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Thread: Legacy of the Xel'naga, a campaign series for SC2

  1. #1
    Sheliek's Avatar Member
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    Default Legacy of the Xel'naga, a campaign series for SC2

    Greetings. I figured I finally ought to make an official thread for the project I've been working on. At the moment, progress is somewhat slow. The plot is, for the most part, hammered out, though I'm still adding more detail to various spots and creating more depth for each character.

    So I guess a summary is in order. I suppose I can do that best by describing the very first campaign. It's really a sort of demo, so I don't feel to bad about spoiling anything with. The campaigns start off during the sixth Brood War campaign, Queen of Blades. It's basically a reimagining of that campaign, with a bit more plot thrown in to set up the rest of the series. It will follow the normal Queen of Blades missions, with additions such as breaking out Alpha Squadron from a UED prison ship, to collecting new breeds for the assault on Korhal, culminating in the final mission: a four-way assault on Korhal with the player controlling the Dominion, Raynor's Raiders, Kerrigan's brood, and Fenix's tribe.

    The next campaign will follow Horace Warfield, starting with Kerrigan's betrayal and progressing into the reconstruction of the Dominion. It will serve, largely, to set up the post-Brood War feel of the series, with a lot of interactions between Umoja, the protoss, the Kel-Morians, and the Confederate Remnant. It will lead into the real meat of the series, as well: my idea for what StarCraft II's plot would have been, prior to playing it, while still incorporating plot threads from the extant games -- Raynor's campaign will reflect Wings of Liberty in many ways, while Kerrigan's will reflect the gist of what know of Heart of the Swarm, and Artanis' will reflect what very little we know of Legacy of the Void: diplomacy between factions.

    There will be, as mentioned previously, six campaigns, plus the aforementioned prologue. These are:

    1. The Brood War: follows a more detailed version of 'Queen of Blades'. Sets up 'Reconstruction' so as to avoid a jarring in medias res as the start of the series.
    2. Reconstruction: follows Major Horace Warfield from the Battle of Korhal IV while he works to help restore Dominion dominance in the sector. As said, will serve to set up the various interactions between the terran factions in later campaigns, and will segue neatly into...
    3. Dark Origins: following Zeratul as he seeks to unravel the mystery of the hybrids and the Xel'Naga that forged them. Sets up the interactions between the various protoss factions (and protoss interaction with the terrans) for later campaigns.
    4. He Who Fights Monsters: follows Raynor. As the title suggests, it will have a lot of focus on the thread that binds Kerrigan, Mengsk, and Raynor together: the idea of turning into that which you despise. Will serve to give us a look at the colonists and their struggle with the Dominion's colonial forces in light of a renewed zerg invasion, while still advancing the plot of the hybrids started in Dark Origins.
    5. Abyss: will follow Kerrigan as she rebuilds the Swarm, seeking to incorporate many renegade broods. Will set up the interactions between the zerg and other broods with different goals, as well as zerg interaction with various factions.
    6. Hybrid Ascendant: pure carnage. Shows the inner-workings of those tasked with creating the hybrids, and sheds some light on the Xel'Naga. Segues neatly into...
    7. Armageddon: follows the protoss as they work with various groups to combat the hybrid threat. Will neatly close up the series, while leaving a few loose ends should I ever choose to follow up (which is unlikely).


    The major goal of this campaign is to test out my theory on what makes a good story-based RTS. I'm currently planning an essay that goes over these theories more completely, but the most major point of it all is that story should form gameplay, not the other way around.

    One such way I seek to accomplish that seemingly simple goal is through the creation of subfactions for each race. These groups will share tech between each other, but will largely stand out as unique (multiplayer balancing would be a very tremendous undertaking, but I have some rather good players as personal friends, and they've said they'd be glad to work on that).

    As it stands, the following terran factions will appear in the campaign:
    • Terran Dominion,
    • Raynor's Raiders,
    • United Earth Directorate,
    • Kel-Morian Combine,
    • Umojan Protectorate,
    • Confederate Remnant.


    That's just an example of what you can expect. Complete tech trees have been made for all of those factions. Once Heart of the Swarm is released, programming a mod that contains all of these (and the other) factions will be done, and will be released for public testing.

    Another way I want to make the campaigns more immersed in story will be the inclusion of mechanics that reflect the situation each race is in. The Dominion, for example, are just coming out of the devastating Brood War. They will be focused on gathering missions between major plot sections in which you are given a list of planets to raid for various resources (terrazine, minerals, scraps and vespene). These resources will go into a pool which, between missions, can be redeemed for new technology and starting units. By the end of the campaign, if you played your cards right, you can start with a significant fighting force already on the ground.

    Player-choice missions (as in, do you save Hanson or kill her) will be largely avoided, if only to keep the workload for everyone involved as simple as possible and the plot as streamlined as can be. There might be multiple-choice endings for each campaign, but a canon choice will be set in stone, and the choices would be largely irrelevant.

    Anyone at all interested in working on this, as I've said before, need say so here. Examples of your work would be appreciated, but since I've really not shown much of the same here, it is not necessary.
    Last edited by Sheliek; 06-02-2012 at 05:32 PM.

  2. #2
    Sheliek's Avatar Member
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    Default Re: Legacy of the Xel'naga, a campaign series for SC2

    Episode IV: He Who Fights Monsters: Act I preview

    Cinematic 1: Jackson Hauler's office.

    A lush, green planet dotted with volcanic activity is visible out a window. Jackson Hauler talks with his AI assistant, going over all available options at the current time. They both agree that the best course of action will to be enlisting Raynor's help in taking down the Dominion and Kerrigan, his situation being the most conducive to their goals.

    Cinematic 2: Magistrate Bruce Simmons' Office, Riksville, Mar Sara.

    Magistrate Simmons argues with Colonel Gui Montag of Beta Squadron (and one of General Samuel Gaskaville's right-hand men) over the recent round-up of civilians without any explanation as to why. Montag apologizes for not being able to disclose why and ends the conversation. The Magistrate sighs and presses a button. The early warning sirens signalling a zerg invasion ring out through the streets of Riksville -- now used as a signal to the local rebels he'd been secretly meeting to begin their revolt. He then opens a comm-link to a friend of his, something he'd hoped he wouldn't need to do.

    Story-mode: None.

    Mission 1: Revolution
    Objective: Reach the town center and wait for backup; later, eliminate the Dominion presence in Riksville and intercept the Dominion transports.
    Factions: Mar Saran Revolutionaries (white) vs. Beta Squadron Riksville Garrison (maroon)
    New technology: None.
    Stealable technology: None.
    Story: The Magistrate and his rebels rendezvous at the center of Riksville. Raynor and his forces arrive to provide aerial support and reinforce the rebels. Raynor learns that most of the transports moving the locals to Mt. Jacobs are still on the edge of town. They intercept the transports, gather up the remaining pockets of rebels, and begin to move on Riksville Base. The successfully oust the Dominion presence in Riksville, marking the start of the Mar Sara Revolution.
    Result: Riksville Base falls under Raiders control, the Dominion presence in Riksville retreat to White Rock Base. Though a portion of the civilians are rescued, the majority of the transports manage to get White Rock Base.

    Cinematic 3: Joeyray's Bar, Riksville, Mar Sara, one hour later.

    Raynor and Simmons are celebrating their victory in the bar. Tychus Findlay arrives (to Raynor's understandable shock). He explains the he was broken out of prison by a ghost named Tosh on behalf of some mysterious benefactor. He explains that his 'parole' comes with a price: Tychus needs to get Raynor's help in acquiring an ancient Xel'naga device being held in White Rock Base, mentioning they'll pay handsomely for his services. The Magistrate thinks it's a good idea, since they need to break the locals out anyway. Raynor agrees.

    Story-mode: None.

    Mission 2: White Rock Base
    Objective: Capture the Xel'naga device, liberate the Mar Saran locals.
    Factions: Raynor's Raiders (blue) vs. Beta Squadron White Rock Garrison (maroon)
    New technology: Marine, medic, SCV, goliath
    Stealable technology: Hellion
    Story: Tychus leads the attack from the front, having more knowledge of the base than Raynor or Simmons. He doesn't view helping the locals as important, much to Simmons' disgust. Raynor is not pleased, but still defends Tychus, explaining that anything that might help them against the Dominion is worth the effort. As they lay into White Rock, heavy Dominion reinforcements from Mar Sara City arrive. Raynor asks Tychus what the hell kind of artifact this is that it's getting an entire army thrown at them. Nonetheless, they just barely succeed at retrieving the artifact. The Dominion pursues at first, but suddenly fall back. Raynor and the Magistrate are confused by this turn of events.
    Result: Artifact acquired. The civilians are rescued, though they've suffered some casualties.

    Cinematic 4: Joeyray's Bar, Riksville, Mar Sara, two hours later.

    The three are watching the news. Little mention is made of the rebel attacks on Mar Sara, warranting no more than a ticker. Kate Lockwell reports on a recent leak of information from a Dominion military source mentioning zerg sightings, the first since the Brood War, in Dominion space. The Magistrate wonders if this is why the Dominion pulled back in such a hurry. Raynor asks what the zerg would want with Mar Sara. Tychus says that, if anything, it'd be that artifact. Raynor, annoyed, asks what the hell he's gotten himself into.

    Story-mode: Joeyray's Bar, Riksville, Mar Sara.

    Since this is the first story-mode section of the campaign, I'll spend a minute describing how that plays out in this campaign. You're in RTS view, and control only Raynor. As you approach interactable objects, they will highlight. Clicking on them will result in a scene playing out in cinematic style. Conversations with people, while set (you can't react differently, so as to keep the characterization intact), will be branching conversations a la KotOR. You will be able to select for a variety of simple choices, which then play out as short conversations.

    Simmons: You can ask Simmons how he got his old job back, what he'll do after the revolution, and what to do next.

    Tychus: Mentions a friend of his has another job for Raynor and the Magistrate.

    News: Can switch between UNN, having a debate on the colonies, and Michael Liberty's pirate broadcasts, talking about the recent upheavals on Mar Sara and Antiga.

    Briefing: Tosh approaches the Raiders with a proposition on how to deal with the Dominion once and for all on Mar Sara. He says if they can infiltrate the Dominion Headquarters in Mar Sara city, they can set up a bomb and take out the facility, crippling Dominion leadership on the planet. Raynor is skeptical, finally remembering who Tosh is and their first meeting. Tychus assures Raynor that Tosh has defected and is on-the-level. Raynor is still skeptical, but is willing to give it a shot. He warns Tosh that this better not be a trap.

    Mission 3 (the next day): False Flag
    Objective: Set up an outpost outside of Mar Sara City; later, lure the Dominion to your outpost.
    Factions: Raynor's Raiders (blue) and Tosh's Spectres (orange) vs. Beta Squadron Mar Sara City Garrison (maroon)
    New technology: Vulture
    Stealable technology: Hellion
    Story: Tosh's spectres strike against Dominion patrols on the outskirts of Mar Sara city, distracting them while Raynor gets his forces prepped for the infiltration. Once the base is set up, the Raiders stage an attack on a large Dominion force heading for Tosh's camp. The force splits, a small portion pursuing them to the Raiders outpost. This force is eliminated, prompting another portion of the local garrison to investigate. Raynor, Tychus and several Raiders marines acquired Dominion CMC suits and staging an 'attack' at the entrance of the Raiders outpost. Together, the Dominion force 'takes' the Raiders base.
    Result: Raiders and the spectres 'retreat', Raynor and Tychus infiltrate the Dominion military, the Dominion acquires the Raiders' adjutant.

    Cinematic 5: Raynor contacts Tosh, informing them they are in place. He asks what next. Tosh says to move the Adjutant into the headquarters as directed and that Tychus has the detonator. Tosh has also infiltrated the facility, and will start his part of the plan when directed.

    Story-mode: None.

    Mission 4: Cat and Mouse
    Objective: Bring the adjutant to the designated intel centre; later, pursue Tosh through the Dominion facility.
    Factions: Raynor, Tychus and Beta Squadron Mar Sara City garrison (maroon) vs. Gabriel Tosh (orange)
    New technology: None
    Stealable technology: None
    Story: Raynor and the other infiltrators bring the adjutant to the designated area. Tychus gives Tosh the signal, who uncloaks behind them, shooting a couple Dominion marines. The base goes on high-alert. Tosh tells them to follow him, he'll lead them out. They have to keep up with Tosh as he winds through the Dominion headquarters. They reach the main entrance. A small force of orange marines and reapers are engaging Dominion security at the entrance. Tychus detonates the bomb, and they retreat in Tosh's phantom dropships.
    Result: Dominion leadership on Mar Sara is dead. Reprisal by General Gaskaville himself is likely.

    Cinematic 6: Magistrate's office, Riksville, Mar Sara, the next day.

    Raynor is surfing through the news. Donny Vermillion and Kate Lockwell argue about the justification for the attacks on Mar Sara, Michael Liberty reports from the Hyperion over Antiga. He mentions to the Magistrate that the Hyperion will be coming to pick them up and asks if he'll join them in their fight against the Dominion. He declines, saying the people need him here. Their conversation is cut short: a breaking news reports begins. The zerg have launched an all out offensive on the Dominion. The Agria, Sara and Antiga systems have all reported sightings. The Magistrate tells Raynor to go to his outpost on the outskirts of Riksville, secure the artifact and evacuate as many civilians as possible. The Magistrate says he will remain behind and do the same in Riksville.

    Story-mode: None.

    Mission 5: Zero Hour
    Objective: Evacuate the outlying towns, protect the artifact from Gaskaville and the zerg, survive for 30 minutes.
    Factions: Raynor's Raiders (blue) and Tosh's Spectres (orange) vs. Gorgon Brood (purple) vs. General Gaskaville's Beta Squadron (maroon)
    New technology: Firebat, battle APC, wraith
    Stealable technology: None.
    Story: Gaskaville starts out on the offensive, attacking the Raiders and mentioning how if they're going to steal the weapon, they might as well use it. Raynor doesn't know what he means. Kerrigan threatens Raynor to give her the artifact, before realizing who Tychus' benefactor is and outright mocking Raynor for not realizing it. Tychus tells him she's just trying to get under his skin. Tosh's spectres attack the Dominion base periodically, diverting their attention to as many places as possible. The Magistrate is unhappy, saying although he hates Gaskaville, civilians shouldn't lose their lives to make it easier on them. The assaults from both forces continue unrelentingly, while Raynor and the Dominion try to evacuate as many civilians as possible between attacks. Shortly before the Hyperion can arrive, Tosh and his spectres retreat to their ships and warp out. Matt Horner arrives in the Hyperion, evacuating Raynor, the Magistrate and the civilians. He mentions splitting the Raider fleet between here, Mar Sara City, and Antiga. Though they try to defend as best they can, Gaskaville breaks through and recaptures the artifact, activating its energy nova to eliminate an attacking zerg force.
    Result: Though many civilians lost their lives, as many people as possible were evacuated. Beta Squadron retakes the Xel'naga weapon.

    Cinematic 7: Hyperion bridge, orbit over Mar Sara.

    Horner states they need to get out of here immediately. Tychus says he knows a place, and punches in some coordinates. They jump to lightspeed. They arrive soon after at a lush, green planet, with highly visible volcanic activity on its surface. Horner sends the coordinates to the other Raiders ships, ordering them to rendezvous as soon as possible. A large space station is visible nearby, Tychus suggests docking with them, mentioning that these are the guys who requested the artifact and broke Tychus out. Tosh's ships are visible nearby.

    Raynor, Tychus, Horner, and Simmons board the station. They are greeted by Tosh, who wants to introduce them all to his benefactor. Matt Horner mentions recognizing the logos on the doors leading to a large office, as does the Magistrate. A man turns turns to greet them: Jackson Hauler. He introduces himself. Horner and Simmons are both unpleased when they realize who he is. The leader of the Confederate Epsilon Squadron says he never approved of the Confederacy's behaviour either, justifying himself. He explains his goals, succinctly, and says that if Raynor and his people don't want to work with the Confederacy, they are free to leave. Raynor considers it, but gives in, stating they need all the allies they can get. He reminds Hauler that they aren't buddy-buddy, and one slip-up means the end of their alliance. Jackson Hauler agrees to these terms.
    Last edited by Sheliek; 06-02-2012 at 04:34 PM.

  3. #3
    The_Blade's Avatar Administrator
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    Default Re: Legacy of the Xel'naga, a campaign series for SC2

    Creating a cinematic is as hard as creating a map. You will soon find that you need more animations or some "different" models. I encourage you to find mechanics and ways to make your maps fun for the player.

    I do hope we will soon play your campaign.

    As of August, I can work with you on unit counters and other mechanics. You will need some script, but it is possible. Just like Blizz did, creating a local file for your campaign would be best.
    Last edited by The_Blade; 06-02-2012 at 01:01 AM.

  4. #4
    Sheliek's Avatar Member
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    Default Re: Legacy of the Xel'naga, a campaign series for SC2

    Quote Originally Posted by The_Blade View Post
    Creating a cinematic is as hard as creating a map. You will soon find that you need more animations or some "different" models. I encourage you to find mechanics and ways to make your maps fun for the player.

    I do hope we will soon play your campaign.

    As of August, I can work with you on unit counters and other mechanics. You will need some script, but it is possible. Just like Blizz did, creating a local file for your campaign would be best.
    That's likely the plan. I'd be glad for the help. Might scale back the cinematics if it proves too time consuming.

  5. #5
    Sheliek's Avatar Member
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    Default Re: Legacy of the Xel'naga, a campaign series for SC2

    Updated. Sorry for double post.

  6. #6

    Default Re: Legacy of the Xel'naga, a campaign series for SC2

    I can attempt to contribute to the writing, level concept design, and unit concept, information and lore. I can also storyboard for the cinematics. I think I'm mediocre, but people tell me that I'm good at it, namely my video tech teacher (who came in after working for a small studio for a years).

  7. #7
    Sheliek's Avatar Member
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    Default Re: Legacy of the Xel'naga, a campaign series for SC2

    Quote Originally Posted by topsecret221 View Post
    I can attempt to contribute to the writing, level concept design, and unit concept, information and lore. I can also storyboard for the cinematics. I think I'm mediocre, but people tell me that I'm good at it, namely my video tech teacher (who came in after working for a small studio for a years).
    All of that would be great.

    Also, I figured I'd share something about the three zerg broods beyond linking to a relatively boring tech-tree. So here's the abilities of the three queens.

    Assault brood queen - a strong attacker, the assault brood queen is very quick and very strong, though is somewhat fragile. Its abilities are powerful, and focused around attacking and combat. Should resemble a ground-based wasp.
    1. Spawn larva: adds an additional 4 larva to a hatchery (or equivalent) after a 40 second timer. Hatchery-level ability. Universal ability.
    2. Cannibalize: consumes a larva to restore 25 health and energy. Works on enemy larvae. Hatchery-level ability.
    3. Spawn spine crawler: spawns a mobile anti-ground base-defense unit. Moves much faster on creep. Requires spawning pool.
    4. Spawn spore crawler: spawns a mobile anti-air base-defense unit. Moves much faster on creep. Requires evolution chamber.
    5. Spawn shrieker: spawns a creature that grants detection to nearby crawlers and creep colonies. Hatchery-level ability. Universal ability.
    6. Wasp clutch: spews a bacterial film that forms a fleshy hive able to spawn up to five bone wasps. Bone wasps can attack air and ground. Regenerating bone wasps is autocast. Ability can only be used on structures. The only way to get rid of a clutch is to destroy the structure. Hatchery-level ability. Universal ability.
    7. Blood frenzy: kills a friendly unit to cause a blood frenzy in allied zerg nearby. All units in radius gain a bonus to their attack-speed. The higher the supply cost of the unit, the higher the bonus and longer the duration. Requires queen's nest.
    8. Razor swarm: spawns a swarm of attackers that continually damage enemies in a radius. Can be controlled like a unit. Requires queen's nest.
    9. Rapid genesis: channeled ability. The queen infuses an egg or cocoon with a chemical agent that halves the morph-time of the unit in that egg for as long as energy remains. Costs 2 energy per second saved. Requires queen's nest. Universal ability.


    Defense brood queen - a base defender. The defense queen is very durable, but somewhat weak, serving more to augment the hive and support the swarm. Uses default queen model.
    1. Spawn larva: adds an additional 4 larva to a hatchery (or equivalent) after a 40 second timer. Can be used on birthing worms. Hatchery-level ability. Universal ability.
    2. Generational metamorphosis: as the hive evolves, so too does the queen. This increases her size, stats, and the potency of her abilities. Becomes lair watcher and hive matriarch. Passive ability.
    3. Autophagy: the queen consumes part of her own body, dealing 25 damage to herself, but restoring 30 energy in the process. At lair, this increases to 30 damage and 50 energy, and at hive it becomes 40 damage and 75 energy. Hatchery-level ability.
    4. Spawn shrieker: spawns a creature that grants detection to nearby sunken, spore and creep colonies. Hatchery-level ability. Universal ability.
    5. Wasp clutch: spews a bacterial film over that forms a fleshy hive that spawns up to five bone wasps. Bone wasps can attack air and ground. Regenerating bone wasps is autocast. Ability can only be used on structures. The only way to get rid of a clutch is to destroy the structure. Hatchery-level ability. Universal ability.
    6. Swarm cluster: spawns a cluster of eggs that spawn into hovering suicide attackers. Eggs respawn over time. At lair, clusters spawns 5 eggs and attackers can only attack ground targets. At hive, clusters spawn 8 eggs and swarms can attack ground and air. Requires queen's nest.
    7. Transfuse: heals one unit for 50 health. At hive, heals 100 health over somewhat large area. Requires queen's nest.
    8. Hardened carapace: spews a bacterial film that hardens the carapace of allied units in area, granting an additional armour point. At hive, grants 2 armour. Requires queen's nest.
    9. Rapid genesis: channeled ability. The queen infuses an egg or cocoon with a chemical agent that halves the morph-time of the unit in that egg for as long as energy remains. Costs 2 energy per second saved. Requires queen's nest. Universal ability.


    Infestation brood queen - this queen takes on the role of saboteur and swarm support. Though exceptionally weak, this ant-like substrain of the queen can tunnel under the ground, covertly moving to subvert key areas. Resembles a large, grey ant with a bulbous egg-sac on the underside.
    1. Spawn larva: adds an additional 4 larva to a hatchery (or equivalent) after a 40 second timer. Can be used on dracolisks. Hatchery-level ability. Universal ability.
    2. Consume creep: the queen consumes a creep tumour, regaining 35 energy. Hatchery-level ability.
    3. Spawn shrieker: spawns a creature that grants detection to nearby virophages, corruptors, and creep colonies. Hatchery-level ability. Universal ability.
    4. Wasp clutch: spews a bacterial film over that forms a fleshy hive that spawns up to five bone wasps. Bone wasps can attack air and ground. Regenerating bone wasps is autocast. Ability can only be used on structures. The only way to get rid of a clutch is to destroy the structure. Hatchery-level ability. Universal ability.
    5. Spawn virophage: spawns a virophage, an large defensive structure capable of reanimating and infesting slain terran and protoss units. Requires queen's nest.
    6. Bane tumour: the queen manipulates the genetic makeup of a creep tumour, reforming it into a bane tumour. This living landmines explode when enemies reach their area of effect. Requires queen's nest.
    7. Spawn corruptor: spawns a corruptor, a rapid-fire anti-air turret. The corruptor can unattach to the creep, turning into a melee air-attack unit. The corruptor can invade an opposing air unit if it has less than 1/3 health remaining, turning it into an immobile turret working for the swarm.
    8. Acid membrane: coats all allied units in the area of effect with an acidic membrane that causes all melee attackers to take 2 damage for every attack they make. Require's queen's nest.
    9. Rapid genesis: channeled ability. The queen infuses an egg or cocoon with a chemical agent that halves the morph-time of the unit in that egg for as long as energy remains. Costs 2 energy per second saved. Requires queen's nest. Universal ability.
    Last edited by Sheliek; 06-07-2012 at 02:00 PM.

  8. #8

    Default Re: Legacy of the Xel'naga, a campaign series for SC2

    I'm presuming that these queens are for "Abyss"? The only thing I have to point out is the virophage: it's been very specifically stated that protoss don't get infected. The Khala keeps them from being assimilated.

    I'm also curious to see these tech trees that you mentioned.

    Lastly, is Ep. IV based at all on this: http://sclegacy.com/forums/showthread.php?t=8818

    It's very similar, and I've been dying to read the ending

  9. #9

    Default Re: Legacy of the Xel'naga, a campaign series for SC2

    I guess it's safe to assume that these Queens are from the "Abyss" campaign.

    I am a little bit curious to see the separate tech trees of these factions, as well.

  10. #10
    Sheliek's Avatar Member
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    Default Re: Legacy of the Xel'naga, a campaign series for SC2

    Quote Originally Posted by topsecret221 View Post
    I guess it's safe to assume that these Queens are from the "Abyss" campaign.

    I am a little bit curious to see the separate tech trees of these factions, as well.
    I've uploaded a couple sketches of the tech trees to imgur. Will do the rest next chance I get. Will include a write-up of what does what, as well.

    EDIT: Aaaand I keep getting an error each time I try to access anything to do with my account on imgur. Fancy that. Any better account-based image hosting sites out there?

    EDIT 2: Well, I have the album with each tech tree ready. I can link it, but I won't be able to do a write up of what every unit does right away. Here's a link to the album. Each image has some flavour text that reveals a bit of the plot involving each faction. Sorry for my shit handwriting. Like I said, sketches.

    Here's a direct embed of the Dominion's tech tree:


    There's some screw-ups in amongst those all (the bane tumour is infestation brood, not defense, for instance), but that's the gist of what you should expect, gameplay-wise.
    Last edited by Sheliek; 06-07-2012 at 07:06 PM.

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