SC2 Campaigns?

User avatar

GnaReffotsirk
Zerg Larva Herder
Zerg Larva Herder
Posts: 338
Joined: Sat Nov 15, 2008 4:54 am
Status: Offline

Re: SC2 Campaigns?

Postby GnaReffotsirk » Sun Nov 21, 2010 7:49 pm

One can actually make a campaign work, and have maps linked together. I'm making one atm. Not survivors though for models issues.

Make a folder say, "Campaign1" and have maps in there. Then use the trigger set next map, just like in sc1.

example. Set next map "campaign1/map2"

the reverse slash is important.

Then distribute the folder via zip, and campaign enthusiasts will have them and play by drag and dropping the first map. I use a "root" map for scenario selection in this case.

I think the real problem is most mappers don't have the feel for making stories just yet (or ever). Most go for the publishing and popularity contest in battle.net and all they do is make revisions of said TDs etc. There's also the idea that somehow people think these maps have to be elaborate and so new just because galaxy editor can do so much.

Story always come first, imo. Eye candy later.

edit: Oops. Already in ricky's thread.


johnnythewolf
Terran Starport Baggage Handler
Terran Starport Baggage Handler
Posts: 135
Joined: Sat Sep 05, 2009 5:28 am
Status: Offline

Re: SC2 Campaigns?

Postby johnnythewolf » Mon Nov 22, 2010 2:31 pm

Hmmm... That depends. A campaign can have a fairly good story, but uninteresting missions and/or downright irritating gameplay. I never finished Fallen Angel because of that. Not sure I should have either, as my frustration had a lot more to do with SC1's pathfinding than the actual mission designs.

Hopefully, the upcoming SC2 remake won't have that problem. :]

User avatar

GnaReffotsirk
Zerg Larva Herder
Zerg Larva Herder
Posts: 338
Joined: Sat Nov 15, 2008 4:54 am
Status: Offline

Re: SC2 Campaigns?

Postby GnaReffotsirk » Mon Nov 22, 2010 8:53 pm

Good point.

User avatar

The Oracle
Xel'naga Hero
Xel'naga Hero
Posts: 280
Joined: Sun Nov 19, 2006 9:00 pm
Location: Imprisoned on Aiur
Status: Offline

Re: SC2 Campaigns?

Postby The Oracle » Tue Nov 23, 2010 2:17 pm

You can rest assured that LotC for SC2 will not have any of those trigger driven instant death mazes, or any instant death scenarios at all for that matter.

User avatar

IskatuMesk
Xel'naga World Shaper
Xel'naga World Shaper
Posts: 8789
Joined: Sat Feb 07, 2009 1:40 pm
Location: M͈̙̞͍͞ͅE̹H̨͇̰͈͕͇̫Ì̩̳CO̼̩̤͖͘
Contact:
Status: Offline

Re: SC2 Campaigns?

Postby IskatuMesk » Tue Nov 23, 2010 2:18 pm

Even when you ram your hero balls-deep into a giant stack of Leviathans?
Image~[Gameproc]~Image
Warning: dialogue contains politically incorrect content. Viewer rearsore may occur.

User avatar

Falchion
Zerg Broodling Dance Instructor
Zerg Broodling Dance Instructor
Posts: 620
Joined: Tue Sep 19, 2006 4:32 pm
Location: Bragança Paulista, Brazil (Da most borin' place in the world)
Contact:
Status: Offline

Re: SC2 Campaigns?

Postby Falchion » Tue Nov 23, 2010 2:29 pm

The Oracle wrote:You can rest assured that LotC for SC2 will not have any of those trigger driven instant death mazes, or any instant death scenarios at all for that matter.


How merciful. Condemning the slow and the weak to a slow, agonizing death... xD
How I became a troll in a single post (And you can too!!! :D ): link

Image

User avatar

RazorclawX
Xel'naga World Shaper
Xel'naga World Shaper
Posts: 1599
Joined: Thu Aug 24, 2006 7:19 pm
Status: Offline

Re: SC2 Campaigns?

Postby RazorclawX » Tue Nov 23, 2010 8:05 pm

Well, to be fair the instant death traps are largely a limitation of the SC1 engine.
Image
-- Razorclaw X
Creator of Wanderers of Sorceria and Vision of the Future

User avatar

Meta
Xel'naga World Shaper
Xel'naga World Shaper
Posts: 437
Joined: Sat May 19, 2007 3:21 am
Location: Belo Horizonte, Brazil
Contact:
Status: Offline

Re: SC2 Campaigns?

Postby Meta » Wed Nov 24, 2010 2:06 am

RazorclawX wrote:Well, to be fair the instant death traps are largely a limitation of the SC1 engine.


Yeah.

My SC1 maps had plenty of these, but this is something I'm willing to avoid entirely in SC2. This doesn't mean there won't be some bosses with AoE attacks that deal huge damage and trigger big fireworks, but at least they can deal appropriate damage now, instead of instant killing everyone who is found within their radius.

User avatar

Falchion
Zerg Broodling Dance Instructor
Zerg Broodling Dance Instructor
Posts: 620
Joined: Tue Sep 19, 2006 4:32 pm
Location: Bragança Paulista, Brazil (Da most borin' place in the world)
Contact:
Status: Offline

Re: SC2 Campaigns?

Postby Falchion » Wed Nov 24, 2010 2:41 am

Meta wrote:
RazorclawX wrote:Well, to be fair the instant death traps are largely a limitation of the SC1 engine.


Yeah.

My SC1 maps had plenty of these, but this is something I'm willing to avoid entirely in SC2. This doesn't mean there won't be some bosses with AoE attacks that deal huge damage and trigger big fireworks, but at least they can deal appropriate damage now, instead of instant killing everyone who is found within their radius.


Well, I kinda liked the idea of instant death traps, they kinda developed players' micro skills and motivate them not to do bullshit.

Had some of those in my unfinished SC-1 campaigns and I'm seriously considering things like these on Duality, just for sadistic fun.
How I became a troll in a single post (And you can too!!! :D ): link

Image

User avatar

DrumsofWar
Protoss Infested Terran (Unemployed)
Protoss Infested Terran (Unemployed)
Posts: 842
Joined: Fri Feb 29, 2008 12:55 pm
Contact:
Status: Offline

Re: SC2 Campaigns?

Postby DrumsofWar » Wed Nov 24, 2010 2:47 am

The Oracle wrote:You can rest assured that LotC for SC2 will not have any of those trigger driven instant death mazes, or any instant death scenarios at all for that matter.


Half the fun of those was that you couldn't beat them even with cheats unless you had a quick mouse hand.

User avatar

Xenon
Zerg Queen's Nest Slave Trainee
Zerg Queen's Nest Slave Trainee
Posts: 761
Joined: Mon Oct 23, 2006 3:29 pm
Status: Offline

Re: SC2 Campaigns?

Postby Xenon » Wed Nov 24, 2010 10:22 am

Ugh... I'm surprised that few if any people found alternate methods to make triggered damaging explosions. Of course that might require Iscript knowledge, which was rare early in Starcraft's life. Possible example:

Create a dummy unit with an attack like the Firebat's, but that spawns one hit at its position rather than 3 in a line (other arrangements like a circle of hits are possible)
Make its weapon have a huge range, and full attack arc (like a tower), so it will attack as soon as it is created. The explosion will still appear at the unit's position.
Use triggers to place the unit wherever you want a damaging explosion, then kill it.

A unit with an Iscript that uses a weapon on death might work, or it might just crash. Not sure.


I've also seen instant-death traps in at least one WC3 campaign. It was in an area that was already frustrating to begin with (take out a few guards, wait ten minutes to regenerate, repeat.)

User avatar

IskatuMesk
Xel'naga World Shaper
Xel'naga World Shaper
Posts: 8789
Joined: Sat Feb 07, 2009 1:40 pm
Location: M͈̙̞͍͞ͅE̹H̨͇̰͈͕͇̫Ì̩̳CO̼̩̤͖͘
Contact:
Status: Offline

Re: SC2 Campaigns?

Postby IskatuMesk » Wed Nov 24, 2010 11:32 am

Xenon> Trash mobs should be avoided entirely in campaigns. There's no excuse to have them. Instant death "traps"... well this context is gratuitously ambiguous. I can think of instances where they are good to have for environmental purposes. Pits and lava to avoid getting pushed into, for example...
Image~[Gameproc]~Image
Warning: dialogue contains politically incorrect content. Viewer rearsore may occur.

User avatar

Xenon
Zerg Queen's Nest Slave Trainee
Zerg Queen's Nest Slave Trainee
Posts: 761
Joined: Mon Oct 23, 2006 3:29 pm
Status: Offline

Re: SC2 Campaigns?

Postby Xenon » Wed Nov 24, 2010 12:51 pm

It's a lava maze like those polar/whatever escape maps, with very thin paths. And there are guards there too (which aren't affected). I think it uses air-pathing blockers so your hero won't try to path across them, but your hero can still cut corners and die instantly. If you haven't saved you have to start the whole map over.

User avatar

IskatuMesk
Xel'naga World Shaper
Xel'naga World Shaper
Posts: 8789
Joined: Sat Feb 07, 2009 1:40 pm
Location: M͈̙̞͍͞ͅE̹H̨͇̰͈͕͇̫Ì̩̳CO̼̩̤͖͘
Contact:
Status: Offline

Re: SC2 Campaigns?

Postby IskatuMesk » Wed Nov 24, 2010 1:14 pm

Yeah that's just bad map design, but I haven't really run into good map design in an RTS for a long time so not too surprising or unusual.
Image~[Gameproc]~Image
Warning: dialogue contains politically incorrect content. Viewer rearsore may occur.

User avatar

Lavarinth
Xel'naga Administrator
Xel'naga Administrator
Posts: 6580
Joined: Wed Aug 16, 2006 5:21 pm
Location: His Ashworld Planet
Contact:
Status: Offline

Re: SC2 Campaigns?

Postby Lavarinth » Sat Nov 27, 2010 2:30 pm

I don't suggest you all go for a gleefully easy experience either. I'm not going to lie, I like to fail every now and then on maps. If possible, it'd be more interesting if maps understood my gameplay experience (how well I did) to justify how difficult the next phase will be.

EDIT: But puzzles and minigames shouldn't be ignored either. I know SC2 did well to mix this with melee, but I still enjoy the classic mazes, timed explosive-hallway-of-deaths, etc. just on a moderate level.
- - Lavarinth
Campaign Creations Administrator


Return to “StarCraft II Discussion”

Who is online

Users browsing this forum: No registered users and 1 guest