Stranded on Korhal
2017 Update (6th of March)
A small update which fixed some of the more serious errors/bugs with the game caused by the various official SC2 patches through the years.
- Severely decreased the difficulty by changing the health/damage output of most units
- The game will no longer skip to the final mission after moving with Nigel. This was due to a bug that any action (ie moving) instead of using a nuclear missile triggered the final cinematic
- Fixed some cameras that were rendering incorrectly
- Fixed fog of war visiblity
- Increased gamespeed from normal to faster
There are still some errors in the console, but nothing gamebreaking. Once again you can enjoy the entire adventure Matt and Nigel embark upon!
Introduction
The brave adventurers Matt and Nigel find themselves on a distant planet far away from home. Their ship 'Prosperity' is just nearing the surface.
Play through a series of easy to medium objectives backed up by cinematics and a plotline throughout the whole map. The whole experience takes about 20-25 minutes and should entertain you at least.
Update 13th of October 2010
For everyone who is wondering if there will be future maps involving Matt and Nigel, you're in luck. I'm actively learning to utilize a lot of things Galaxy Editor has to offer and I will do my best to master them as much as I can. You'll be pleased to hear that I'm starting to make a complete campaign based around these characters.
- The gameplay style will most definitely be like the Wings of Liberty Campaign, so no fancy camera movement etc. The balance between the normal maps (Build up a base and win) and RPG maps (Just a hero and some forces) will be around 50/50 I guess.
- The story will be playing parallel to the Wings of Liberty story. It may start a little before Jim Raynor starts his rebellion, but it will most definitely have references to Jimmy's campaign in later missions. A couple of missions may stray away from the chronological order of the story though.
- The vibe of the story may become a little more dark than in Stranded on Korhal, but it won't be overwhelmingly different from it.
- The story will be elaborated in game as well as Story Mode, where the experience will be much like aboard the Hyperion and the cutscenes in Wings of Liberty.
- Much of the feedback here has inspired me to even begin this project. I have learned a lot since this map was released and the overall quality will rise tremendously in this campaign. Thank you.
For now, say hello to Matt Dalton and Nigel Graham
Stranded on Korhal
To play it, simply open the map in the Galaxy Editor and hit Test Document or CTRL + F9
This is the first map I made with Galaxy Editor and it was basically a way for me to learn more about all the functions it has. Everything in it was made up after eachother, so I had no plan on what the map would look like when it was done. There are a lot of things I found out halfway through the mapmaking process, so there are definitely some points that could be made alot better when I'd make them from scratch again. But I really wanted to finish this map so that I would get a taste of what it's like finishing a map for once.
To all you map editors: Feel free to take a look inside the triggers, terraining and everything that will interest you. Maybe you will learn something from it, or you can just laugh at how many pathing blockers I used and make fun of me.
My apologies for the huge size; it's from the imported music; it could probably be brought down alot, as most of the time I only use like 20% of the track's total length. (Expect a smaller size in the future)
Feedback
If you have the time to give me some feedback that will be really appreciated. Tell me what you liked, tell me what you hated, but most of all: tell me what bugs you found so I can fix them! It can be anything; terrain, cinematics, plotline, gameplay you name it! I for one think there's too much cinematic in it.
Future Plans
I'm not sure yet if I want to spent alot of time in this map to improve it, there will definitely be voice acting added for one, so look out for that. The triggers were a bit poorly designed and it would be problematic to change the map in difficulty as I would need more space to make that happen the way I want it. However I have learned alot by making this map and the feedback you provided. My future maps will most definitely include:
Better Characters: In terms of story and gameplay, the main characters will have worked out characteristics, a backstory and different reactions on certain situations. They will have different roles that compliment eachother, think of it as a WoW party. Around 3 unique abilities will be added to each character to make them better at what they do and more fun for you.
Skipable Cinematics: Able to skip cinematics by hitting the ESC button, you guys are gonna love this.
Checkpoints: Every time an objective is completed or other significant point is reached, the game will make a checkpoint; making you revert to the last checkpoint should you fail. This will make it possible to make the map more of a challenge. I have no idea how to make this as you can't save games yet, but it should be possible later. I could do it with a real variable tracking the checkpoints and return you to a certain point when you fail, but that forces me to make all the units on the map trigger made, which is alot of work.
Update 5th of May 2010
So my laptop officialy died, it doesn't even boot up anymore. Luckily for me I just ordered a new one and got it now. It's a MacBook, so I can't work on the map at this time, when the Galaxy Editor is released for Mac be assured I will make up the lost time and there will be an update for this map soon.
Stay tuned for more!
Update 25th of May 2010
I got Bootcamp fully working with the Galaxy Editor and have updated the map. Now featuring:
VOICE ACTING by Travis Lynch (OldOneEye1987)
- Better terrain
- Minor bug fixes
- Fixed some spelling errors
This was a really good map. I especially loved the ending. i'm going to try and see if i can get this on the home page.
Amazing map, relaxing to play. City was an eyecandy, 11/10 on that. Cinematics were ok, such scenarios would be boring w/o em.
@Zelf22
Don't be dishearted, you CAN make it this nice, probably even better. The way to make a good map is to work on it alot. Fix your errors and try to work more efficiently. This is the first time I actually finished a map, as I've made tons of concepts or starts on SC1 and WC3 maps, but they'd always end up in the dump because I had a better idea come up every time. I'd hate it if you stopped working on that project.
As for the feedback, the pathing is something that can definitely use some improvement! The difficulty can be harder but there should be checkpoints as it's more like an interactive story than a game you play to with. Dying in this map is like watching a movie and somewhere halfway rewind 15 minutes and watch it all over again.
That was pretty awesome. This was something similar I was starting to work on, but I can't make it this nice haha. =P
I would agree that the pathing should be worked on a bit. It was hard knowing which way to go and then just running into invisible walls. Maybe make the path the green grass instead of the stoney path, or just any other way you can to make the path more noticeable.
I think the difficulty could be a little tougher as well. Possible give the marine stimpack, since with his regen, using a stimpack wouldn't be too much of a health issue..
I can't wait to see more of your work.
@johnfloyd
Good point on the boudaries of the path, I'll remember it. The navigation in the cities is something I need to experiment with, I don't want to lose the skyscraper setting of the city. About the difficulty of the map: I drastically reduced it from the early builds as I had my brother test it out for me and it becomes a choir if you have to start all over again and makes the story less interesting. Something I want to add in my next maps are Checkpoints so you don't have to start all over again. That will allow me to up the difficulty qutie a bit. Also: skipable cinematics!
Glad you liked it! As I've learned alot of the process by making this, the next thing I'll make will probably be alot better. Especially with the feedback given by you guys!
@onekrana
Thanks for your review, it's really good feedback.
Story: Something I kept in the back of my head when making this map was that the cinematics shouldn't become too long, as they can get quite boring if there's no voice acting.
Music: That's a good point, I will pay more attention to the volume levels in the future.
Graphics: I couldn't really find a good model for the civilians as there's only the standard units in the map editor now. Stalkers don't make good pedestrians. The city could feel alot more alive with some more 'civilian' units. The navigation is something I need to look into, as I don't want to lose the city's skyscraper setting.
Great to hear you like it and thanks again for this detailed review!
@Qancakes
Same here, I'm a Halo fan as well! I didn't want to use it at first because of the copyright thing, but I wasn't sure if it also applies if you keep the map strictly uncommercial: Think of YouTube movies using music from other artists. Another factor was that my laptop died and I lost all my music. Halo was the first thing that jumped up to me when thinking of music that would go well with the mood and setting. (SPOILER) The bridge scene was inspired by Halo. Thanks for your concern, I will replace it if asked to.
Altought there are alot of new ways to move units around I decided to stick with the normal movement as I too sometimes find myself frustrated with the controls of some maps. Although using a free camera can take away from the experience at times.
I'm glad you like it!
Great map man!
Only suggestions I would have is to make the pathing boundaries a bit more clear in the editor (maybe line em with stones or a bit steeper cliffs?) I kept wanting to wander off the path to be stopped by the invisible wall.
Also, in the cities, I might lock the camera to a top down view when wandering the streets since its hard to see where you are going with all the tall buildings.
Lastly while I agree with a below poster that story driven maps shouldn't kill you, you could probably up the challenge a little bit more so it keeps the player a bit more on their toes. The Ultra attack was the only moment I feared for the characters lives. A little bit more concern for the safety of the heroes might be a good thing.
Overall, great map. Excellent use of cinematics, strong writing, and some fantastic visuals. Looking forward to what you come up with next!
Since this map feels fairly finished I'll type up a review rather than a critique.
Gameplay 5/10 It's nothing special, just attack move where the pings tell you to go and mash sniper rounds on anything that isn't a zergling. Nothing about it feels excessive though and for the style of game a more relaxed difficulty makes sense.
Story 10/10 Far and away the most interesting story I've seen made from a Blizzard map editor. While most dialog is fairly brief and to the point I managed to get attached to our two heroes and care about what's going to happen to them. Dialog is well written and nothing feels out of place.
Music 9/10 You did a fantastic job of selecting music for this game. The music playing almost always fits the scene perfectly. My only complaint is that the volume levels of the background music are not consistent and I found myself adjusting my speaker settings quite a few times.
Graphics 7/10 The terrain is very well done however I have a little bit of an issue with how many times unit models were recycled (especially the marine). That said in cut scene the big city looks fantastic however once you're back to top down view it's very difficult to navigate.
Overall 8/10 One of the best SC2 maps to date and certainly worth looking at for anyone with some free time. Improvements could be made but at this point it's fully acceptable to have flaws relating to audio and graphic import issues.
Thank you for sharing this wonderful map with us and I hope to see more from you in the future ^_^
Very nice Story, game, and idea 10/10 can't wait to see more of the story. Loved the city and the detail.
Hello!
I must admit I wasn't quite expecting 61.5 mb download when you said huge size. But it was a minor inconvenience with today's speeds!
Now - it was actually one of the first maps I've played so far that really feels finished. Kept me pretty entertained all the way through.
The music... oh I could write an essay on this. Firstly, I'm a huuuuge Halo fan and the music was very familiar to me. Perhaps too familiar, I almost feel like the map lost some originality because of it. However, I'm sure those who haven't played Halo will be pretty impressed. ;) I have to mention the (SPOILER WARNING) cinematic when you drove up the bridge into the city with that music in the background, that was a good setting! Lastly about the music - The "Peril" soundtrack you use frequently happens to have been my wake-up tune for the last year or so. So every time it appeared here I really jumped. :P Anyway, I suppose that's not really relevant. Oh one more thing about the music. I'm a bit concerned with all the copyrights and stuff - are you really allowed to put music from other games into a SC2 map like that? Just thought it might be an idea to bring the possibility up in case you weren't aware of it. *shrugs*
Now, perhaps I should mention something about the gameplay too. Hmm, well I like the fact that it wasn't too hard. After all, personally I think that Story-driven games shouldn't be too hard since it kind of ruins the fun to have to re-do stuff you fail on. Other than that, the gameplay was simple and easy to get the hang of, no fancy cameras or movement systems and I appreciate that - have almost seen too much third-person since the release of the editor. :-)
Now, keep up the good work - I've love to see what other creations you come up with in the future if you keep doing this.
I'd give you a 4 out of 5 for this one - while also considering then how recently the editor got into our hands. :)
Gee thanks! I'm flattered!
Thanks for your suggestion on Audacity, having tried it for a couple of minutes I can say this is great! On your offer for voice acting; that's fricken awesome, I would love to add voices to it! My microphone is broken at the moment so I can't do it myself (no idea if I'm good at it).
I will send you an email with the ideas of how I want the characters to sound like, see if you can find a character you would like to cast.
Glad you like it!
Just played through.
Awesome.
Awesome Awesome Awesome!
I love every second of it! Doing the little quests and making my way through this little world. When We rode into the city I was like "WoW!" Great map design, man!
It was super easy. But I don't really have a problem with that. I just enjoyed playing through it and experiencing the story.
I also really liked your choice of music. especially the travel music between towns.
I would like to audition to do some voice acting for your dialogue. I already have some voices in mind. I'm getting a real Firefly/space pirate/Southern USA in Space kinda vibe from your writing. (which is pretty good by the way) If you have certain voice types and details in mind send them to my Voice Over email at [email protected] I hope you consider my offer. Thanks!
Also, if you want to shorten the music tracks for size purposes. I recommend downloading Audacity. It's a free, Open-Source Sound editor that I use for my voice acting and editing all the time. it's great.
Again. Great Map! Probably the best Campaign map I've seen so far! You should be proud.