RTC 2017: Solar Right

Map Showcase
BY ThePhail, Cacho & Ailos.

04/26/2017 07:29 AMPosted by BlackReapeR
The terraining is one of the best i seen..hands down on any custom map.


LINK:
NA: battlenet:://starcraft/map/1/286153

Screenshots(Both editor and in-game)
http://imgur.com/a/BAJAW

Map Description:
Amon seems particulary interested in the content of an ancient Protoss temple in Qha'Dan. Escort Jacob Ramsey and his archaeological team to its gates and collect enough solarite to open them before it's too late.

Background/Lore
The famous archaeologist Jacob Jefferson "Jake" Ramsey, better known as just Jake Ramsey, had been researching an ancient protoss temple looking for a very powerful artifact that had rumored to be stored there. As many other ancient protoss structures this temple is powered by Solarite. To Ramsey's convenience, the whole planet is filled with the stuff. You (The players) have been sent there because Ramsey and his research team had recently been attacked by Amons army, hoping to gain entry to the ancient temple too. it is very important that you(the players) secure the temple before they do.

Theme:
The map takes place on an ancient protoss lush desert planet. There are lots of flora scattered around the map, as well as the ruins of an old protoss temple.

Primary Objective:
Harvest Solarite nodes and deliver them to the Archaeologists Truck from around the map in order to progress trough the mission.
Escort the Archaeologists Truck trough the research facilities all the way to the Temple while collecting Solarite.

Loss Conditions:
Stop the enemy from gathering enough Solarite to Seal the Temple gates by destroying the enemy Solarite harvesters.
Keep the truck safe while harvesting solarite.

Bonus Objective
Find and Destroy the Stone Templar, a powerful weapon from the past corrupted by Amon's influence with the only task of defending the ancient Temple of Qha Dan. Ramsey believes that he can recover this ancient weapon but in order to do this it must be "Dissasembled".

Map Features:
  • The map features a custom resource racing mechanic, which is partially inspired by the Wings of Liberty Campaign mission "Cutthroat". You race amons Army in gathering Solarite.
  • You escort a convoy through the map all the way to the temple while defending it.
  • Carefully designed custom textures for both terrain, units and doodads.
  • Custom Voice Overs by Jayborino


Difficulty/Duration:
Default difficulty set to hard.
The enemy Attacks the Base trough the duration of the map.
Amon has Solarite gatherers around the map trying to take the Solarite before you do.
While the truck receives constant waves of attack with moderate timings in between each wave.

Map duration is about 28 minutes
Screenshots will be up shortly
I've tried your map, and I must say I liked it. The resource race is the very soul of my map, Mercenary Business, so that's something I could not dislike.

That said, I don't understand why bother with truck and such. Well, I understand it's to avoid workers roam the entire map to get Solarite, but I found a bit "odd", I don't know how to say otherwise, the fact that you also have to protect this truck. More than the Cutthroat mission, this reminds me of Awakening of the Ancient mission of HotS, with enemies gathering for them instead of destroying and the actual ancient moving around.

I would make the truck somehow invulnerable (a mobile research station for example), keeping everything as it is, or leave the truck as it is and reduce the number of solarite from resource to actual single object.

Also, I think there is a lot of micromanagement involved in this mission as it is, that some casual players may not like.

Just my two cents.
04/25/2017 02:56 PMPosted by InsaneMst
I've tried your map, and I must say I liked it. The resource race is the very soul of my map, Mercenary Business, so that's something I could not dislike.

That said, I don't understand why bother with truck and such. Well, I understand it's to avoid workers roam the entire map to get Solarite, but I found a bit "odd", I don't know how to say otherwise, the fact that you also have to protect this truck. More than the Cutthroat mission, this reminds me of Awakening of the Ancient mission of HotS, with enemies gathering for them instead of destroying and the actual ancient moving around.

I would make the truck somehow invulnerable (a mobile research station for example), keeping everything as it is, or leave the truck as it is and reduce the number of solarite from resource to actual single object.

Also, I think there is a lot of micromanagement involved in this mission as it is, that some casual players may not like.

Just my two cents.


Thanks a lot for the feedback! We've had a bunch of changes with the truck throughout development. And we eventually settled on having the truck there so it wasnt just a "resource race". At first there was the gathering, the truck, and then a dropoff point for the solarite, which was in the base. Then we "deleted" that and made the truck the dropoff point too.

We'll try to work our asses off tomorrow to improve on every last bit. But we kind of tasted the dirt by releasing it so late. We're confident that it'll be enjoyed by many, though! And I'm happy that you also liked it!
Regardless of the commanders we chose, we both were placed as Artanis.

At some point (the trucks second stopping point?) all solarite stopped spawning, so as a result it was impossible to finish the mission.

The Terrain was beautiful, good job!
04/25/2017 05:19 PMPosted by TheSkunk
Regardless of the commanders we chose, we both were placed as Artanis.

At some point (the trucks second stopping point?) all solarite stopped spawning, so as a result it was impossible to finish the mission.

The Terrain was beautiful, good job!


Thanks we're glad the terrain was to your liking.

We are actively working on a fix to these problems.

Thank you for your feedback, we will post an updated version shortly.
Well I hope you get it all sorted out, I know from experience it feels terrible to find big bugs one day before a deadline! We were having fun playing until we got stuck.
The terraining is one of the best i seen..hands down on any custom map.

1. I wasnt able to access raynor level 15?

2. The waves on hard are to much to deal with. To many frequent waves. 20 voidrays for example.
Also you get bombarded constantly at the start of the game. I would tone the constant waves at the beginning.

Its not fun being attacked every 10 seconds. I also never saw that many phonixes.
04/26/2017 07:29 AMPosted by BlackReapeR
The terraining is one of the best i seen..hands down on any custom map.

1. I wasnt able to access raynor level 15?

2. The waves on hard are to much to deal with. To many frequent waves. 20 voidrays for example.
Also you get bombarded constantly at the start of the game. I would tone the constant waves at the beginning.

Its not fun being attacked every 10 seconds. I also never saw that many phonixes.


Thank you for your feedback, we are currently working on a fix to these issues

1. The commander level is accessed directly from the player's commander level, we've had no issues with the commander levels with any of our internal playtesting.

2. We are toning down the waves on hard, and increasing the delay between attacks.

The AI picks a personality based on the players commanders, levels and a bit of randomness. Meaning that the AI is always random and their builds might change from time to time, this is due to a feature of blizzard's AI itself.
When I tried this one I didn't even realize it was me speaking, haha!

Anyway, just booted it up solo last night - took until almost 9 minutes before the truck started moving.

Same issues with attack waves as described above - sounds like you're already working on it.
04/26/2017 01:16 PMPosted by Jayborino
When I tried this one I didn't even realize it was me speaking, haha!

Anyway, just booted it up solo last night - took until almost 9 minutes before the truck started moving.

Same issues with attack waves as described above - sounds like you're already working on it.


Sorry to hear that, the truck is supposed to move once you gather enough Solarite, since the build i suppose you were playing we've toned down the required Solarite for each stop and increased the amount spawned.

We've also reduced the attack wave sizes even further. But due to a problem adding difficulties we're not sure if the nerfs worked.

We can assume they did, but the game is pretty brutal in solo.

~Ailos wearing Phail's face.
Oooooooh, truck movement based on Solarite. User error on that one then.
last truck movement is !@#$ once it's reached 750 it doesn't immediately move forward rather it stays still for about 5 minutes
I said most of this already, while talking to Phail, but I think I should say it again.

This map is amazing, it's terrain is beautiful, the concept is great and the idea, the theme, the solarite; most things work! But as usual, some things must be broken. In this case, nothing less than one most-defining aspect of our enjoyment of the map: the difficulty.

Where a perfect map was almost achieved (I would say up there alongside Part and Parcel, my personal favorite), there were some details to be taken care of when lowering the power level for the enemy, and thus we come to a semi-all-powerful AI at mid game, which basically impedes us from winning most (if not all) of the times, reducing our enjoyment degree somehow...

All in all, a wonderful piece of work that can and God-willing will be remade and worked on by one of the most miraculous companies out there, Blizzard Entertainment. If someone can fix this, its them. :-P

There, something I was needing to do, a bit of closure for me after the frustration of not being able to win this masterpiece. Blessings! And Godspeed.
Very sad to see this excellent map not in the top 5. I guess the difficulty (lots of people said they cant finish the map at all) is the reason it had not many votes.

If they decide to make another of these contest i hope we see this brilliant team try another shot at it.

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