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Some serious updates are going live real soon, including SC1BWmod 4.4, Rebel Yell Enhanced Edition and a campaign launcher (here's a screenshot: )
![[image loading]](http://i.imgur.com/xteHa.jpg)
On August 10 2012 13:31 FHC Nex wrote: 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!
Yeah, this is fixed in 4.4. Thanks.
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Updates are out!
SC1BWmod 4.4 fixes most compatibility issues with the new 1.5 patch.
Campaign Launcher - a quick one-time installation and you'll have a convenient and easy way to play every map of every episode, without the hassle.
Rebel Yell - Enhanced Edition - highlights of this sexier version include SC1BWmod compatibility (ComSat Stations, Nuke Silos etc.), a bunch of new cutscenes, many visual and other improvements and yes, you can now play mission 4 in traditional RTS style. This version requires SC1BWmod. You can expect something similar for Overmind, and probably other episodes as well.
These updates are only available in English, for now. See the download pages for full changelogs.
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Thank you, this is amazing :D 10 more pages on my thesis and i'll play some more missions ))
Regards!
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thank your very much, you did a great work !
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Are there the musics of SC1 ? They were so better than the one of SC2
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Just wanted to say, once again, how awesome these campaign remakes are. Thanks so much for making them!
I noticed in the mission of the Stand where you control both protoss and zerg bases, your money display only shows what the protoss base has mined. You can still spend the zerg money, but you have to do it blindly.
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So wait - will the new 4.3 mod only work with Rebel Yell? I tried playing Overmind without having the old mod in the folder and it wouldn't work. Is there a way to get the new 4.3 mod working with all of the maps?
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I think I found a bug: in Campaign 5, mission 5a, a Ghost nuked the refinery I had built on the base directly to the north of the starting point, and it turned the geyser into a "fake" unclickable geyser.
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Thanks everyone for the feedback!
On August 21 2012 04:37 Intensity wrote: So wait - will the new 4.3 mod only work with Rebel Yell? I tried playing Overmind without having the old mod in the folder and it wouldn't work. Is there a way to get the new 4.3 mod working with all of the maps? You have two mod files: sc1mod v3.3, which works with episodes 2 and 3, and sc1BWmod v4.4, which works with episodes 1, 4 and 5.
Episode 1 used to work sc1mod 3.3, the latest update changed it so that it works with sc1BW 4.4. Overmind and The Fall will have their own updates, too, but so far they only work with v3.3.
I noticed in the mission of the Stand where you control both protoss and zerg bases, your money display only shows what the protoss base has mined. You can still spend the zerg money, but you have to do it blindly. Noted, I'll look into that.
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Ohhh when does Queen of Blades release?!
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Could we please have some artistic licenses on either of the two Protoss campaigns like we had in 1, 2 and 5? Like making corsairs in Episode III or Zeratul being able to blink or... something. Just something
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Does anyone know if Blizzard is ok with this? It's very awesome of you guys. I'm quite tempted to download and play but kind of tempted to wait until it's got final polish.
Ever think you'll be able to import the SC1 videos in? or is that not possible?
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I can't wait for The Queen of Blades to release. Maybe I'll actually try to legitimately beat the already published-missions until then.
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Ok I said screw it and decided to play - all things said and done it's fairly slick. It's not perfect but it's fairly close to the original experience - and when you consider just how unplayable SC1 is graphically and control wise nowadays, it's a huge improvement.
I'm up to mission 7, gotta put a psi-emitter on a confederate base - it seems to be a very mech focused map and even in easy, it's quite difficult for a low skilled player like me :/
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The work on Queen of Blades has only just begun, so I can't tell you much about the release. Probably in 2012, hopefully before HotS.
On August 24 2012 11:45 Cabinet Sanchez wrote: Does anyone know if Blizzard is ok with this? Sure, I think they even twitted about it when Rebel Yell went out. I'd advise you to play now, because we have no idea when it will be "final polished". We are quite conservative about the maps, but whenever you think you've corrected all the bugs and that you're good, you still think of that particular change which could improve the remake, then you find this awesome model you want to use... Rebel Yell was released in March 2011, and Jones is still working to improve it =) I don't think it's possible to import the videos into SC2.
On August 23 2012 07:04 [UoN]Sentinel wrote:Could we please have some artistic licenses on either of the two Protoss campaigns like we had in 1, 2 and 5? Like making corsairs in Episode III or Zeratul being able to blink or... something. Just something  Some people like artistic license, some don't. It's very subjective, but as a general rule, we don't add change that alter the gameplay too much. A blinking Zeratul would be very different from Brood War and very overpowered, especially with shield batteries. Tassadar has Feedback, though.
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On August 24 2012 16:58 Cabinet Sanchez wrote: Ok I said screw it and decided to play - all things said and done it's fairly slick. It's not perfect but it's fairly close to the original experience - and when you consider just how unplayable SC1 is graphically and control wise nowadays, it's a huge improvement.
I'm up to mission 7, gotta put a psi-emitter on a confederate base - it seems to be a very mech focused map and even in easy, it's quite difficult for a low skilled player like me :/
Standard Marine&Medic with some splitting against Siege Tanks is a fairly easy way to do that mission. Just turtle up and expand to the eastern base and attack when you have a good number of troops and some scans stored up for the Wraiths and it should be fine
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On August 24 2012 17:16 Fluffboll wrote:Show nested quote +On August 24 2012 16:58 Cabinet Sanchez wrote: Ok I said screw it and decided to play - all things said and done it's fairly slick. It's not perfect but it's fairly close to the original experience - and when you consider just how unplayable SC1 is graphically and control wise nowadays, it's a huge improvement.
I'm up to mission 7, gotta put a psi-emitter on a confederate base - it seems to be a very mech focused map and even in easy, it's quite difficult for a low skilled player like me :/ Standard Marine&Medic with some splitting against Siege Tanks is a fairly easy way to do that mission. Just turtle up and expand to the eastern base and attack when you have a good number of troops and some scans stored up for the Wraiths and it should be fine  Yup, difficulty goes a step up in that mission. My own strategy is to defend with a bunch of siege tanks above the expansion, push with 10+ tanks and build turrets + bunkers if I feel my push won't go much further. Once it's done, you can safely send reinforcements to this new outpost and make a second attack. Marines/medics/science vessels is good against wraiths, and lockdown or defensive matrix are very helpful if you try to attack a sieged enemy. Also, there is no shame in saving.
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Interesting, I reached a mission where I can research nitro packs for my reapers! Retcon?
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