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The Will of Atai: Complete

Posted: Sat Jun 20, 2009 6:44 pm
by Krazy
This campaign can now be accessed from:
http://starcraftgalaxies.blogspot.com/2010/04/will-of-atai.html

Achievements: http://starcraftgalaxies.blogspot.com/2010/04/will-of-atai-achievements.html

Plot Discussion: http://starcraftgalaxies.blogspot.com/2010/04/will-of-atai-plot-discussion.html

FAQ: http://starcraftgalaxies.blogspot.com/2010/04/will-of-atai-faq.html

Strategy Guide for "Brothers": http://starcraftgalaxies.blogspot.com/2010/04/strategy-guide-for-brothers.html

Strategy Guide for "Hell": http://starcraftgalaxies.blogspot.com/2010/04/strategy-guide-for-hell.html

My posts in this thread:

Krazy wrote:Change log between "Special" and "Cinematic" maps.


Krazy wrote:Trailers and videos.


Krazy wrote:More trailers and development screenshots


Krazy wrote:A thank you for support


Or download from these links:


Warmup
The Cave of Crystals
Kirin
Flashback
Zakat
Brothers
Hell
Epilogue


Evading a Hunter:

Image

Drawn toward the enemy:

Image

Re: The Will of Atai (Working Title)

Posted: Sun Jun 21, 2009 12:00 am
by Legion
Krazy wrote:  Name: Krazy (Campaigncreations) / LokiArexon (USWest/USEast)
  Age: 23

  Tentative prologue/Direction:

  Four months after the end of the Brood War and her victory, Kerrigan still does not rest easy.  She recognizes that her enemies will rise again, and will have learned from their previous encounters.  The time has come to evolve.

  To research the next evolution of the Zerg, Kerrigan chooses a star system previously untouched by the war--the twin stars of Nova and Boccob.

  Part of what attracts her to the star is a new, strange wave of psionic emanations radiating from the planet of Boccob-II.  What she doesn't know, is that Boccob-II is already being explored by a pair of vagabond Protoss... who are about to discover the source of those emanations.

*Screenshots reflect a WIP and DO NOT reflect final product*

Before/after shots of a special ability I'm developing:

Before:

Image
 
After:

Image



Is this a sequel to KANE?

Re: The Will of Atai (Working Title)

Posted: Sun Jun 21, 2009 1:03 am
by Legion
Krazy wrote:Yes, in fact I might include a revised version of The Cave of Crystals as the first mission.

Now if only I knew where to ask to look for voice actors...  I sadly lack the audio recording hardware to do anything that doesn't suck.


Like... a soundcard?

Re: The Will of Atai (Working Title)

Posted: Sun Jun 21, 2009 9:45 am
by Legion
Krazy wrote:Like a mic.  Or can you somehow use the computer alone to make voices?


Heh... No, I don't think so.

Edit:

If you're serious about this, get a mic. Doesn't have to be expensive, just needs to be decent.

Re: The Will of Atai (Working Title)

Posted: Sun Jun 21, 2009 11:37 am
by Maglok
Technically a speaker is a reverse microphone, with some hardware tweaking...

Re: The Will of Atai (Working Title)

Posted: Sun Jun 21, 2009 1:40 pm
by Legion
Krazy wrote:Alright, well, I did it... I went and got a relatively inexpensive mic from Radioshack.  I seem to have a capture program bundled with my laptop but I'm not sure if I have an editor.  I remember seeing a thread somewhere that had a good discussion of what format to use when capturing audio to input into Starcraft, but now I can't find it.  Anyway, any tips/helpful thread links would be greatly appreciated.

In other news (/update) I'm making a lot of progress on the first mission.  So far, I'm very excited with it so far... probably 70% done with the initial draft, not including the audio stuff I now want to add in.  I have no idea whether I have a chance in Hell in this contest, but so far this has been the most complete realization of a map idea for me in the longest time, and I'm having a blast making it. 

Now the next hurdle will be trying to make the zerg computer actually "build".  "Expansion Campaign Zerg Difficult" certainly doesn't seem to want to work. 


Area Town makes 'em all build bases. Makes 'em build the shit of them.

Re: The Will of Atai (Working Title)

Posted: Sun Jun 21, 2009 1:48 pm
by Dem0nS1ayer
Uhh...Area Town just makes them mine.  They're not meant to build anything under that AI Script.

Krazy, did you put a location of the hatchery/lair/hive in the main base for the zerg and use "Run AI Script At Location"?  It should work if you did that.

Re: The Will of Atai (Working Title)

Posted: Sun Jun 21, 2009 2:09 pm
by Legion
Dem0nS1ayer wrote:Uhh...Area Town just makes them mine.  They're not meant to build anything under that AI Script.

Krazy, did you put a location of the hatchery/lair/hive in the main base for the zerg and use "Run AI Script At Location"?  It should work if you did that.


Really? Weirdness. Must have an altered one.

Re: The Will of Atai (Working Title)

Posted: Mon Jun 22, 2009 12:37 am
by omega20
Krazy wrote:Manners are you using SCMDraft?  I think it has a bunch of AIs called "Town" A-F, which I don't think is the same thing as Area Town.

No, those are the AI Scripts used in the SC and BW campaigns. Some of them are area towns, while others are easy, medium, difficult or insane scripts just a bit modified. ;)

Re: The Will of Atai (Working Title)

Posted: Mon Jun 22, 2009 11:41 am
by Dem0nS1ayer
Another way to go through music without using waits is by using the all mighy death counters.  These things are godly.  DCs serve as waits by adding/subtracting deaths for a certain unit.  Here's a way that you could do this.

Let's say you have 2 wavs that you want to play.  The first one is 30 seconds long, and the second one is 40 seconds long.  Now, to use death counts, you're going to need to use Hyper Triggers.  These basically speed up triggers so that they don't lag.  To make hyper triggers, make a trigger under a computer, and make sure the computer has NO triggers with WAITS.  The trigger should be like this:

Players:
Computer Player (Remember: NO WAITS!)

Conditions:
Always

Actions:
Wait 0 ms. (copy that 62 times for a total of 63 'wait 0 ms' actions)
Preserve Trigger.


Now, copy the WHOLE trigger 2-3 times.  And that's what a hyper trigger is.

It will take about 1.2 seconds for a death to go from 0 to 12.  First, make a trigger that says:

Players:
Player

Conditions:
Always

Actions:
Add 1 death for Cantina for Current Player (I know that's not the exact wording of the action).
Preserve Trigger.


That will constantly add 1 death of Cantina.  Next, make a trigger that says:

Players:
Player

Conditions:
Current Player has suffered exactly 0 deaths of Cantina.

Actions:
Play 'wav'.
Preserve Trigger.


If the first wav is 30 seconds long, and 12 death counts equal about 1 second (1.2 exactly), then multiply 30 by 12.  You get 360.  Make a trigger that says:

Players:
Player

Conditions:
Current Player has suffered exactly 360 deaths of Cantina.

Actions:
Play 'wav'.
Preserve Trigger.


That trigger will play the second wav after 30 seconds.  Since this wav is 40 seconds long, multiply 40 by 12.  You get 480.  Add 360+480 and you'll get 840.  Finally, make a trigger that says:

Players:
Player

Conditions:
Current player has suffered exactly 840 deaths of Cantina.

Actions:
Set deaths for Current Player: Set to 0 for Cantina.


That will set the death back to 0 after 40 seconds, and the trigger for the first wav is run again. :)

Re: The Will of Atai (Working Title)

Posted: Mon Jun 22, 2009 12:33 pm
by Dem0nS1ayer
Yeah, the wavs fuck up my scmdraft too.  Everything keeps crashing. >_<

Re: The Will of Atai (Working Title)

Posted: Mon Jun 22, 2009 1:38 pm
by Legion
Krazy wrote:I wish it just crashed... as it is, whenever I try to save after adjusting Jim Raynor, scmdraft becomes a zombie, unable to die.  Nothing works, it just sits there, hourglassed.  It brings my entire computer to a standstill, and since "End Now" doesn't work, I have to shut down which takes like twenty minutes because it's running so f'n slow.  This is really bringing my progress to a standstill....


SCMdraft can be a bitch. I just use it for its cool zooming function.

Re: The Will of Atai (Working Title)

Posted: Mon Jun 22, 2009 2:51 pm
by Dem0nS1ayer
This happened to me before.  Turns out my map was corrupt. T_T

Just open it and save it in StarEdit.  That'll make it savable again.  If you have sound, though, it'll still take a while to save.

Re: The Will of Atai (Working Title)

Posted: Mon Jun 22, 2009 3:11 pm
by Dem0nS1ayer
Eh, it's okay. :D

Re: The Will of Atai (Working Title)

Posted: Mon Jun 22, 2009 4:56 pm
by omega20
Krazy wrote:Demon, how can I give you minerals... that was totally it, thanks a ton!

Here we don't give minerals. We give pie. :D