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StarCraft Mass Recall: SC1 campaigns on SC2 thread - Page 14

Forum Index > SC2 General
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Perscienter
Profile Joined June 2010
957 Posts
July 19 2012 21:14 GMT
#261
I haven't played your remake. But I have a few suggestions.

Will you also translate the quirks of the original, e. g. being able to beat Terran 07 with a defensive matrix scv rush?

Will you also patch out inconsistencies and illogical stuff like the Protoss 10 mistake, that Tassadar talks of being badly damaged and so forth even if the player conquered the whole map. Maybe that mission could be changed by making the opponent fighting more fiercely and receiving reinforcements, so you'll only be able to reach and hurt the Overmind, but not destroy its entire base.


It will be too much, if I ask you to use other units for the UED campaign. But that would have been nice. The UED shouldn't have Terran technology.
Telenil
Profile Joined September 2010
France484 Posts
July 19 2012 21:38 GMT
#262
A new version of The Stand is up, as is a new Mod update!

On July 20 2012 06:14 Perscienter wrote:
Will you also translate the quirks of the original, e. g. being able to beat Terran 07 with a defensive matrix scv rush?
Not specifically, because they are such quirks in too many levels for us to keep track. It may or may not work again, I honestly do not know.

Generally speaking, this is a remake of the original game with only a few minor changes. We definitely do not change dialogs. Likewise, UED units are the same as the terran in the original, so they are the same here. It could be possible, theoretically, to change the models of all UED units -say, to mercenary models- but it would require a huge amount of work for little actual gain.
Beyond that, I've just implemented a trigger that can reduce medic healing rate, so that we can make UED medics heal faster than the Koprulu ones. Koprulu Terran never had medics at all in the original, but since we gave it to them to add diversity, it makes sense to have them healing slower.
Mass Recall: Brood War campaigns on SC2: http://www.teamliquid.net/forum/viewmessage.php?topic_id=303166
Jones313
Profile Joined April 2011
Finland172 Posts
July 23 2012 00:34 GMT
#263
On July 17 2012 14:21 UberJumper wrote:
Show nested quote +
On July 11 2012 23:58 Jones313 wrote:
Hey now, any old NES game - THAT'S borderline impossible. The map was simply meant to harden you the fuck up.

(seriously though, I appreciate taking the time to give feedback. Let's see here...)

Yeah, this is one of the few missions where you might actually have to hit the supply cap. At a certain point the AI will go into "phase 2", meaning the attack waves will be stronger. As long as you're prepared, the waves are quite beatable (of course, it also helps if one of the Cerebrates is dead by then). A couple Wraiths/Valks are a good way to deal with Guardians.

The problem of course becomes defending multiple locations, as you mentioned. The potential base locations are definitely less than ideal. Of course, the basic layout of the map resembles the original map as closely as possible, so I can't really say much about it. Two bases is doable, I will admit that trying to hold three bases while also actually trying to attack is a bit painful, you're never completely "safe". Missile Turrets and other buildings obviously don't count towards your supply cap, so all kinds of buildings can be used as buffer. I've never used Spider Mines in this map, but I'd imagine they'd be quite useful as well.

You will take some damage, there's really no avoiding that (unless you're really good but I'm not so I don't know). But I'm okay with that, I like that you can't have an impenetrable fortress to mass Battlecruisers in. I'll admit there's that small-ish luck factor involved in the attacks, something which can't be completely avoided unfortunately. During one of my test runs I actually lost my main base as I was killing the brown Zerg, so the brown's main became my new main. From that point on it was 1v1 so I recovered. I think I've had to abandon a base at least temporarily every time I've played the mission. And yeah, the southeast island is relatively safe, so it kind of acts as a bonus objective. You can beat the map without taking it, though. As for Lurkers, annoying is good! It means they're being effective to some degree and forcing you to figure out ways to deal with them. Irradiate is always fun.

Just out of curiosity, how did you finally beat the mission, what was your unit composition/strategy?


I personally found there was just the right level of difficulty throughout the whole campaign, without the point of being unfair (the last mission on hard should be hard!). Yeah Walling is an absolute must, supply depots are too weak, i ended using barracks/factory to wall off best i could possibly do.

Sadly spider mines are not useful at all, the AI seems to have Korean Pro gamer reflexes and will always stop whatever they are shooting at, and shoot the spider mine (i am guessing mines have a higher priority than most things). The most difficult part of this mission is when multiple armies hit at once, there is almost nothing you can do against it when brown and orange throw their combined armies at you in one shot (which makes sense). Lurkers are annoying (which i like), mostly because once they get a few of them burrowed they will shred marines.

The first time I beat it, my strategy (that actually worked) was basically this:
1. Kill red cerebrate using marines + medivacs + drop ships, with tanks on the high ground
2. Relocated everything i possibly could, the AI seemed to ignore buildings in the very bottom left hand corner (just make sure its really far to left), so i stuck supply depots + academy + armoury in bottom left
3. Walled the right side entrance in reds base best i could, and basically started grabbing all the minerals + gas i possibly could get
4. Went mass battlecruisers + valkeries + science vessels (defensive matrix is a must for them to survive)
5. Cleared right hand side island, and relocated there, since reds base is too hard to defend
6. Used groups of marines and dropships + yamato to clear most of spores
7. Eventually managed to fight my way through orange, and won

In total it took about ~3 hours, with some extra bases being taken here and there.

However I found a much much better strategy, the second time (going mass battlecruisers is boring), that doesn't rely on using the lower right hand island, or mass battle cruisers and i was able to beat it in ~hour
1, Wall in main
2. Get valkeries + tanks + whatever for defense
3. Have a few dropships of marines drop off and rush and kill red cerebrate
4. You need to take your mineral patch to the right (where the bunker originally was), while defending your main. This is the most important part, because the path brown takes to your main is the area right above your second base. Oranges main target is your main, so it will ignore the right hand side base. This leaves your right hand side base to fight brown alone, which basically makes everything alot more bearable.
5. I used dropships + bio to kill hatcheries on right, and basically picked brown apart
6. When brown is dead you can basically clean up red, and push orange

This way took me around an hour to do, and didn't rely on mass battle cruisers, just marines + medics + tanks + valkeries + dropships.

But yeah the mod is amazing and you guys should be proud of it, also is anyone working on the last campaign :x?



Interesting! I guess some more testing - and possibly adjusting the attack wave timings - might be in order. I'll have to try out Spider Mines myself, there's probably so much ranged damage coming at you that you'd need a lot of well-placed mines for any of them to connect.

I like the lack of Battlecruisers in the second strategy - I don't usually go for Battlecruisers either, but even with all the Scourge flying around, clearing this particular map without them seems a bit... daunting. Unless I've messed something up it should be very possible for the orange Zerg to also attack your expansions, it's pretty random though so maybe you got lucky. In any case, thanks for the debriefing.

We've sort of made some early plans for the last campaign, that's about it so far.
BadassHamster
Profile Joined July 2007
United States16 Posts
July 26 2012 20:06 GMT
#264
On June 26 2012 10:07 UberJumper wrote:
Show nested quote +
On June 26 2012 06:00 Thratur wrote:
On June 25 2012 21:14 UberJumper wrote:
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.

That's interesting. The terrans didn't cause me too much problems, and I survived past that terran+2x zerg wave a couple times, but I struggled pretty hard surviving the Zerg waves after that. Then again, the best thing I had found was to mass cannons early on... When I got templars I could survive for a long time, but I would eventually run out of minerals and could never expand nor gather an air force large enough to attack one base and just starve to death making more cannons. If I went more zealots to deal with the zerg ground forces, I would die to mutas. If I went more dragoons to deal with the mutas I would die to mutas anyway. Scouts were pretty terrible in low numbers and I never got more than 3 (and that's when I cheesed it. 3 scouts + 2 speed shuttles and a couple reloads). Archons were effective somewhat but hard to afford. Reavers were useless.

Maybe it was intended to be cheesed? I wish someone can prove me wrong!


I ended up beating it on brutal after around 50+ tries. it was exhausting, my strategy was:

Note: Two zerg drop off points, the left drop off point (the area on lower ground next to your nexus), and right drop off point (the area right below the ramp). The terrans attack your island from the north east.

1. Start of the game build forge right away
2. Drop a single cannon to deal with the incoming cloaked wraiths (they start moving towards you at 2:30, and are generally there by around 3:00)
3. Build a wall at the bottom of your ramp (i did it with 2 x pylons, 1 x gateway, 1 x cybercore), you want to make it so the Zerg, and drop atleast 4 x cannons. However if you make the wall too close to the lava, the AI will try and drop off the wave behind you.
4. Use your initial units + storm to cleanup the initial rounds of units dropped by the zerg (storm where the overlords mass)
5. Get at least 6 dragoons to the back dropoff point (to the left of your main), and you can kill the overlords before they can drop
5. At 7:00->8:00 minute mark, 6 wraiths, and a battlecruiser will attack you from north east. YOU ABSOLUTE NEED TO FEEDBACK THE BC before it gets a yamato off (it takes most of the HP), and can be cleaned up with some other dragoons, wraiths can be baited to the cannons.
6. Right when the BC is dead, and the majority of the wraiths are dead, rush to the bottom left part of your island on the cliff (area overlooking your 6 dragoons), a zerg wave will be dropping off. I had about 14 dragoons and they killed all the overlords before they managed to drop much off.
7. When the overlords move everything you have to the right side wall, and fight off that wave.
8. Use your shuttle, with a small force of 2 dragoons, and drop them off at the terrans far right island. (the north side has a small opening), basically while doing everything else, you need to clear that island, for the extra resources, and settle your probes there. The AI will ignore you over there.
9. Try and get at least two starports (by the 10 minute mark) going and making scouts (by the 10 minute mark), once you get around 6 you can snipe any overlord pack dropping off at the left dropoff point.
10. Just stabilize, keep building dragoons and scouts, and cannons. Don't attack the AI, since it will throw huge mutalisk armies at you to retaliate. Just keep killing any overlords trying to cross over to drop off units.
11. The first base you want to kill is the one in the lower left hand corner, once its dead. It becomes alot easier to deal with the rest of the units.
12. End game army composition was almost entirely scouts + dragoons, poking the AI with scouts to aggro alot of their air units, and rushing back to your home base and letting your dragoons kill them is the best strategy.

Misc Tips:
1. The vespene geyser is far, and needs 5 probes for maximum efficiency (you will need gas extremely badly)
2. Get the dragoon upgrade ASAP
3, Constantly build dragoons, you will need them
4. SAVE SAVE SAVE SAVE SAVE

I feel proud!


Congratulations on doing this mission, it is so f'ing hard! I have a couple of questions about your strategy...
1. How quickly did you expand to the natural on your island?
2. when you say you walled off your ramp, do you mean you used those building to block access up the ramp? or did you run it vertically? horizontally?
UberJumper
Profile Joined February 2012
Canada18 Posts
Last Edited: 2012-07-27 09:22:49
July 27 2012 09:22 GMT
#265
On July 23 2012 09:34 Jones313 wrote:
Interesting! I guess some more testing - and possibly adjusting the attack wave timings - might be in order. I'll have to try out Spider Mines myself, there's probably so much ranged damage coming at you that you'd need a lot of well-placed mines for any of them to connect.

I like the lack of Battlecruisers in the second strategy - I don't usually go for Battlecruisers either, but even with all the Scourge flying around, clearing this particular map without them seems a bit... daunting. Unless I've messed something up it should be very possible for the orange Zerg to also attack your expansions, it's pretty random though so maybe you got lucky. In any case, thanks for the debriefing.

We've sort of made some early plans for the last campaign, that's about it so far.


For the second strategy. I should have elaborated, the the trick to prevent orange from attacking your expansions is too push upwards a little bit.

http://i.imgur.com/3dYqW.jpg

Also keep a handful of valkeries hotkeyed for when browns mutawave comes from the south east island. But those two points need to be defended, once they are it makes the game alot easier. The orange doesn't seem to go through reds base, and Browns island can be killed with marines + medics + dropships. Then its pretty much easy to pick apart brown. The absolutely most important unit is Valkeries, since they AI groups their mutas / other things pretty well.


On July 27 2012 05:06 BadassHamster wrote:
Show nested quote +
On June 26 2012 10:07 UberJumper wrote:
On June 26 2012 06:00 Thratur wrote:
On June 25 2012 21:14 UberJumper wrote:
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.

That's interesting. The terrans didn't cause me too much problems, and I survived past that terran+2x zerg wave a couple times, but I struggled pretty hard surviving the Zerg waves after that. Then again, the best thing I had found was to mass cannons early on... When I got templars I could survive for a long time, but I would eventually run out of minerals and could never expand nor gather an air force large enough to attack one base and just starve to death making more cannons. If I went more zealots to deal with the zerg ground forces, I would die to mutas. If I went more dragoons to deal with the mutas I would die to mutas anyway. Scouts were pretty terrible in low numbers and I never got more than 3 (and that's when I cheesed it. 3 scouts + 2 speed shuttles and a couple reloads). Archons were effective somewhat but hard to afford. Reavers were useless.

Maybe it was intended to be cheesed? I wish someone can prove me wrong!


I ended up beating it on brutal after around 50+ tries. it was exhausting, my strategy was:

Note: Two zerg drop off points, the left drop off point (the area on lower ground next to your nexus), and right drop off point (the area right below the ramp). The terrans attack your island from the north east.

1. Start of the game build forge right away
2. Drop a single cannon to deal with the incoming cloaked wraiths (they start moving towards you at 2:30, and are generally there by around 3:00)
3. Build a wall at the bottom of your ramp (i did it with 2 x pylons, 1 x gateway, 1 x cybercore), you want to make it so the Zerg, and drop atleast 4 x cannons. However if you make the wall too close to the lava, the AI will try and drop off the wave behind you.
4. Use your initial units + storm to cleanup the initial rounds of units dropped by the zerg (storm where the overlords mass)
5. Get at least 6 dragoons to the back dropoff point (to the left of your main), and you can kill the overlords before they can drop
5. At 7:00->8:00 minute mark, 6 wraiths, and a battlecruiser will attack you from north east. YOU ABSOLUTE NEED TO FEEDBACK THE BC before it gets a yamato off (it takes most of the HP), and can be cleaned up with some other dragoons, wraiths can be baited to the cannons.
6. Right when the BC is dead, and the majority of the wraiths are dead, rush to the bottom left part of your island on the cliff (area overlooking your 6 dragoons), a zerg wave will be dropping off. I had about 14 dragoons and they killed all the overlords before they managed to drop much off.
7. When the overlords move everything you have to the right side wall, and fight off that wave.
8. Use your shuttle, with a small force of 2 dragoons, and drop them off at the terrans far right island. (the north side has a small opening), basically while doing everything else, you need to clear that island, for the extra resources, and settle your probes there. The AI will ignore you over there.
9. Try and get at least two starports (by the 10 minute mark) going and making scouts (by the 10 minute mark), once you get around 6 you can snipe any overlord pack dropping off at the left dropoff point.
10. Just stabilize, keep building dragoons and scouts, and cannons. Don't attack the AI, since it will throw huge mutalisk armies at you to retaliate. Just keep killing any overlords trying to cross over to drop off units.
11. The first base you want to kill is the one in the lower left hand corner, once its dead. It becomes alot easier to deal with the rest of the units.
12. End game army composition was almost entirely scouts + dragoons, poking the AI with scouts to aggro alot of their air units, and rushing back to your home base and letting your dragoons kill them is the best strategy.

Misc Tips:
1. The vespene geyser is far, and needs 5 probes for maximum efficiency (you will need gas extremely badly)
2. Get the dragoon upgrade ASAP
3, Constantly build dragoons, you will need them
4. SAVE SAVE SAVE SAVE SAVE

I feel proud!


Congratulations on doing this mission, it is so f'ing hard! I have a couple of questions about your strategy...
1. How quickly did you expand to the natural on your island?
2. when you say you walled off your ramp, do you mean you used those building to block access up the ramp? or did you run it vertically? horizontally?


1. I ignored it for a long time, I found the resources at the terran base to be more than enough. the nice thing is the AI seems to more or less ignore the terran base.
2. Vertically, give enough room for stuff to move in and out, but make sure the AI has enough room to drop stuff off, if you block off too much space the AI will drop units on the upper level.

The most important unit you need to get out is scouts, to snipe overlords.
Trasko
Profile Blog Joined July 2010
Sweden983 Posts
July 30 2012 15:58 GMT
#266
This campaign was amazing! GREAT JOB! I really hope you guys will make the last part too. Thank you so much!
Jaedong <3
DarKcS
Profile Blog Joined November 2010
Australia1237 Posts
July 31 2012 11:52 GMT
#267
Uh oh bad news. So far these mods don't load for me with the new patch, but I do have 3 separate installs. NA just went down so I lost my 'backup' per say. ZZZZZZ
Die tomorrow - Live today
Bromazepam
Profile Joined August 2011
820 Posts
August 01 2012 12:26 GMT
#268
With the new 1.5 patch I can't load maps anymore by dragging them on the executable. The game just boots up like normal, asks me to login, then acts like I never opened it with the map.
Saying that something is killing esports is killing esports.
BadassHamster
Profile Joined July 2007
United States16 Posts
August 01 2012 16:16 GMT
#269
On August 01 2012 21:26 Bromazepam wrote:
With the new 1.5 patch I can't load maps anymore by dragging them on the executable. The game just boots up like normal, asks me to login, then acts like I never opened it with the map.


I had a similar thing happen, but was able to get them to run by opening them in the editor and then starting them from there. It appears that sc1mod is partially broken, though, I was getting errors (like slowdown when attacking the cerebrate in the Fall part 9, or losing any DT counting as a hero death in part 10) that had previously been fixed in the mods. I also had to recopy the mods into my Mods folder after the update.
Stratos_speAr
Profile Joined May 2009
United States6959 Posts
August 01 2012 17:34 GMT
#270
On July 20 2012 06:14 Perscienter wrote:
I haven't played your remake. But I have a few suggestions.

Will you also translate the quirks of the original, e. g. being able to beat Terran 07 with a defensive matrix scv rush?

Will you also patch out inconsistencies and illogical stuff like the Protoss 10 mistake, that Tassadar talks of being badly damaged and so forth even if the player conquered the whole map. Maybe that mission could be changed by making the opponent fighting more fiercely and receiving reinforcements, so you'll only be able to reach and hurt the Overmind, but not destroy its entire base.


It will be too much, if I ask you to use other units for the UED campaign. But that would have been nice. The UED shouldn't have Terran technology.


??? The UED is a Terran organization. Of course they're going to have similar technology.
A sound mind in a sound body, is a short, but full description of a happy state in this World: he that has these two, has little more to wish for; and he that wants either of them, will be little the better for anything else.
Bromazepam
Profile Joined August 2011
820 Posts
August 01 2012 19:36 GMT
#271
On August 02 2012 01:16 BadassHamster wrote:
Show nested quote +
On August 01 2012 21:26 Bromazepam wrote:
With the new 1.5 patch I can't load maps anymore by dragging them on the executable. The game just boots up like normal, asks me to login, then acts like I never opened it with the map.


I had a similar thing happen, but was able to get them to run by opening them in the editor and then starting them from there. It appears that sc1mod is partially broken, though, I was getting errors (like slowdown when attacking the cerebrate in the Fall part 9, or losing any DT counting as a hero death in part 10) that had previously been fixed in the mods. I also had to recopy the mods into my Mods folder after the update.


Ah, sweet, thank you, that works.

And yes, I've noticed some odd bugs too: in campaign 5 map 3 Machine Shops don't have the Spider Mines upgrade, and they have two Siege Tech, one that costs 100/100 and one 150/150. The 100/100 doesn't actually enable siege tech. Also Tanks don't have any animations for shooting when sieged and there is no effect on where they hit.
Saying that something is killing esports is killing esports.
Jones313
Profile Joined April 2011
Finland172 Posts
Last Edited: 2012-08-01 20:17:47
August 01 2012 19:56 GMT
#272
Just got the patch installed, and yeah, not being able to directly launch the maps seems to be a new "feature". You can still launch the maps via the editor (test document-command), but that of course results in extra loading time, memory usage etc. and generally just sucks. The good news is, starting the next mission from the victory screen and saving/loading still work. Judging by a quick test, nothing seems to be too broken in the maps/mods themselves, aside from some small annoyances. edit: Okay never mind, that was a really quick test. There's a good amount of new issues.

Still, could've been a lot worse I guess, so it's cool. We'll have to do some damage control, and I have some ideas for smoothing out the process of actually getting to play the maps. As the old saying goes: everybody chill the fuck out, we got this.


P.S. If it's not too late, back up your mod files or you'll probably have to redownload them - the Starcraft 2 optimization process apparently sees fit to save disk space or something by throwing away your stuff.
kAelle_sc
Profile Joined April 2011
287 Posts
August 03 2012 14:06 GMT
#273
On August 02 2012 04:56 Jones313 wrote:
Just got the patch installed, and yeah, not being able to directly launch the maps seems to be a new "feature". You can still launch the maps via the editor (test document-command), but that of course results in extra loading time, memory usage etc. and generally just sucks. The good news is, starting the next mission from the victory screen and saving/loading still work. Judging by a quick test, nothing seems to be too broken in the maps/mods themselves, aside from some small annoyances. edit: Okay never mind, that was a really quick test. There's a good amount of new issues.

Still, could've been a lot worse I guess, so it's cool. We'll have to do some damage control, and I have some ideas for smoothing out the process of actually getting to play the maps. As the old saying goes: everybody chill the fuck out, we got this.


P.S. If it's not too late, back up your mod files or you'll probably have to redownload them - the Starcraft 2 optimization process apparently sees fit to save disk space or something by throwing away your stuff.


Thanks, I was a bit anxious about what 1.5.0 would do to these campaigns, good to know that it works. thanks for that.
It's all about the journey, not the outcome.
Jones313
Profile Joined April 2011
Finland172 Posts
August 05 2012 00:26 GMT
#274
We're in the process of fixing things - in the meantime, feel free to point out any bugs you might encounter, it'd be much appreciated. I'm specifically interested in bugs in the SC1BWmod (episodes 4 & 5) as all the earlier campaigns will be updated to support it. Of course, any map-specific bug reports across all campaigns are also appreciated (generally speaking, things not related to unit behavior/unit data). Known issues at the moment (mostly looked at Terran so far):

* various unit attacks have somehow lost their visual effects (such as Siege Tank, some of these are solved)
* Machine Shop has weird upgrades (solved)
* Medic healing noise doesn't stop, ever (solved)
* Defensive Matrix, possibly other Science Vessel abilities don't work (solved)
* briefing text writeout is messed up

Thanks.
ScarPe
Profile Joined January 2010
Germany392 Posts
August 08 2012 14:09 GMT
#275
O M G.
i love you guys so much :D
Awaken my child and embrace the glory that is your birthright. -[The Overmind]
Telenil
Profile Joined September 2010
France484 Posts
Last Edited: 2012-08-09 15:28:55
August 09 2012 15:27 GMT
#276
If anyone happens to be in Paris next Sunday, I will be making a presentation of this remake at the Starcraft 2 Meltdown Bar.
Also, work on Queen of Blades will begin as soon as we are done with fixing 1.5 damage!
Mass Recall: Brood War campaigns on SC2: http://www.teamliquid.net/forum/viewmessage.php?topic_id=303166
oshiki
Profile Joined August 2011
Malaysia45 Posts
August 09 2012 15:59 GMT
#277
i wanna give this a try. can i load it straight from the arcade?
Fluffboll
Profile Joined May 2011
Sweden516 Posts
August 09 2012 18:15 GMT
#278
On August 10 2012 00:59 oshiki wrote:
i wanna give this a try. can i load it straight from the arcade?


No, currently the only way to play this is to load the maps from the Editor.
They are working on fixing it from the damage 1.5 did so either you wait a bit for them to fix it or you run it from the Editor.
You need to construct additional pylons.
FHC Nex
Profile Joined July 2011
Bulgaria44 Posts
Last Edited: 2012-08-10 04:32:15
August 10 2012 04:31 GMT
#279
I noticed a bug while playing the mission from the first Terran campaign where I have to bring the Psi-Emitter (I think it's T7) to the confederate base. I can cast the Defensive matrix only on science vessels. I tried it on siege tanks, wraiths, pretty much everything but it always gave me a "Facing in the wrong direction" error (I am not at home right now so I can't try but it was something similar to that).

Regards!
"It seems that whenever a Terran wins its because "Terran OP" not because the player played well. "Terran OP" has been around since beta and its became an excuse for losses"
Azera
Profile Blog Joined December 2010
3800 Posts
August 10 2012 10:25 GMT
#280
Looks absolutely amazing. Will try it out when I can.
Check out some great music made by TLers - http://bit.ly/QXYhdb , by intrigue. http://bit.ly/RTjpOR , by ohsea.toc.
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