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I have completed Rebel Yell and have been having a lot of fun. Will keep playing the others.
So far, it has been going smoothly except for 2 small bugs : I cannot make turrets while my ebay is floating (the icon is grey as if I had no ebay), and there is a physics lab in mission 8 that I could not directly target with units, probably an issue with trying to make it neutral. I do not know if these issues are because of the mod or the maps though, but just thought it would be nice to report them.
I guess it's time to work for the overmind now!
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Awesome! Now if you can get back the old bw sounds...
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I pretty much never post, but I decided it's worth it to remember my login just to say a big fat
THANK YOU!
I've been meaning to replay the SC1 & BW campaigns ever since the SC2 beta came out, but after being used to 3D graphics, good pathfinding and unlimited unit selection, it was just painful to try and play the original SC. Now it's not only easier, it's pretty damn cool too. Especially the cutscenes blew me away, Blizzard didn't do much better than this in SC2 
I also have one minor suggestion: to make it that bit more awesome, maybe you could add a text on some loading screens, to let the player know which Blizzard cinematic he should watch before the mission. E.g. while loading Rebel Yell mission 6, just add a line saying "Watch "The Downing of Norad II" before playing".
Just a thought. Once again, thanks a lot for all the effort you put into this, it's really great!
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this is pretty amazing :D few things though. I just started playing rebel yell and here are the issues I've encountered.
1. something about a trigger not loading properly when I beat the first real mission (not counting tutorial). it says something about trigger dialog? 2. infested terrans show up as these weird round orb things.
sorry if these have been mentioned before. I didn't see them in the OP and I haven't read the entire topic yet.
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Brilliant. Last year I was anticipating the 3rd campaign from the original and now its into bw campaigns.
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Aw, thanks guys. It never ceases to amaze me how amazed people are by the remake.
On May 31 2012 08:39 Proseat wrote: I find the missions in the later stages of Iron Fist v1.01 a bit overtuned, even on the "DuGalle (easier)" setting. I played through all of the missions except the final one which I gave up on for now. For the parallel missions depending on whether you destroy the tech labs or the nuke silos, I must say that "Ground Zero" (the nuke map) is harder than the battlecruiser map, as you get nuked and attacked so often spread over such a wide area. Also, in the nuke map opening (which by the way is much more devastating than the BC map equivalent), a few neutral wraiths seem to get stuck in the bottom left corner (I flew my rax and factory there to save them from youknowwhat).
In the follow-up map, "Emperor's Flight", it was also really hard to get established as you get attacked often and from all directions. In the end I successfully tried the old trick from the original BW with just flying the first four tanks in the provided two dropships along the right side of the map up to the top and destroy the command center.
Other than that it was well done, really liked the extra musical scores ("Ride of the Valkyries" for instance) and voice effects.
Yeah the last mission is pretty rough. I don't wanna try to give too specific advice, but the way I did it most of the time was roughly like this: take the expansion - tech to Battlecruisers - build 6-8 of them using 2 Starports while building up your marine/medic army as well as tanks and dropships - go for the red (nearest) Cerebrate with a bunch of marines/medics and tanks backed by the Battlecruisers (drop on the high ground and work your way down from there, you can use marines to protect your BC's from all the Scourge that's flying around. If/when it's quiet, drop some marines/tanks on the low ground, your tanks should be able to take out the Cerebrate without having to run into Sunken Colonies.)
After the Cerebrate is dead, you'll have the red Zerg off your back. From that point on it's basically just a grind, you might want to try to hold on to a third base, which can be tricky. You can try taking the one you just cleared, or - if you can take out the southeast aka bottom right island, it's probably a safer choice. Whew. Also, some general tips (sorry if this is obvious):
* for the amount of Lings they throw at you, it's good to have a Firebat or two in appropriate bunkers (people seem to overlook this unit, such a shame) * also build Supply Depots or whatever in front of your bunkers, wall in hardcore and have some SCV's sitting behind the wall with autorepair on * move forces between your bases with two clicks: waypoint (shift-click) on the high ground - click on whichever base you're going. They won't try to run past the Sunkens and you won't have to hold their hands the whole trip. * perhaps most importantly, keep a small fleet of Wraiths/Valkyries ready to take out Guardians
You're welcome. I definitely don't want to say this is the "right" way to do it, because there is no right way, this is just how I do it. If anyone has a better strategy or whatever, feel free to share, I'm always interested to read people's experiences with the maps.
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Ground Zero: Initially the nukes didn't seem like much of a threat, so I did some last-minute tweaking on the map, and I liked it. Probably my favorite map. I was so proud when the AI managed to land a nuke or two on my brother during testing, god that was awesome. Now, I did try to keep balance between the two versions of the map in mind, I forget exactly how but I think the BC map has slightly quicker/stronger initial attack waves. It's probably still easier, but oh well. I'll see if something can be done to make the BC attacks more deadly sometime. Also I'll get rid of the leftover Wraiths. (edit: your idea was probably that Ground Zero should be made easier to balance it out. Nope, sorry. :p)
Emperor's Flight: I have mixed feelings on finding out that trick works, heh. Never tried it myself.
On June 05 2012 17:38 Thratur wrote:I have completed Rebel Yell and have been having a lot of fun. Will keep playing the others. So far, it has been going smoothly except for 2 small bugs : I cannot make turrets while my ebay is floating (the icon is grey as if I had no ebay), and there is a physics lab in mission 8 that I could not directly target with units, probably an issue with trying to make it neutral. I do not know if these issues are because of the mod or the maps though, but just thought it would be nice to report them. I guess it's time to work for the overmind now! 
They're with the mod. But you were right, it was nice of you to report them. I think you can take out the Physics Lab with marines, I still haven't looked into what's up with that - partly because at least the first two episodes may be transitioning into using the SC1BWmod, currently only for episodes 4 & 5.
On June 05 2012 23:15 kef wrote: Awesome! Now if you can get back the old bw sounds...
The thing is, jury is still out on that... my stance on that is still basically: having BW responses for units whose SC2 responses are lame (such as Vultures, Goliaths, Hydras) is enough.
On June 06 2012 06:10 DarkManX_BG wrote:I pretty much never post, but I decided it's worth it to remember my login just to say a big fat THANK YOU!I've been meaning to replay the SC1 & BW campaigns ever since the SC2 beta came out, but after being used to 3D graphics, good pathfinding and unlimited unit selection, it was just painful to try and play the original SC. Now it's not only easier, it's pretty damn cool too. Especially the cutscenes blew me away, Blizzard didn't do much better than this in SC2  I also have one minor suggestion: to make it that bit more awesome, maybe you could add a text on some loading screens, to let the player know which Blizzard cinematic he should watch before the mission. E.g. while loading Rebel Yell mission 6, just add a line saying "Watch "The Downing of Norad II" before playing". Just a thought. Once again, thanks a lot for all the effort you put into this, it's really great!
Hey, you're welcome. As for your suggestion, people have also suggested youtube links and such at the end of maps, kind of like "now watch this video" - but I feel like this kind of thing would hurt the immersion. I get that the lack of the cinematics leaves a big hole on the whole thing, but it just sounds like too much hassle for the player to have to bounce between youtube/Brood War/whatever and SC2 inbetween maps.
On June 06 2012 06:18 iamahydralisk wrote: this is pretty amazing :D few things though. I just started playing rebel yell and here are the issues I've encountered.
1. something about a trigger not loading properly when I beat the first real mission (not counting tutorial). it says something about trigger dialog? 2. infested terrans show up as these weird round orb things.
sorry if these have been mentioned before. I didn't see them in the OP and I haven't read the entire topic yet.
1. If I remember right, the trigger is just trying to delete a dialog item that's not there, or something like that. Doesn't affect the game. 2. Yepp. These are easy fixes, it's just that when I start I want to fix all the other stuff as well - and there's still quite a lot of stuff that could be done better if you start looking.
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Speaking of unit responses, does it annoy anyone else that the unit responses cut off abruptly when you keep selecting different units? When SC2 was released it was done the same way as in BW - the rest of the units would shut up until the unit you selected first had finished talking. Much less distracting. This change infuriates me on a regular basis. Why the hell would they do this? Argh, here I go again.
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Any plans for the Precurser and both Enslavers campaigns? I have managed to find another group's version of Precurser, as well as an Enslavers 1, but nothing on Enslavers II. Should I keep looking, or just camp here and let the goodness come to me on it's own?
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Enslavers: Dark Vengeance has not been adapted to Starcraft II yet. I don't think we will do it, the six campaigns are a lot of work already.
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NO! I cant lose you again fenix! it just hurts too much!
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My one complaint is not being able skip over cutscenes. I know you put work into them and would like to show them off but when you need to restart or are replaying a map and have already seen one it is quite annoying having to sit through them all over again.
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On June 05 2012 23:15 kef wrote: Awesome! Now if you can get back the old bw sounds...
Oh, but you can!
Nothing beats the BW music, that's for sure
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Playing through these right now and loving them (actually registered purely to comment on this thread, to be honest).
I'm getting started into Episode 4 right now. I do have a comment or two, though... Poking around in Episode 4, and the help option available on every map, there are some unit differences between the versions, whether icons, models, or even stats in a few rare cases, generally heroes. Are there any plans to apply these changes to the mod used for the original three campaigns? I have to confess, making a Defiler in the Zerg Campaign only to see a stretched-out Infestor was a little bit disappointing after the Queen and Guardian, and seeing that there's a model for the Defiler in the Brood War mod makes me happy.
I'm also going to mirror the bug mentioned up there regarding the seemingly model-less units in Backwater Station - selecting them, it seems like they're labelled as Infested Terrans without any attack, and they appear as little... I want to call them placeholder cubes, except they're little domes instead of cubes.
Finally, a slight expansion (hur hur) on the statistical note up there, one thing I noted was a bit of a discrepancy with attack values for heroes sometimes. Some changes were so small as to be inconsequential (such as Kerrigan getting two 25-damage melee hits instead of one 50-damage), though others were fairly hefty. I'm not sure if it results in the same DPS or not, but Duke in the Norad II threw me off a bit, as I was expecting his old attack pattern - same attacks speed as the Normal Battlecruiser, but for 50 damage a pop, but instead he attacks really quickly for the same amount of damage. My next issue is with the Hyperion. Having messed around in a few custom maps, I recognise this as a symptom of the actual Hyperion unit in Starcraft 2 rather than anything (likely) intentional on your part, but the Hyperion's attack, quick as it is, does not actually target the unit it's firing at, it instead targets the ground that it's standing on at the time the attack is launched. As a result, the Hyperion is worthless against any moving targets, and makes him a fair bit harder to use. My final beef is a much simpler one, though: Yamato Cannon deals less damage than it used to. I did notice that the energy cost had been reduced so it could be used twice on a full charge, but cutting the damage down from 250 to 150... I dunno, this one's just a gripe for the sake of nostalgia. And because I miss being able to one-shot Turrets and Photon cannons with it. As I stated though, I'm barely started into Episode 4 though, so I'm not sure if these issues have been addressed in the Brood War mod or not (it looks like the Hyperion MIGHT have been, but you never get to control it in Brood War, so poo), I'm just wondering what might be coming for any potential updates to the mod used in the original three campaigns.
Keep up the excellent work, guys! Can't wait to get into the UED campaign! First I gotta play Kerrigan's little run-around game with Zeratul and Artanis' boys, though....
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I have completed the second campaign, no bug to report this time.
I have been trying to play the Protoss campaign on brutal and it's definitely very interesting. I was pleased to see that the waves actually stopped eventually and then it was an easy win. Would have been a lot easier with high templars and reavers!
Keep up the good work!
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On June 15 2012 01:23 Blazethesage wrote:
I'm getting started into Episode 4 right now. I do have a comment or two, though... Poking around in Episode 4, and the help option available on every map, there are some unit differences between the versions, whether icons, models, or even stats in a few rare cases, generally heroes. Are there any plans to apply these changes to the mod used for the original three campaigns? We will use the Brood War mod for all six campaigns, eventually, but changing the maps to make them fully compatible with v4.x requires some work and bugs can easily sneak in. The first three campaigns are still enjoyable as they are now, so we chose to focus on Brood War campaigns and bug fixing rather than updating older maps. We will update them at some point, though.
On June 15 2012 01:23 Blazethesage wrote:
My next issue is with the Hyperion. Having messed around in a few custom maps, I recognise this as a symptom of the actual Hyperion unit in Starcraft 2 rather than anything (likely) intentional on your part, but the Hyperion's attack, quick as it is, does not actually target the unit it's firing at, it instead targets the ground that it's standing on at the time the attack is launched. As a result, the Hyperion is worthless against any moving targets, and makes him a fair bit harder to use. My final beef is a much simpler one, though: Yamato Cannon deals less damage than it used to. I did notice that the energy cost had been reduced so it could be used twice on a full charge, but cutting the damage down from 250 to 150... Never heard about that one, thanks for the report. We will see about that, though this probably won't be fixed until the maps switch to v4 of the mod.
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On June 13 2012 15:53 Mallard86 wrote: My one complaint is not being able skip over cutscenes. I know you put work into them and would like to show them off but when you need to restart or are replaying a map and have already seen one it is quite annoying having to sit through them all over again.
Speaking for my cutscenes, uh, I guess showing off might be a small part of it... (kind of like, "why would you want to skip this?") but if it was as simple as "skip this trigger and move on to the next" they would be skippable. Often, thanks in part to my messy scripting style, it's not quite as simple as that. I'm not saying it'd be hard to do, but making all the cutscenes skippable would take a while, and that time would be better spent on improving the AI or whatever. I don't feel like half-assing it and only making some of them skippable either. Remember that you can always save, right after an intro, for example.
On June 15 2012 01:23 Blazethesage wrote:Playing through these right now and loving them (actually registered purely to comment on this thread, to be honest). I'm getting started into Episode 4 right now. I do have a comment or two, though... Poking around in Episode 4, and the help option available on every map, there are some unit differences between the versions, whether icons, models, or even stats in a few rare cases, generally heroes. Are there any plans to apply these changes to the mod used for the original three campaigns? I have to confess, making a Defiler in the Zerg Campaign only to see a stretched-out Infestor was a little bit disappointing after the Queen and Guardian, and seeing that there's a model for the Defiler in the Brood War mod makes me happy. I'm also going to mirror the bug mentioned up there regarding the seemingly model-less units in Backwater Station - selecting them, it seems like they're labelled as Infested Terrans without any attack, and they appear as little... I want to call them placeholder cubes, except they're little domes instead of cubes. Finally, a slight expansion (hur hur) on the statistical note up there, one thing I noted was a bit of a discrepancy with attack values for heroes sometimes. Some changes were so small as to be inconsequential (such as Kerrigan getting two 25-damage melee hits instead of one 50-damage), though others were fairly hefty. I'm not sure if it results in the same DPS or not, but Duke in the Norad II threw me off a bit, as I was expecting his old attack pattern - same attacks speed as the Normal Battlecruiser, but for 50 damage a pop, but instead he attacks really quickly for the same amount of damage. My next issue is with the Hyperion. Having messed around in a few custom maps, I recognise this as a symptom of the actual Hyperion unit in Starcraft 2 rather than anything (likely) intentional on your part, but the Hyperion's attack, quick as it is, does not actually target the unit it's firing at, it instead targets the ground that it's standing on at the time the attack is launched. As a result, the Hyperion is worthless against any moving targets, and makes him a fair bit harder to use. My final beef is a much simpler one, though: Yamato Cannon deals less damage than it used to. I did notice that the energy cost had been reduced so it could be used twice on a full charge, but cutting the damage down from 250 to 150... I dunno, this one's just a gripe for the sake of nostalgia. And because I miss being able to one-shot Turrets and Photon cannons with it. As I stated though, I'm barely started into Episode 4 though, so I'm not sure if these issues have been addressed in the Brood War mod or not (it looks like the Hyperion MIGHT have been, but you never get to control it in Brood War, so poo), I'm just wondering what might be coming for any potential updates to the mod used in the original three campaigns. Keep up the excellent work, guys! Can't wait to get into the UED campaign! First I gotta play Kerrigan's little run-around game with Zeratul and Artanis' boys, though.... 
Thanks for the comment. I had to see the Norad attack for myself. The attack speed seemed okay to me, one of us might have an outdated version. :p (it could be me, I'm not even kidding) Obviously things such as this and the Yamato damage are pretty ugly mistakes. Some smaller things like the Kerrigan attack are kind of half-intentional.
Anyway, what Telenil said - we'll do a bigger update to the campaigns at some point to accommodate the new & improved mod, which will hopefully fix most of this mess.
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Yeah, I assumed Kerrigan was intentional, and all things considered, kinda makes sense with the attack animation and all, and it adds up to the same, anyway (before armor and attack upgrades come into play, at least).
But yeah, Norad 2 has the same damage as Normal BC's, but his attack speed is... I think 0.4-something. Just doesn't have the same all-powerful OOMPH that the original Norad 2 had. And the Hyperion's just annoying - easiest way to see it is to go to the Protoss mission with Tassadar in the Stasis Cell and sic the Hyperion on a Zealot or something, and watch the lasers. Like I mentioned above, that's actually a symptom of the actual Hyperion unit's attack. If you look at the end of the "survive 30 minutes" mission at the start of the Wings of Liberty campaign when the Hyperion shows up, the beamspam attack it uses on the zerg acts the same way, there's just a bazillion more of it. Sorta like a Valkyrie on super-crack that can attack both air and ground.
One last little thing, though I think it may have been brought up already, not sure. Since I've played through them at this point, in Episode 5, the UED campaign. In the both the 3rd and Final missions, once you take out the Hive/Cerebrate, in Brood War that completely incapacitated that brood. Not only would they cease activity, they wouldn't even attack your units anymore, even under fire. Here, while they still (effectively) cease activity, they're still very much alive and active until you actually kill the units. Was it intentional? I can see it being so, to make things just a little more challenging, but it's also mildly annoying. "Shouldn't have any more trouble with those Sunken Colonies!" Pfft, they may not be invincible anymore, but they're still gonna give me grief till I kill 'em! 
Also, just one more person that giggled incessantly at Ride of the Valkyries. I knew it was coming, but that didn't make it any less hilarious.
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So, I finally cheesed The Fall mission 5 (the one where you have to send Tassadar and 2 zealots to a beacon) on brutal successfully ><
Anyone had any success not cheesing this? Would you mind sharing some tips?
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EDIT : I've now completed The Fall all on brutal. My briefings didn't work for mission 7 and higher. I believe it has something to do with Fenix's portrait not loading. Also, killing the cerebrates in mission 9 caused A LOT of lag every time Zeratul tried to attack. I don't think there was any other important bug to report, other than I couldn't return minerals at a command center with a probe in the last mission.
Speaking of the last mission, that was some pretty epic stuff! I mined out like 5 bases until I found mineral land in the lower left corner. I eventually attacked with 400/200 bcs+carriers army from 4 sides at once. So much stuff happened in this mission that I could write a fanfic out of it. Brutal is fun yay (except for mission 5, I did not enjoy that one)!
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On June 23 2012 07:54 Thratur wrote:So, I finally cheesed The Fall mission 5 (the one where you have to send Tassadar and 2 zealots to a beacon) on brutal successfully >< Anyone had any success not cheesing this? Would you mind sharing some tips?  EDIT : I've now completed The Fall all on brutal. My briefings didn't work for mission 7 and higher. I believe it has something to do with Fenix's portrait not loading. Also, killing the cerebrates in mission 9 caused A LOT of lag every time Zeratul tried to attack. I don't think there was any other important bug to report, other than I couldn't return minerals at a command center with a probe in the last mission. Speaking of the last mission, that was some pretty epic stuff! I mined out like 5 bases until I found mineral land in the lower left corner. I eventually attacked with 400/200 bcs+carriers army from 4 sides at once. So much stuff happened in this mission that I could write a fanfic out of it. Brutal is fun yay (except for mission 5, I did not enjoy that one)!
I wish i knew, the cloaked terrans really screw up alot of stuff i find (they didn't have cloak in the original, and only attacked when you attack them). I could deal with the zerg easily, however i cannot deal with 8 wraiths, a battle cruiser and 2 x zerg waves at the 8 minute mark.
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Hello there !
I have a small problem ! I start the campaign by launching the "Terran00t" map. When i press "Skip tutorial", it gets me to the home screen of sc2, with an error message "Cannot open map"...
I placed the maps in My Documents/Starcraft II/Maps The mods are in C://Program Files/Starcraft II/Mods
What am i doing wrong here ?
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