Staredit Network > Forums > SC1 Map Production > Topic: StarCraft: Rivalry PRODUCTION THREAD
StarCraft: Rivalry PRODUCTION THREAD
Sep 6 2011, 5:01 am
By: Pr0nogo  

Sep 6 2011, 5:01 am Pr0nogo Post #1





StarCraft: Rivalry's four-mission teaser has been released!
Click HERE to download it!
By the way, this is the latest version of Rivalry's four-mission teaser. If you're a judge for the contest, find the contest version in the contest thread (link). If you're NOT a judge, or you are and want to check up on how the campaign's going, this links is for you!

As many of you are aware of at this point, StarCraft: Rivalry intends to offer a complete "expansion pack" experience via a new campaign for each race. Like StarCraft: Brood War, my campaigns will offer each race new units and heroes, and the storytelling within the maps will introduce and integrate these new units and heroes much like Blizzard Entertainment's expansion pack did. Here's a list of the new units and heroes, along with their respective descriptions. Note that, unless the unit or hero is marked with an asterisk (*), it may be removed, replaced, or otherwise modified. As always, I might add more, providing the limitations of StarCraft's engine doesn't beat me up too badly in the process.


New Units/Heroes!


SO. Been a while since I updated the thread. Three more songs are up there, as well as the Protoss teaser from before. As far as units go, everything appears to be working fine, but certain units will definitely have to be nerfed and buffed for balance reasons. Expect more on this after the campaign runs its course of development.

The units I've decided on are as following.

ZERG
-Casan Screamer (morphs from Hydralisk ; available in current version)
-Mutilator (morphs from Larva ; not available in current version)
-Asphyxiator (morphs from Guardian ; not available)

TERRAN
-Demolisher (trains from Barracks ; available)
-Duster (trains from Factory ; available)
-Mastadon (trains from Factory ; available)
-Scimitar (trains from Starport ; available)

PROTOSS
-Immortal (trains from Robotics Facility ; available)
-Clarion (trains from Robotics Facility ; available)
-Reptilian (trains from Stargate ; available)

I know, I know, Terrans have one new unit more than every other race. Don't worry; I'm going to do my best to balance this out properly, and if a unit has to be cut from melee play so the balance can be stabilised, it'll happen. :jaff:

Screenshots (or video) of the first Protoss mission (as in, the introductory mission) should be on their way fairly soon.

Post has been edited 17 time(s), last time on Oct 9 2011, 4:08 pm by Pr0nogo.




Sep 22 2011, 11:02 pm Pr0nogo Post #2



We've gone through numerous mod- and map-related updates. I've finally resolved to just upload the maps separate from the mod, as most of the work seems to be happening with the mod at the moment (beta testing the multiplayer aspect with friends, etc.). Stay tuned for more information, screenshots, and videos.




Sep 23 2011, 12:11 am Jim_Raynor Post #3

My name is Church.

Balance is gonna be really hard.



Anything that can go wrong, will go wrong.

Sep 23 2011, 12:22 am Pr0nogo Post #4



Oh yeah. I've already had to buff and nerf about half of the custom units, and I just know that the Mastodon and Duster need buffs (or overhauls) altogether.




Sep 23 2011, 12:22 am Azrael Post #5



Well, the good news is that screenshots are required to stop people from posting threads for maps that they haven't actually started yet (as in, maps that aren't in production). Posting videos of the map actually fulfills this requirement better, so if you don't want to include screenshots then you could probably remove that section entirely ^^




Sep 23 2011, 12:25 am Pr0nogo Post #6



I'd love to. I posted a thread a while back with videos instead of screenshots and it was locked.




Sep 23 2011, 12:30 am Azrael Post #7



I would contact Moose or Ahli to make sure then, but it makes sense to me that videos of the map prove the map is in production better than a screenshot would. The stickied thread on the subject seems to make the intention of the rule pretty clear. If anyone tells you you can't do it that way, make sure to ask them for a reason, because as far as I can tell there shouldn't be one.




Sep 23 2011, 12:48 am Pr0nogo Post #8



Yeah, a lot of people - myself included - felt the same way. At any rate, if it becomes an issue, I'll throw updated ones back up. I plan on doing that soon anyways.




Sep 25 2011, 3:17 pm Pr0nogo Post #9



Some new screenshots have surfaced...

...along with a new sound set (see videos).

Post has been edited 1 time(s), last time on Sep 25 2011, 9:57 pm by Pr0nogo. Reason: new video




Oct 1 2011, 5:20 pm Pr0nogo Post #10



CHANGELOG 10/1/11:
General (campaign);
-Streamlined difficulty to be less jumpy.

Zerg 1.scx;
-Difficulty reduced significantly.

Zerg 3.scx;
-Fixed numerous doodad-related issues.

Protoss 4.scx;
-Several trigger functions fixed.
-Doodads/terrain cleaned up to make for better pathing.
-Certain transmissions have been properly redone to point at the right .wavs.
-Various other bugs have been fixed or cleaned up.

Mod;
Zerg
-Zerg 'Casan Screamer' and 'Asphyxiator' have been added.
-'Building Carapace' upgrade has been added.

Protoss
-Immortal damage and splash radius has been decreased. Cost changed to 175/150.
-Clarion damage decreased. Cost changed to 175/225.
-Reptilian damage increased. Cost changed to 250/200.
-'Building Plating' upgrade has been added.

Terran
-Mastodon attack changed to a missile salvo attack. Health increased. Damage increased. Cost changed to 200/150.
-Scimitar attack decreased. Cost changed to 175/150.
-'Building Armor' upgrade has been added.

Notice: There is currently no cost for the building armor upgrades. This will be fixed in future versions.

Remember; much, MUCH more is to come!

See OP for download.




Oct 1 2011, 5:34 pm Raitaki Post #11



The mutalisks-fly-over-enemy-protoss-base problem is still not fixed?



None.

Oct 1 2011, 6:59 pm Pr0nogo Post #12



I have no clue, because that never happens to me. The Mutalisks are all ordered to patrol to their target location. Which base is it, exactly?




Oct 1 2011, 7:02 pm Raitaki Post #13



Quote from Pr0nogo
I have no clue, because that never happens to me. The Mutalisks are all ordered to patrol to their target location. Which base is it, exactly?
The rightmost base, very near where the mutalisks spawn where there are a few cannons a few protoss units and a reaver?



None.

Oct 1 2011, 7:29 pm Pr0nogo Post #14



Those are the ones you gain control of. I suppose it'd make more sense to make the player wait for the Mutalisk reinforcements. I'll change it and toss the edit in with the next update.




Oct 3 2011, 9:07 pm Pr0nogo Post #15



New update's out. Fixes numerous campaign and mod-related issues.




Oct 5 2011, 6:09 am UnholyUrine Post #16



I doubt "Asphyxiator" is a name that'd win any notoriety.
please call it Choker or Strangler or smth

Btw.. is there a air unit that uses melee weapons? I've always dreamed of that :)



None.

Oct 5 2011, 10:39 am Pr0nogo Post #17



Pfft. 'Asphyxiator' is far more brutal than anything else I could think of (basically what you demanded in your post). If another name strikes me, I'll implement that.

As for melee air units, no. That's been done in the Zeji Conversion by RazorClawX, though.




Oct 7 2011, 2:40 am UnholyUrine Post #18



Only if it's Auto-Erotic Asphyxiation :P

I think your fixation towards making unit names by adding suffixes to verbs is ruining the zerg's names.
Though I understand that it is to stay true to the naming formula for SC.. It's probably a better idea to think of something else....

like.. for example.. Hellkite, Bloodkite, Hellscourge, Bloodcrazed Guardian or [insert adjective] Guardian.

Unit names like Demolisher and Scimitar also ruins terran aesthetics..

but w/e... the worst offender is Asphyxiator.. lol



None.

Oct 7 2011, 10:20 am Pr0nogo Post #19



Naming something a sword is worse than naming two somethings spirits? Woe, I am slain.




Oct 9 2011, 4:54 am Pr0nogo Post #20



Three new tracks are in the OP. They replace the first three Zerg tracks. Much better, IMO.

/e
Zerg soundtrack's been fully replaced. Obviously I'll have more tracks for them, but at the present that's all that is available.

Post has been edited 1 time(s), last time on Oct 9 2011, 4:10 pm by Pr0nogo.




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