View Full Version : United Galactic Federation StarCraft Campaign
StarSword
03-15-2006, 12:41 PM
I just finished writing a long campaign for StarCraft: Brood War, based on my Viper Squadron Book Series (see http://www.lulu.com/viperleader for details). The missions are available starting on Page 2. (http://www.warboards.org/showthread.php?t=15245&page=2)
The back story is explained on the mission briefing for Rescue in Force.
I'd like feedback.
Holocaust
03-15-2006, 2:12 PM
Bah,
I tried them out, and let me say that you'll need to do some revising
First mission:
Can't say much about it....
I failed to achieve victory even before I could do anything
Second mission:
Hmmm, I destroyed the Cerebrate, destroyed every Zerg structure that wasn't set to invincible, got Kerrigan to the warp gate with almost everything else I had, and still no victory = \
Third mission:
I just continued on with the next mission when I saw the goddamn timer
Jeez, I'm not staying on for THAT long just beat a game (99:99:99:99) >_>
Fourth mission:
There's a small typo in the mission briefings, "wood"
That's around all the things that needs revisioning that I've found
BTW, an off-topic comment
Tossarett sounds more human than Protoss, even in text if you know what I mean :P
SuiCidAl-KiSmEt
03-15-2006, 3:23 PM
Every good map maker should know to test their maps themselves before giving it out. There was even still some "Designer Notes" poping up during the game. One map has two invincible Wraiths you could use. The terrain wasn't great in all the maps, most of it was just large flat land with nothing.
StarModder
03-15-2006, 11:17 PM
Ugg, they are ok, however you better get some more work put into them in order to catch my undivided attention.
StarSword
03-16-2006, 8:16 AM
Please take a screenshot of the place where a bug shows up. If you do you can attach it or e-mail it to me at starsword@earthlink.net.
SuiCidAl-KiSmEt
03-16-2006, 3:13 PM
Ok, here ya go buddy.
http://sigs.kupatrix.org/screen60.jpg
1 sec. in the game, already lost.
http://sigs.kupatrix.org/screen61.jpg
Authors Notes
http://sigs.kupatrix.org/screen64.jpg
When I send my Wraiths to find the firebat guy, I didn't see them, but they travel near the spore colonys and become invincible.
http://sigs.kupatrix.org/screen65.jpg
They said that they're coming, but there just standing there.
http://sigs.kupatrix.org/screen68.jpg
I'm not going to play the map for this long.
It's good so far, but just need some more improvements. Notch up the landscape, don't try to add so much invincible buildings in the secound level. The CPU Ai is ok, but bases could look nicer. I think adding more sounds in the game will make it better, like for transmissions and stuff. When you place siege tanks in the make in siege mod already in the map, I have to research the spell to unsiege them, make sure all spells are enabled or already researched when you put something like that in the map. Make it a little harder. I think you should do something about the human player's start out base, everything is already built and we have too much minerals, I think that your making it seem a little to easy in my opinion.
StarSword
03-17-2006, 7:54 AM
The loss as soon as you open Rescue in Force: I started laughing when I realized what the problem was. I wrote the mission's defeat conditions so that if Player 2 (e.g. the player) has no buildings, Protoss Probes, or CFMC Seabees (SCVs in normal play), Player 2 loses the mission. What I forgot was that you don't START OUT with anything. I quickly fixed the problem with the addition of a switch. I also lengthened the amount of time you have before Daggoth realizes you're there.
I'll need to add a few Map Revealers so you can see the opening sequence, though. I'll do that this afternoon and post the update on Tuesday at the latest.
The thing about the invincible Wraiths in Freezer Burn: Unless they stay invincible after that set of Spore Colonies blows up, that's supposed to happen as part of story action. Also, to win that mission you have to get ALL the heroes (with the exception of Maj. Manor Jelkin) through the Warp Gate, not just Maj. Gen. Horillam (Kerrigan's character). Just in case you forget that note in the Mission Briefing's "Mission Objectives" field, I added a "Display Text" trigger to the area around the Warp Gate that reminds you of that fact.
About the countdown timer--Never mind. I discovered I wrote that trigger in milliseconds rather than seconds, so it was set to 900,000 game seconds. :bonk:
And about putting more sounds into the mission: I don't have a microphone or recording software, so I had to make do with "ComBeep0.wav" and whatever sounds I could export from the on-disc campaigns (i.e. Enslavers).
As for the supposed typo in the mission briefing for Return to Aiur: That wasn't a typo--I was referring to the wood planks in the crate.
I'm assuming a number of the "Designer's Notes" had to do with the next mission's file not existing. That's because when I posted them on WarBoards, I changed the filenames, but I forgot to adjust the "Set Next Scenario" actions accordingly.
As for it seeming like you have too much resources to start--you're using two races at once, so you need an equivalent amount of resources. (That's my assumption, anyway.)
Want to know how I made it so that you can only kill Cerebrates with Dark Templar or Zeratul? I dropped a location over the Cerebrate, and wrote three triggers that amounted to:
"If you bring no Dark Templar or no Zeratul to the Cerebrate's location when the Zerg player commands no Cerebrate, the game creates a new cerebrate."
Took me a little while to perfect, but it works.
And about testing the missions? I lost my Brood War CD.
And about putting more sounds into the mission: I don't have a microphone or recording software, so I had to make do with "ComBeep0.wav" and whatever sounds I could export from the on-disc campaigns (i.e. Enslavers).
You can use the SCFree Sounds app (http://www.warboards.org/showthread.php?t=9407) to use the in-game sounds without even having to extract'em from the CD's/*.mpq's and thus keeking your maps smaller in size. Just an fyi, though. ;)
Have dl'ed your campaign n' will try to test it this weekend. Hopefully Monday will post my C & C on those. :)
StarSword
03-20-2006, 8:08 AM
Here's version 3.0.
In Rescue in Force, I added Map Revealers so you can see the opening storyboard sequence. I also ensured in all missions that Siege Mode was already researched, enabling you to move the Siege Tanks if you so choose.
StarSword
03-20-2006, 8:12 AM
Here's Mission 5: The Lion's Den.
Hint #1: Killing Cerebrates eases your path.
Hint #2: Try planting Siege Tanks on the small mesas. Careful--some are booby-trapped. (But I'm not telling you what with.)
StarSword
03-28-2006, 12:07 PM
Mission 1: Rescue in Force:
Location: Near the primary hive cluster
Planet: Eriulis
System: Par-Delko
Tileset: Badlands
Player Races: Protoss, Terran
Opponents: 1 Zerg
Objectives: Kill the Chrysalis to free Sarah Kerrigan, then kill every last Zerg on the map. You can destroy Daggoth with Dark Templar to reduce it to mop-up.
Notes: Get used to using Terran AND Protoss units--that's how most of the missions in this storyline will be.
Mission 2: Freezer Burn
Location: Central Continent
Planet: Krand
System: Bandor
Tileset: Ice
Player Races: Protoss, Terran
Opponents: 1 Zerg
Objectives: You must perform these objectives in this order: Clear a landing zone for Zeratul and Viper Squadron. (Head for the red beacon west of your starting point.)
Locate Anna Horillam's force.
Send your heroes through the Warp Gate.
Mission 3: Clash Over Coruscant:
Location: Alleran Genetics Corp. Coruscant Facility (a space station in high orbit)
Planet: Coruscant
System: Coruscant
Tileset: Space Platform
Player Races: Protoss, Terran
Opponents: 2 Zerg
Objectives: Protect the Stasis Cell, generators, and Galactic Scientists for 15 minutes. Destroy the Zerg hive clusters to win.
Mission 4: Return to Aiur:
Location: Ruins of Antioch
Planet: Aiur
System: Ai Tem
Tileset: Jungle
Player Races: Protoss, Terran
Opponents: 3 Zerg
Objectives: Destroy the Zerg hive clusters.
Mission 5: The Lion's Den:
Location: Near the Overmind's hive cluster
Planet: Zebulon III
System: Zebulon
Tileset: Badlands
Player Races: Protoss, Terran
Opponents: 4 Zerg
Objectives: Defeat your opponents.
Notes: Killing Cerebrates (using DT's, naturally) eases your path. Try planting Siege Tanks on the small buttes and islands. Careful, some are booby-trapped.
StarSword
03-28-2006, 12:10 PM
Mission 5x: Ion Storm:
Location: Outskirts of Ker'vor
Planet: Mazaker Colony
System: Mazaker
Tileset: Twilight
Player Races: Protoss
Opponents: 1 Zerg
Objectives: Get the Tassadar's Legacy to the Warp Gate in under 45 minutes, or it will explode and you'll lose.
Notes: A secret mission, unlocked by killing all three Cerebrates in the previous mission. You can gain command of Terran units by rescuing the colonists on the north-central edge of the map.
Mission 6: Sewage:
Location: Manarai City Sewers
Planet: Coruscant
System: Coruscant
Tileset: Installation
Player Races: Protoss, Terran
Opponents: 1 Zerg
Objectives: Rescue Sarah Kerrigan. Again.
Mission 7: Barney the Kid:
Location: Imperial City Sewers
Planet: Coruscant
System: Coruscant
Tileset: Installation
Player Races: Protoss, Terran
Opponents: 2 Zerg
Objectives: Make contact with the gangster Barney the Kid.
Notes: After the first computer beacon, you must use Raynor to trigger them. Stay on your toes--near the end, there's a massive Zerg attack.
Mission 8: The Battle of Coruscant:Mission 5: The Lion's Den:
Location: Imperial City Surface
Planet: Coruscant
System: Coruscant
Tileset: Badlands with a twist: The default terrain is Asphalt.
Player Races: Protoss, Terran, Zerg
Opponents: 4 Zerg
Objectives: Defeat your opponents. Protect Cerebrate Coltran, too; otherwise every Zerg unit and building you own will immediately join the enemy.
Notes: I know what you're thinking: "How can you use Protoss, Terran, AND Zerg?" Well, the story is: The player's Cerebrate in Brood War was Cerebrate Coltran; he was linked directly to Kerrigan's consciousness. When Davis severed Kerrigan's connection to the Overmind (I mentioned this in the briefing for Rescue in Force), Coltran was freed from the Overmind's control as well.
Mission 9: Renegades:
Location: Shellik Town
Planet: Shellik Colony
System: Shellik
Tileset: Ashworld
Player Races: Protoss with some Terran infantry units available
Opponents: 1 Zerg, 1 Protoss
Objectives: Defeat your opponents while at the same time protecting the civilian colonists.
Notes: This map features the return of the renegade Dark Templar, Ulrezaj. He first appeared in the Enslavers: Dark Vengeance (http://www.battle.net/scc/OS/enslavers.shtml) campaign. This mission offers a rare opportunity to battle Zerg & Protoss using a Protoss attack group. (Hint: Check out the lower right-hand corner of the map.)
StarSword
03-28-2006, 12:11 PM
Mission 10: Fury's Fire:
Location: The Musashi Formation
Planet: Shellik Colony
System: Shellik
Tileset: Ashworld
Player Races: Protoss, Terran
Opponents: 1 Protoss, 1 Zerg
Objectives: Defeat your opponents.
Notes: Kill the Cerebrate (using DTs, of course) for an easy victory over the Zerg.
Mission 11: The Defense of Sol, Part I: Beneath the Rings:
Location: New Kiev
Planet: Titan
System: Sol
Tileset: Twilight
Player Races: Terran
Opponents: 2 Zerg
Objectives: Survive for 30 minutes.
Notes: Titan is Saturn's largest moon. That's right, the Zerg have attacked the system containing Earth.
Mission 12: The Defense of Sol, Part II: Dust of Mars:
Location: Kincaid City
Planet: Mars
System: Sol
Tileset: Desert
Player Races: Protoss, Terran
Opponents: 2 Zerg
Objectives: Defeat your opponents.
Notes: Storyline action is interesting, especially the encounter with the Prospectors.
Mission 12x: Specter of the Xel'Naga:
Location: Valles Marineris
Planet: Mars
System: Sol
Tileset: Desert
Player Races: Protoss, Terran (available late in the mission)
Opponents: 3 Zerg
Objectives: Get Zeratul and Mojo to the beacon outside the Xel'Naga Temple.
Notes: This mission begins Installation-style, with Mojo as a Zealot hero. The victory conditions will not be met, however, unless you put Mojo in a Scout by moving him to the first blue beacon you come across. (That's the one with Probes around it.)
Mission 13: The Defense of Sol, Part III: Tranquility Shattered:
Location: Tranquility City
Planet: Luna
System: Sol
Tileset: Twilight
Player Races: Protoss, Terran
Opponents: (I forget how many) Zerg
Objectives: Defeat your opponents.
Notes: If you think that Luna is Earth's moon, you are absolutely correct. You're fighting the Zerg on the moon.
StarSword
05-03-2006, 1:03 PM
Mission 14: The Defense of Sol, Part IV:
Location: Nome, AK
Planet: Earth
System: Sol
Tileset: Ice
Player Races: Protoss, Terran, Zerg
Opponents: 3 Zerg
Objectives: Defeat your opponents.
Notes: It's finally happened: The Zerg have breached the defenses around Earth. The Second Overmind (i.e. Brood War) was believed by the UED to have been planning an invasion of Earth, but it took the Third Overmind to make it a reality. You must use every trick in your arsenal to keep the homeworld of humanity from being overrun. Once again, you also need to protect Coltran.
Mission 15: Dragon's Peak:
Location: New St. Petersburg
Planet: New Moscow
System: New Russia
Tileset: Badlands
Player Races: Protoss, Terran
Opponents: 3 Zerg
Objectives: Kill the three Cerebrates.
Mission 16: Tassadar's Nemesis:
Location: Kha'sala Temple Complex
Planet: Aiur
System: Ai Tem
Tileset: Jungle
Player Races: Protoss, Terran
Opponents: 1 Zerg, 1 Protoss
Objectives: Kill or capture Ulrezaj. Kill him by destroying the White Nexus. Capture him by bringing Zeratul, Aaron Davis and the Tassadar's Legacy to the beacons by said Nexus.
Notes: The Zerg hive cluster is not allied with Ulrezaj.
Mission 16x: Ulrezaj's Tale:
Location: The Battlefield
Planet: Aiur
System: Ai Tem
Tileset: Jungle
Player Races: Protoss, Terran
Opponents: 2 Zerg
Objective: Kill Super-Cerebrate Grond.
Notes: This is a secret mission triggered by capturing Ulrezaj in Mission 16: Tassadar's Nemesis. The Battlefield is the place where the First Overmind (i.e. StarCraft) was killed by Tassadar's sacrifice. Grond planted himself directly on top of the former location of the First Overmind. Don't miss him--I used the "Overmind Cocoon" special building for him, not a Cerebrate.
Mission 17: Charred:
Location: Near the primary hive cluster
Planet: Char
System: NGC-7732
Tileset: Ashworld
Player Races: Protoss, Terran, Zerg
Opponents: 4 Zerg
Objective: Kill the Overmind.
Notes: You need to use DTs to kill the Overmind. Kill six Ragnasaurs to trigger a funny interaction between a Scout pilot and a Firetrooper.
StarSword
05-12-2006, 11:27 AM
Mission 18: The Finale?:
Location: Kendark Lava Fields
Planet: Char
System: NGC-7732
Tileset: Ashworld
Player Races: Protoss, Terran
Opponents: 5 Zerg
Objective: Kill all five Cerebrates.
Notes: This is the final mission in the string. Are the Zerg Wars finally over? That's for you to decide...
StarSword
08-27-2006, 5:58 PM
Been awhile since I was here.
I have been working hard with EV Nova, and am thinking about ways to make a StarCraft plug-in for it, or an EV Nova SC Campaign.
Ideas, anyone?
ArthurHudson1986
08-29-2006, 7:16 PM
This campaign is very good, however it isn't the best i have ever played. There are still a few problems thought.
DarkMirror
09-01-2006, 8:01 AM
nice use of the yuzzan vong. I love those starwaars books.
TitanWing
09-01-2006, 2:37 PM
I haven't played them yet, but I can see one glaring error: terrain.
Many of the maps are large and mostly empty, try adding more cliffs, water, and doodads.
Also you do somthing that I used to have a problem with myself: heavy static defenses.
Static defenses are good for keeping the player from killing the enemy too quickly, but later on in the missions, just increase the AI difficulty rather than build 300 spore colonies (mission 2). Always make sure they have defenses, but don't fill the map with it.
I consider myself to be an expert mapper, especially on terrain. I'm making a campaign myself and I realize the dedication it takes to make a campaign this long, I commend you for that.
StarSword
09-19-2006, 3:25 PM
This campaign is very good, however it isn't the best i have ever played. There are still a few problems thought.
What problems?
It helps me solve them if you tell me what the problems are.
ArthurHudson1986
09-19-2006, 6:13 PM
First of all there are some authors notes and i have encountered a few triggers that didn't work!!
StarSword
10-27-2007, 4:26 PM
Also you do somthing that I used to have a problem with myself: heavy static defenses.
Static defenses are good for keeping the player from killing the enemy too quickly, but later on in the missions, just increase the AI difficulty rather than build 300 spore colonies (mission 2). Always make sure they have defenses, but don't fill the map with it.
Actually, if you noticed, most of the 300 spore colonies were invincible until a trigger killed them. It was part of the mission story.
http://up.kupatrix.com/f/9/My%20Documents/Mod%27%20Usage%20-%20Dead%20Thread.jpg
Death (http://www.warboards.org/faq.php?faq=faq_rules#faq_faq_rules_threadreviving ) comes to all. :P
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