Staredit Network > Forums > SC1 Map Showcase > Topic: [Campaign] Vanguard of Aiur
[Campaign] Vanguard of Aiur
Aug 30 2021, 7:00 pm
By: Omen  

Aug 30 2021, 7:00 pm Omen Post #1



Hello there!

After "Unlikely Allies" (for which I thank you all for the feedback I received), I'm here to show you my second campaign creation:



THE STORY

This campaign takes place in the same timeline of the Brood War Protoss campaign, more precisely between Mission 2 ("Dunes of Shakuras") and Mission 7 ("The Insurgent"). With the inhabitants of Aiur almost fully evacuated on Shakuras, Jim Raynor, Fenix and a group of Protoss volunteers offer to stay there to hold off the Zerg while the Warp gate connecting the two worlds is being closed. But some Khalai survivors left behind and the reappearance of Raynor's Terran soldiers are going to make things more complicated...

FEATURES

- Brood War expansion set is required to play (all the campaign maps are in the *.scx format);
- The campaign is made of seven missions of variable difficulty and is mainly Protoss based (with little Terran technology, thanks to the presence of Jim Raynor and his Raiders);
- Special AI scripts (also from the original campaign missions) are used to give the Computer players a more specific behavior.

DESIGNER'S NOTES

In fact, this campaign is meant to tell a parallel story to the official Protoss campaign, following Raynor and Fenix's 'adventures' while the other Protoss on Shakuras fight the Renegade Zerg and make a temporary alliance with Kerrigan.
"Vanguard of Aiur" can be seen as a prequel to "Unlikely Allies" but, in truth, the two campaigns can also be played independently from each other.

Attached there are some preview screenshots from the campaign gameplay and the ZIP archive containing the maps and a 'readme' file with some more information.
I'm looking forward to receive some feedback after you have tried to play the missions.
Enjoy!



PS If you missed "Unlikely Allies", you can find it here.

Attachments:
Vanguard_of_Aiur_v0.2.zip
Hits: 4 Size: 4029.58kb

Post has been edited 11 time(s), last time on Sep 16 2021, 4:54 pm by Omen.



None.

Aug 31 2021, 12:30 am Rawflesh0615 Post #2



New Campaign, nice!



None.

Aug 31 2021, 8:17 am Nekron Post #3



Looks pretty good :)




Aug 31 2021, 10:30 am Excalibur Post #4

The sword and the faith

Played the first couple of missions and then skimmed the rest once I got the overall tone of things.

Dislikes:
-Pauses / timing of briefings and transmissions is too long. If we were talking about people with a 3rd grade reading level being the primary players for this the pauses/timing makes sense, but otherwise its just too long and you sit there going 'OK I read it, move on already.'

-Dialogue is primitive and lacks proper tone for characters at times. When you're writing for a Protoss character, especially an established one like Artanis, you should be phrasing things the way he would say them.

-Missions are pretty simplistic without much variation in objectives or interesting variables.

-Some design choices were I felt a bit silly. Being on islands on mission 2 and having to drop units into the valley. The terrain around the warp gate / its location changing was silly. They weren't picking it up and moving it around. You should embrace the idea of a shifting battlefield where the next map incorporates part of the previous one but also takes on new areas.

-Improperly placed HQ to resource distance. I will die on this hill. It is 10000% possible and 20000% superior to place minerals creatively but also optimally for resource gathering. Same goes for geysers. No one should be making campaigns in 2021 with improperly distanced resources. Fight me. Also if you were not aware geyser placement changes how fast workers are able to mine it.


Likes:
-Terrain was pretty good, decent doodading.

-Missions were decent overall, resource amounts were OK.

-Use of tilesets was done effectively and with formations that made sense.

-Does an OK job of existing in the niche of the overall story it sets out to exist in.

Bugs:
-Broken broodling spawner in mission 1. Even with the nydus gone they just keep going.





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Aug 31 2021, 12:21 pm Omen Post #5



Quote from Excalibur
Played the first couple of missions and then skimmed the rest once I got the overall tone of things.

Dislikes:
-Pauses / timing of briefings and transmissions is too long. If we were talking about people with a 3rd grade reading level being the primary players for this the pauses/timing makes sense, but otherwise its just too long and you sit there going 'OK I read it, move on already.'

-Dialogue is primitive and lacks proper tone for characters at times. When you're writing for a Protoss character, especially an established one like Artanis, you should be phrasing things the way he would say them.

-Missions are pretty simplistic without much variation in objectives or interesting variables.

-Some design choices were I felt a bit silly. Being on islands on mission 2 and having to drop units into the valley. The terrain around the warp gate / its location changing was silly. They weren't picking it up and moving it around. You should embrace the idea of a shifting battlefield where the next map incorporates part of the previous one but also takes on new areas.

-Improperly placed HQ to resource distance. I will die on this hill. It is 10000% possible and 20000% superior to place minerals creatively but also optimally for resource gathering. Same goes for geysers. No one should be making campaigns in 2021 with improperly distanced resources. Fight me. Also if you were not aware geyser placement changes how fast workers are able to mine it.


Likes:
-Terrain was pretty good, decent doodading.

-Missions were decent overall, resource amounts were OK.

-Use of tilesets was done effectively and with formations that made sense.

-Does an OK job of existing in the niche of the overall story it sets out to exist in.

Bugs:
-Broken broodling spawner in mission 1. Even with the nydus gone they just keep going.

Thanks for your feedback. I'm going to answer point by point to your 'dislikes':

- Maybe I calculated the transmission times wrong; I'm surely going to review them. I'll also have a look on the Protoss characters' 'tone' in the various dialogues. I also don't know if there are some grammar or spelling mistakes, as unfortunately I'm not a native English speaker.

- I tried to make every mission with different objectives and possibly different enemies (if you noticed, in the second part of the campaign you also have to fight some Terrans and Protoss). I don't get in what sense the missions are too 'simplistic'...

- The Warp gate in Mission 2 was originally on a higher ground in the low-right corner, but then I realized that the Zerg could not reach it if the player put all his forces in front of the ramp connecting the two terrain levels (due to the map size, there was room only for one ramp), so I decided to put the gate on a lower ground to make it more accessible to the enemy (and more difficult for the player to defend). Also, placing the player's forces on 'islands' and 'valleys' (with no ramps connecting them) was meant to make things more difficult. Maybe I'm going to change the map by placing both the Warp gate and the player's base on the same higher ground, with more ramps so that the enemy can still come from different directions.

- In my opinion, resources placing is not so important in this case, as computer players are in fact all set to have unlimited resources, so they gather ore and gas only for show and without making any significant difference in their amount. Human players can simply adapt.

Thank you also for noticing the bug with Nydus channels in Mission 1.

I'm going to review all maps in the next days and then I'll attach an updated ZIP archive, possibly with all these things fixed.



None.

Aug 31 2021, 1:50 pm Dem0n Post #6

ᕕ( ᐛ )ᕗ

I haven't played this, but from the screenshots, I have to agree with Excalibur about the dialogue tone. Protoss characters should speak in a much more archaic way (don't use contractions and such), and Raynor's dialogue should be much more informal. Also, just a nitpick for that last screenshot, in Brood War they started saying "En Taro Tassadar" instead of "En Taro Adun", so maybe change that to more closely match the actual campaign.




Aug 31 2021, 3:37 pm Omen Post #7



Quote from Dem0n
I haven't played this, but from the screenshots, I have to agree with Excalibur about the dialogue tone. Protoss characters should speak in a much more archaic way (don't use contractions and such), and Raynor's dialogue should be much more informal. Also, just a nitpick for that last screenshot, in Brood War they started saying "En Taro Tassadar" instead of "En Taro Adun", so maybe change that to more closely match the actual campaign.

OK, thank you for your tips, I'll take them into account for sure.



None.

Aug 31 2021, 5:27 pm Andrea Rosa Post #8



Wow, another one already? And I still have to finish Unlikely Allies... well, I have to get a move on!

By the way, don't worry about Vespene geysers, long distance gas harvesting in perfectly fine in a campaign (as opposed to competitive multiplayer maps), as long as it's reasonably not too far away.




Aug 31 2021, 6:36 pm DarkenedFantasies Post #9

Roy's Secret Service

I agree that town center placement should be as optimal as possible; stupid town center placement is disrespectful to the player. If you really want long distance mining, you should at least use unbuildable terrain and/or the resource fields layout itself to justify it. Otherwise you're just spitting in the player's face with a needlessly shitty base layout that no one with a brain would adopt. With a command center, I always lift off and land to the most optimal location, but with hatcheries and nexuses I can only hope there's enough room to build a second town center. :rolleyes:




Aug 31 2021, 6:56 pm Zincoshine Post #10



I see this campaign has the same problem as the previous campaign with regards to the characters. Andrea Rosa's first language isn't English but he nonetheless gets the personalities of the character almost perfect. I think the real problem is that you need to get a feel for how these characters talk and behave in the normal starcraft campaign and try to replicate that personality in your campaigns. I'll give you an example with one character: Mengsk is polite and formal and is clever at making others he talks to feel like he cares about them but of course, he is expected to sell everyone out if it serves his goals. If he is featured in a custom campaign, it makes sense to have him behave this way.

It is also important to note the differences between how the terrans, zerg, and protoss talk. The zerg and protoss talk pretty much the same intelligent and formal way but they have vastly different personalities. The terrans on the other hand talk slang and... stupidly. Except for some of the smarter ones like mengsk.

Anyway, it will unfortunately be a very long time before I can get around to playing this. Still, I look forward to doing so :)



None.

Sep 1 2021, 11:04 am Omen Post #11



Quote from Zincoshine
I see this campaign has the same problem as the previous campaign with regards to the characters. Andrea Rosa's first language isn't English but he nonetheless gets the personalities of the character almost perfect. I think the real problem is that you need to get a feel for how these characters talk and behave in the normal starcraft campaign and try to replicate that personality in your campaigns. I'll give you an example with one character: Mengsk is polite and formal and is clever at making others he talks to feel like he cares about them but of course, he is expected to sell everyone out if it serves his goals. If he is featured in a custom campaign, it makes sense to have him behave this way.

It is also important to note the differences between how the terrans, zerg, and protoss talk. The zerg and protoss talk pretty much the same intelligent and formal way but they have vastly different personalities. The terrans on the other hand talk slang and... stupidly. Except for some of the smarter ones like mengsk.

Anyway, it will unfortunately be a very long time before I can get around to playing this. Still, I look forward to doing so :)

Thanks for your tips Zincoshine. I have already started a massive review of every dialogue of the campaign; I'm surely going to re-watch the original briefings to take some inspiration to improve mine.



None.

Sep 9 2021, 1:05 pm Omen Post #12



UPDATE:

A new version of the first four missions (v0.1) has been released, with the following changes:
- Review of all briefings and transmissions (both in time and characters' tone);
- The SCV has been removed from both maps: Raynor's Vulture will not be repairable (to increase difficulty);
- Mission 2: the Warp gate and the player's forces are now placed in a single zone of higher ground in the bottom-right corner; reinforcements during the countdown have been reduced to Dark Templars and Corsairs (no more Arbiters, as they are not necessary anymore). The enemy bases are now three (one main and two area towns), to ensure the computer uses all three passages to reach the Warp gate; also the AI behavior has been revised. The final attack by the white Zerg has been removed.
- Missions 3 and 4 have been fully revised to make the story more credible and captivating.

The last three missions will be available soon. Stay tuned!

Post has been edited 1 time(s), last time on Sep 13 2021, 5:49 pm by Omen.



None.

Sep 16 2021, 3:58 pm Omen Post #13



The full campaign is now available!
See first post for download.

Changes with respect to the previous version:
- Mission 4: Fenix has been removed (and his dialogues replaced by a Terran Ghost's ones). I realized that having some missions without both heroes could be more interesting from the player's point of view...



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