there's a theme in this thread of enjoying a good, concise story with varied maps that often still have the "destroy all enemies" core
I think it's important to recognise this as one of the most (if not the most) important takeaway from this discussion. We were all hooked onto StarCraft because of its stock campaign, so it makes sense that what we strive to create (and what we prefer to play) reflect that baseline.
What I love in games is when your actions have meaning.
Agreed, and all the suggestions you make in the list that follows what I've quoted are great. However...
Generally add variety and potentially replay value by abusing the "load scenario x" trigger. Have many forks. ... I don't see why you couldn't have 4 times (or more) the number of map files than you have missions. It's an underused resource, imo.
I can't speak for anyone else, but I know I've shied away from this mechanic because of how clunky it is in StarCraft's UI. There are ways to work around this, though, as with modding you can utilize a makeshift data bank (similar to SC2/WC3 campaign data) via creating text files and assigning death counters (or switches, I guess) for each boolean condition.
Have paths that lose you the campaign if you continually make bad decisions.
Not sure I like this one at all, since that seems like a mechanic more befitting of a very in-depth RPG as opposed to an RTS. I can see the freedom of player choice being an enjoyable concept, but I think you can take it to far, to a place where it isn't a redeeming quality but a damning one.
Add hero units that can grow in a way, for example rpg like spells or better stats or abilities, that need unlocking - some mandatory, some through bonus objectives, or scouting the map.
This suggestion deserves special mention because of how revitalizing it can be to unlock a new ability in map 5 for a hero you've had since map 1. It can give them entirely new dimensions, and is easily possible if you tie the new ability to an upgrade/technology and disable it in each map until the map where it's unlocked. You can even have it be researchable - although the player will obviously see the icon and tooltip and know that there's a possibility of getting that upgrade, unless you separate it onto another unit entirely. As a bit of an aside, I feel that heroes are underused in campaigns and when they are used, they're either a clunkily-important mechanic (they're broken) or they're so dangerous to use that you stick them in your mineral line and hope they don't kill themselves (most cases).
Make the enemy reactive to some degree
Yes! If you want your campaign to be challenging, you have to manually design some elements of the AI through triggers, even if you write your own AI scripts. Please consider all the various tools the enemy power has at their disposal to harass the player, and see how many you can implement without the map becoming impossible or overloaded.
Avoid timers or timer-like mechanics. ... You can sprinkle them in, or occasionally use that for a bonus objective, just to spice things up but USE SPARINGLY! It's a strategy game. Few people enjoy getting rushed strategizing.
Yep, that's pretty much my stance on timers. Find a way to make timers organic, if you are going to use them. Thinking back to the original StarCraft: Gas by Church (then Jim_Raynor), there's a map where you have to warp in a fleet beacon as a victory condition. Until then, you're tasked with defending. The catch is that the fleet beacon has an enormous build time. Is it a timer? Of course. Does it feel infinitely better than a set of numbers gradually counting down to your doom (or victory)? Again, of course. At least to me, anyways.
Make maps winnable by multiple strategies. It gets boring when you always just mass the unit you just unlocked for eventual auto win (but keep that option!).
Having multiple paths to victory is important in macro maps. I'd like multiple options for micro sections, too, but sometimes you have to keep those linear for the sake of gameplay clarity and sensible design.
Make it possible to starve the enemy of resources.
This can be done by sapping the AI of its stock bonus resources that most campaign designers give it once all of its harvesters have been killed. Another, probably more clever way is to reduce the difficulty of the AI when its mining bases are destroyed, or to lower spawn rates/reduce harassment. The more variables you're using to increase AI difficulty, the more they can be manipulated against the AI if the player does something correct with their strategy!
I think having a (single!) defense mission (hold for 30 Mins) isn't bad either for variety. Possibly add 2nd map part: "The cavalry has arrived, now go kill the enemy!"
Definitely try to make it more than just a stock defense mission, but yes, these are certainly acceptable if done well (and nostalgic in their own right - think back to the holdout around the xel'naga temple, or the defense mission in the third map of Rebel Yell. I think these maps could be way more interactive and enjoyable, but you can keep them in mind as a frame of reference.
As a closing note, it goes without saying, while I tried to offer a wide variety of suggestions, DON'T cram your maps with them just to have something in every map. Use them when it feels right in the context. As others said, it's easy to add TOO MUCH variety thanks to mapping enthusiasm.
Definitely agree. Thanks for contributing, Nude!
I want to make an Build and Destroy, Maze Runner, Less Dialogue, Serious Event (not some unfunny jokes like the Xitson Saga), heroes side story or campaign front, organized campaign maps, organized enemy AI and friendly AI, Renegade Cerebrate, and the plots which isn't the take place before Starcraft 2.
That's a mouthful. All of that in one campaign?