Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Hiring for Custom Campaign
Hiring for Custom Campaign
Jul 11 2019, 9:45 pm
By: operative2250  

Jul 11 2019, 9:45 pm operative2250 Post #1



Hello everybody, don't know if this goes here but worth a shot.

For a while I’ve been wanting to commission a custom campaign and originally I had planned on making it on the SC2 editor but today I had the idea of using the SC1 editor instead, only to find out Blizzard removed it. ( :I)

In any case, I would still be interested in putting a team together to make my campaign using ScmDraft but I know nothing about it and I had questions about it I’d need answered before I can start hiring. Such as:

-Can you upload custom made assets?
-Does ScmDraft use SC:R assets?
-Can you alter existing SC:R assets?

Anybody that can help me out or is interested in helping me for fun and profit, let me know.

Post has been edited 2 time(s), last time on Jul 11 2019, 10:30 pm by operative2250.



None.

Jul 11 2019, 10:22 pm Ultraviolet Post #2



No custom made assets. Sounds are the only custom thing you can import as far as I know. Everything in ScmDraft looks like SC Classic, but in game will adhere to whatever settings you use. You are able to use the new ramp doodads with ScmDraft. Not sure what the last question means. If you're used to using SC2 editor, you should really consider whether you're willing to accept all the limitations of making maps within SC. Some of those limitations can be broken, but it generally takes substantial effort to work around them.




Jul 11 2019, 10:29 pm operative2250 Post #3



Quote from Ultraviolet
No custom made assets. Sounds are the only custom thing you can import as far as I know. Everything in ScmDraft looks like SC Classic, but in game will adhere to whatever settings you use. You are able to use the new ramp doodads with ScmDraft. Not sure what the last question means. If you're used to using SC2 editor, you should really consider whether you're willing to accept all the limitations of making maps within SC. Some of those limitations can be broken, but it generally takes substantial effort to work around them.

No custom assets, even through 3rd party programs?

On the last question, that was a misspelling on my part I meant Alter. For example I wanted to down load the Arcturus Portraits and get somebody to alter his outfit to look like it does in SC2.



None.

Jul 11 2019, 10:43 pm Ultraviolet Post #4



With third party programs, it is achievable to use custom assets, at which point you're moving into the territory of modding. I believe samase is what you would need if you want to do any modding on remastered, which is beyond what I have chosen to get into. I believe using samase means that you have to have your users download a custom exe, rather than simply downloading your map on battle.net, and according to the creator, it is not a very user friendly tool to use :P Pre-remastered modding is much more user friendly, I believe, but comes with having to use custom servers rather than battle.net servers, having an even more limited audience, and no remastered graphics.




Jul 12 2019, 12:20 am Pr0nogo Post #5



Just some things I thought ought to be clarified:
Quote from Ultraviolet
according to the creator, it is not a very user friendly tool to use
Almost no modding tools are easy to use. Samase is a command line utility (last I checked anyways) so it's actually pretty simple to use.
Quote from Ultraviolet
comes with having to use custom servers rather than battle.net servers
Only an issue if you're making a multiplayer project, and we'll have a better solution than blizzard's soon.
Quote from Ultraviolet
having an even more limited audience
Almost no one plays custom content anyways, so I think it's disingenuous to bring this up at all.
Quote from Ultraviolet
no remastered graphics
And your players will thank you for saving their eyeballs! Remastered graphics destroy readability and the engine of remastered performs much worse than 1.16.1. Even if you have a subjective attachment to the graphics, what they mean for the game on a technical level makes them an inarguable detriment.

It's possible to modify SC:R assets as UEDCommander's projects have demonstrated, but it's a very arduous process that you'd have a much better time with in 1.16.1. Visual art is always the most time consuming process unless you have artists associated with your project (even then, it's going to take a while, you just won't be doing the day-to-day).




Jul 12 2019, 1:26 am operative2250 Post #6



In any case, this could end up being a short lived dream. I'm set on producing this campaign but if I can't get it done on SC1 then I'll settle for SC2.



None.

Jul 12 2019, 2:16 am Pr0nogo Post #7



I'm not sure what you mean. SC2 is infinitely more arduous and anti-user than any version of SC1, with much less in the way of resources and guides.




Jul 12 2019, 2:54 am operative2250 Post #8



Quote from Pr0nogo
I'm not sure what you mean. SC2 is infinitely more arduous and anti-user than any version of SC1, with much less in the way of resources and guides.

I mean that's what I figured, a program that over 20 years old should be cake to anybody who knows how to use the SC2 editor but everyone so far has told me to just use SC2.

I posted this on SC1 forums so apologizes to anyone who's already seen this but here's a question.

Be gentle with me on this one, cause again my understanding of computer programming is non-existent but theoretically could somebody make a copy of Starcraft: Remastered that isn’t tied to battle.net and mod it to their specifications?



None.

Jul 12 2019, 6:33 am NudeRaider Post #9

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

Compared to sc2, mapping in sc1 is cake if you tread in tried and true waters (aka don't try crazy stuff like the Koreans). Modding can be cake too, but gets demanding quicker than mapping - to the point that barely anyone uses the full depth of modding.

So compared to sc2 you will get results much quicker in sc1, but are also a lot more limited in the options, and especially in mapping have to become creative how to do things, or need many different tools in modding.

For any half-decent campaign I'd recommend modding for its ability to easily create custom assets.
Don't let Pr0 sway you away from doing the assets for scr. Anything he does not do himself is a foolish endeavor by default in his eyes. He doesn't have the capacity to adapt to people that have different priorities than him.
Personally - as a user - I'd love to see a campaign in scr and see how good they can become. However, as a first project a scr mod might be too much because there's not much experience in it so you'll have to do a lot of research on your own. Also I don't know how developed scr modding is in the way of tools. That would be a question for the modding section in our forum.




Jul 12 2019, 6:50 am Pr0nogo Post #10



Quote from operative2250
everyone so far has told me to just use SC2.
I would never advise anyone to use any game with a track record of deleting and outmoding custom content every few patches. This is also the chief reason why I don't recommend SC:R. Without freezing the version (requires reverse engineering), both platforms become unstable, and if accessibility is a concern then you're just shit out of luck since you'll need to ship your mod with the compatible version of the game (in SC2's case significantly more costly for filesize, obviously against TOS/the law just like modding in the first place).
Quote from NudeRaider
Anything he does not do himself is a foolish endeavor by default in his eyes.
Imagine living in a reality where this is written about the man who has a website, youtube channel, discord server, et. al. dedicated to preserving, enhancing, and propagating custom content.
Quote from NudeRaider
Personally - as a user - I'd love to see a campaign in scr and see how good they can become.
Have you played UEDCommander's Starcraft: Alternate or Nekron's UEDAIP? If not, maybe put your time where your mouth is and see what the community has already created for SC:R.

NudeRaider is correct in saying that SC:R modding is unmapped territory. It will likely stay that way for quite a while due to the constant patches, as mentioned here and over on the battle.net forums. SC2 suffers from this same issue though so you won't escape it by going there. If you do decide to go with SC2 or SC:R, at least you know the risks, and hopefully you're able to make something you like out of it despite the shortcomings of those platforms. In any event, I and plenty of other people in the community are here to help should you decide to stick with brood war.




Jul 12 2019, 6:19 pm operative2250 Post #11



Quote from NudeRaider
For any half-decent campaign I'd recommend modding for its ability to easily create custom assets.
Don't let Pr0 sway you away from doing the assets for scr. Anything he does not do himself is a foolish endeavor by default in his eyes. He doesn't have the capacity to adapt to people that have different priorities than him.
Personally - as a user - I'd love to see a campaign in scr and see how good they can become. However, as a first project a scr mod might be too much because there's not much experience in it so you'll have to do a lot of research on your own. Also I don't know how developed scr modding is in the way of tools. That would be a question for the modding section in our forum.
Well again, my role in all of this is of a producer, I'm looking to hire people to make the campaign for me. There's no chance I'd be able to learn everything required for this project, but I do understand that I need at least rough idea of what to do so I can more easily explain it to others.

So for example: Could I make a mod that adds my campaign to SC:R. So like the mod would make it so that when you enter Single Player you'd get a third option, we'll call it "StarCraft: Twilight", and that'll take you to a custom made campaign selection screen with the 3 campaigns listed.

or, could I make the campaigns in the same style as the Enslavers campaigns that would be opened in Custom Maps but have those missions already programmed with SC:R style assets.

Did any of that make sense? I feel like I'm talking technobabble.....

Quote from Pr0nogo
NudeRaider is correct in saying that SC:R modding is unmapped territory. It will likely stay that way for quite a while due to the constant patches, as mentioned here and over on the battle.net forums. SC2 suffers from this same issue though so you won't escape it by going there. If you do decide to go with SC2 or SC:R, at least you know the risks, and hopefully you're able to make something you like out of it despite the shortcomings of those platforms. In any event, I and plenty of other people in the community are here to help should you decide to stick with brood war.
If I'm running a risk either way then I'm happy to stick with SC:R and while I'm not willing to put my money where my mouth is, cause money doesn't taste good :massimo: I am willing to put it into the pockets of people with the skills to help me out. I mean I don't know if either of you guys are available or if you know people who are but I'll take all the help I can find.



None.

Jul 12 2019, 6:54 pm operative2250 Post #12



Here I'm gonna list the custom assets I'd like to have for my campaign.

Characters:
Blightbringer/Cerebrate (Sprite, Idle/Talking Portrait)
Broodmother (Sprite, Idle/Talking Portrait)
Nova (Sprite, Idle/Talking Portrait)
Possible Modified Kerrigan Portrait (Infested Kerrigans Remastered Portrait but with more ruined/removed armor)
Tychus (Sprite, Idle/Talking Portrait)
Modified Mengsk Portraits (Wearing SC2 Outfit)
Narud/Jorgensen (Sprite, Talking Portrait)
Selendis (Idle/Talking Portrait)
Artanis (Idle/Talking Portrait)
Talis (Sprite, Idle/Talking Portrait)
Hanson (Idle/Talking Portrait)
Mohandar (Idle/Talking Portrait)
Possible Modified Raynor (With Raynors SC2 looks)
Horner (Idle/Talking Portrait)

Post has been edited 4 time(s), last time on Jul 13 2019, 10:01 pm by operative2250.



None.

Jul 21 2019, 8:15 pm NudeRaider Post #13

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 operative2250
Well again, my role in all of this is of a producer, I'm looking to hire people to make the campaign for me. There's no chance I'd be able to learn everything required for this project, but I do understand that I need at least rough idea of what to do so I can more easily explain it to others.

So for example: Could I make a mod that adds my campaign to SC:R. So like the mod would make it so that when you enter Single Player you'd get a third option, we'll call it "StarCraft: Twilight", and that'll take you to a custom made campaign selection screen with the 3 campaigns listed.

or, could I make the campaigns in the same style as the Enslavers campaigns that would be opened in Custom Maps but have those missions already programmed with SC:R style assets.

Did any of that make sense? I feel like I'm talking technobabble.....
don't worry about technobabble, we're all nerds here. ;)

In standard modding it was very possible to edit the menus, but not everyone bothered. I would imagine that should be possible with scr modding as well.
What you can't do is just provide the campaign files that are copied into the scr folder and people start the game as normal and activate the mod ingame. You have to provide an alternate .exe - which is why multiplayer/bnet and mods are inconvenient/incompatible.
Also iirc Enslavers was just a bunch of maps that were played in sequence with an unmodded Broodwar - which is mapping here. In SC2 that distinction doesn't exist.

@Pr0: I don't see a contradiction in saying I'd like to see more scr content even when I haven't found the time to check out the stuff that's already there. Without having seen an example I'd expect better potential in the graphics department.




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