Staredit Network > Forums > SC1 Map Showcase > Topic: COOP Campaign Loomings (Terran Prologue)
COOP Campaign Loomings (Terran Prologue)
Dec 7 2015, 1:34 am
By: JCarrill0  

Dec 7 2015, 1:34 am JCarrill0 Post #1



Quote

LOOMINGS
Terran Prologue Campaign, COOP Version

INFORMATION

HISTORY

AUTHOR NOTES

SPECIAL THANKS

DOWNLOAD

I've been working on this old project of mine, and wanted to see if I can get ANY feedback, which I want to do all 6 Episodes (plus Extra like Precursor, Insurrection, Retribution, Deception Resurrection IV).

In this version, there is added Level of Difficulty, to see if its worth adding to all the Maps, I'm not sure yet on how I will do this for each map, but hopefully if anyone is still interested, I'll started adding the Hardmodes to each of the completed Episodes that I have done.

If you looking for more, I have plenty of maps to offer, I just wanted to give you guys a taste to see if its worth cooking up.

Post has been edited 7 time(s), last time on Jan 6 2016, 5:31 pm by JCarrill0.




Dec 8 2015, 1:05 am jjf28 Post #2

Cartography Artisan

Played through, reasonably well done, a few notes...

- This thread needs screenpics, not alot here to capture someones attention and get them to play.
- Display text that the beacon on level 2 is for hardmode or rename the beacon to 'activate hardmode' or something.
- The prologue doesn't do anything (ends in draw immediately for me)? Should probably be removed if so.
- More lingsies & stuff in levels 1 & 3 (players that download campaigns can handle more difficulty :) ), consider having the AI try to defend the resource expansions if players start building there.



TheNitesWhoSay - Clan Aura - github

Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

Dec 8 2015, 1:36 pm JCarrill0 Post #3



Quote from jjf28
Played through, reasonably well done, a few notes...
First off, thank you, I was thinking this was going to be a project just for me! (my daughter helped me do this too (thus why I uploaded it)
Quote from jjf28
- This thread needs screenpics, not alot here to capture someones attention and get them to play.
I will look into this.

Quote from jjf28
- Display text that the beacon on level 2 is for hardmode or rename the beacon to 'activate hardmode' or something.
what do you mean? does it not display (every mission is supposed to have the beacon and display hardmode (but this beacon and hardmodes will go away if not done within the first 2 mins)

Quote
- The prologue doesn't do anything (ends in draw immediately for me)? Should probably be removed if so.
You mean the last mission after the dialog? ( I will look into this immediately)

Quote from jjf28
- More lingsies & stuff in levels 1 & 3 (players that download campaigns can handle more difficulty :) ), consider having the AI try to defend the resource expansions if players start building there.
yeah I been trying to find ways to improve the AI, and the AI is suppose to defend their base, but I guess it does ahve issues (there is even a trigger specifically telling the Red zerg to defend purple once assaulted)

On the maps I been working on, I haven't added these "Hardmodes" yet. I only did these Hardmodes to present as a demo for interest. I want to have this bonus challenge to all my maps, but I have ran into many issues with this. so i love the amount of feedback (I was starting to get a bit worried.)




Jan 3 2016, 11:33 pm JCarrill0 Post #4



Quote from jjf28
Played through, reasonably well done, a few notes...

- This thread needs screenpics, not alot here to capture someones attention and get them to play.
- Display text that the beacon on level 2 is for hardmode or rename the beacon to 'activate hardmode' or something.
- The prologue doesn't do anything (ends in draw immediately for me)? Should probably be removed if so.
- More lingsies & stuff in levels 1 & 3 (players that download campaigns can handle more difficulty :) ), consider having the AI try to defend the resource expansions if players start building there.
JJ if you manage to read this, I added some suggestion you mentioned in this COOP version. Let em know what you think. (Caution, it forces 2 players, unless you edit the map and re-add the Debug triggers.)




Jan 4 2016, 1:03 am JCarrill0 Post #5



Special thanks to Sanae@USEast & Terranoxic@USEast for help testing today, Fixed a few issues.

Post has been edited 1 time(s), last time on Jan 4 2016, 1:58 am by JCarrill0.




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