Saturday, April 10, 2010

Random Brainstorming for Campaign

Character Related Items:

{Names listed are WIP}

A. "Resident" (POV character)
i. Attributes: -("Jason Bourne meets Medium"), Partial Amnesiac
ii. Skills - Paranormal Psychic [See Storytelling Related]
iii. Job/faction - UED (ghost?)
iv. Plot Related - One of two last remaining survivors of the UED ship "[name here]"
v. Storytelling Related - Paranormal Psychic: When in-proximity to a carcass, sees the past.
vi. Miscellaneous:

B. "George Foreman"
i. Attributes: -("I Am Legend meets Castaway"), Gruff, Rough-and-Ready, comes off as somewhat stupid, a bit of a reject
ii. Skills: -Firebat-sort
iii. Job/Faction: UED (firebat?)
iv. Plot Related: - One of two last remaining survivors of the UED ship "[name here]"
v. Storytelling Related: - Early dialogue is designed to introduce the player to the setting
vi. Miscellaneous:

C. Name
i. Attributes:
ii. Skills:
iii. Job/Faction:
iv. Plot Related:
v. Storytelling Related:
vi. Miscellaneous:

Plot Related Items:

Map 1 -
- The plot begins [give timeline notes here], when "Resident" awakens from stasis.
- After (perhaps discovering a few bodies and seeing fragments of what has happened), he meets "George Foreman"
- Dialogue; Sub-mission 1 Mission Objectives Update (A source of O2 must be acquired)


First sub-mission:
- The ship is crashed on a planet (Possibly Abaddon) without breathable O2. The breathing tanks are in the armory, however, the armory is currently sealed. Alternatively, if they were more ambitious, they could restore the life support systems on the ship.
- "George Foreman" has a working tank, but now that Amnesiac is out of stasis, he is going to need one too.
- The Armory is blocked. To get to it, they need to get Tool X.
- Alternatively, the Life Support System is damaged. To fix it, they need Part Y.
- Unfortunately, there are Kimeran Pirates in the way, blocking their objectives.
- Lots of opportunities for corpse-flashbacks as they explore the ship.



Map Design Notes:

- The first mission is installation terrain


General Notes:

- Try to avoid having voiced canon characters appear, so that if the campaign is fully voiced we don't run into roadblocks.

Thoughts on Map Design (pt. 2)

This is in response to "Starcraft: Survivors - a Single Player Campaign": by GnaReffotsirk

From this thread: http://www.campaigncreations.org/forum/index.php?topic=1207

The campaign itself is mirrored here: http://www.samods.org/staff/magic/Survivors1-4_(112308upd).zip

----

When I first opened up this campaign, I had a bad feeling. I thought it was going to be a simple "build base and kill stuff"... but when I actually played it I found it much much more, and much more enjoyable.

Part of what appeals to me in GnaR's campaign is his interest in using triggers instead of a full custom mod. Trying to achieve spectacular effects and new gameplay with triggers alone is a challenge that nevertheless retains maximum accessibility.

This is the type of experimental triggering that reminds me of my favorite campaigns: "Doodan Episode 4" - 20 missions you could get (if you could access SEN) here: http://www.staredit.net/topic/717/

On the other hand, Starcraft Survivors suggested it might try to accomplish something very different from Doodan. In Doodan, I was a little annoyed by how simplistic Buddy Knee and Doodan were as characters, but on the other hand I can still remember both of these characters by name years after playing the maps, so obviously something was effective. In Doodan, there was minimal real 'plot' and minimal character development.

In Starcraft Survivors, there still isn't really a lot of character development (it's 4 missions, come on)--but the plot is very interesting, and *suggests* more than shows. This allows for a rich, imaginative experience.

In this way, it is actually closer to another of my favorites, Space Madness, which I got from here: http://www.rakrent.com/rtsc/html/scbw1.htm

Experimental mapping style and somewhat surreal plot elements--actually means a fun time.

That being said, there is still a lot to learn from some challenges in this campaign.

First, updating Mission Objectives is good--but it shouldn't be at the expense of explaining what to do.

Many campaign editors won't frequently update the "mission objectives." So, a lot of people I think just won't check it, or if they do, it will be only be as a last resort. I would definitely put any information that you only have available there in either the Mission Briefing: Objectives section, or as a Tip right at the start of the map.

Despite this minor problem, I liked how it had an upbeat feeling, where more and more groups of zealots were joining your cause in a well dramatized fashion.

Mission 2

This mission is where your imagination is most challenged, since you enter the mission with little context or explanation. Mystery is good, but there needs to be a little bit more transition here in the mission briefing.

However, the experimental gameplay control was fantastic. In this mission, the overlord gains controls of bases by flying over them. This feature is fantastic. The only problem is that if you lose one base, such as the only base with a hydralisk den, and you're kinda f'd.

Overall, a very cool map with some great triggers.

Although this mission also brings up a minor tick I have:

-Why so many static units around the bases? It draws out the map a fair amount when I'm raiding one base and I lose a pack of hydras to 12 scouts that are just chilling. Static placed units in a big map often make for a more dull experience.

Mission 4

Once I actually started hitting the beacons, this map seriously kicked ass. It was very amusing seeing the trigger effects go off.

But again little things:

-The Carrier should definitely be a carrier hero. I think that if it's going to be plot-significant and act as a hero, it should be a hero.

-I would go ahead and boost the health of it too... When I played, the zerg started massing scourges for it. Seriously, there were like 24 coming a minute + queen's ensnare on the carrier.

Friday, April 9, 2010

Observations

If nothing is to be taken seriously then everything is to be taken equally seriously.

Thoughts on Map Design

Starcraft campaign makers often model their maps off classic missions from Starcraft and Starcraft: Brood War. However, sometimes, they can take a little too much for granted.

Some things are just basic organization: if you're unpacking a multiple-part campaign from a .zip file, you might want some indication of which part you're supposed to play first.

Other times, there are things arbitrarily missing that are there, presumably, to make the game more difficult. But, suppose you start a mission, and there's no comsat available for terran? A comsat isn't just a way of scanning for invisible units--it is, far more importantly, a way to get a sense of where everything is that you need to do. Lacking a comsat in a UMS map can be like playing in the dark. If there isn't a really good reason for it to be missing, it shouldn't be.

Another thing makers might do to make maps more "difficult" or "veteran" is to have enemy bases basically right on top of the player's natural starting base. Maybe this does make it harder, but it usually also makes no sense whatsoever, and really can take you right out of immersion.

But the worst by far is the simple lack of expansions, particularly undefended expansions. Computers steal resources like crazy, even if they have infinite. But more importantly, the option to early expand vs. the computer can be one of the most interesting parts of any mission. So without expansions, the map is "harder" in some ways, yes--but it's also more boring, and since you'll probably end up just having to camp, it forces you to actually play in a more conservative, less aggressive manner. Which, in turn, can actually make the map easier.

Then there's maps where you're supposed to "discover" supporting bases. This is fine--but if the map doesn't really "start" until you discover one of these bases, it can often seem like a waste of time.

Or consider this minor point:

- Bring Maxwell and 3 Ghosts to the Ion Cannon.


Seems intuitive enough, but then you get there and what happens? Maxwell and 3 ghosts are standing next to the Ion Cannon, but victory isn't triggered. If you're patient (which if you've beaten this mission you must have been), then it's no difficult to figure out what you must do: you must bring Maxwell and each ghost to one beacon each surrounding the Ion Cannon. It's not a "big deal" but compare to this:

- Bring a medic to each of the
beacons surrounding the Overmind.


This, from Starcraft: Brood War, can't really be misinterpreted. It indicates where the units must go. Further, there's something just fundamentally more comprehensible about surrounding an Overmind to tranquilize it, than surrounding an Ion Cannon that presumably has one door.

Further, this sort of little thing actually requires a fair amount of work on the author's part: he has to trigger it so that no matter which beacon Maxwell goes to, the trigger still fires. That means he needed to write 4x as many triggers to achieve a counter-intuitive game design element.

Suggestions for Running SCMDraft

After much experimentation, I have reached many conclusions about using SCMDraft, some based on suggestions by others, others based on just what I've noticed. After you read the first few of these, you might want to just use X-tra or something. But if you do need to use scmdraft, these I think are some good tips:

-Always use "Save As". Yes, if you're a save-hog, this is a pain in the ass, but honestly, the "quicksave" feature basically doesn't work, and will in all likelihood, even if it doesn't crash the program, partially corrupt the map file.

-Disable sound. Do this by going to "Options" and then the second to last item. Yes, hearing things explode as you delete them is cool. However, I have not had scmdraft give me a "something bad happened" upon opening a map since disabling this feature.

-Turn off auto-save. Go to "Options" then "Profile Settings..." then under "Global Settings" uncheck the box next to "Enable Autosave". Maybe you use this feature, if so, don't. But, if you have any sound files embedded in the map itself, every time it autosaves you're looking at a multiple megabyte file that you'll probably never have to use (especially if you follow the other tips here). Also, it's really annoying when it happens while you're busy in the middle of triggering.

-If you have been using autosave, then make sure you go to your program files, check SCMDraft, and look at the backup file. There's a chance it might be VERY big. If it's over a hundred mbs., delete it.

I originally thought that the problems I was having were related to the size of the file or using unusual units like disruptor webs, but after doing the above three things, I have had almost no problems with staredit crashing regardless of filesize.

-If you DO get a partially corrupted file, open the map in staredit and then save as. Because of this, you'll probably want to disable the "place buildings/units/doodads anywhere" features in the options menu toward the beginning of your map so that you don't get hundreds of "could not put unit there" errors in staredit. It's always a good practice to keep things as close to staredit's style toward the beginning of your map in case you need to open it in a different editor, in my opinion.

Hope this post helps!

Demos: Guncam, WeGame, and Fraps

First, guncam:

Pros:
-.built-in clipping editor
-Works on battle.net
-Intuitive sound effects

Cons:
-Short demo window
-Minimal online support

I think that in terms of functionality, if the full version of guncam was free I might put it over fraps. But since guncam has a narrow demo window, if you're looking to stay legal and free, fraps has the superior demo since it does not expire--despite the cap it puts on the length of clips. I also like the sound effect it makes when you start/stop recording in guncam, even if it means you have to edit some clips a little more to remove the sound. And it's the only one I know of with a built in .gif maker, even if I never used that feature.

Wegame:

Pros
-Automatic upload of screenshots (for screenshots, Wegame wins because of this. This is just really great)
-'theoretically' easy upload of videos to their server without having to muck with youtube

Cons
-Uploading videos screws up... A LOT
-To join WeGame, you have to sacrifice an e-mail account, because they REQUIRE, as far as I can tell, your e-mail password too. So if you don't have a half dozen empty hotmail accounts sitting around like I do, be prepared to make one.
-WeGame crashes on battle.net
-Video capture with WeGame will often not work with Windows Movie Maker

Ultimately, I decided WeGame was more of a pain than it was really worth. However, the ease of uploading screenshots really is a saving grace that I can honestly say might make it worth it if you find using photobucket or the equivalent as much of a pain as I do.

Fraps:

Pros:
-Works pretty much everywhere always
-Does not expire as far as I know
-Records directly to .avi in the demo

Cons:
-Records only to .avi in the demo
-No online support for video/screenshots
-Cap on length of clip

Since .avi is really the one format that works with everything (windows movie maker/youtube) this generally makes a lot of sense to record to it directly. The only problem is that .avi is BIG, so you need to have a fair amount of space available and be ready to do some cleanup after a run of doing video with it. Also, it was really hard to be bothered to upload screenshots again after using WeGame.

BUT there appears to be a cap for the demo on the length of clips you can record, something like about 30 seconds. It makes it a little jarring, and I suppose that actually is a rather significant handicap. Still better than a "DEMO" tag on clips if you're past your Guncam allotment.

Guide to Beat "Adun" Final Mission



First let me say that the "Adun" campaign had some annoyances--like reusing melee terrain. For instance, the final mission is actually Crystal Castles for the final map http://starcraft.wikia.com/wiki/Crystal_Castles ; "The Battle of Rosewood" is Rosewood, http://starcraft.wikia.com/wiki/Rosewood ; etc.

But whatever, it's there to be beaten so here's how to beat it:

Third way to beat final map without cheats (not the same run as the one in the above video):

1 - Secure the center
2 - Golis, tanks, goons. Get them. Lots of them.
3 - Don't lose stuff.
4 - Observers (for detection, durr)
5 - Reavers, valkyries, wraiths, scouts. Don't build them. They suck.
6 - Take the upper left, preferably before Mr. Plum completely mines it out like a noob tool. Expo.
7 - Arbs + recall
8 - Take the air-only to the top mid-right. Expo.
9 - Take the upper right corner where the expo is of the endless ridge at the mid-right top. Expo.
10 - Push down where the computer hopefully isn't mining. Take the top toss; expo. Take the brown terran right; expo. Push down to the other terran. Expo.
11 - Clear through the probably mined out and useless cannons along the right.
12 - Push down into white's main. Take white's main minerals which he seems to not mine. Expo.
13 - Clear white, take white's other minerals, exp.
14 - In my case, poop and pee broke and decided to stop attacking me at this point.
15 - Mass cars/BCs
16 - Kill everything left
17 - Profit.

Basically, control the center until it's almost mined out, then push to the 9 o'clock position and clear everything clockwise, avoiding the center to give the comp a fighting chance.

2:33:33 run time.
About 2k kills.
Rep unavailable because I had to load every time brown nuked my army lawl.

It got a little dicey right before I finished clearing out white when they finally took the center. You really can't lose it until you're at least half way down the right and the entire top is cleared.

I'm still left with an inexplicable desire to try this "sundrop" stuff. It seems pretty sweet.

Edit: since it wouldn't let me save a rep, here's the furthest-back save I kept: http://www.4shared.com/file/124526894/a22e24da/mission7.html No idea if save games work when downloaded, but w/e.

-Lost main, but have white's minerals
-Almost full ups
-poop and pee broken
-Look for the untouched tank with 50 kills ;)