Andrea Rosa wrote: ↑Wed May 06, 2020 7:46 am
Hi Arkanis, welcome and thanks for showing interest in my works. Above all, thank you very much for sharing your detailed insights here.
You're welcome! So here comes part 2 of my review, but first:
Andrea Rosa wrote: ↑Wed May 06, 2020 7:46 am
I wanted Ultralisks to be present, but not Guardians (since air units are not available to the Player, because the farming world of Halcyon has very limited military capability). Unfortunately, none of the AI scripts from the original campaigns seemed to meet this requirement, so I resorted to Zerg Campaign Easy with Guardians being disabled. Zerg Campaign Medium upgrades its units to level 2, which is something I did not want to happen. I'm aware of the Drones issue, but the rest of the AI seems to work fine. Even more strangely, it does not happen every time, but I have no experience regarding the innermost working of AI scripts, so I may be missing some key information or obvious details. Anyway I'll see if I can solve this problem. Now that I think about it, maybe I could use the AI script from "New Gettysburg", which uses Ultralisks but not Guardians, however I don't remember if it upgrades past level 1.
Actually, 'Zerg Campaign Easy' DOES upgrade its units to level 2. Even to level 3. Check it:
Code: Select all
; ASC3 File generated by ScAIEdit III
;
; Script name : Zerg Campaign Easy
script_name Zerg Campaign Easy
script_id ZLOf
start_campaign
wait 1
start_town
defaultbuild_off
default_min 0
wait 1
build 1 lair 150
build 2 drone 130
build 6 drone 80
build 1 spawning_pool 80
build 1 hydralisk_den 80
build 1 evolution_chamber 80
build 1 spire 80
tech burrowing 30
upgrade 1 overlord_speed 30
upgrade 1 overlord_capacity 30
upgrade 1 z_flyer_attack 30
upgrade 1 z_carapace 30
upgrade 1 z_flyer_carapace 30
upgrade 1 zergling_speed 30
upgrade 1 hydralisk_speed 30
defensebuild_gg 1 hydralisk
defenseuse_gg 1 hydralisk
defenseuse_gg 1 zergling
defensebuild_ag 1 hydralisk
defenseuse_ag 1 hydralisk
defensebuild_aa 1 mutalisk
defenseuse_aa 1 mutalisk
defensebuild_aa 1 scourge
defenseuse_aa 1 scourge
defensebuild_ga 1 mutalisk
defenseuse_ga 1 mutalisk
wait 1500
attack_add 3 zergling
attack_prepare
wait 500
attack_do
attack_clear
wait 1500
attack_add 3 hydralisk
attack_prepare
wait 500
attack_do
attack_clear
wait 3000
attack_add 6 zergling
attack_prepare
wait 500
attack_do
attack_clear
build 1 ultralisk_cavern 80
build 1 queen_nest 80
build 3 queen 80
build 1 hive 150
build 1 greater_spire 80
defensebuild_gg 1 ultralisk
defenseuse_gg 1 ultralisk
defensebuild_ga 1 guardian
defenseuse_ga 1 guardian
tech ensnare 30
tech parasite 30
tech spawn_broodling 30
upgrade 1 z_melee_attack 30
upgrade 1 hydralisk_range 30
upgrade 1 z_missile_attack 30
upgrade 2 z_carapace 30
upgrade 2 z_flyer_carapace 30
capt_expand
upgrade 1 zergling_attack 30
wait 3000
attack_add 3 mutalisk
attack_prepare
wait 500
attack_do
attack_clear
wait 3000
attack_add 2 ultralisk
attack_add 6 mutalisk
attack_prepare
wait 500
attack_do
attack_clear
build 1 greater_spire 80
build 1 defiler_mound 80
build 3 defiler 80
build 2 hive 150
tech plague 30
tech spawn_broodling 30
upgrade 2 z_melee_attack 30
upgrade 2 z_missile_attack 30
upgrade 2 z_flyer_attack 30
upgrade 3 z_carapace 30
upgrade 3 z_flyer_carapace 30
wait 3000
attack_add 4 hydralisk
attack_prepare
wait 500
attack_do
attack_clear
wait 3000
attack_add 3 guardian
attack_add 3 hydralisk
attack_prepare
wait 500
attack_do
attack_clear
wait 3000
attack_add 16 zergling
attack_add 4 hydralisk
attack_prepare
wait 500
attack_do
attack_clear
wait 3000
attack_add 3 mutalisk
attack_prepare
wait 500
attack_do
attack_clear
upgrade 3 z_melee_attack 30
upgrade 3 z_missile_attack 30
upgrade 3 z_flyer_attack 30
:block1
wait 3000
attack_add 5 ultralisk
attack_add 2 guardian
attack_add 2 mutalisk
wait 6000
attack_add 12 zergling
attack_add 10 hydralisk
attack_prepare
wait 500
attack_do
attack_clear
wait 4500
attack_add 10 mutalisk
attack_add 3 guardian
attack_prepare
wait 500
attack_do
attack_clear
wait 3000
attack_add 14 hydralisk
attack_prepare
wait 500
attack_do
attack_clear
goto block1
I'm unsure who thought than sending you waves made of 5 Ultras, 10 Mutas, 14 Hydras, 3 Guardians or 16 ZLings was "easy", but I hope they were summarily fired.
I think you have several alternative choices available of campaign AI scripts. 'Terran 11 - Zerg Town' (the New Gettysburg one) is one of them, as it doesn't go past level 1 (I think it doesn't even upgrade to level 1, actually). As a side note, it mainly focuses on defense and light attacks (it spawns some sporadic Ultra but it's not a big deal). Otherwise, you also have 'Zerg 7 - Air Town' (the Zerg mission where you had to destroy Zasz's rogue Garm Brood). It's more aggressive than T11 and builds Utralisks, but not Guardians and doesn't go beyond level 1 either.
You also have some Zerg AIs in the original Protoss campaign that could serve your purposes, namely 'Protoss 4 - Zerg Town' (though I don't know if this would suit a more classical B&D mission, since it was designed to fit the original P4 mission, which was more of a hit-and-run to rescue Tassadar and bring him back to the beacon) and 'Protoss 9 - Ground Zerg' (this one goes
heavily for Ultras, but doesn't do Guardians nor upgrades past level 1).
To summarize them up, these ones would meet your requirements (Ultralisks, no Guardians, no levels 2/3):
- Terran 11 - Zerg Town: builds some units for defense, attacks are mainly ZLing/Hydra/Muta + some occasional Ultras. Stays at level 0.
- Zerg 7 - Air Town: attacks are mainly aZLing/Hydra/Muta (stronger than T11, though) + some occasional Ultras + some Muta-only waves. Stays at level 0.
- Protoss 4 - Zerg Town: attacks are mainly ZLing/Hydra/Muta + some occasional Ultra. Attacks are stronger than both T11 and Z7. Upgrades to level 1.
- Protoss 9 - Ground Zerg: builds some units for defense, will always attack you with Ultralisks + alternates between ZLings and Hydras. Only builds Mutas for defense. Upgrades to level 1.
In any case, I think that any one of them is easier than "Zerg Campaign
Easy" lol.
Andrea Rosa wrote: ↑Wed May 06, 2020 7:46 am
That's the exact feeling I wanted to convey.
Then you did a great work at it.
Andrea Rosa wrote: ↑Wed May 06, 2020 7:46 am
Yes, it was indeed intended, plotwise. I needed a computer player that played aggressively mostly with infantry units, and Terran Campaign Difficult does provide such level of aggressiveness. Luckily, as far as I know, this doesn't cause their workers to become idle. I have tried to complete the mission without stealing the Morians' resources, and it can be done (but in this case it is necessary to discover the resources in the lower left corner of the map).
Ok, seems fair. Yes, I did not see the "idle worker" issue there.
Nonetheless, you may be doing some cheating since you are the creator of the map and you'd obviously know where the resource spots are, how to get to them and where the enemy units are placed.
Andrea Rosa wrote: ↑Wed May 06, 2020 7:46 am
I'm planning an update in which the Bunkers will have increased armor (2 instead of 1), so to give the Player a bit more of breathing room without changing their default HPs. As for the context regarding the inability to rebuild Bunkers, it is implied that in such a frantic scenario the fall of a single defensive structure would be fatal. Besides, if the Player was able to rebuild the Bunkers, then I don't know what kind of defeat condition could have been implemented, apart from Larsson being killed. Moreover, Halcyon City is an established settlement, and not a base that is being gradually expanded, so the ability to build any additional structure is disabled by default. Elite Firebats are the key to victory, because they can be stim-packed many times. Also, in this map Larsson works better in normal mode, because he has a faster rate of fire than in siege mode and doesn't produce splash damage on the Bunkers.
That would be appreciated.
As for the context... hmm. I can buy the "established settlement"-bit with regards to the inability of rebuilding, but using the Bunkers as a defeat condition could be stretching it too far IMHO since after all, you are basically requiring to player to defend a defensive structure. You know, in one of my runs it felt awkward because I had the city's gates fairly well defended and could have endured some more damage (the loss of the Bunker did not look fatal at all). Still, losing one Bunker meant that I lost the mission.
Additionally, the mission's goal is for the player to defend the city, but in practice there is no chance in hell that the city will get overrun. The Zerg onslaught will obviously target the Bunkers first because they are in their way to get into the city, and once you lose one, the defeat condition is triggered.
(Somehow, this reminds me of the final Protoss mission when Tassadar thinks about crashing his ship into the Overmind because of the "enormous losses sustained", yet the Overmind is literally surrounded with Carriers, BCs, Archons and the such
)
As an idea, maybe you could resort to using the main buildings as the non-expendable bit of the mission. Allowing the player to lose the Bunkers without losing outright, but not their Barracks, Factories, etc. This could allow for more flexibility in the player's defense strategy, specially in the area around the main Gate which has some space to spare (for the East and West gates, the Barracks are right there, so they'll come next once the Bunkers fall but this is ok). It would also add to the mission's tension if the player was forced to fight it out throughout the city's streets by the time the dropships are meant to arrive. However, this would require some additional testing and work, though, since it would re-focuse the player's action (from having to defend the Bunkers at any costs to being able to sacrifice them if needed) so I'm just dropping it as an idea.
Ok, so this said I'm going for Mission 5 and 6. Both of them were fairly long and an increase of the mission's difficulty, but I think this is natural considering that these are the last missions in the campaign. They both have some similarities in that they are large maze-style maps, in which you have to circumvent some obstacles/enemies to reach and destroy the main enemy bases & rescue some units scattered throughout the map. They are still B&D in nature, but they require some micro-management to get things right.
For
Mission 5, the idea about nuking the Zerg hives and designing the mission to convey the idea of nuclear fallout is nice and original (for example, having to bring the civs to the refuge), but it suffers somewhat from the fact that you can't actually force the player to use nukes to destroy the enemy hives. I myself almost never used them, since it meant exposing Jenkins too much (Overlords everywhere), they take too much supply space for what they are worth. Siege Tanks proved to be much more effective in my case, because by the time I got to clean a Zerg cluster from enemy units I could just destroy the hives myself without having to wait for the nukes. I did use them to clear the way to the final hive though, since you seemingly used a triggered attack there to launch a swarm of Zerg units into the unsuspecting player.
Nonetheless, I understand that what you intend in this mission is very difficult to accomplish with triggers, so the end result is still quite satisfying. If anything, I'd recommend for the nukes to be made cheaper so that the player has an actual incentive to use them actively rather than sporadically. You can't build additional Silos nor Ghosts and are required to use nukes in a one-by-one basis with a unit that will trigger a defeat condition if killed, so you could maybe make such a prospect more attractive for the player.
Finally, with regards to
Mission 6, there isn't much else to say since I think it worked fairly well. The inability to build BCs and the frequent nuking from the purple Terran AI made it harder but I guess this was entirely intended so that's ok.

I really liked that you recovered the Protoss from missions 2 and 3 as prisoners here since it helped establish more continuity to the plot, and also the reference to the L3 Lagrangian Point which was a nice scientific touch.
Overall, your campaign is really good. Plot is coherent and entertaining, map design is cool and natural and you have shown to make an intelligent use of triggers for enemy attacks, ambushes, etc. This is most interesting since you are using .scm maps only. You have applied the principle of "less is more", and did so magnificently for crafting an enjoyable experience. As I pointed out, there may be some minor issues or things that others or myself would do differently, but this is obvious since it's not our campaign. In any case, my sincere congratulations.
I'll try VotS next.
