Page 1 of 1

Co-op Campaigns

Posted: Mon Jun 01, 2009 8:25 pm
by CoopPlayer
2-4 Player Cooperative Campaign. Play-balanced with 4 difficulty levels.

Each of these scenarios pits a team of players against a team of enemy AIs in a campaign style mission. The players must work together in order to overcome obstacles. The AIs are given many advantages which make these scenarios interesting and difficult.

In each of these scenarios, you begin with a single Dark Archon per player. You must take that Dark Archon to one of the 4 nearby beacons to select the difficulty level for the scenario. The difficulty levels are: 1 Master, 2 Skilled and 3 Normal. Master should challenge 3-4 master players, while Skilled should challenge 2-3 master players or 4 skilled players. Normal is a compstomp.  Pronogo skill level is a more recent addition.  Pronogo level is more difficult than Master.

[imgwh 640x480]http://img412.imageshack.us/img412/5447/diffselection.gif[/imgwh]

Once you select the difficulty of the scenario you will be given 3 drones, 3 SCVs and 3 probes and 2000 minerals. You must choose what race or races you are going to play. You have no starting Hatchery, Command Center or Nexus. Your first action should be to build one.

You are also given a You, (Hero Marine) if You dies, you lose.

You also have Ouruuk, (Overlord) he is your means for controlling the zerg. If you lose Ouruuk at any point, all of the Zerg units under your control will turn against you.

You also have Jana, (Ghost) and Kate (Medic). They are nonessential, but nice to have around.

Attached are 4 scenarios from the Galactic Empire Campaign. They are:

2.5 Fallback
2.6 Tribute
2.7 The Thing That Should Not Be
2.8 Until It Sleeps

2.5 Fallback is probably the most difficult of the group because it requires quite a bit of multi-tasking in the first 15 minutes. 2.6 Tribute is probably the most straightforward and easiest to complete. 2.7 The Thing That Should Not Be and 2.8 Until It Sleeps are difficult and the strategy to complete them takes time to figure out, however, I enjoy them more than 2.6 Tribute. Therefore, if you are confident, I recommend you play 2.7 The Thing That Should Not Be first, and 2.8 Until It Sleeps Second. If you are a little less confident in your team, try 2.6 Tribute first.

Specifics about each scenario follow:


2.5 Fallback

[imgwh 640x640]http://img257.imageshack.us/img257/6623/fallback2.png[/imgwh]

The most difficult of the Galactic Empire Series to date.

This is the only scenario with more than 3 difficulty settings. Because the first 15 minutes of this scenario are so tough I included 2 extra difficult settings. These are to be used only if you aren’t coordinated enough to multi-task to get a good start.

This scenario pits you against 4 entrenched Zerg AI.

You will start in the center of the map with your player allies. After a couple minutes zerg will start streaming from the corners of the map. This will seem like a defense map. It is not. You will need to defend the center of the map, but only so that you can establish a new base on the nearby islands. Your base in the center will be overrun. By the time it is overrun you need to have a strong base on an island. The longer you defend the center the stronger base you can build on the island. There are four islands, on per player, visible when you start the scenario.

To date 1 player has survived the initial 15 minute rushes.  This was not the intent of the map, the intent is that you flee from the mainland to the islands.  But if you survive the rushes, you may be in a better position going forward.

As with all the Galactic Empire scenarios both strategy and tactics are important. You may have to attempt this scenario several times to learn what strategies and tactics are most effective.


2.6 Tribute

[imgwh 640x640]http://img257.imageshack.us/img257/1179/tribute2.png[/imgwh]

The easiest Galactic Empire scenario to date.

This scenario pits you against 3 entrenched Zerg AI and one spawning Zerg AI.

You will start with your player allies in the Southwest corner of the map. There are enough minerals and gas initially visible for everyone to get a good foothold. But, don’t get too comfortable, this isn’t a money map.

As with all the Galactic Empire scenarios both strategy and tactics are important. You may have to attempt this scenario several times to learn what strategies and tactics are most effective.


2.7 The Thing That Should Not Be

[imgwh 640x640]http://img257.imageshack.us/img257/2240/thething2.png[/imgwh]

If you are only going to play one Galactic Empire scenario, let it be this one.

This scenario pits you against 3 entrenched Zerg AI and one spawning Zerg AI.

You will start with your player allies in the Southwest corner of the map. There are enough minerals and gas initially visible for everyone to get a good foothold. But, don’t get too comfortable, this isn’t a money map.

One of the difficulties of this scenario is that space is very limited where you start. Use your space wisely and plan to expand.

Another challenge is the everspawning Doom Mutalisk. It will spawn early and regularly throughout the scenario. It is tough and should not be ignored.

[imgwh 640x480]http://img412.imageshack.us/img412/6666/doommutastrikesz.gif[/imgwh]

As with all the Galactic Empire scenarios both strategy and tactics are important. You may have to attempt this scenario several times to learn what strategies and tactics are most effective.

2.8 Until It Sleeps

[imgwh 640x640]http://img412.imageshack.us/img412/7398/until2c.png[/imgwh]


This scenario pits you against 3 entrenched Zerg AI and one spawning Zerg AI.

You will start with your player allies in the Southwest corner of the map. There are enough minerals and gas initially visible for everyone to get a good foothold. But, don’t get too comfortable, this isn’t a money map.

In this scenario you control the Doom Mutalisk. However, you only control it while it sleeps. When it’s rage grows too great it will awaken and turn on you. It will fight against you until it sleeps. You might kill the Doom Mutalisk for your safety, but if you do you will not be able to defeat the Invincible that wait for you. You can win without a living Doom Mutalisk, it is just harder.

As with all the Galactic Empire scenarios both strategy and tactics are important. You may have to attempt this scenario several times to learn what strategies and tactics are most effective.

Re: Co-op Campaigns

Posted: Tue Jun 02, 2009 12:39 am
by Lavarinth
Hmm, no offense, but these look more like a UMS I'd see played over Battle.net as a Survivor map or Offence map instead of something story related. The reason mainly being.. Terrain.

Re: Co-op Campaigns

Posted: Tue Jun 02, 2009 12:49 pm
by Whiplash!
I must agree with lavarinth on this one here, needs moar story/better terrain (better terrain INCLUDES doodads)

Re: Co-op Campaigns

Posted: Tue Jun 02, 2009 1:52 pm
by Pr0nogo
Whiplash!, you silly miscreant you.

Doodads aren't NECESSARY! Look at my campaigns! :D

Re: Co-op Campaigns

Posted: Tue Jun 02, 2009 2:15 pm
by Lavarinth
Allow me quote a criteria in the upcoming contests, if you will ;)
MAPPING: Mapping is all about making things look natural. Doodads are a gift given to us to allow that to be accomplished. However the map must also function and because of this we have separated mapping into two categories: Layout and Beauty. Layout is the function of the map, does it work? In addition is it to triggers, story, etc. The beauty of the map is the aesthetic value of the map. Are trees varied and placed properly, does that rock look good there? All these aspects require this criteria to have two categories of ten points each. This criteria is judged from a 1-10 scale in both categories separately, 10 being the highest score.

Re: Co-op Campaigns

Posted: Tue Jun 02, 2009 2:22 pm
by Legion
Pronogo wrote: Whiplash!, you silly miscreant you.

Doodads aren't NECESSARY! Look at my campaigns! :D
Doodads, if not overdone, are the best thing you can do for your terrain.

Re: Co-op Campaigns

Posted: Tue Jun 02, 2009 3:33 pm
by IskatuMesk
Personally, I think it needs more hatcheries.

Re: Co-op Campaigns

Posted: Tue Jun 02, 2009 3:52 pm
by Pr0nogo
I'm sad. My thread didn't get nearly as much attention.  ???

Re: Co-op Campaigns

Posted: Tue Jun 02, 2009 7:09 pm
by CoopPlayer
Thanks all for your specific, respectful, constructive criticism. 

IskatuMesk, funny you should say that; even sarcastically.  I actually had more hatcheries on several of the scenarios.  But when I played with 4 players I ran into CCMU errors.

Re: Co-op Campaigns

Posted: Wed Jun 03, 2009 8:44 am
by Legion
CoopPlayer wrote: Thanks all for your specific, respectful, constructive criticism. 
Are you serious? Cos mine wasn't! :P

Nah just kidding. If you were being sarcastic -- don't feel that way.

Re: Co-op Campaigns

Posted: Wed Jun 03, 2009 10:48 am
by Whiplash!
Pronogo wrote: I'm sad. My thread didn't get nearly as much attention.  ???
cuz your not serious about making it a better map

Re: Co-op Campaigns

Posted: Wed Jun 03, 2009 6:29 pm
by CoopPlayer
So, I added some doodads to Fallback.

Let me know how I did.

Re: Co-op Campaigns

Posted: Thu Jun 04, 2009 9:02 am
by Legion
CoopPlayer wrote: So, I added some doodads to Fallback.

Let me know how I did.
i HaTe PrOtECteD MapsZZ!!

Re: Co-op Campaigns

Posted: Thu Jun 04, 2009 12:01 pm
by Lavarinth
Hah, did you protect your map? I recall someone making a campaign once, and they deleted progress saves, and ended up deleting their unprotected map as well. I suggest you don't protect your maps. Stealing content isn't really our thing, here.

Re: Co-op Campaigns

Posted: Thu Jun 04, 2009 7:45 pm
by CoopPlayer
Okay, here is an unprotected version of Fallback with doodads: