Staredit Network > Forums > SC1 Map Showcase > Topic: The Trump Card Redux
The Trump Card Redux
2 hours ago
By: JohnnyTheWolf  

2 hours ago JohnnyTheWolf Post #1





Hello everyone,

I have been reworking "Terran 08: The Trump Card" to make the mission a bit more dynamic and eventful. For that purpose, I have been experimenting with the "Order" and "Preserve Trigger" triggers to force the AI into attacking more often by sending units already placed on the map; since the AI likes to replace those units when they die, I figured it would be a good way to ensure those attack waves get repeated.

I have also used the opportunity to make some slight story changes: the mission is now taking place right after "Revolution", but before "Norad II"/"New Year's Day". In the original campaign, it kind of bothered me how the Zerg would show up out of the blue and also how conveniently absent Duke was when Delta Squadron besieged the Sons of Korhal base on Antiga Prime. As such, I have adjusted the mission accordingly:

- Delta Squadron is now Alpha Squadron.
- Since the mission is now set before "Norad II"/"New Year's Day", you have neither Siege Tanks nor Goliaths. The idea is to make the player use the starting Science Vessel and Sarah Kerrigan herself to even the odds with a technologically superior adversary. All the Science Vessel abilities are already researched, leaving only "Titan Reactor" to be researched", and you can only upgrade to Level 2.

I have also made the following changes to the mission:

- I have slightly edited the map to fix the bad bridge doodad placement error.
- Force 2 gets 400 ore and gas for every 40 ore and gas it gets, Enslavers-style. The goal is to speed up its ability to train units and research upgrades.
- The enemy Battlecruiser will now harass the player's base with its Yamato Cannon. It starts the mission without any energy and the Colossus Reactor upgrade to make it more manageable early on.
- Norad II has been added to the map with its own Starport and Control Tower; it will not attack the player since the idea here is to make it look like it is docked to a Starport.
- The Psi Emitter's beacon is now located in the upper right corner, since its original placement never felt right to me; if you had to fight your way into the enemy base, why not just destroy it? Now, you can place the Psi-Emitter without having to engage with the main base.
- Once the Psi-Emitter is placed, Zerg waves will spawn in and destroy the enemy base, causing the Norad II to flee and setting up the "Downing of the Norad II" cutscene.
- I have reused voice lines from elsewhere in SC1 and also a few lines from Brood War to give the enemy force more personality, to warn the player of the incoming Battlecruiser attack and also to end the mission on a humorous note.
- I have added a defeat condition for the loss of the Psi-Emitter in case it disappears when the SCV carrying it gets destroyed during construction.

Any feedback and suggestion would be much appreciated!

EDIT: Looks like ModDB is taking its sweet time authorising the upload. Sorry about this.

Download it here!

Post has been edited 4 time(s), last time on 1 hour ago by JohnnyTheWolf.




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