Staredit Network > Forums > SC1 Map Showcase > Topic: StarCraft: Inconsummate
StarCraft: Inconsummate
Jun 11 2017, 10:45 am
By: Pr0nogo
Pages: < 1 « 2 3 4 5 >
 

Jul 29 2017, 4:11 am Black_Overseer Post #61




error said, can't find Tileset\badlands.vx4ex




Jul 29 2017, 4:15 am Pr0nogo Post #62



That's because you're running a map that is in the badlands tileset. This mod only supports jungle, and only the campaign maps - nothing else, no multiplayer.




Jul 29 2017, 6:46 pm Pr0nogo Post #63



A small patch addressing some issues for map 6 has been released. Update your mod and map file if you just want that map.




Jul 30 2017, 8:31 am bewd85 Post #64



ok, this new patch is ok, not that hard and not that too easy. btw, i noticed there is 4 patch minerals was slightly "bugged" out at the 6 o clock base, have to keep manually mine the minerals. attached here is the screen shot here

Attachments:
SCScrnShot_073017_160401.jpg
Hits: 5 Size: 122.11kb



None.

Jul 30 2017, 8:44 am Pr0nogo Post #65



I've fixed that problem and a few others. I'm not sure when I'll upload the fixed version, but it should be within a week from now. Thanks for letting me know!




Jul 30 2017, 3:03 pm bewd85 Post #66



i see i can do recording on map 6 or not, im not feeling well earlier lol



None.

Jul 30 2017, 4:29 pm Kirjuri Post #67



This is from the initial version of map 6. Feel free to ignore any that have already been resolved.

- Overmind monologue: "the terrans have be destroyed" or something like that. Point being, "be" instead of "been".
- The area between the bridge and the white zerg base is absolutely chock full of stuck zerg (hundreds) when I arrive from the southeast. Without at least 5 tanks it was impossible to pass. Should it be that way? I spent a good 20 minutes leapfrogging my way towards the base.
- "x hatcheries remaining" does not get updated upon progressing. I killed the last one and it still says 3 remaining.



None.

Jul 30 2017, 4:53 pm Pr0nogo Post #68



I've resolved all of those problems since launch. The Overmind typo is still present in the current live version and will be patched when I release the final update for the project, which will probably be in the next few days. I hope you enjoyed the campaign!




Jul 30 2017, 8:51 pm Kirjuri Post #69



Certainly did. I honestly think you're the number one campaign maker right now.



None.

Jul 30 2017, 9:15 pm Pr0nogo Post #70



I'm glad you feel that way. I'm working very hard to maintain that label and I think you'll like what I come up with in the near future.




Jul 30 2017, 9:23 pm Kirjuri Post #71



Any chance I could subscribe to a mail list or something? :bleh: Kidding. I probably won't be hanging around here all that much apart from checking up on your works.



None.

Aug 3 2017, 10:16 am FlameViper Post #72



This campaign didn't really do it for me. It seems to be here only to demonstrate how good looking your doodads are. Aside from 2-3 special units the mod didn't change anything at all gameplay wise. The units couldn't interact with the doodads or do anything interesting gameplay wise. Perhaps if you modded it to be more like Red Alert 2, Empire Earth, Stronghold. The gameplay was the same quick-paced melee RTS with a cap limit of 200 units and 12 unit selection, without hotkeys.
Too many: survive and destroy all buildings objectives, which made it a grindfest. The Aiur invasion is a great idea, especially considering The Overmind's plan to hybridize with the prottoss from the original SC1, but once again the story did not mix with the gameplay in the least.
The voices felt like genuine anime dubbings, like I was watching Dragon Ball/Z again.



None.

Aug 3 2017, 1:05 pm Pr0nogo Post #73



Quote from FlameViper
This campaign didn't really do it for me. It seems to be here only to demonstrate how good looking your doodads are. Aside from 2-3 special units the mod didn't change anything at all gameplay wise. The units couldn't interact with the doodads or do anything interesting gameplay wise. Perhaps if you modded it to be more like Red Alert 2, Empire Earth, Stronghold. The gameplay was the same quick-paced melee RTS with a cap limit of 200 units and 12 unit selection, without hotkeys.
It's the same game as the original, with touched-up visuals and superior level design. If the SC campaign didn't do it for you, this one won't either. Modding the game to support additional core functions is rarely within the remit of campaigns, and without extensive knowledge of ASM/C++ I doubt I could produce a system that used the doodads in a meaningful and compelling way. I make StarCraft content, not RA2/EE/Stronghold content. Not sure what you mean about 'without hotkeys', I assume you mean the control groups don't display on your command card? I doubt that's something BW can support without extensive code rewrites.

Quote from FlameViper
Too many: survive and destroy all buildings objectives, which made it a grindfest.
The theme of each mission changes pretty dramatically, even if you're starting with a small base with the objective to destroy a large one in most of them. You fight all three races at various points in the campaign and even have an AI ally in one map, which is something I'll be looking to include in future projects as well. I likely would have included a holdout mission and more micro/small-scale missions had the narrative not constrained the level design so heavily, so maybe you'll see more variety in the future, but I don't think these projects will ever be for you since they very much focus on elements that make StarCraft the RTS that it is.

Quote from FlameViper
The Aiur invasion is a great idea, especially considering The Overmind's plan to hybridize with the prottoss from the original SC1, but once again the story did not mix with the gameplay in the least.
spoilers

Quote from FlameViper
The voices felt like genuine anime dubbings, like I was watching Dragon Ball/Z again.
I encourage you to explain what you felt was lacking in detail so I can improve in the future.




Aug 4 2017, 3:19 am bewd85 Post #74



Quote from FlameViper
This campaign didn't really do it for me. It seems to be here only to demonstrate how good looking your doodads are. Aside from 2-3 special units the mod didn't change anything at all gameplay wise. The units couldn't interact with the doodads or do anything interesting gameplay wise. Perhaps if you modded it to be more like Red Alert 2, Empire Earth, Stronghold. The gameplay was the same quick-paced melee RTS with a cap limit of 200 units and 12 unit selection, without hotkeys.
Too many: survive and destroy all buildings objectives, which made it a grindfest. The Aiur invasion is a great idea, especially considering The Overmind's plan to hybridize with the prottoss from the original SC1, but once again the story did not mix with the gameplay in the least.
The voices felt like genuine anime dubbings, like I was watching Dragon Ball/Z again.

you cant compare starcraft to other RTS game. its totally different gameplay.

the survive and destroy is where the difficulty test your limit. even normal starcraft campaign got few missions that limit your resources and ask you to survive. or even more tricky is that certain missions are non build base type.



None.

Aug 30 2017, 8:41 pm Pr0nogo Post #75



Final update is out. Thanks to everyone who played so far. If you haven't played yet, this is the best time to do so.




Nov 19 2017, 8:04 pm NudeRaider Post #76

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

You say final, I say I found a bug that (almost) prevented me from continuing the map. :P

Map 6, top right corner, there is a Terran Barracks for the white Zerg(!) in the water and inside the cliff(!). Wouldn't be so bad if you wouldn't have to kill it to be able to trigger the cutscene. No flyers means you can barely see it and only kill it with siege tanks. Took me a while to find.

Otherwise, thanks for an awesome experience. Loved how difficult all the maps were and how much detail you put into all the maps. The ai did a good job of keeping you on your toes pretty much all game and scaled well with your progress. Maybe a little too much straightforward 'build base and destroy enemy' gameplay but thanks to all the dialog along the way I didn't mind it much.

A note on the 5th map: The cerebrates' base was way too weak imo. He was incapable of clearing the minor bases so he could expand, no matter how much time you gave him. You basically had to clear it for him. And even then he was no use at all. All he did was send a couple of lings and hydras at a time which maybe got a cannon if anything at all. I'd love to see him either pump out cheap units non stop or techs up fast(er) to swarm/ling/ultra. Should be strong enough to do some damage each time. You could make the toss rebuild (most of) it. That would be a chance to join forces and use him as cannon fodder while you tip the balance so together you can even take a larger base while minimizing your own losses.
Since the map is quite stingy with resources it would be a nice change of pace for the map if you bring in your ally that just adds the numbers to fights which you can't spare yourself. Play epic music during combined attacks for bonus points. :P
At the very least make him a capable defender. Ever since he took the base he got his ass handed even from minor attacks and I had to put my own units there. So he takes the resources I would've liked to take for myself, needs me to clear expansions for him AND relies on my units for defense... Makes you wish he didn't come, which is probably not what you planned. :/
Also since he comments on the destruction of most bases it would make sense if he had dialog calling for cooperation as well. That could go for combined attacks or at least something when you let his expansion or any buildings in the main die. At one point blue was attacking him with carriers while I was way up to eliminate red. I was so busy microing I didn't even notice his expo dying. I just noticed when the cerebrate itself got attacked because it's mine and I got a "your base is attacked" message. But by then it was too late. Blue killed the cerebrate before I could send my anti-air down. Man was I mad and this useless waste of space that cerebrate is. ;P

Despite all these points that could have made it better, I still really liked the mission. A long hard battle, made for a satisfying victory. A fulfilling final battle. Good job on the scale of the next mission btw. After what felt like the final level I wouldn't have wanted another full fledged long lasting high tech war. It had the right size to wrap things up.




Nov 19 2017, 9:00 pm Pr0nogo Post #77



Thanks for the feedback. The terran structures are used for scripting the white base to attack your expansions and don't get removed if you don't expand much, which was a trigger error I've already fixed. The same mechanic is used in the fifth map with academies for the blue/red protoss mains.

re: Tuzor, he's being updated to build kukulzas/torrasques/hunter killers from his larva and a host of other fixes. That map will probably be much more straightforward in where its difficulty comes from (large scale battles) and less about babysitting an ally, which is obviously not the intention. It also depends on a bit of RNG and what you do before Tuzor arrives, as there are plenty of runs I've had where he just wins the map for you and you have to do nothing (still not ideal). Neiv designed some new technology that allows me to make the AI much more consistent in future projects, and it'll be demo'd a bit in this map (and maybe the 6th, not sure yet).

I'll post here when the final update ships.




Nov 20 2017, 6:10 am NudeRaider Post #78

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from Pr0nogo
The terran structures are used for scripting the white base to attack your expansions and don't get removed if you don't expand much, which was a trigger error I've already fixed. The same mechanic is used in the fifth map with academies for the blue/red protoss mains.
By the time I finished white I had taken almost every base. Just not not the 6 o'clock one.

Quote from Pr0nogo
re: Tuzor, he's being updated to build kukulzas/torrasques/hunter killers from his larva and a host of other fixes. That map will probably be much more straightforward in where its difficulty comes from (large scale battles) and less about babysitting an ally, which is obviously not the intention. It also depends on a bit of RNG and what you do before Tuzor arrives, as there are plenty of runs I've had where he just wins the map for you and you have to do nothing (still not ideal). Neiv designed some new technology that allows me to make the AI much more consistent in future projects, and it'll be demo'd a bit in this map (and maybe the 6th, not sure yet).
Ya, the difficulty came from proper resource management. You had to constantly unlock new bases or you'd run out of gas. You also had to make sure you fight as efficient as possible (micro a lot, use right units), because losses are hard to compensate for.
And that the ai would surely find every weakness in your defense and would attack you from any angle and every expansion that is vulnerable.
But later there was a point where you had a large scale battle: When you conquered most of the map, and finally had enough resources to afford it. When you were going for the pale blue tech bases. Which surprised and crushed most of my main army the first time, so I had to reload. I liked their response.
Glad to hear Tuzor will be more useful. When I unlocked him I killed all of yellows southern bases and from tuzors base marched to the middle of the map to destroy a yellow outpost and the red base at the center of the map. So I left him only the outposts in the east to beat, which he was unable to. So next time I cleared the eastern bases as well before went on to red/yellow in the middle. This time he got an expansion, seemed to be able to defend against minor attacks but was still not contributing much offensively and later got killed by carriers.
I hope my experiences help you make him more resilient and/or more consistent.

Quote from Pr0nogo
I'll post here when the final update ships.
I'll be glad to play the map again and give feedback on what I think has changed.




Nov 20 2017, 6:46 am Pr0nogo Post #79



Expansions in inc6: the triggers may just be bugged then. I'll be doing some tests next week to make sure everything works right.

Inc5: your feedback is definitely helpful. I never saw him be quite so useless in my tests, so knowing that such a level of variance exists is good because it allows me to work to get rid of it.




Feb 1 2018, 11:06 pm Pr0nogo Post #80



I am now actively developing the final update for Inconsummate. This will fix bugs in maps 3 and 6; improve AI in all maps; rebalance resources in most maps; and smooth out cutscenes in most maps. If anyone has any feedback they'd like to share re: changes along these lines, please let me know and I will take it into consideration during the update process.

I expect to be done with this update within two weeks.




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