View Full Version : [SC:BW] Resilience Rising

01-01-2012, 11:38 PM

This is my entry to the Campaign Creations Campaign Contest (http://www.campaigncreations.org/forum/viewforum.php?f=85), so most of the thread's text has been taken from there.

I will make a lengthy campaign entitled "Resilience Rising", modeled after Blizzard-like build-and-destroy missions and commando missions reminiscent of Aeon of the Hawk and Flame Knives. This campaign will be at least ten playable missions and a cinematic epilogue, and may be extended to support additional missions. Resilience Rising will be fully-voiced, with custom units, unit graphics, and portraits thrown in as additional content. Not all of this content will be original work by me, and I will cite such examples in the credits of the epilogue. I intend on including a myriad of music tracks -- again, original works, or otherwise -- and will cite the contributing artists/groups for their works.

Resilience Rising revolves around a trio of Protoss brethren, one of which who has attained the fictional military rank of "Resiliator". A Resiliator acts as a field commander and holds similar responsibilities to a marshall, such as Jim Raynor. The other two characters are also of fictional ranks, and all three will make physical appearances in every mission, with very few exceptions. The Resiliator and his battle brothers will embark on a quest to return Aiur to its former glory, shortly after the death of the Overmind. With much of the Protoss forces having retreated to Shakuras, their journey will be extremely difficult, taxing, and painful. Every character, including minor characters, will make sacrifices for their own cause, but none will sacrifice more than the three protagonists.

A taste of what is to come:


(map 1)



Character Bios

A powerful and strong-willed Zealot who has attained the rank of Resiliator, Algannor represents loyalty to reason and to the Protoss people of Aiur. He fights to save his brothers, no questions asked, and looks up to Vice-regent Tanuderal for being a stalwart defender of what the Protoss truly stand for. His values lay with the Protoss, not the failed Conclave.

An adept psion and experienced tactician, Vice-regent Tanuderal is a well-known defender of Aiur's people and seeks to save the dying planet from the Zerg menace and infestation. He witnessed Tassadar's sacrifice to destroy the Overmind and vowed to continue in the templar's footsteps -- Tanuderal, however, has a strong dislike for Dark Templar, for reasons that will be revealed as the story progresses...

Ultor comes from an organisation of long-lasting Conclave members, and holds similar respects and values, as such. He resents the disrespect that many Protoss now levy against the Conclave and often defends their practises and traditions, despite their retreat from Aiur. He supports Tanuderal and Algannor in their quest to restore Aiur's prosperity, but most of his support is underlined with cynical remarks.

The powerful Archon that resulted at the joining of two First Templar, Kreelak/Fadonnis is the commander-in-chief of the Carrier Armageddon, which is distinguishable from normal Carriers by the extra armour. He is a valuable asset to the Protoss, simultaneously being a great leader and an experienced and zealous warrior. Kreelak/Fadonnis is a powerful psion that relishes battle and wishes nothing more than to annihilate all Zerg presence on Aiur.

A Dark Templar whose allegiances are hard to pinpoint, Sylar is a relatively-unknown and incredibly-secretive warrior. Those who don't know him well have attacked him, levying accusations of treason against both the Dark Templar and the Protoss High Conclave, but neither cases of his would-be betrayal have much evidence behind them. He is a powerful assassin and warrior who prefers, like most of his kin, to strike from the shadows rather than directly confront the enemy. Sylar's ability to use the void's energies to destroy Cerebrates permanently may become invaluable to the Protoss of Aiur, should they encounter such a creature.

Skultor is the physical manifestation of Cerebrate Esilyr, a notoriously-aggressive brood leader. Skultor's sentience is a powerful threat to Aiur's defenders, as it means that the leader of an entire Zerg brood is not stationary and can indeed fight back. His abilities are dangerous and his intelligence is cunning and malevolent, and Skultor shows no signs of being merciful to the Protoss unlucky enough to be caught in his snare. His goal is to finish what the Overmind started -- eradicate the Protoss on Aiur, and integrate the refugees hiding on Shakuras into the Zerg Swarm.

Mysterious Being
A creature of an unknown origin with an unknown purpose. The Mysterious Being has never physically intervened with any events of the universe, so its power is dubious and enigmatic, but this entity indeed expresses an intelligent comprehension of the recent events of Aiur, and of Protoss history in general. Few in the Koprulu Sector know of its existence, and fewer still acknowledge it as something that truly exists. Perhaps more of its motives and goals will be exposed as the story progresses.

More updates coming soon...

01-02-2012, 10:08 AM
Ah yes, SC BW, nothing beats the atmosphere of that game. Might actually fish out my disk to play this.

GJ on the music too.

01-02-2012, 10:45 AM
Thanks mate. I'll keep this thread updated.

01-04-2012, 06:48 PM
Updated the second track, "Rising". It's in the OP.

Still hard at work, as I will be with the rest of the time I have to produce Resilience Rising. :D

01-04-2012, 09:37 PM
What do you use to make your music?

01-04-2012, 10:30 PM
Gigastudio is my sequencer. I have VSTs that I edit with Gigastudio and Adobe Audition for finalising.

02-07-2012, 09:09 PM
Updated the third track, "Victory at Hand". It now has proper rain effect timing. Nothing else has changed.

Four more screenshots have been added.

Second mission is well on its way to being completed, and will feature a hefty amount of extended terrain to set the scene. Screenshots will arise sooner or later, and the speed with which the project will be completed shall increase as my school year winds down.

This is NOT, by the way, February's monthly update. The main update will be much more impressive, with a good amount of screenshots, and (most likely) a gameplay video of mission two.

Let me know what you guys think!

02-08-2012, 06:02 PM
Nice, nice. Looking forward to playing the scenarios and story.

02-11-2012, 10:26 PM
Four new screenshots have been added. Several more updates will arrive within the month.

02-17-2012, 03:34 PM
So, this past Valentine's Day, I received this card in the mail.
Glad to see Jennifer is still checking up on me. We haven't been together since I got enlisted back on Char. Hopefully, she hasn't nested with anyone else yet.

However, since I have to have some fun, too, I am heading to a metal concert this afternoon. I decided to make this image as the 'do whatever you want as long as it's school appropriate' assignment in my Digital Images class.

Hopefully, after my recovery this Saturday and the role-playing session this coming Sunday, I'll be able to pump out a lot more Resilience Rising content for you guys.

Till then!

02-27-2012, 08:20 PM
A nice little terrain update for chapter two of Resilience Rising is here, to whet your appetites for the big video update that's due tomorrow or Wednesday. Let me know what you guys think!


02-27-2012, 08:37 PM
Sexy. I miss SC1 terrain so much. Especially that cliff stacking. Still can't do that with SC2 to my knowledge.

02-27-2012, 08:48 PM
Bunch of other screenies were added, in case you missed them.

Yeah, the cliff stacking isn't flawless in this, either, but it's easier than in SCII.

02-29-2012, 09:13 PM

As promised. Available in 1080p.

February has come and gone. Here's to March. Expect the next monthly update to be less revealing, although I do intend to include a gameplay/story video every month.


03-02-2012, 07:58 PM
Gotta say bro, I think the voice acting actually detracts from the experience, at least the first two or so minutes I listened to of the first video. Might want to consider a voiceless version.

03-02-2012, 09:41 PM
Are you referring to the monologue? I have never received complaints to my voice acting, so please specify exactly what lines your referring to and let me know how I might be able to improve the voices (as it will be voiced). I don't care what your suggestions are, as long as it's constructive and gives me some insight as to what you're looking for (e.g. slower/faster reciting of the text, louder/softer delivery, different diction/voice pitch, etc.). I'm always looking to improve.

03-02-2012, 11:30 PM
It's not a problem with the voice acting itself, just that its there. I've always been of the opinion that voice acting needs to be spectacular to justify itself. That's nothing against your voice acting, which for an amateur is nothing short of astounding, its just that even top notch games that voice acting that bothers me and, apparently, the little voice that reads lines in my head is just too much for any realistic expectation in the real world.

I just remember that, back in the day, a lot of the campaigns would have voiceless versions. Granted, that was because we were all on dial-up, but, still, it was nice, imo. I plan on playing this campaign whenever I get the itch for SCBW (which is fairly often) so I was just asking for/commenting that a voiceless version would be nice. Normally, I'd remove the WAVs myself, but, I can tell that you're using custom editors so that's not possible, IRC.

Again, to reiterate, wasn't an insult to your voice acting, which is probably some of the best amateur VA I've heard.

03-03-2012, 12:44 AM
I'm just used to people critiquing the voice acting itself, not the fact that there is voice acting. That's why I was wondering if you were unsettled by the voice acting, hah.

If you open the maps in SCMDraft 2.0, you can remove the voice files without destroying the map, but you may get a bunch of string errors when you do that because of the way the pointers to WAVs work. I will not be including a voiceless version because every aspect of audio is important to my vision of the project. Maybe you can understand that, maybe you don't (I'm not being a stupid self-righteous 17-year-old, I swear; that stuff is for when DarthYam is around anyways), but it's just how I envision the project. If it goes against my vision, it really isn't my project anymore.

I appreciate your interest nonetheless, and if you have any comments on any aspect of the project (including voice acting), please feel free to make it known.

03-03-2012, 09:04 AM
Maybe you can understand that, maybe you don't

I understand. I used to dabble in map making myself, so maybe I can make the VAless version work.

03-08-2012, 07:02 PM
I'm pleased to report that chapter one is finally fully-functional, with no bug - audio, video, or gameplay - remaining. As the triggers for the second chapter will not be nearly as switch-heavy, I predict a quick finish of that map (especially since the terrain, locations, etc. have been taken care of already).

I will showcase some stuff from mission four when that map is ready for showcasing. That will be a big part of March's monthly update. That map will be quite unlike what you have seen thus far, so I'm pretty excited to talk about that.

As always, stay tuned!

03-13-2012, 07:23 PM
New wallpaper.


Available in 1920x1080 resolution (wallpaper size).

The Dragoon is a walking legacy of Protoss warriors. Pay your respects.