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Thread: PROTOSS secret levels

  1. #21
    omega20's Avatar Junior Member
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    Default Re: PROTOSS secret levels

    Wasn't the QoB novel released on 2006/2007? That's 3/2 years ago. He said this campaign is 5 years old, so... I haven't played the campaign yet (I'll attempt to do it soon), but as long as it don't interferes with the original SC storyline, it should be fine.

    Also, the QoB novel itself deviates from the SC storyline on muliple occasions...

    - Char was described as being in a system with one visible sun, but both suns are visible in the between-levels artwork; the two suns are also discussed in StarCraft Maps of the Month.

    - The sequence of events around the death of Zasz were very different. In the game, Tassadar and Zeratul had seemingly formed an alliance by this time, but were hiding from the Zerg. Kerrigan detected them with her newfound powers after leaving the Amerigo with the knowledge of the Ghost Program. Tassadar lured her into combat with an illusion while Zeratul slew Zasz.

    - Zasz's Garm Brood was then destroyed by Zerg commanded by the player Cerebrate (this would be Kerrigan's personal Brood). In the novel, Zeratul slew Zasz before he even met Tassadar, the Garm were destroyed by Daggoth's Tiamat Brood, Kerrigan faced Tassadar many times before being fooled by the illusion (which happened after the death of Zasz) and used lines that occurred earlier in the game (when Zasz was being set up for assassination), and only later did Tassadar and Zeratul form an alliance.

    - Later during the Zerg missions, Kerrigan destroyed a substantial portion of the Protoss base and slew many Dark Templar while holding aggressive conversations with Zeratul. Zeratul was later captured and had to be rescued from a terran installation. In the novel, Eye for an Eye is ignored and skipped with Zerg fighting Protoss much later and loosing the battle heavily rather than winning. The Protoss were then immediately "reinforced" by Aldaris and Artanis.

    - Zeratul is repeatedly referred to as Praetor, rather than his correct rank, Prelate (though it is possible that the Prelate is the Dark Templar analogue of Praetor).
    And about the Lurkers & Devourers... they didn't existed at that point, as far as we know. Even if you add them as elite units, because that'd mean they're 'upgraded' units (the HK being the upgrade of the Hydralisk, the Devouring One that of the Zergling, the Torrasque that of the Ultralisk and so on).

  2. #22

    Default Re: PROTOSS secret levels

    Quote Originally Posted by omega20 View Post
    Wasn't the QoB novel released on 2006/2007? That's 3/2 years ago. He said this campaign is 5 years old, so... I haven't played the campaign yet (I'll attempt to do it soon), but as long as it don't interferes with the original SC storyline, it should be fine.

    Also, the QoB novel itself deviates from the SC storyline on muliple occasions...


    And about the Lurkers & Devourers... they didn't existed at that point, as far as we know. Even if you add them as elite units, because that'd mean they're 'upgraded' units (the HK being the upgrade of the Hydralisk, the Devouring One that of the Zergling, the Torrasque that of the Ultralisk and so on).
    Well, not exacltly, I thought it could spice it a little bit...
    I created this campaign in 2004 if I remember well... however where I live the novels can't be acquired... I've never seen them being sold in stores in my country. Maybe I should have looked harder for them, but I didn't even had any knowledge of their existence until some time recently.
    About the storyline... I tried to be faithful as much as I and my imagination could.
    Lurkers & Devourers... They didn't exist? or were in assimilation process by the swarm so some special swarms (like Daggoth's) might already have some specimen?
    Anyways, this campaign is just in the beta phase, I want you to beta test so I can fix it and upload a better version, thanks for your feedback

  3. #23

    Default Re: PROTOSS secret levels

    Quote Originally Posted by omega20 View Post
    Wasn't the QoB novel released on 2006/2007? That's 3/2 years ago. He said this campaign is 5 years old, so... I haven't played the campaign yet (I'll attempt to do it soon), but as long as it don't interferes with the original SC storyline, it should be fine.

    Also, the QoB novel itself deviates from the SC storyline on muliple occasions...



    And about the Lurkers & Devourers... they didn't existed at that point, as far as we know. Even if you add them as elite units, because that'd mean they're 'upgraded' units (the HK being the upgrade of the Hydralisk, the Devouring One that of the Zergling, the Torrasque that of the Ultralisk and so on).
    I thought it came out around 2000.

    It may deviate in some areas, but it shows events that were not shown in Starcraft.

    Quote Originally Posted by wiki
    By the time of the Brood War, the zerg had evolved the lurker strain from the hydralisk. The lurker was first observed under the leadership of Infested Kerrigan (although technically, it was their handiwork that was the first indication).

    Devourers are an evolution of the mutalisk first encountered during the Brood War. Devourers spit a venom of corrosive acid at aerial targets that can eat through the reinforced armor plating of terran and protoss capital ships. A single spat of venom may splash over multiple targets.[1] The acid spores in the venom may hinder the fighting ability of the target.
    Here is some stuff about Lurkers and Devourers.

    If you can't get the books, its not really a problem. You might find them on Ebay though.

  4. #24

    Default Re: PROTOSS secret levels

    Quote Originally Posted by Shadow Archon View Post
    I thought it came out around 2000.

    It may deviate in some areas, but it shows events that were not shown in Starcraft.



    Here is some stuff about Lurkers and Devourers.

    If you can't get the books, its not really a problem. You might find them on Ebay though.
    Ok... I guess I'll have to remove those Lurkers & Devourers... *sigh*
    at least until infested Kerrigan is born, which happens after the 2nd mission... therefore it would make some sense for the 3rd...
    Thanks a lot for all your feedback...
    I'm still waiting for opinions about the rest...

  5. #25

    Default Re: PROTOSS secret levels

    I played to Level 3. Pretty good. The third one was a little too easy, I Carrier spammed them once I built 11 Stargates.

    The second one's Tassadar/Zeratul was awesome and triggers performed good. I think you should use that Idea in later levels.

  6. #26

    Default Re: PROTOSS secret levels

    Quote Originally Posted by Shadow Archon View Post
    I played to Level 3. Pretty good. The third one was a little too easy, I Carrier spammed them once I built 11 Stargates.

    The second one's Tassadar/Zeratul was awesome and triggers performed good. I think you should use that Idea in later levels.
    Any ideas to make it harder? When I created the mission, carriers required supply was 8, not 6 (that goes for BattleCruisers too) which was fixed in patch 1.15 if I remember it well... thus making more than 12 carriers/BC too "expensive" in supply terms...
    With only 12 carriers the difficulty was "decent", however I just tried carrier spam (more than 12)
    and it was a piece of cake!
    I guess the following ones are quite harder... try them and tell me...
    Thanks a lot man!

    About Tassadar/Zeratul... well that's the lore question!
    from main post
    Quote Originally Posted by Josue View Post
    The story rises a lore question since in SCII High templars and Dark templars can merge into archons... but it wasn't that way 5 years ago, the only hint was the existence of the "Tassadar/Zeratul archon" in Star Edit.
    EDIT
    just remembered, what brought you here...
    Quote Originally Posted by Josue View Post
    [...]
    the fact is that in my missions Zergs go crazy and lose control of their forces once a cerebrate is killed, I know you might be thinking "yeah, nothing new with that"
    the case is that they begin to attack random targets(even other zerg that were their allies) so they run amok in utter chaos!!!
    [...]
    You didn't mention all the havoc! or maybe you didn't go stright ahead to the cerebrate?

  7. #27

    Default Re: PROTOSS secret levels

    Quote Originally Posted by Josue View Post
    Any ideas to make it harder? When I created the mission, carriers required supply was 8, not 6 (that goes for BattleCruisers too) which was fixed in patch 1.15 if I remember it well... thus making more than 12 carriers/BC too "expensive" in supply terms...
    With only 12 carriers the difficulty was "decent", however I just tried carrier spam (more than 12)
    and it was a piece of cake!
    I guess the following ones are quite harder... try them and tell me...
    Thanks a lot man!

    About Tassadar/Zeratul... well that's the lore question!
    from main post


    EDIT
    just remembered, what brought you here...

    You didn't mention all the havoc! or maybe you didn't go stright ahead to the cerebrate?
    At first I went for the outlying base in the corner, after that, I went for the cerebrate. I pretty much killed most of the turrets around it, so I didn't really see most of the havoc. It was funny when I saw the Lurkers explode being attacked by their own Sunken colonies.

    To make it harder, you could reduce the number of Mineral groups and increase the number of attackers. After I built some turrets and Dragoons(mind you, I did have ten gateways), There attacks were no threat to me.
    Last edited by Shadow Archon; 09-14-2009 at 10:25 AM.

  8. #28

    Default Re: PROTOSS secret levels

    Quote Originally Posted by Shadow Archon View Post
    At first I went for the outlying base in the corner, after that, I went for the cerebrate. I pretty much killed most of the turrets around it, so I didn't really see most of the havoc. It was funny when I saw the Lurkers explode being attacked by their own Sunken colonies.

    To make it harder, you could reduce the number of Mineral groups and increase the number of attackers. After I built some turrets and Dragoons(mind you, I did have ten gateways), There attacks were no threat to me.
    You mean the number of mineral patches?
    ...
    right...
    ...
    about the number of attackers... ok I'll see...
    someday when I gather enough testing opinions, I think I'll send some more infested Terrans...
    so, you did see at least those lurkers being attacked by their own sunken colonies...
    C'mon go ahead for the 4th 5th untill the 7nth (which I just remembered I never tested if it was possible to win... I mean I did play to test triggers, but I could never win... I guess 30 minutes wasn't enough time... I guess I'll have to fix it.)

  9. #29

    Default Re: PROTOSS secret levels

    I'll test the rest in detail tonight. I did go through them, I didn't really try to win, just see what to expect.

    I did test the last one pretty good.

    Actually, the last level is either impossible or easy on how you do it. If you try to build a base, you won't have enough time, but if you rush the beacon using your corsairs as meat shields, you'll win easily. So, make it to where it is harder to get to the beacon and a longer time on the trigger. You could just take away their disruption web, that will definitely make it harder.

  10. #30

    Default Re: PROTOSS secret levels

    Quote Originally Posted by Shadow Archon View Post
    I'll test the rest in detail tonight. I did go through them, I didn't really try to win, just see what to expect.

    I did test the last one pretty good.

    Actually, the last level is either impossible or easy on how you do it. If you try to build a base, you won't have enough time, but if you rush the beacon using your corsairs as meat shields, you'll win easily. So, make it to where it is harder to get to the beacon and a longer time on the trigger. You could just take away their disruption web, that will definitely make it harder.
    Hmm, I just wanted the player to be forced to make a base... then...
    well... I never tried that last thing...
    About the 2nd level difficulty... comments?
    Did you play the 3rd 4th and 5th? of course the 6th difficulty is very hard... at least that's what I think...

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