[inactive] Brave Storm ep1: White Rose Wilted (formerly Of Tal'ras)
(This map was created during the beta. It's very rough, and since then I have learned a TON about how to use the editor. I may in the future make a new series of maps using the same concept)
Brave Storm: White Rose Wilted features triggers, dialog, missions, and a story-line!
You have been assigned by the resistance group, White Rose, to retrieve the Tal'ras'n Crystal - a crystal with potent psionic energy powerful enough to disrupt the Queen of Blades' communication with the zerg. The local protoss deem the crystal sacred, and will protect it at all costs. The Terran Dominion is also after the crystal, and will use brute force to obtain it if they have to. Being the weakest of the three factions, you'll need to snatch the crystal while the Dominion and and local protoss are locked in battle. At the same time, both factions will use whatever leverage they can to swing the balance of battle in their own favor.
See the Campaign's website!
This campaign is BS. You know you want to try it.
Download the map from the 'Files' tab. You can run the map by dragging it onto your StarCraft II icon.
http://www.youtube.com/watch?v=64ShrXKjY60
I quit with in like 5 minutes. It's way too tough, you just massed units instead of having Smart A.I. Plus, the beginning is annoying because two banelings just blow everyone up before I can repair.
Noticed that when you wall off, the waves don't come after you. The Baneling in the waves are pretty brutal but when you wall off, it bugs the trigger.
Also, if you bug the wave trigger, you also bug the "reinforcement" trigger. Basically, after you wall off, I couldn't ever upgrade to OC so it was hella annoying trying to kill the Terran's base with the Siege on top of cliff without a scan.
Pretty fun map, just have to fix some triggers.
p.s. - might want to put what "Protoss Tech" is under help. I still haven't figured out how to build the "super Marine" unit.
ZeroAme is not really impossible... then again, I was helped by the second surprise of the salvaged bunker...
You wall, get a BIG enough mmr ball, DON'T mess with the protoss at all until both Zerg and Terran Dominion are gone, and you can clean the map quite easily... the hardest part are the dominion tanks + support vs your mmr ball
Have you even tested your own map here? Its pretty impossible without some kind of editing.
After getting destroyed by the 3 bane/ling push on that useless bunker, i decided to change strategy and salvage the bunker and replace it with a rax/depot wall... This gave me 1 nasty surprise and a pleasant one...
Nasty? Buildings can't lift >_<, but Thank god I had that one supply that could lower itself...
If you won't let me lift my buildings at least tell me beforehand
Pleasant? dunno if it had something to do with the bunker being gone too early, but the ling/bane rush never came... actually they pilled themselves at the north of the map.
dunno if this is a bug, but I can't build CC even thought you ask me to use scan when I blew the zerg base
Something is messed up with the behabior of reapers once they get the Heal ability, also Reaper's own in this map, I destroyed 1/4 of terran and toss defences attacking from high ground with gives me a +5 to my agility :)
Lastly, Let me build other stuff besides bioball!!! and is the first time I mass +120 infantry in my whole life playing terran.
You might want to cut the player some slack at the start when zerglings + 2 banelings rush in. I got killed :P
Also, it's kind of weird that your primary objective is to kill the pylons supporting the forcefields, while it results in you going into war with them.
Lastly, what protoss would build 20 cannons supported by 2 pylons? Never 20 cannons, maybe 4.
2nd lastly, you need to remove the liftoff icons from the command card if buildings can't lift off...
Enjoyable map, but there's a couple issues.
The Protoss bunch up their forces should you choose to ally with them; they become road blocks for your troops on your way to the Dominion's base. I had lots of troops getting stuck in their unit balls. Those choke points are fiercely narrow, by the way. :P
Protoss Ball Blocks Pathing. News at 9.
Second, there is WAY too much money on the map, especially for the Zerg expo, lol. I let myself mine everything out and came out with roughly 150k minerals. Whoa. Gas is looking good at least, but could be more scarce.
150k Minerals? Hell Yeah.
You start off the player with very small amount of resources in the starting town but the Zerg expo has SO much it doesn't even matter anymore. The mission wasn't challenging anymore after that point. :/ Definitely should dramatically lower the available resources for all towns without totally breaking it.
Depending on the type of experience you're trying to deliver, you seem to want to make the campaign difficult but the latter half of this scenario wasn't so.
One last thing, regarding the branching paths in the scenario. I'm going to assume you haven't finished working out all the triggers yet but the only way to win, whether you allied with the Protoss or the Dominion, was to destroy the Protoss shield generators. I ended up destroying everything on the map, rendering the prior choice totally irrelevant. If this were a branching scenario, there should be two ways to complete it (i.e. victory trigger when the Dominion has been defeated if you allied with the Protoss).
Hope this feedback helps.
Edit: Fixed image tags.
Edit 2: I forgot to mention another problem. The Dominion attack waves weren't... well, attacking. They would just simply "move" into my troops. If you're setting up these waves manually (haven't looked at the map triggers yet) then you should set their troops to "Attack" to a region. This will do an effective attack-move command. No screenshot of this happening, though. Sorry.
@Archangel45 That's right there is no end to it, yet. The triggers aren't entirely set up.
cool map- just there was no end to it- that may have been because there was 2 overlords who got out of range of my weapons so I couldnt kill them- or because I have no idea how to retrive that crystal- sent an scv there, reaper, mr, mra, zelot, stalk- nothing happend with any of them.
Nice map. I think reapers are semi-useless on this map. At least make the cliffs traversable by reapers so they're sorta useful.
I incurred the wrath of the protoss before reading your changelog. I got destroyed. ^^
@OriginalSeketh localization is now fixed. Thanks for pointing that out to me.
Hey, localization is broken. Please fix that for beta or release!
@Zaphrous it's supposed to work against you on offense, that's what the relief force is for. I guess I need to make the protoss force more powerful. The map is far from being finished at this point. I'll definitely explore making the map more open, but I want the initial area to be closed; to kind of give you the feeling of being trapped. If you want I'll pm you when I release future versions.
Its not bad. But IMO its too linear. Would be more fun if there was more use for reapers on the map, and more choke points for the marauder. IE the choke point works for you on defence, but against you on offence. Perhaps allow reapers to get around some way, perhaps having to clear it, to support your marauders and flank. It would be more fun if there were alternate ways to go, rather then just marauder spam + push.