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Staredit Network -> UMS Showcase -> The Avenger
Report, edit, etc...Posted by Ireng on 2006-06-20 at 22:05:56
"The Avenger" campaign
Created by Ireng

For all Starcraft fans

This campaign was made using the Starcraft Campaign Editor, Arsenal III and WinMPQ.

Files that compose the campaign:

Avenger.exe 12.110 KB
Mission 1.zip 8.797 KB
Mission 2.zip 7.191 KB
Mission 3.zip 10.819 KB
Mission 4.zip 10.248 KB
Mission 5.zip 11.046 KB
Mission 6.zip 7.308 KB
Mission 7 - Interlude.zip 7.917 KB
Mission 8.zip 27.071 KB
Mission 9L.zip 25 KB
Mission 9C.zip 37 KB
Readme.txt 3 KB

******************************************************

Music files belong as follows:
- Mission 2: Final Fantasy Tactics' "Battle Bridge", property of Squaresoft, produced as a MIDI and converted to WAV.

- Mission 7: Trinity Blood's "Kresnik"

- Mission 8: Trinity Blood's "Cain & Abel"

******************************************************

Sounds belong as follows:

obsricos: Revelade
Get Item: Nintendo
Machine Gun2: RF
heartbeat: Cheezy AKA CheezyTheCheezeCake
Bloodlust, Thunder, Temple of the Damned, Eye of Kilrogg: Blizzard's Warcraft II

******************************************************

Graphics for The Avenger were taken from www.campaigncreations.com (an excellent site with lots of goodies, check it out!).
The third party programs, the above WAVs and a lot of help come from www.staredit.net.
I learned how to make SEMPQs at www.starcraft.org


******************************************************

Voices:

Colovan...................Ireng
DeVerran..................Ireng
Lomalaris.................Ireng
Terran Lieutenant.........Ireng
Protoss High Templar......Ireng
Protoss Dark Archon.......Ireng
The Avenger...............Blizzard
Zealot....................7aka
Dragoon...................Paindro

The voice effects were done using Audacity.

******************************************************

It's being hosted at www.starcraft.org and www.rapidshare.de. I encourage anyone who needs support regarding this campaign, or that would like to tell me of any problem, bug or suggestion at ireng006@yahoo.com

Thanks, and enjoy the campaign!

Current version is 1.3 updated July 2, 2006.
Complete Campaign (92MB):
http://rapidshare.de/files/24689413/The_Avenger_1.3.zip.html
Report, edit, etc...Posted by PCFredZ on 2006-06-20 at 22:20:25
Post some screenshots! Looks like a lot of efforts were put forth into making the mod and missions, you should put some into advertising the map too.
Report, edit, etc...Posted by Noober on 2006-06-21 at 08:59:27
How is that 90MB? You mean KB, right? But besides that, wow. I think this is the first time I saw someone make a campaign complete with mods, voices and the whole thing. Nice job.
Report, edit, etc...Posted by fritfrat(U) on 2006-06-21 at 11:51:56
I think he meant to put MB instead of KB for the map sizes.

But seriously, I agree. Wow.
Report, edit, etc...Posted by Zeratul_101 on 2006-06-21 at 12:12:20
i'm not so sure about that. look herel
QUOTE
Readme.txt 3 KB

while is it possible to make a 3 mb txt document, i find it unlikely, unless he include music into the text document...
Report, edit, etc...Posted by fritfrat(U) on 2006-06-21 at 12:19:59
Actually, he could have meant to use KB; just replace those periods with commas. That would explain it tongue.gif

Rapidshare doesn't let you download both the SEMPQ and maps within the same 75 minute time frame, since they're so big. Where could we find the download on starcraft.org? That site is really big and unorganized.
Report, edit, etc...Posted by HorroR on 2006-06-21 at 13:01:26
Was it really necessary to put each map into a seperate .zip file?0

I just played it with the "mod", and I noticed nothing different. I downloaded the SEMPQ, but all I got was a .exe file.
Report, edit, etc...Posted by Ireng on 2006-06-21 at 17:19:48
Ok guys listen. First of all, thanks a lot for commenting, feel free to play.
When I say MB I mean MB.
When I say KB I mean KB.
Simple as that.

Here are some screenshots!!
Mission 2 Briefing
Mission 7 Interlude

Rapidshare is the only free server that would host a 90mb SC campaign. It's also in sc.org but under the same parameters as here - that is, linked. Sorry for the inconvenience, but everything else failed, and until I get a job that pays more than US$300 in South America, I won't be able to do much better.

The SEMPQ will make some minor changes that will become more noticable as you progress, until the game is senseless without it.

The demo, however, can be played without the SEMPQ, since the first mission only houses a small "change".

And the SEMPQ is an exe, by definition. Self Executable MPQ.

Check also this cute submission!
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-06-21 at 17:42:32
Add up your totals.

167.507KB<90MB. Your math is WAY off there.

Also, I believe map/mod combinations belong in the mod section, unless they are SCMLoaded, but I'm not sure.

As for the mod, I'll try it out when I have time.

ADD: Tried the "Demo", didn't like the terrain, the voices were creepy, and I spent half the time wondering why I was given an invincible dragoon and a high templar that had no powers. Otherwise, fairly nice. Although it is clear that english is not your first language.
Report, edit, etc...Posted by Ireng on 2006-06-21 at 19:02:04
Hahahahahaha
you are talking probably about two friends that were dying to participate
yeah they speak like hell and I wanted to replace them but they were so stubborn I had to keep their voices.
Invincible Dragoon? Where? You mean the one which is ambushed by five Zerglings?

Also, I know I was never good in math, but let's review:
12.110 KB
8.797 KB
7.191 KB
10.819 KB
10.248 KB
11.046 KB
7.308 KB
7.917 KB
27.071 KB
25 KB
37 KB
3 KB
makes a total of 102.572 kb, when zipped it is reduced to around 90MB.
Report, edit, etc...Posted by HorroR on 2006-06-21 at 19:03:07
QUOTE(Ireng @ Jun 21 2006, 04:19 PM)

And the SEMPQ is an exe, by definition. Self Executable MPQ.
[right][snapback]510879[/snapback][/right]


Woops. More proof that I suck both at mapping and modding terms tongue.gif . I still didn't notice anything though, would you care to post some of the changes?
Report, edit, etc...Posted by Zeratul_101 on 2006-06-21 at 19:30:43
QUOTE(Ireng @ Jun 21 2006, 05:01 PM)
makes a total of 102.572 kb, when zipped it is reduced to around 90MB.
[right][snapback]510958[/snapback][/right]


correct me if i'm wrong, but isn't a KG(1024 bytes?) alot smaller than a MB(somewhere around a million bytes?)? blink.gif

if so, then your math is VERY off tongue.gif

also, your total is 167.5, not your 102
Report, edit, etc...Posted by fritfrat(U) on 2006-06-21 at 20:04:39
Guys, stop being idiots.. shall I edit in the commas for you?

Avenger.exe 12,110 KB
Mission 1.zip 8,797 KB
Mission 2.zip 7,191 KB
Mission 3.zip 10,819 KB
Mission 4.zip 10,248 KB
Mission 5.zip 11,046 KB
Mission 6.zip 7,308 KB
Mission 7 - Interlude.zip 7,917 KB
Mission 8.zip 27,071 KB
Mission 9L.zip 25 KB
Mission 9C.zip 37 KB
Readme.txt 3 KB

A total of 102,572 KB, making 100.17 MB.

Without the avenger.exe, 90.462 KB, 88.34 MB.


Instead of commenting on how you "think" he made typos, why don't you go download the campaign and say what you think, like you are supposed to?

I also ask Ireng to recognize that a few select posters do not represent the SEN community here.
Report, edit, etc...Posted by Ireng on 2006-06-21 at 20:28:45
QUOTE
Instead of commenting on how you "think" he made typos, why don't you go download the campaign and say what you think, like you are supposed to?

I also ask Ireng to recognize that a few select posters do not represent the SEN community here.

Oh, thanks. blushing.gif I didn't knew. smile.gif
Report, edit, etc...Posted by Noober on 2006-06-21 at 20:38:50
Actually, according to the information, Ireng lives in South America, where they use periods instead of commas for numbers, and vice-versa for decimals.
Report, edit, etc...Posted by Ireng on 2006-06-21 at 21:54:05
But did anyone actually play the campaign with the SEMPQ?
Changes include unit speech, unit models, portraits and custom music.
Report, edit, etc...Posted by fritfrat(U) on 2006-06-22 at 00:20:05
I have been playing it all day with the SEMPQ, I just got to mission 8. Most of it to me seems to be unchanged, excluding the archons and stuff at the end.

In general, I think it's a pretty decent campaign; I'd definitely give it an 8/10. The story is pretty good and creative; I think this is by far the best aspect of it. The things I am against it would be the interest level and the difficulty.


The difficulty seems to be all over the place. The first level is extraordinarily easy and a push over, and then the second level comes as a defense one and it gets really hard from like 22-15 minutes left- It took me 3 tries to beat it- and then it becomes extra easy since no one big really attacks you after that point that you can't handle. Missions 3-4, the space and desert ones, I believe, are good, too; really well made on the offensive ends. But the enemy needs to attack more. There really is no way for me as a player to lose besides me getting extremely bored. Mission 4 was another case where it would have been nice to know the objectives, since I was ready to float over terran buildings to kill the other terran when all my stuff disappeared because the last protoss building died. Also, it was kind of weird how you had the ion cannon there for a second in mission 3, but I haven't seen it again and I'm already at the last mission.

Mission 5 could have been cool, but I won't know, since I had 2 hero zealots. I'm not sure if this was a mistake, but having 2 made the entire level a complete pushover. Also, Disc 3 was owned by Player 7 at the time of removal, so the trigger to remove disc for Player 2 left the disc there, making me think that it was bugged. That and I missed Disc 4, so I had to search the entire map looking for the stupid thing. Not fun.

Mission 6 I think needed more direct directions in that it should say you only needed to kill the 3 warpgates. I spent forever building up huge armies and setting up big defenses, which got boring after a while, only to find out that I just had to kill the warp gate. The island one in the middle had tons of archons; are the computers supposed to be able to build archons? Since with the mod, it looked like the Avenger archon, even though they were normal archons. Also, to me, the objectives made me completely forget about the terran base and focus on killing the enemy protoss; I even saw enemy goliaths walking around in my ally's base!

I haven't done Missions 8/9 yet, but I am looking forward to doing them. Even though it can get a little stretched out at times, it's still fun.

As far as advice goes, I would recommend the maker to simply polish things up a bit; make the hero zeal have the same bonus each mission, make the hero goliath have the same damage each mission, fix the small spelling errors and bugs (you spelled Strength wrong a few times in the intros, and the protoss beacons when being created often couldn't be made), and to more clearly define the objectives and what you need to do to obtain victory. Also, the AI needs to be adjusted so the enemies continue to provide a challenge after the games reach their later stages, especially in mission 2.

To anyone else reading this, I would definitely recommend playing this campaign, especially if you liked Blizzard's campaigns. It's worth the download and the playing time. This reminded me of Blizzard's campaigns a little, just slightly less professional and smooth.

If Blizzard's campaign set the scale for 10/10, this would get an 8/10, definitely. Good job, Ireng!
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-06-22 at 06:55:34
QUOTE(Ireng @ Jun 21 2006, 09:53 PM)
But did anyone actually play the campaign with the SEMPQ?
Changes include unit speech, unit models, portraits and custom music.
[right][snapback]511040[/snapback][/right]


Like I said earlier, I played your "demo" and didn't like it. And I never saw a single change. (I had music off, however...)
Report, edit, etc...Posted by HorroR on 2006-06-22 at 07:06:33
QUOTE(Ireng @ Jun 21 2006, 08:53 PM)
But did anyone actually play the campaign with the SEMPQ?
Changes include unit speech, unit models, portraits and custom music.
[right][snapback]511040[/snapback][/right]


I turned off unit speech and music, and I rarely pay attention to portraits.
Report, edit, etc...Posted by fritfrat(U) on 2006-06-22 at 10:26:58
There are very few changes with the SEMPQ.. the only major difference I saw was with the archon...

In all seriousness, when I wrote that big big long post, I mainly referred to it and judged it as if it wasn't modded at all. But seriously, it IS single player, and there is no downside or hassle to having the mod as far as playing it goes.. if there's only a few changes, why not do it?

You definitely have to like campaigns, like Blizzard's, in order to like this one. But I think it is worth playing.
Report, edit, etc...Posted by Ireng on 2006-06-22 at 13:22:46
Wow, I'm flattered!
fritfrat(U) played till the end!

I recognize those mistakes as I realised the cause of them as you wrote your unnecesary long but extremely dedicated review that made me feel proud of myself.

QUOTE
The first level is extraordinarily easy and a push over, and then the second level comes as a defense one and it gets really hard from like 22-15 minutes left- It took me 3 tries to beat it- and then it becomes extra easy since no one big really attacks you after that point that you can't handle.

Yeah, it's nearly impossible to lose the first mission. The second one had huge AI problems that I could barely fix with triggers, but I obviously failed.


QUOTE
Missions 3-4, the space and desert ones, I believe, are good, too; really well made on the offensive ends. But the enemy needs to attack more. There really is no way for me as a player to lose besides me getting extremely bored.

Well, for 3, I thought that putting the enemy on Hard AI would be too much since you are restricted to few units of both Terran and Protoss. But I'll take it into account.


QUOTE
Mission 4 was another case where it would have been nice to know the objectives, since I was ready to float over terran buildings to kill the other terran when all my stuff disappeared because the last protoss building died.

The problem is that supposedly both of your armies attack at the same time. It was illogical to be able to attack one enemy base, then the other. But yes, I needed to clarify that you lose all Terran buildings. I actually had completely forgotten of the possibility of lifting buildings. Good point.



QUOTE
Mission 5 could have been cool, but I won't know, since I had 2 hero zealots. I'm not sure if this was a mistake, but having 2 made the entire level a complete pushover. Also, Disc 3 was owned by Player 7 at the time of removal, so the trigger to remove disc for Player 2 left the disc there, making me think that it was bugged. That and I missed Disc 4, so I had to search the entire map looking for the stupid thing. Not fun.

Mission 5 was a very ambitious project that required an enormous amount of time in trigger making. I will check for the bugs; I'm specially curious about the 2 Zealots Heroes.



QUOTE
Mission 6 I think needed more direct directions in that it should say you only needed to kill the 3 warpgates. I spent forever building up huge armies and setting up big defenses, which got boring after a while, only to find out that I just had to kill the warp gate. The island one in the middle had tons of archons; are the computers supposed to be able to build archons? Since with the mod, it looked like the Avenger archon, even though they were normal archons. Also, to me, the objectives made me completely forget about the terran base and focus on killing the enemy protoss; I even saw enemy goliaths walking around in my ally's base!

CRAP! I FORGOT ABOUT THE ENEMY ARCHONS! Ohhh damnit damnit DAMNIT! Gonna check the other issues too.



QUOTE
As far as advice goes, I would recommend the maker to simply polish things up a bit; make the hero zeal have the same bonus each mission, make the hero goliath have the same damage each mission, fix the small spelling errors and bugs (you spelled Strength wrong a few times in the intros, and the protoss beacons when being created often couldn't be made), and to more clearly define the objectives and what you need to do to obtain victory. Also, the AI needs to be adjusted so the enemies continue to provide a challenge after the games reach their later stages, especially in mission 2.

Thanks for the recommendations. You see, while testing the campaign as the designer you tend to forget the other player's point of view, and while I did my best, I'm happy to see there's much to improve.



QUOTE
If Blizzard's campaign set the scale for 10/10, this would get an 8/10, definitely. Good job, Ireng!

Thanks a lot for spending the time to play, and remember: be aware of the final sequence! There's more to it that you can see!


All of this makes me want to start the second part (it was supposedly 3 parts) as I now have tons of material to implement.
Report, edit, etc...Posted by fritfrat(U) on 2006-06-22 at 17:16:13
The enemy archons weren't even half the issue in mission 6 as far as difficulty. There must have been 50 high templars on that middle island, and with only air being able to reach it, I had to go for carriers. 6-8 fully upgraded carriers died faster than if there were 20 bcs on that island, being constantly under storm tongue.gif I had 3 bases by the end of that game, the original and the zerg base once I killed it real fast. Had to get cannons around the entire starting island to prevent the constant terran and protoss dropping on it smile.gif This level got a lot more fun when I turned it on to 7/7 game speed.



EDIT: Just played the last level, and I hate to say it, but I was slightly disappointed. It being the last level, I set higher expectations for it than the others, though, I have to admit. The Avenger was so unbelievably powerful, the gameplay was basically me walking around with it, killing tons of stuff, and walking back to the 8 shield batteries and 5 photon cannons I had set up right outside my base. During this entire time, I was building up a carrier army, incase the avenger actually somehow died. Basically, the avenger itself was pwning everything on the entire map, allowing me to not even bother to pay attention to anything else tongue.gif. This in itself I suppose, if it is how you intended it, is not that bad, but I'd expect more from an ending than an easy pushover of just walking around killing everything with 1 unit.

This is the part that REALLY got to me. Going back to the shield batteries at one point, I lost control of the avenger, and the CANNONS ATTACKED IT!! Avenger died, because of my own stupid cannons. Make it allied to you still when you don't control it! I already had the carriers to finish off the rest of the level, but the game kept on saying "you lost control of the avenger" and "you gained control" over and over anyways. Since I didn't have the avenger, the end building with 9500+ health had 10 armor or so, so my carriers did crap damage to it.. had to bring Colovan to it, sitting there for 3-5 minutes as the end building died.

Then, the ending. I bet it would have been great, but there was no archon! Just a big ol pile of blue zealots that my zealot ended up rushing in at. Either have a respawn for the archon, make a new ending for the avenger dying, or make the player lose due to "certain defeat" or something if he/she loses the avenger. Mission 9 briefings were cool, with 2 different possible endings.. but I didn't understand the actual movies that the maps had. Both seemed awfully unrelated and random, taking away from the real ending.

My rating of the overall campaign does not change just because of the ending, and I still recommend everyone else to play it. Honestly, if you fix it up a little, especially the bugs and the alliance with the out of control avenger, I think it'd be a pretty darn good ending. Something about sacrificing the guy I had played with all this time in a pile of allied zealots just somehow didn't appeal to me as the way to end it, though.
Report, edit, etc...Posted by Ireng on 2006-06-22 at 23:26:55
Yeah well mission 6 has the issue that Templars should be able to leave the island they spawn at, I'm working on it.
And mission 8 is kind of a compensation for mision 6, but it looks I made The Avenger way too powerful.
The bug you experienced is that there IS a trigger that enables the defeat, but it's only appliable to player 1, I'll correct it as well.
Play again, cheat if you like, and finish the mission normally. You will see the real ending.

Up to now all reported errors have been corrected, as well as others that I didn't knew, I will update the new version tomorrow.

I'm sorry for the lack of professionalism shown in missions 1 and 5 with those "extra" heroes, I apologize deeply.

Thanks for playing.
Report, edit, etc...Posted by fritfrat(U) on 2006-06-23 at 23:06:31
When I played mission 6, a lot of templars did get off the island. They were constantly pwning my shuttles, and a few dropped in my base before I set up my defense, stopping the shuttles. It's just that there was a normal presence of templars everywhere and templars as far as the eye could see on the island tongue.gif

So, did you make it so you are allied with the avenger when you lose control of it? That's really important, lol.
Report, edit, etc...Posted by Kurz991 on 2006-06-23 at 23:37:22
wow why is this file 88.4 mb?!?!?
and u can only download it from Berlin?
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