Staredit Network > Forums > SC1 Map Showcase > Topic: Starcraft: Liberation
Starcraft: Liberation
Jan 28 2018, 2:39 pm
By: Xsizter  

Jan 28 2018, 2:39 pm Xsizter Post #1




Starcraft: Liberation (Introduction)

Liberation is planned to be a 10 mission single-player campaign following the crew of the Morpheus Group, led by Captain Gydeon Radus under the service of the Confederacy, liberating the Koprulu Sector from the terrorist group, Fareon Raiders.

The demo includes the first two missions of the campaign, "Morpheus Group" and "Infiltration".

This is my first Starcraft campaign and I am hoping to make it as enjoyable as I can, any feedback and tips are welcome.


Story

Gydeon Radus, veteran captain of the Morpheus Group is tired of the rampage of the Fareon Raiders across the Koprulu Sector and tasks his best men Jenos Hadram, Lead Morpheus Scientist and Maximilien Zural, Commander and Battle Tactician of Morpheus Group to take down the threat under Radus' command.

With a smaller military force than the Fareon Raiders, they will either become victorious and liberate the threat or die with glory and remembered as heroes to the people of Koprulu Sector.

Screenshots


Development History

TBA.

Download



Post has been edited 1 time(s), last time on Jan 28 2018, 5:41 pm by Xsizter.



None.

Jan 28 2018, 4:01 pm DarkenedFantasies Post #2

Roy's Secret Service

Archive is corrupted, I can't open or extract it. :sneaky:




Jan 28 2018, 5:41 pm Xsizter Post #3



Modified the winrar file, try now?



None.

Jan 28 2018, 8:32 pm DarkenedFantasies Post #4

Roy's Secret Service

That one worked! I shall be back with feedback soon (may not be today).




Feb 2 2018, 8:14 pm DarkenedFantasies Post #5

Roy's Secret Service

I have played both maps. I think the newscaster is a nice touch to the mission briefing; it's more interesting than the overt info-dumping other people often do. On the other hand, I find the gameplay is uninvolving.


The missions are very easy because we have the whole tech tree at our disposal (including medics and valkyries even though we're supposed to be the Confederacy), but despite that we only need a control group of siege tanks and some goliaths to steamroll either maps, even easier if you take some time to get weapon/armor upgrades. We also generally start the game with a largely pre-built base and plenty of resources.

I recommend putting more thought into terrain design and enemy unit placement to shape the mission's difficulty (instead of relying on harder AI scripts) as well as making it more engaging to play.
For example, on mission 2, almost 50% of the map isn't effectively used. The expand locations are not reachable by ground, but expanding isn't necessary anyway because we start with plenty of resources and, unless you bother to build dropships, aren't located in a manner that is significant to victory; they are distant and superfluous.
This could be remedied by designing the map in a way that would make it worth investing the time and effort to secure those expansions, such as decreasing the amount of resources that can be mined in the player's starting base, and changing their location on the map and the surrounding terrain so that they are more relevant to progressing the mission.

A few more things I found to be an issue was:
- The placement of the command center relative to the minerals/geyser: The command center was always placed unnecessarily far from the resource nodes, warranting me to lift it up and move it closer. You should have it as close as possible, or use unbuildable terrain if you want to force a certain distance from the resource nodes. Otherwise it's an annoyance because the potential for more efficient mining exists but the player has been deprived of it for no reason.

- Edmund Duke's antagonism in the story seems very petty and silly; a terrorist group have glassed an entire planet and are still growing in threat, but he's frustrated that another group---that is part of the Confederate military---is taking action. I suppose it's meant to be corresponding with Duke's role in Terran 02 when we destroy the infested command center, but in that instance there's a justifiable reason for it (destroying Confederate assets). Here, what justifies Duke to order a group within their own military to stand down, and rebuke them despite their success? This irrational behavior prevents me from taking it seriously.

- Use "Set Next Scenario" to tie your maps together, so we are brought to the next mission upon achieving victory, or reload the same map if we are defeated.


I hope my feedback will help you improve your project!




Feb 2 2018, 8:53 pm Xsizter Post #6



I have played both maps. I think the newscaster is a nice touch to the mission briefing; it's more interesting than the overt info-dumping other people often do. On the other hand, I find the gameplay is uninvolving.


The missions are very easy because we have the whole tech tree at our disposal (including medics and valkyries even though we're supposed to be the Confederacy), but despite that we only need a control group of siege tanks and some goliaths to steamroll either maps, even easier if you take some time to get weapon/armor upgrades. We also generally start the game with a largely pre-built base and plenty of resources.

I recommend putting more thought into terrain design and enemy unit placement to shape the mission's difficulty (instead of relying on harder AI scripts) as well as making it more engaging to play.
For example, on mission 2, almost 50% of the map isn't effectively used. The expand locations are not reachable by ground, but expanding isn't necessary anyway because we start with plenty of resources and, unless you bother to build dropships, aren't located in a manner that is significant to victory; they are distant and superfluous.
This could be remedied by designing the map in a way that would make it worth investing the time and effort to secure those expansions, such as decreasing the amount of resources that can be mined in the player's starting base, and changing their location on the map and the surrounding terrain so that they are more relevant to progressing the mission.

A few more things I found to be an issue was:
- The placement of the command center relative to the minerals/geyser: The command center was always placed unnecessarily far from the resource nodes, warranting me to lift it up and move it closer. You should have it as close as possible, or use unbuildable terrain if you want to force a certain distance from the resource nodes. Otherwise it's an annoyance because the potential for more efficient mining exists but the player has been deprived of it for no reason.

- Edmund Duke's antagonism in the story seems very petty and silly; a terrorist group have glassed an entire planet and are still growing in threat, but he's frustrated that another group---that is part of the Confederate military---is taking action. I suppose it's meant to be corresponding with Duke's role in Terran 02 when we destroy the infested command center, but in that instance there's a justifiable reason for it (destroying Confederate assets). Here, what justifies Duke to order a group within their own military to stand down, and rebuke them despite their success? This irrational behavior prevents me from taking it seriously.

- Use "Set Next Scenario" to tie your maps together, so we are brought to the next mission upon achieving victory, or reload the same map if we are defeated.


I hope my feedback will help you improve your project!

Thank you for the feedback, will try my best to fix everything that you mentioned. Gotta start somewhere.



None.

Feb 16 2018, 4:11 am Pr0nogo Post #7



How's that fixing coming along?




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[11:31 am]
Oh_Man -- No training is very computational expensivr it doesnt train in real time tht culd actually be used against it
[11:11 am]
NudeRaider -- Oh_Man
Oh_Man shouted: Hope that makes sense. Also artosiscast just dropped a 1 hour vid he analayses a bunch of its games. The TLDR is the maphack is responsible for a large percentage of its wins because its just hard countering zerg rushes
People keep mentioning it's a bot using reinforced self-learning (or w/e the correct term is) but I wonder, does it still actively learn now that it is deployed? How does that work? Or was it trained on like 100k games playing against itself and now training is finished and its capabilties are now static?
[09:53 am]
NimoStar -- ban the bot :))
[05:17 am]
Oh_Man -- Like it doesnt even bother to build a comsat unless it sees a lurker or dt, etc
[05:15 am]
Oh_Man -- Hope that makes sense. Also artosiscast just dropped a 1 hour vid he analayses a bunch of its games. The TLDR is the maphack is responsible for a large percentage of its wins because its just hard countering zerg rushes
[05:14 am]
Oh_Man -- It's EMULATING the behaviour of a control group select and move without having the actual functionality to do that
[05:13 am]
Oh_Man -- Vrael
Vrael shouted: yeah but it looks like pluto's eAPM is still 6000 based on issuing all those orders
k the APM is inflated because it issues 12 identical orders individually. Its not 12 unique orders
[03:02 am]
Vrael -- which does reduce down to the same tradeoff I mentioned below, aka trading APM for time, but still interesting
[03:01 am]
Vrael -- and while the reaver was reloading it used that time to aggregate enough marine/tank to fend it off
[03:01 am]
Vrael -- like its micro vs one of the in-base reaver drops was pretty insane, basically it made the reaver spend 1 scarab per unit instead of 1 scarab for many workers/units
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