaded again. A few bugs fixed, add doodads, add lights, add surprise for hard/brutal players etc. Enjoy :)
@lolzguy: Go
Good news everyone!
Episode I has been uploaded!
New terrain, without distortion, with new details! I'm inviting you to the game! :)
http://i41.tinypic.com/e8jz13.jpg
http://oi40.tinypic.com/2e0tuo4.jpg
Thanks Lolzguy again for your constructive comment!
Ps. Also new scale of fortress infestation. Spine crawlers with tumor are getting from nowhere! :D
@nimbusqwe: Go
Woops, when I said, ""- The game difficulty was normal and wasn't that difficult but it was that easy." I meant, "The game difficulty was normal. It wasn't difficult and it wasn't easy". Sorry about that.
@lolzguy: Go
WALL OF TEXT MODE ON
Well, I wanted to upload today the brand new Episode I version but I got to solve one problem yet. :) So I only response to your comment, and tomorrow I think Episode I in that super new version will be ready. First of all - thank for the one of the most constructive feedbacks in this thread! It means lot to me and I'm waiting for more! Now to the details:
"- The game difficulty was normal and wasn't that difficult but it was that easy."
I've shorted the time between the waves. It should give a little (but only a little little) harder the game. I don't want this mission to be hard, because as you noticed, I was 'bombardment' by the comments that mustas are too fast (when it was uploaded version without choosing difficulty)
"- The game is very, very big! Now why should I say that? Well the large file came from the music file. This won't affect the gameplay. However I suggest you to convert the .wmv file to a .ogg file. It takes up less space. ;) "
Great idea! :) I've done it. Ogg is only 1 MB, when MP3 was 10!
"- The grammar isn't perfect but it isn't terrible. There are a few spelling mistakes but this is overlooked, as you are Polish." - well, thanks, but real problem is in Episode II. The're a lot of strange coinstructions. You'll see this. :)
"However, the distortion of the terrain really kills the mood and natural feeling of the mission. (More doodads and decal should be added)" - and I... eliminate the distoration! It costs a lot of work and I'm now fighting with buildungs by the background which are exploding above the ground - but I made it! :) Now for real the citadel looks hard! I also added a lot of doodads because I've got a lot of space now. Man, it looks super. :) For example I added a lot of vine on the surface of citadel walls. Also this vine is overgrowning on the statues! There's new statues, and much, much more. You need too see it for your own. A lot is different now in terrain. I'm proud of it now. And I'm now thinking about upgrading Episode II with wheater doodads (because I was going there minimalism in decorations but metheorology should be)
"You could of added one more optional mission that could carry on to the next mission" - I'm in oposite. :) First of all, afte my campaign to the SC1 I'm afraid with creating too complicated map. Second of all - as you've mention earlier, it's the first map. There're optional missions on the episode III, IV, V, VI and even VII. They're all connected with the fabula but not necesary. Third of all, I want also to connect the exp points in the advancing hero mechanism to the additionals tasks. So I don't want them too much. :) In this place I can add that I change the position of the observer. Now we're meeting him in the courtyyard and activating. I did it because there was too simple to get to the bridge in the start of the mission.
"For the story, you could of added a little back story for Morpheus and who he is? Who is his mentor? What is motivating this character? What made him betray the protoss (This the important question, as he was quite a high ranking Protoss and high ranking Protoss are usually very loyal to the Protoss, so this question should be answered). What made him get to where he is now? Why didn't Kerrigan tried to extract knowledge from the Astrolabe during the time Morpheus tried to get to the Astrolabe (Maybe she already did it?)? The story could of been improved, as there are a lot of plot holes, sometimes it is good to have plot holes so that twists can happen and shock the player, but with an empty and undeveloped character, shocks won't have any good effects on players, until we know the main character more." - here we need a large explain! :)
"Why didn't Kerrigan tried to extract knowledge from the Astrolabe during the time Morpheus tried to get to the Astrolabe" - as It was said in the cut-scene the zergs were trying to get inside but they're haven't much time. :) Because Morpheus appeared.
"What made him betray the protoss (This the important question, as he was quite a high ranking Protoss and high ranking Protoss are usually very loyal to the Protoss, so this question should be answered)." - it's VERY IMPORTANT. I've placed this in dialogue but I think it wasn't so visible so I change this dialog of Kerrigan in this update. Now she's saying straight:
"Albion collapsed Preator, the walls of your fortress has its foundations tremble. Do not come here enjoy the death of your brothers and sisters. I went after what hidden walls of this building. Live of your subjects or... an astrolabe and you yourself! The choice is yours. What do you think about that protoss?"
This was the moral conflict of the whole story. Morpheus betrayed because he wanted to save his people. This was of course the beggining. About the rest of doubts of story:
The story campaign is designed as a novel/drama from the Romantic period in literature. It is, however, philosophical short tale: Morpheus IS NOT highly individualized (we don't know his history) because he used to be a symbol of the attitude in which everyone can find. His moral conflict is a "betrayal" to save the fatherland and his people (propably you do not know - there's a polish poetic novel c alled "Conrad Wallenrod" - is pretty the same motiv but not exactly. About that "RISE" (which noticed DEFILER) - this means "wake up" or "get up" but more poethic, more pathetic. Tassadar calls Morpheus to action (!). Morpheus is like a romantic hero - overcome by apathy, Weltschmerz - the world-pain (http://en.wikipedia.org/wiki/Weltschmerz). Morpheus woked up and begins his Sturm und Drang periode. It is easy to guess that he's a Tassadar's disciple.
I like this kind of literary (and other) references. Interesting fact: in Episode V do not know if you noticed but the shrines have painted on the floors the star constellations from our reality (the Dragon, Orion's Belt and Ursa Major). However Tal'darims strains are called as Indian tribes of the nineteenth century in America. :)
That's all. Of course the Kerrigan plain will be revealed in the Episode VIII. Also the conflict of Morpheus will propably end there. :) I think I explain everything. Thank you very much for your constructive comment and I'm waiting for more! :)
Nimbus.
WALL OF TEXT MODE OFF
"On Mission 2 i saw some problems: U can't do air arms upgrade at level 2." - fixed.
"Description of the mega-immortla is on polish." - fixed
"The choice panel between tarsonis or shakuras is not clear,beacause shakuras choice panel is pratically mashed." - it's working by me... strange :D I will check it
"It's correct that in the cinematic of the first base destroyed i see a Conclave's Executor submerged by my units?O_o" - there wasn't mechanism which should move your units to the other location for the time of cut-scene. Now it is, I hope it will be functioning well. So: fixed.
"I see that the start is fucking hard (easy) because u puted some colossi that fry all hydras easily without micro" - now on easy there aren't any colossi. On normal onky one at the end. Hard and insane - got colossi.
EPISODE II UPLOADED WITH FOLLOWING CHANGES!
"Mission 5 the sand slowing effect is awesome (could u do a red more dark so we can see it more better?)" - unfortunately - no :( there isn't possibility to change it at the moment. Only red and only bright...
"now the cinematic is at 100%" - thank you! :)
"Why Tal'Darim whisperer have the description of the Hybrid Maar?" - fixed
"Why 1st tornado wave haven't the red arrows?" - personally I haven't that problem :( Really. Let somebody other check it.
EPISODE V UPLOADED WITH THIS LITTLE CHANGE
Thanks for your comment! I apriciate them very much!
Now I'm working on the episode I still. The terrain looks great now (!) but I must find a way to solve a one problem (the buildings are blowing on the level of the cliff :/ above the ground). When I fixed it I do what I need to do with Episode II. Thank you very much for your comments. :) I solve everything! :)
@nimbusqwe: Go
I tryed mission 1 and now is ok,the easy mode is really easy. On Mission 2 i saw some problems: U can't do air arms upgrade at level 2. Description of the mega-immortla is on polish. The choice panel between tarsonis or shakuras is not clear,beacause shakuras choice panel is pratically mashed. It's correct that in the cinematic of the first base destroyed i see a Conclave's Executor submerged by my units?O_o I see that the start is fucking hard (easy) because u puted some colossi that fry all hydras easily without micro,but with mass raoch there's no so much problem,but for me put colossi on easy is excessive,but i repeat,with micro u can kill the colossi,pwn the wave,the drop on left is easy to counter,1 spore 1 spine,for the pylons for warping u need only of 2 spine and the creep,for the stornm on mineral line,u need attention,and the 2 spine;The rest of mission is very easy,u do all work with infestors and mutalisks,and all the army with a lot of corruptors for the last base. Lovely new cinematics. Mission 5 the sand slowing effect is awesome (could u do a red more dark so we can see it more better?),now the cinematic is at 100%. Why Tal'Darim whisperer have the description of the Hybrid Maar? Why 1st tornado wave haven't the red arrows?Good idea 2nd part of the tornado way :3 When i finish a map sc2 don't open the next map,but it isn't a problem :D Good Work
I'm working on this terrain. Delete ristoration is simple, also creating a "upper fortess" by only terrain option (without those fake cliffs) but I've got a serious problem with units down. They're not moving, doing silly thinks, blocking, not fighting... So I'll report when it will be done! :)
@lolzguy: Go
Hmmm... You are right,we don't know a lot of things of this morpheus,and why he had to rise??? We will have the answers on mission 8???:O
Here is my review of the first mission. It can get a little bit too critical but it is meant to be constructive.
[WARNING: WALL OF TEXT INCOMING]
Mission 1
(Normal)
Overview
- The game difficulty was normal and wasn't that difficult but it was that easy.
- The game is very, very big! Now why should I say that? Well the large file came from the music file. This won't affect the gameplay. However I suggest you to convert the .wmv file to a .ogg file. It takes up less space. ;)
- The grammar isn't perfect but it isn't terrible. There are a few spelling mistakes but this is overlooked, as you are Polish.
Terrain: The terrain is horribly distorted and sometimes unrealistic. (Personally, I don't like terraining.) While the terrain is quite horrible, it is, however, playable and it does give my the impression that I am on a citadel. However, the citadel effect could also be achieved without distortion of the bottom layer (E.G: http://www.sc2mapster.com/maps/skyward-infestation/ ) allowing the terrain to look a lot more pretty and more natural. BTW: It seems like I could blink a stalker down to the bottom floor :O
Final Terrain Score: 6/10
The Terrain is playable and it does give the natural feeling that we are indeed on top of a citadel. However, the distortion of the terrain really kills the mood and natural feeling of the mission. (More doodads and decal should be added)
Gameplay: There was no unique gameplay in the mission, all it was is mass up an army of 25 zealots and 14 stalkers and go LERRROY JENKINS into the Zerg. The optional mission was ok, but it didn't seem that necessary (maybe for insane it is). You could of added one more optional mission that could carry on to the next mission ( e.g The optional mission is to destroy 3 other protoss structures to stop any information to be past on. The reward is that in the next mission, your opponents can't research this, can't build this or can't train this. )
Final Gameplay Score: 7/10
Could of been more interesting, but for a first mission, the gameplay shouldn't be that too unique (to save for later missions), but extra features could of been added.
Story: For the story, you could of added a little back story for Morpheus and who he is? Who is his mentor? What is motivating this character? What made him betray the protoss (This the important question, as he was quite a high ranking Protoss and high ranking Protoss are usually very loyal to the Protoss, so this question should be answered). What made him get to where he is now? Why didn't Kerrigan tried to extract knowledge from the Astrolabe during the time Morpheus tried to get to the Astrolabe (Maybe she already did it?)? The story could of been improved, as there are a lot of plot holes, sometimes it is good to have plot holes so that twists can happen and shock the player, but with an empty and undeveloped character, shocks won't have any good effects on players, until we know the main character more.
Final Story Score: 4/10
Story needs more back-stories and some plot-holes answered, then the story is good to go. Improvements is needed mainly on the main character.
Final Score: 5.7 (Above Average)
Final Comments:
The campaign has a lot of potential, but the story-line must construct addition py- I mean, the story-line must be improved before the campaign can reach to very high standards. ( You can have the best terrain and gameplay but without a good story, the campaign won't work). A lot of work was put into the map and it is very much appreciated, I am hoping to play your next mission.
P.S: Sorry for the wall of text.
DEFILER:
I also send here my response from PM :) "Well, the idea is that you could sneak near the raven being unnoticed by them (magma infestors have the ability to see detectors like zeratul). Then you're suiciding them near the generator - the generator is blowing, and the whole first colony is going out. I'm doing this mission (that first part) without killing any thor, or battlecruiser, or firebat. " - maybe it's not good showed at the mission that it's the simpler way - sneak to base, bypass the raven and destroy the generator. :)