Remember, a Zealot attacks with 2 psi blades. So when you set the attack in the editor, it's setting to per psi blade. In-game, it says 100 because the sum of the both psi blade's attack (50+50) will equal 100 (duh). If you look closely at when a Zealots attacking, it'll attack twice, doing 50 the first time, then 50 the second time. If you want it's overall attack to be 50, set its attack to 25 in the editor. This is also the case with other units like firebats.omega20 wrote: Yeah, you're right. Curiously, I only gave him 50 damage. I need to fix it.![]()
Yells of Freedom (Contest version Completed)
- Dem0nS1ayer
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Re: Yells of Freedom
Starcraft - Rise From The Ashes
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- Zerg Hydralisk Nail Stylist
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Re: Yells of Freedom
Firebats attack damage is sort of based on the size of the sprite of the attacked unit, but only sort of. It's wierd. It creates a line of splash damage events when it attacks, change it's attack to something other than white circle and you'll see what I mean.
- omega20
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Re: Yells of Freedom
I like the objectives of a mission to be explanative, rather than, as you say, bland objectives that expect you to know what to do.Laconius wrote: Hahaha, I never thought I'd see the day where the last mission of BW Zerg would actually look... enjoyable. It's refreshing to see to another contender making use of the uncanny Mission/Hint relay. (I find it so much more convenient when the objectives are laid out on a silver platter, rather than when a campaign just EXPECTS you to know what to do; or has bland objectives; or both.)

Yes, there is another track for the next stage of the battle (in which you must assault the CENTRAL Zerg hive cluster in order to buy time for the evacuation of the platform. Objectives must be accomplished before the arrival of the Zerg reinforcements). The work on that stage isn't finished yet, so I haven't thought on a properly track for it.Laconius wrote: As for the musical score you used, the intro theme locks the feeling of "upcoming skirmish" flawlessly imo. Also, do you plan to add more tracks that play during the actual battle? Your video ended a bit early, so I couldn't tell if you had more "in-battle" tracks other than the original one that played.
Glad you liked it. I can say the same for your own project.Laconius wrote: Other than that, everything looks fresh. Keep it up, and let's show Blizzard how to make some REAL campaigns.![]()

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- omega20
- Zerg Ultralisk Waste Manager
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Re: Yells of Freedom
Thank you.Krazy wrote: Awesome videos... poor Rupert![]()
He was just another 'expendable' Terran. Don't worry about him. >D
Also, sorry for don't posting updates, but I'm currently on holidays out of home. That doesn't mean I can't continue my work on my campaign. That only mean that there won't be as many updates as before and, (it's for sure) I won't be able to add any more screenshots or videos in the next ones (Curiously, I'll return to home July 31st, the deadline of the contest. How peculiar...)
Im still working on the campaign however. I've already finished the prologue campaign, the zerg episode and a half of the protoss episode. As I'm going to have time, I'll attempt to finish the terran episode (previously cancelled) too.
Cheers and have fun!
-omega20
Last edited by omega20 on Thu Jul 02, 2009 12:08 pm, edited 1 time in total.
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- omega20
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Re: Yells of Freedom
UPDATE July 3rd 2009
Nothing big nor new, I've managed to get some screenshots for some missions, specially mission Zerg 4.
As you'd be able to see, I'm working hard to make the mission have the best terrain possible. This mission, Zerg 4, will be a B&D mission. Would you be able to get rid of all the Protoss bases?
Nothing big nor new, I've managed to get some screenshots for some missions, specially mission Zerg 4.
As you'd be able to see, I'm working hard to make the mission have the best terrain possible. This mission, Zerg 4, will be a B&D mission. Would you be able to get rid of all the Protoss bases?
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- omega20
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Zerg Campaign released!
UPDATE July 6th 2009
Though I'd wish to wait until July 31st to upload my entire project, I've noticed some problems (that's what happens when you are working on a computer much slower that the one you've back in home). I'll upload the campaigns as soon as they're finished. So, at this moment, I can already release the Zerg campaign along the introduction map (the 'Omega' map I was doing will not be included, as it doesn't interfere with the campaign's plot. This way, I can improve it even more. I think I'll add it to a 'extra' campaign or something...).
This campaign has a mod too, but I won't be able to make it during my holidays, so I'll release it after the end of the contest (I don't think it counts for the campaign score, anyways).
Though I'd wish to wait until July 31st to upload my entire project, I've noticed some problems (that's what happens when you are working on a computer much slower that the one you've back in home). I'll upload the campaigns as soon as they're finished. So, at this moment, I can already release the Zerg campaign along the introduction map (the 'Omega' map I was doing will not be included, as it doesn't interfere with the campaign's plot. This way, I can improve it even more. I think I'll add it to a 'extra' campaign or something...).
This campaign has a mod too, but I won't be able to make it during my holidays, so I'll release it after the end of the contest (I don't think it counts for the campaign score, anyways).

Last edited by omega20 on Wed Jul 22, 2009 11:00 am, edited 1 time in total.
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- Meta
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Re: Yells of Freedom
The music in the Omega video is pretty cool. The game it comes from has some of the best battle themes of the SNES era... 
Best of luck in your project.

Best of luck in your project.
- omega20
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Re: Yells of Freedom
Thank you, and glad you like it. I hope you enjoy the maps I've already released (13, I think). As you'd be able to see, I want the campaign to be rich: it has B&D maps, stealth missions, mix of both of them, etc...Meta wrote: The music in the Omega video is pretty cool. The game it comes from has some of the best battle themes of the SNES era...
Best of luck in your project.
Also, for experienced SC players, if these maps look easy to you, wait until the release of the Protoss-10 map. You wouldn't know the true meaning of difficulty until you play that one... hehehehehehe...


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- Legion
- Xel'naga Hero
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Re: Yells of Freedom
*cough*Krazy wrote:omega20 wrote: I hope you enjoy the maps I've already released (13, I think). As you'd be able to see, I want the campaign to be rich: it has B&D maps, stealth missions, mix of both of them, etc...
I'm confused, have you released part of this campaign somewhere already?
Check a few posts up.
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Re: Yells of Freedom
I'm dead.omega20 wrote: Also, for experienced SC players, if these maps look easy to you, wait until the release of the Protoss-10 map. You wouldn't know the true meaning of difficulty until you play that one... hehehehehehe...I'll attempt to release the Protoss campaign sometime during next week.
![]()
- omega20
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Re: Yells of Freedom
Hmmm... mission 0 and 1 work just fine to mine... Well, I'll search for these bugs, then fix'em. But I'll release the separate maps instead the entire episode.Krazy wrote: So, now that I am less blind, I've now watched the intro map. All very nice, but I ran into two weird problems right at the very end. First,Spoiler
after Khalis dies, there's three "unit placeable: dark archon" notes, and three dark archons spawn that just stay there.
Next, when the three templar spawn right at the very end one of them is unit unplaceable, which makes it really weird when the two that are there die and then there's no one talking.
If it will help, I'll also include some of the more minor things I notice as I go through.
Spoiler
Mission 1 briefing:
Kerrigan's first text: "undiscutable" should be "indisputable"
Kerrigan's second text goes by too fast to be completely read.
Mission 1:
"Ruperts" second text: "Damn they all" should be "Damn them all"
Goliaths spawned on kerrigan and she diedI don't think this is a bug, just commenting
Game disrupting bugs:Spoiler
In Zerg Mission 3: when the first zealot dies, the game pauses... and does not unpause for over three minutes. This bug occurs again when you reach the warp gate.
The triggers for the warp gate are really annoying in mission 3. Don't just make it rescuable, give it to the player if Red controls 0 units in the little area around it.
The warp is gate way, way too annoying. You've surrounded it with units, as though saying, "please overlord, come tap it thus giving the player instant defeat".
In map 3, the games pause 'cause there's a dialogue scene. Didn't you see those?
Yes I think I'll do that in map 3. It wasn't difficult for me as it was, but, as I'm the creator of the map... Also, I think I'll remove the white teleporting units. Sometimes they can be spamming and really really annoying. This way, I'll make the map easier.
Also, in the first post is supposed to be posted the DEFINITIVE version of the campaig. This is just a 'test' version.

To finish, what do you think of map 10b? Did you liked to use... those 'special Zerg'?
EDIT: Oh, and in mission 1, the goliaths bug isn't really a bug. Those are Terran reinforcements, and they only do appear when you bring one of your units to a determined location. Perhaps it happens because you have bring a Hunter Killer (or another unit) to that location while Kerrigan was on the position from which the golis were going to be spawned. It wasn't supposed to happen, as I intened you to keep all your units together during the entire mission.
EDIT 2: Oh, yesss. I know what happens in mission 0. I can fix easily the DA bug. The HT bug, however, wasn't really a bug. The HT was created in a place in which no units can be placed (the lower side of the map). It's fixed. I'll post the definitive link in the first post of this thread.
Last edited by omega20 on Wed Jul 08, 2009 12:34 am, edited 1 time in total.
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- omega20
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Re: Yells of Freedom
Krazy wrote: Map 3: Oh, I know there was a dialogue scene. The bug I'm experiencing is that there will be a "game pause" that will last about three minutes, and THEN the dialogue will start. I didn't experience this with any other map in the series so far.
It works fine for me, seriously. Are you sure it's map 3?
Krazy wrote:The mission 1 (similar idea of snow mission later on) units spawning behind you, is kind of an interesting idea. The problem is that since there's no real warning or way to prevent it, it basically amounts to a lot more load/save action. I didn't mind it that much in mission 1 since I tended to naturally keep my units together. But in the snow mission later on, the map is bigger, I have to spend more time healing, and my units get spread out... Sometimes enemy units spawn directly on top of kerrigan because I'm scouting with a ling and she dies before I even have time to cloak her. I like the idea, not sure offhand what the best solution would be. Maybe have an invincible building near where they spawn so that once you get the idea there's at least some sort of warning one's coming?
Well, those are ambushes, so they shouldn't be warned. But if it's prove too difficult for many people, I'll reconsider this option.

Glad you liked the idea.

EDIT: Map 1 and 3 fixed and attached to this post. (map 1 bug: Kerrigan post slowed. map 3 bug: some warp gate triggers.)
Last edited by omega20 on Wed Jul 22, 2009 10:58 am, edited 1 time in total.
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- omega20
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Re: Yells of Freedom
I see that you removed the regular spawn from the more recent version altogether... well that's one approachKrazy wrote: <--pretty sure this is causing the bug I'm talking about. The "transmission" triggers when you get the first kill and unlock the warp gate want to let the the 300000 millisecond wait trigger finish I think. I think this is also why unlocking the warp gate was always so annoyting, because the map had to wait for the spawn at the warp gate... thus making it so every time I unlocked the warpgate, bam there was the spawn right there on it, giving them an awesome chance to kill it even as my hydras shoot them.
With just a little bit of playing you can get the same regular spawn with death triggers or a countdown timer without using the wait triggers that mess up transmissions for the rest of the map.

Maybe, anyways, I have removed it 'cause I thought those extra enemy units were not necessary.
I've also seen the video you made. I like it a lot, hehe.



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- omega20
- Zerg Ultralisk Waste Manager
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Re: Yells of Freedom
UPDATE July 11th 2009
Current Progress:
----- MAP ----- TERRAIN ----- TRIGGERS -----
Protoss1 100% 100%
Protoss2 100% 100%
Protoss3 100% 100%
Protoss4 100% 100%
Protoss5 100% 100%
Protoss6 100% 100%
Protoss7 100% 100%
Protoss8 100% 100%
Protoss9 100% 100%
Protoss10 100% 100%
PEpilogue 100% 100%
-------------------------------------------------------------------------------------------------------------
Terran1 100% 100%
Terrah2 100% 90%
Terran3 100% 50%
Terran4 100% 0%
Terran5 100% 25%
Terran6 100% 0%
Terran7 100% 0%
Terran8 100% 50%
Terran9 100% 5%
Terran10 100% 0%
TEpilogue 100% 0%
-------------------------------------------------------------------------------------------------------------
Current Progress:
----- MAP ----- TERRAIN ----- TRIGGERS -----
Protoss1 100% 100%
Protoss2 100% 100%
Protoss3 100% 100%
Protoss4 100% 100%
Protoss5 100% 100%
Protoss6 100% 100%
Protoss7 100% 100%
Protoss8 100% 100%
Protoss9 100% 100%
Protoss10 100% 100%
PEpilogue 100% 100%
-------------------------------------------------------------------------------------------------------------
Terran1 100% 100%
Terrah2 100% 90%
Terran3 100% 50%
Terran4 100% 0%
Terran5 100% 25%
Terran6 100% 0%
Terran7 100% 0%
Terran8 100% 50%
Terran9 100% 5%
Terran10 100% 0%
TEpilogue 100% 0%
-------------------------------------------------------------------------------------------------------------
Last edited by omega20 on Tue Jul 14, 2009 11:45 pm, edited 1 time in total.
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- omega20
- Zerg Ultralisk Waste Manager
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Re: Yells of Freedom
UPDATE July 14th 2009
Protoss campaign uploaded.
(The Protoss epilogue isn't included, but it'll be released sometime tomorrow)
Protoss campaign uploaded.

Last edited by omega20 on Wed Jul 22, 2009 10:58 am, edited 1 time in total.
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