deepstrasz
Map Reviewer
- Joined
- Jun 4, 2009
- Messages
- 20,213
Hello, if you intend to do more of these, please put them in the same thread, as in, here.
Are you gonna make more maps?
Really ? Maybe the order of the quest completion matters ? I believe I completed the barrack, then the wood, then the farms, then the peasants. I had waited about a minute after accomplishing all the objectives so I doubt the delay's the reason.Lastly, before I finally get to go to bed... what do you mean about no victory screen? The victory condition trigger doesn't work for you? I've play-tested that one so many times and it always worked. Farms, barracks, peasants, lumber... a slight time delay, because it checks the conditions every several seconds, iirc... aaand "Victory!". I'll try replaying it when I get to it, because it's weird. Trust me, I wouldn't post it if I wasn't able to get a victory in my play testing, so I'm wondering what could possibly break the victory condition triggers.
I tried it again and the mission completed for me normally.Really ? Maybe the order of the quest completion matters ? I believe I completed the barrack, then the wood, then the farms, then the peasants. I had waited about a minute after accomplishing all the objectives so I doubt the delay's the reason.
Yeah that's probably what happened. Since the quest was completed, I probably didn't check how much lumber I had at the end.The only thing to be mindful of here, is that all of these must be true simultaneously. If you build 12 farms, then complete the other tasks, but one of the farms is lost in the meantime, it won't complete. Yes, if you hit 2500 wood, it will tell you that part is done... but if you then start building the farms with it and stop harvesting, it won't complete, because you'll be under 2500.
And my God, I really don't feel like making a set of triggers that dynamically changes the quest status based on how much stuff you have. It would also be really annoying, if you keep going over and under the threshold.
You're right, it could be done like that. I'd only add one thing - an action to remove the 2500 once you hit the threshold (as in, it's been sent away to help the war effort). And then the mission could be completed regardless of your current lumber status. The point being, the 2500 is not yours to use.Yeah that's probably what happened. Since the quest was completed, I probably didn't check how much lumber I had at the end.
I think the simplest way to avoid this would be to use a boolean variable. When the player reaches 2500 lumber, set the variable to True and in the victory condition, check if the variable is true instead of checking the player's lumber stockpile. That way, you can take away the lumber once the player reaches 2500 and the quest will count towards victory no matter what.
Granted, in theory, that could be annoying if the player needs lumber, but in this mission, since gold is in so few supplies and your peasants have nothing else to do except gather lumber, I doubt it will be an issue.
ok so i played all 3 levels took me around 4-3 hours to beat them its a nice change of pace on how wc2 remakes are made most notable remakes are helldoom and lord perenolde the 2nd ones both are good in their own ways but this adds a unique spin off onto how wc2 in wc3 is kind of like CSW but for pre-reforged there is few things to point it tho
1-models: this is a minus tbh all units are the wc3 era units NOT the wc2 era there is plenty of wc2 models scars of conflict pack is a great source for wc2 maps and mods although i think this is in its early stages and models will get replaced when the whole thing is finished or i hope so its immersion breaking to have footmen in their 3rd war era armor not the wc2 one same for grunts with the 1 shoulder pad armor and not the wc2 one the 2nd war has its own feeling and charm to it that isnt complete until accurate era models are implemented.
2- insane overhaul: what is normally so simple and fast is turned into a making a real military outpost like mission 1 with all the unique twists and each map has a unique hero to it normally in wc3 campaigns the player character is the same throught the entire campaign while in few occasions we get to be someone else it mostly follow 1 character here each mission has a hero that is unique to the mission alone you played as a tank in the first mission? well in the 2nd you are an elven ranger in the third you are a melee support dude really nice idea and you get to think who you will play as in the next mission.
i like this take on wc2 with the wc3 balance and mechanics implemented in it , bear in mind some wc3 lore plz shamans were replaced with warlocks who got killed by doomhamma so the horde must not be fielding all that much spell casters till the magi and DKs come into play also in mission 3 the storm bolt and holy light spells have the same hotkey plz fix this i was forced to unlearn storm bolt so i can heal.
i like the details of the towns we are in either it be hillsbrad , tarren mill , or southshore something the remakes of helldoom and perenolde dont do is fleshing out these places using wc3 doodads the towns are always left looking similar to wc2 ones which lacked all what could make a town look like a town keep it up man im really looking forward to see this being fully done and made oh yeah and if you could consider adding the briefings from wc2 you can take a look at how lord perenollde the 2nd did it , they are an important piece of wc2 .keep going!
a nice detailed response i see now what you going with that is focus on gameplay which is pretty fine in the end im playing a game not a movie so gameplay being top notch is a big plus oh yeah i like the part where missions are quite long you know im the kind of guy that likes lengthy missions it gives you ample time to use everything you have build affection to things in the game world etc.Thank you for the feedback.
First the really important thing - I didn't notice the hotkey issue in mission 3, so I'll fix that soon. I'm glad you noticed that. In my play-testing I was only using the hotkey for Holy Light, not for Storm Bolt, so I never noticed they're the same. Somehow even though I had both abilities, I was always able to use Holy Light. And I manually clicked Storm Bolt like a total scrub.
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Regarding the other stuff, I'll start with what is the easiest for me to answer - that is the lore-inaccurate stuff, such as the ongoing presence of shamans. First, I'll quote myself from the description of the project:
"Lastly, just to be clear... none of these will be wholly consistent with official Blizz lore, and that is on purpose. In my mind the lore has already been ruined by numerous layers of retcons, and I simply do not care to adhere to it. Consider this a sort of fanfiction love-letter to 2 and 3."
This is one part of it. I am, in fact, taking a sort of fanfiction approach, making stuff up as I go. It's not meant to be perfectly faithful to what was in the original Warcraft 2 or to what Blizzard today says was back then (retcons). It's an alternate version of it. But do not misunderstand, I don't change things simply to rewrite lore - no I have a much better reason.
And that's the second part of this. I change things for the sake of gameplay. Because - as I have been stating in the various posts about the project - I am going for the design philosophy, where gameplay comes first and things like lore are largely subjugated to it. That's how I made the decision to include shamans. At first I didn't want to, because it was lore-breaking, but it was also clear that it would make the gameplay objectively better and more varied. So in the end, I just went for it and put them there.
Look at it this way - the original early campaign maps in Warcraft 2 could get away with incredibly low unit and mechanic variety due to being so short and simple. You could complete them within minutes. But if it's going to take an hour to finish the map, you can't just be fighting endless hordes of grunts. Enemy casters are perfect for adding variety and challenge at the same time. They give you something to snipe / target down, something to dispel or work around, et cetera. They introduce an element of skill, which isn't there if you're just fighting ten grunts.
And the problem with the official lore is, as you have pointed out, that the Horde shouldn't have many casters at this point in the war. The shamans are gone, the warlocks are also largely gone, but the ogre-magi aren't there yet and neither are the death knights. If I were to be lore-accurate, I wouldn't be able to use the necrolytes, or the warlocks, or the shamans, or the ogre-magi (yet)... I'd pretty much only have troll casters to work with. And I don't care for that. I just wanted to make something that plays nice and looks cool, so I ended up going for sort of... "Horde Allstars", kind of thing. Where they'll have stuff from Warcraft 1 - warlocks and necrolytes and demon summons - but also stuff from Warcraft 2, meaning death knights and ogres, AND some Warcraft 3 units on top of that. Basically anything that's not strictly from Kalimdor. No Tauren or any of that. But all the trolls and shamans and so on. Because I feel like this is going to be the most fun to face against. Lots and lots of enemy variety and mechanics. That's why I gave them troll priests with healing, too, even though in none of the games they had healing. Because it's a good gameplay element.
And while it is indeed inconsistent with Warcraft 2, it's not a total lore ass-pull either, as in WoW there are actual orcish Dark Shamans. The first ones I recall came in TBC. For example, the Bleeding Hollow Dark Shamans in Hellfire Peninsula. I remember those clearly and it's why I was ultimately okay with putting the shamans in. If actual fel orcs can have evil shamans, then there can be evil shamans fighting alongside warlocks and deathknights. I like the idea a lot. Orcs using dark magic to forcefully bend the elements to their will and use them destructively. It's perfect.
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Regarding the custom models... I'll be honest, the beginning I planned on making the entire thing using solely the original Warcraft 3 assets, aside from the soundtrack, but I'm open to considering and potentially implementing some custom models once the missions are done. I like the idea, even, so thanks for bringing it up. Although again, I am more interested in variety than in perfect consistency - as in, I'd probably use both models side-by-side. I'm not really bothered by stuff looking different, because official retcons have done the damage already anyway.
But also because worrying about it doesn't make sense to me. To use one example, Warcraft 1, 2 and 3 each have only one grunt model (aside from the fel orc grunt in 3), because they're simple RTS games. However, in terms of the actual world, the Horde didn't have some sort of uniform. It was a bunch of disparate clans, and not only would grunts from different clans look different (much more than just a different colour), but specific grunts within a single clan would also look different, because they would be using individual gear - not uniforms. So I see no reason to enforce one specific look for them. No, if I could, I'd use several different models for them, which are cycled automatically like doodads. So that they look like a ragtag warband of barbarians.
So yeah, thank you for the suggestion, as I didn't previously consider using custom models, but you probably still won't be pleased, because if I do end up using them eventually, it will be more to spice things up, rather than to perfectly adhere to Warcraft 2 aesthetics. It's like what you pointed out with the humans towns... if I make it Warcraft 2 accurate, it will be very plain and boring. So I'm doing things my own way instead. That's why - for example - there aren't just troll axethrowers, but also priests, headhunters, shadowhunters, witchdoctors and so on.
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To be clear about faction design, my intent is to not have two traditional factions - Orcs and Humans - but instead two groups of subfactions, which may be present or absent based on the mission in question. So your own forces may be comprised of general humans, specialized humans (Dalaran mages, Silver Hand paladins, etc.), elves, and dwarves and gnomes, but there isn't a single unit roster / techtree that will be linearly expanded over the course of the campaign. No, on some missions you will have the support of the elves, but not the dwarves. On another map you will perhaps have neither - only actual human forces. I'm really going for variety and for mixing things up... and going for it hard.
The same goes for the enemy. It's multiple branches of orcs, it's their demonic allies, it's death knights and necrolytes with undead minions, it's trolls, ogres, goblins, ... the whole thing. Because again, I don't want you to fight the exact same faction over and over in every mission. That gets stale. Just like with the heroes I keep switching up, I want to be able to tap into different themes. I haven't gone all-out with this yet, but in mission 3 you have seen the first glimpses of it - a troll encampment, and a heavily goblin-themed island complete with sappers and landmines. This means that no matter what I do, it can never be fully visually consistent with the original.
Which is okay, I think. Personally, rather than adhering to one specific version of Warcraft, I just view this whole thing in that "allstars" way - a total mash-up of the whole RTS franchise.
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In any case, I'm glad it's been enjoyable so far. Keep going I certainly will, at whatever pace I can manage.
EDIT: Just remembered I forgot to respond to the thing about Warcraft 2 briefings... it's impressive that this can be done, but it would prove to be rather confusing with how different my missions are. It wouldn't fit at all. Like when they tell you in the briefing that you can now build a Foundry, which is required to make transport ships. It would work for some missions, but not for others, and thus it would cause problems.
But again, things like loading screens and briefings can be easily improved later on with custom artworks and other assets. That's something for the last polishing touches, for now it just needs to be decent and functional.
a nice detailed response i see now what you going with that is focus on gameplay which is pretty fine in the end im playing a game not a movie so gameplay being top notch is a big plus oh yeah i like the part where missions are quite long you know im the kind of guy that likes lengthy missions it gives you ample time to use everything you have build affection to things in the game world etc.
btw i forgot to say that ur missions are quite a challenge the first mission forced me to care for every footman cuz i couldnt train all that much really punishing for making any mistake now thats good to see i also like the fences in mission 1 which can be used as a choke point to kill da orcs i guess they werent placed there just for looksi mean being attacked by 3 grunts in the first wave is something then the second wave is 7 grunts like thats huge the campaign would be far more difficult had i played on vanilla wc3 balance (im using my own modded version of the game) considering that footies kinda suck on base wc3 which u need to spam vs orcs in order for them to work.
about the models i think that this project is still in early development phase so thats fine and yeah the horde has many clans it would be dope if we fight a unique clan each mission i dont think its possible in wc3 to have the same unit looking different like having 3 models for grunts and a random model is given to every grunt trained tho you could give unique models in ROC and TFT like the priest looking different but thats from game to game.
and the issue of storm bolt and holy light came to my attention when i picked storm bolt after maxing holy light this prevented me from casting holy light quite fast making me lose many soldiers in the processyour campaign being very tight on resources makes losing a soldier kinda big deal (most fatalities in my playthrough were foot soldiers either swordsmen or footmen i was constantly training new footies with little investment in towers) .
yeah it just adds a bit to the desperate situation the alliance are inSo I've just fixed the hotkeys - changed Storm Bolt to B, so hopefully that should be good. I do understand your frustration, because yes - I do specifically design it so that resource management is important and necessary. During play testing I always do a "perfect" playthrough, where I minimize all losses as much as possible using the fact that I know all the triggers, item placements and everything, and at the end I take note of how many resources I have left. That's how I tune it... whatever resources I need for a perfect playthrough + some extra resources on top of that as a buffer / margin for error. There will be some missions with more abundant resources later, but not this early on.
i didnt notice it XD all campaign specific buildings have this ability to be built on anything.At the same time I also remembered another thing I forgot to fix earlier. The Elven barracks actually didn't have a pathing requirement "buildable", so you could put them down anywhere you wanted. (because that's how the original campaign building is) So I changed that in both mission 2 and 3 - now they are like all normal buildings.
thats actually pretty cool i didnt take out the orc base as it was too well defended and the fact that raiders behave differently in my game made fighting them pretty scary with towers and warlocks thats too risky i barely won having spent whatever left of my resources on peasants to win so attacking the base is suicide , for a first mission i was blown away tbh.Oh and the spawn triggers for the first mission have multiple layers to them - both periodic and specific events. The standard periodic wave is 3 grunts, yes - but if you collect a certain amount of wood, for example, you trigger an extra wave of 6. Or, if 30 minutes has elapsed and the orc base is still standing, you get additional periodic waves, which are much larger and designed to wear you down and kill you. So there's a soft time limit there to make it a little spicier for the turtling types. The reason I gave you Endurance Aura, is so that you can quickly move around the map and return to base if you're attacked. It's a small map, so I could afford a relatively high frequency of attacks, really keeping you on your toes.
But yeah, it's good to hear the challenge is welcome. I was hoping it would be. I highly doubt any newbies to the genre are going to be stumbling upon this and randomly playing it, so I'm designing entirely with veterans in mind.
Fixed the typo, thank you.yeah it just adds a bit to the desperate situation the alliance are in
i didnt notice it XD all campaign specific buildings have this ability to be built on anything.
thats actually pretty cool i didnt take out the orc base as it was too well defended and the fact that raiders behave differently in my game made fighting them pretty scary with towers and warlocks thats too risky i barely won having spent whatever left of my resources on peasants to win so attacking the base is suicide , for a first mission i was blown away tbh.
and btw i found this tiny spelling mistake View attachment 465086
great i hope mission 4 be ready soon cant waitFixed the typo, thank you.
And yes, I can't really account for players running modded versions of the game in terms of balance, but with an unmodded game you can definitely crush the orc base, once the hero is leveled up and you have researched Defend. But it's not necessary.
Well, off I go to work on mission 4.
great i hope mission 4 be ready soon cant wait
OMG im hella excited to try this lets see how hard this isWeeeell, I don't think this counts as "soon", but... hopefully what is there will make up for it. Believe me, this was a big one in many ways. I've been really busy IRL, too, so this was really the best I could do.
With that out of the way...
View attachment 468273
Warcraft 2.5 - Human - ACT 1 - Mission 4 - Attack on Zul'dare
"Captain Wardley - an old, highly respected veteran of king Terenas' army - has been dispatched with troops and transport ships to conduct an assault on the now vulnerable orcish base on the island of Zul'dare. Before commencing the attack, he was supposed to rendezvous on a nearby peninsula with archmage Arminius Bitterwhip, who was to bring a small detachment of Dalaran support troops - however the archmage appears to be late...
-find Arminius and join forces with him
-defeat the orcish leaders on Zul'dare
-keep captain Wardley alive by any means necessary"
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Substack article:
Warcraft 2.5 - ACT 1 - Attack on Zul'dare
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ABOUT:
There are 81 possible hero builds for this mission.
You start with a small army, but everything else you have to earn in some way - you have no base, no resources, no hero, nothing. Work your way up from the dirt and take the fight to the orcs.
In my estimation you should have about three hours of content ahead of you, given a messy first playthrough. Mine was messy as well, as I was exhausted after work and even had to reload despite it being my own map.
For the first time in this project I had to resort to using the SharpCraft / JassNewGen editor, due to the sheer amount of doodads used. There's a lot of eye-candy there.
Hopefully this is a fitting finale to ACT 1.
ok so it took me 3 hours to beat mission 4 there is tons of content in this single mission it has to be the hardest so far it starts off pretty slow until you get archmage bitterwhip then the game starts picking up a bit faster and i gotta say the enemy you face really deals massive amounts of damage most of the time no matter how much you micro a 100 hp footman is a dead footman cuz chaos dmg ignores defend.
there is so many doodads if there was an achievement for destroying 1000 doodads this mission alone would earn you that achievement and you know what bitterwhip makes the mission the best so far his dialogue is so rude he is so bored and done with life he roasts everything he sees 10/10 best player character so far if i have to rank them it would be 1-bitterwhip , 2-the ranger from mission 2 , 3-the admiral from mission 3 , 4-the guy from mission 1 , one mistake i have done was selling the gem of true sight when i stepped into the pirate main island i got demolished well i had to use water elemental as a mine clearing machine same for the little island to south with no way to battle the enemy ships i tried to pull of a naval landing of some sort? well not so much of a naval landing but the plan was to reach the shore with a transport ship with 2 peasants and da captain then mass teleport and build a base from there 2-3 tries and it worked having creeped the whole map and mined every gold mine out there it was pretty ok for the most part but in the last bit there was this 3 flying daemons and 2 fel hounds that were invulnerable also the high elf barracks has the same hotkey as the human barracks that is B , the starting base could use some improvement such as making the tents give food cuz i destroyed them in order to set up a base.
this is the units im talking about (and that bloodfiend counts too)
they stay invulnerable after i reached the warlock even after he got killed tooDid they come at you on their own, before you even approached that part of the base, or did they just stay invulnerable after you initiated the fight?
Based on the screenshots I'm assuming the former, but I'd like to have it confirmed.
Sorry, it took me a while to get back to you.they stay invulnerable after i reached the warlock even after he got killed too
hmmm is it possible that something broke cuz i played the map through the editor (it refused to appear in the map selection from the in-game)Sorry, it took me a while to get back to you.
Right, so the trigger to make them vulnerable must have somehow not worked properly... which is an irregularity, but it generally does work properly.
And I may not be knowledgeable enough about the editor to resolve this, unless it can be reliably replicated.
So far I only have one hypothesis, which I'm going to test.
I'm not sure if perhaps the "pick every unit in a region" action doesn't have a unit limit. I have included no player distinction, so the trigger picks everything in the region, including player units, because they are already unpaused and vulnerable, so it makes no difference if it unpauses them and makes them vulnerable. But if there is a hidden limit to the action, then the presence of a large number of player units could interfere with the trigger, I suppose.
Actually, I have one more idea I want to test.
I'll try a few things and get back to you.
EDIT: Okay, no, all of my theories were wrong. It can't be too many units, because the trigger works immediately, as soon as the first one enters the region. And even when I have multiple scouting owls in the region when that happens, it works perfectly, removing the invulnerability both from them and from all the enemy units. No matter how many times I restart the map and repeat this section (with testing heroes placed in the base), it always works as intended. I think I may not be able to replicate the issue.
lol, like me, thenhmmm is it possible that something broke cuz i played the map through the editor (it refused to appear in the map selection from the in-game)
i thought it was just me who was facing this issue of 2nd mission being not there in-game i mainly thought it was cuz of me modding the game that must have messed up something but nope i think its a worth try to make a campaign file that way the missions can all appear i hope you continue the remake it will be interesting to see it completelol, like me, then
I always test them from the editor. And once - with the second one - I also noticed it didn't want to show up in-game, but I thought that must be some weird issue on my end. But if it's not... well, then I'm lost, because I've absolutely no clue why it would do that. Which is really annoying.
So I just checked. The 1st, 3rd and 4th are all showing for me in-game, only the second one still doesn't. God knows why, I don't even know how I'd begin to find out, since I've made them all the same way, and - in fact - the 3rd and 4th were made by copying 2nd and using it as a foundation.
However, it gets worse. I've found out that if I launch 4th mission from inside the game, it flat-out doesn't work. The music plays and there's a black screen. That's it. It's completely broken. Yet if I launch it from the editor, it works perfectly, as always.
I'll be honest, I'm getting really fed up with this crap. I love working in the editor, but these sorts of incomprehensible random bugs are seriously making me want to quit. Just the fact that I can launch the same map from the editor and from the game, and from one it works while from the other it doesn't is ridiculous. How many of the people, who downloaded some of these maps, actually got to play them, and how many were just met with some sort of nonsense like that, but didn't say anything, because - obviously, naturally - most downloads don't result in feedback?
If the fact that I can play-test it with no issues doesn't even guarantee that others will be able to load it up and launch it in-game, then making these does feel like a waste of time.
I think these should be in a campaign file or at least properly renamed so that you'd know which is the order the missions have to be played in.
There are many wolves placed among the trees. Which is on purpose. You need to harvest a lot of lumber for an objective and your peasants may get attacked by wolves while doing so. It would be better if they weren't occasionally visible, but LoS blockers are crap, and I didn't feel like going for more sophisticated tricks. In a way, it serves as a foreshadowing. During play-testing I only addressed those wolves, which distracted enemy attack waves.In chapter 1 there's a wolf between trees trying to get to your units while your units to it. Can't reach it without attacking/harvesting the trees. Tried circling around but the rock chunks seem to have huge HP plus even if they crumbled there's no certainty that the wolf is reachable normally.
Yes, that's on purpose... do I really have to reveal everything here? I wanted people to figure some things on their own. But okay. In the beginning of mission 1, there are captive elves inside the ogre mound, whom you can rescue if you go there immediately. As soon as the day breaks, the ogres wake up and slaughter the captives. So you just have a small window of time to rescue them. If you do, the ogres also wake up, so you have to fight them, but it's doable and you can avoid losses and have a larger army immediately. This is just one of the little fun details I added for people to find, because I like oldschool design. Among hundreds of players, one is bound to stumble upon it by accident by exploring down south in the very beginning. Alternatively, a player could also find the ogres low on hp and wonder if a battle had taken place there... maybe it could be a motivation to find out what happened there. Or one could complain about it, yes.Some of the ogres had their HP lowered for some reason.
Yes, that's on purpose. When you gather a certain amount of gold, you trigger the mine collapse event. You're denied the easy mine, lose some peasants and are forced to scavenge. That's the entire point of the mission. I have repeatedly said I've designed it with veterans in mind. It's a back to basics design. How do you make a mission, where you have no tech tree and your only objective is to build stuff, interesting and challenging? You heavily restrict resources and inconvenience the player to the point that even building some farms is an issue. The entire project was an exercise in taking these simplistic premises of the original and doing something more with them. You say that my rendition is too grim and unforgiving, I say that the original is too boring, empty and devoid of danger.After killing the ogres you essentially kill your peasants mining the kobold mine. Or perhaps a coincidence. Anyways, too grim and unforgiving.
???Lumber Harvesting shouldn't be there is you can't reach the Keep.
The latter three missions utilize it.Why no cinematic mode? It looks weird without it.
Yes. Again, I've talked about it in this thread. I am aware that aspect could be improved and I chose to let details like this slide for the time being, focusing on actually getting some missions out. The intention was to, once again, return to this later, when the missions are out and playable. It's not even just this, there's so much little stuff that could use attention. Things like building descriptions. Barracks, for example, use the default description, even though they will never be making riflemen, as those will come exclusively from a special dwarf building. And even though they will, instead be making clerics and catapults (aside from footmen and knights), inspired by Warcraft 1.Naradeen's abilities should be properly positioned in the learn ability menu to reflect their position after you learn them. Same for the Knight Commander.
It may or may not be. Depends on where. The ranger has by default an awkwardly large collision box, which interfered with my map design, so I intentionally made it smaller, so that she wouldn't get stuck in certain tight places. As a consequence, squeezing between trees in certain places could be an issue.Not sure if intended but there's space between trees that you can go through even with the elf ranger.
The gate has very high hp on purpose, so that you can't rush it and don't accidentally rescue the captives while the cannon tower is still up. I made it so that you absolutely cannon rush in and sneak the captives out without defeating the defenses. And I don't see why would you give up, when the game displays a health bar for the gate. It's clear that it's taking damage, it just has a bunch of hp.Took a while for the gate to fall to Ballistae. Was almost going to give up, well after trying the tank if it came to be mine, thinking there might be some other way to open it.
Yes, there's no base AI. Mission 5 was supposed to be the first one featuring that. The whole Act 2 was suppose to move in a different direction, where it's more about actual base-to-base combat. This is entirely on purpose. In the original, mission 4 was the only one of Act 1 to actually feature a base AI. The rest as completely passive. And I chose to finish the theme and leave the whole Act 1 like that. It has a cohesive theme, the missions all play a certain way, it all makes sense. Act 2 was to have themes of its own and to play differently, more like you'd expect. But yes, all attack waves in Act 1 are directly spawned in, either on timers or in reaction to events, and often conditional on some enemy unit on building being alive, so that you can disabled them.Apparently there's no base AI, units appearing out of thin air in chapter 3.
He's not a hero, because he's supposed to not increase in power in order to remain vulnerable, as he's your only direct lose condition. And also because having two heroes simultaneously is something I intended to introduce in Act 2.Would have been nice if Wardley had a hero inventory.
Perhaps that could help, yes. But I do still want for the missions to be playable individually, so it does remain a problem.i thought it was just me who was facing this issue of 2nd mission being not there in-game i mainly thought it was cuz of me modding the game that must have messed up something but nope i think its a worth try to make a campaign file that way the missions can all appear i hope you continue the remake it will be interesting to see it complete
You don't need to do anything. I just wanted to make sure it wasn't an issue. Plain and simple.es, that's on purpose... do I really have to reveal everything here?
That's OK, I just prefer a chronological order of sorts but it's not necessary here I guess. As for the file names, I was referring to naming them in a way that in the game they show up from mission 1 to 4 rather than mixed.I deliberately didn't make it a traditional campaign, so that each one is playable independently of the others. Play order has been brought up already in this thread and it's a non-issue. Each file name contains which act it is, what mission number it is and the name of the missions as well. Zero ambiguity there.
It can be abused though by learning which amount is the culprit of the boom so that you'll only send one peasant instead. I lost like at least 6 peasants.You say that my rendition is too grim and unforgiving, I say that the original is too boring, empty and devoid of danger.
Indeed. I worded it improperly. I meant that you have the Harvesting Lumber upgrade shown but it cannot be researched.That sentence makes absolutely zero sense to me.
It's on you if you want to rush some potentially sloppy work. Although the best thing would be to polish then continue to the next. If it doesn't matter to you, it doesn't mean it doesn't matter to others. Usually, playing nicely refined maps/games is a pro from players on said product/work.There are tons of details like that you could rightfully point out. And in all honesty, at this stage in development it just doesn't matter to me. At all. I don't care to perfectly polish a map, when most of the missions aren't even out and playable. In fact, right now I'm at a point where the most basic stuff isn't working properly and nobody can tell me why. One mission won't show up in-game for no discernible reason, another will work perfectly when launched from the editor, but doesn't work at all when launched in-game. At least for me.
Oh nice. I usually don't play with those shown and I didn't think to activate them then xDAnd I don't see why would you give up, when the game displays a health bar for the gate. It's clear that it's taking damage, it just has a bunch of hp.
I played them on 1.30.4. Yeah. All seemed to work fine, I guess.Well, thanks for reviewing the bundle. And since you didn't mention any of it, I'm also assuming that somehow all the maps loaded and launched as intended for you... at which point I just don't know what to think.
I've renamed and reuploaded the missions, as I finally understood you meant the internal mission names the whole time - what gets typed-in in the mission description. I honestly didn't even notice that is what the site displays most prominently. I also accidentally bumped the thread / sent notifications with the first upload, so apologies for that.You don't need to do anything. I just wanted to make sure it wasn't an issue. Plain and simple.
That's OK, I just prefer a chronological order of sorts but it's not necessary here I guess. As for the file names, I was referring to naming them in a way that in the game they show up from mission 1 to 4 rather than mixed.
It can be abused though by learning which amount is the culprit of the boom so that you'll only send one peasant instead. I lost like at least 6 peasants.
Indeed. I worded it improperly. I meant that you have the Harvesting Lumber upgrade shown but it cannot be researched.
It's on you if you want to rush some potentially sloppy work. Although the best thing would be to polish then continue to the next. If it doesn't matter to you, it doesn't mean it doesn't matter to others. Usually, playing nicely refined maps/games is a pro from players on said product/work.
As for the invisible map. I could try helping out somehow or you could ask in the World Editor Help Zone if you haven't already.
Oh nice. I usually don't play with those shown and I didn't think to activate them then xD
I played them on 1.30.4. Yeah. All seemed to work fine, I guess.
I appreciate the extensive reply although a word of advice would be to come out less defensive and less methodical with details. I was definitely not asking for this, mostly trying to make sure stuff worked properly.
its actually possible to have all maps available from the start in campaign so that you can pick whatever you wanna pick , for act 2 dont rush it act 1 was very fun to play it captures the bad situation the alliance find themselves in but with enough determination and skill humanity comes on top! quite fitting for the wc2 soundtrack too as it has that "rise up humanity" vibe to it i look forward for when next act drops as we still need to cleanse the land of the filthy black bloodsPerhaps that could help, yes. But I do still want for the missions to be playable individually, so it does remain a problem.
I may return to this, perhaps, but for a time I'll probably focus on other things. There's some writing I really need to get done. But if I for some reason can't write, I'm likely to continue with this.
The most likely scenario is probably that I'll take a break and return to work on Act 2 later.
In that case that's fair enough, and I'll get to it if I keep going with this.its actually possible to have all maps available from the start in campaign so that you can pick whatever you wanna pick , for act 2 dont rush it act 1 was very fun to play it captures the bad situation the alliance find themselves in but with enough determination and skill humanity comes on top! quite fitting for the wc2 soundtrack too as it has that "rise up humanity" vibe to it i look forward for when next act drops as we still need to cleanse the land of the filthy black bloods![]()
Scripted events can be abused and always have been abused in games. In the original Supreme Commander, I always abused the fact that securing a specific objective is the only thing that expands the battlefield and exposes new enemies, but there's no timer to force you to rush - so I always delayed it, built up my forces in advance as much as possible, and then steamrolled whatever came next.It can be abused though by learning which amount is the culprit of the boom so that you'll only send one peasant instead. I lost like at least 6 peasants.
I recall that oversight, just forgot to remove that. In fact, you missed one - the backpack upgrade was also there, even though you couldn't get it. It's fixed now.Indeed. I worded it improperly. I meant that you have the Harvesting Lumber upgrade shown but it cannot be researched.
Okay, in that case I won't bother delving into this unless I get mass feedback of things not working.I played them on 1.30.4. Yeah. All seemed to work fine, I guess.
I never really have any set dates - my schedules and free time shift day to day, and I'm not always able to work on these. And they do take many hours to make as well. I don't want to promise anything, as I know I likely won't keep the date.Date of next map? It's impressive!
Good, nay, excellent!First things first, I hate the Kobold Mines.
Hmm, this is something I didn't think of when making the mission. Or rather, I forgot I used a shipyard, which is a normal building and not invulnerable like the usual goblin shipyard. I'm not sure how I feel about this. I don't want to let the player build shipyards like in Warcraft 2, as I don't want the navy to be a core part of one's army. So I could just make it invulnerable. But that would make it easier, then, and remove a failure condition.Also it sucks when they destroy your shipyard, you don't have a way to build new ships.
That's entirely fair. I'm more of a methodical player, so it shows in my design.overall it was a bit slow paced for my taste
Yes, mission 4 in particular is made to be a slow grind. That's basically its theme. Which, of course, isn't for everyone.That makes it really slow-paced and isn't as fluid.
Sadly, it was a necessary inclusion.I don't think is necesarry to be honest
That's good to hear, honestly.On final note, I liked the suddenly unexpected things that happened every now and then, (like the kobols) that was something I hadn't seen in a while.
It's actually not a campaign file, but a series of maps. If you're trying to access them through Custom Campaigns, it won't work. Put them in the "Maps" folder and you should be able to access them in Custom Game.It seems it's a nice campaign. But why I can't open it? I'm even not to see it when open the folder.