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On November 24 2012 22:27 Jones313 wrote:
Hey, you're welcome. :}
SC1mod is out of date, which makes episodes 2 and 3 out of date. We're aware of the issues, including the Dragoon attack. These episodes are currently on hold, but these issues will be fixed in the future, one way or the other.
Fenix/Aldaris portrait: yeah, I have this issue too. Damn these ultra graphics, I actually wasn't aware it was related to the ultra shaders specifically. Thanks, we'll see what can be done.
And yeah, if anyone's wondering how the final episode will compare to the previous ones, here's a tip: it will be the greatest thing in the history of anything ever.
Thanks!
ah ok I'll wait for an update!
for the portrait: One is please to serve : D
I have few time too spear too but... I want to play yhe last campaign >_<
thanks a lot for your incredible work!
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I was writing a thread on the bnet custom maps forums and ended up with this; thought it was relevant and I should post here as well.
I have always been curious as to why Blizzard has never implemented a cooperative mode for the starcraft campaigns. There could be logical reasonings why they haven't, though I have not heard them; and I can think of a couple of methods in which Blizzard could have made the story lines cooperative, and I am unsure how it could be seen as non-beneficial.
Recently I have also played through a near complete remake of the Sc1 & ScBW campaigns with the Sc2 engine. The team did an amazing job and though I enjoyed it, I could not help but think just how much more enjoyment I could have had if I were replaying a game we grew up on in a new form with my friends. Experiencing old memories together and creating new ones. The information on the Starcraft 1 Campaigns on Starcraft 2 can be found here http://www.teamliquid.net/forum/viewmessage.php?topic_id=303166 Unfortunately I believe the developers may be restricted in making the maps available with multiplayer because of required files, dependencies, and mods. In fact that could be why these awesome maps are not available through the Arcade.
I was thinking some viable options for co-op could be... - Shared control of all units - Player1 controls production, Player2 controls army - Split bases; or perhaps Player2 controls the second cc, hatch, or nexus built by Player1. Then Player2 controls all units/structures personally built thereafter. - Two new control groups are used, one for P1 and the other for P2. When a unit or structure is added to the corresponding players control group, control is taken away from the other player. (Perhaps the most complex method, but my favorite still) it would allow the two players to designate unit control so there is no overlap in commands. If a unit or building is neither in player1 or 2s control group then they are treated as neutral and both players have control.
Does anyone know if or how any of this could work for either the original WoL Campaign or Sc1/BW remakes on Sc2?
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We've been asked about a co-op remake before, it is theoretically possible but it would require a huge amount of work. Putting a second player that shares everything with the first is not too complicated, but the briefings and cutscenes would have to be updated to be shown to both players, the attack waves would have to be re-balanced, and as explained last page there are too many maps to upload them all on the Arcade (we are limited to 20 per account).
Making a co-op version of, say, the Protoss level where you kill the Overmind is a possibility, but I don't see 58 co-op levels being released. Not by us, in any case.
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Appreciate the response. Ya wasn't sure how practical and easy it would have been to introduce co-op, though I'm sure blizzard could do it without sacrificing too much time or resources. One of the replies I got on the bnet forums (aside from the trolls) was from someone who mentioned co-op campaign maps have a project with warcraft3. http://www.hiveworkshop.com/forums/2-player-campaign-665/ I'm not too much a fan of Warcraft unfortunately, but thought it was very cool. There is even a feature for the two players to exchange unit control.
I duno, just some aspirations I suppose. Would get much enjoyment out of coop
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Hey, I just wanted to create an account to say what you already know: this mod is absolutely awesome. The level of spit and polish, particularly on the latter campaigns, blows me away. I mean, it's almost of a professional quality. Even allowing for the fact that it's an adaptation, you guys have every right to be tremendously proud of your work.
There are a few issues. You may have noticed some of the unit portraits show up as black shadows with the Shader turned to Ultra high, the next level down though fixes this problem. Thanks to someone for posting that in this thread, or I wouldn't have figured it out on my own. I think it's also been mentioned that in the first Protoss campaign, the Cerebrates in the later mission make the maps unplayable. Once you start to deal damage to them, the framerate of the map drops to about 1 FPS. Haven't figured out a solution to this; disappointing to me that I couldn't finish out the Protoss campaign.
The Brood War campaigns though, are not only "complete" but the creativity with the cinematic sequences and (in most cases) the use of music makes it an even more enjoyable experience than playing the original game. I was surprised to see Duran's portrait rendered, I didn't know that Duran had usable assets in SC2. If the troubleshooting to the Protoss 1st campaign is listed somewhere, please direct me to it, if not no biggie. I'm eagerly awaiting the final campaign, but take your time with it. If it has the same level of polish as the Iron Fist campaign, it will be fantastic. My only gripe is to go light with the use of music in the actual Mission briefing itself, as it makes the dialogue a little difficult to hear.
Thanks for your hard work!
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Just to make a quick update, we are currently at 7 playable maps, out of 11. Real life contigencies delayed us in the making, so we will probably have to release the campaign in early January 2013. Things are going rather well, hopefully we will do something that will live up to the standards set by The Iron Fist.
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Does it include all protoss missions from SC1?
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On December 11 2012 13:04 mantequilla wrote: Does it include all protoss missions from SC1?
These have already been made, which you can see if you actually read the original post.
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Any updates on the progress of Episode 6?
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On December 19 2012 11:29 UberJumper wrote: Any updates on the progress of Episode 6?
Telenil's estimated release still sounds accurate to me - early/mid January. Unfortunately there's no way it's getting done this year. We were kind of going for the big December 21st, and it would've been better for everyone, including us, to get it done before the holidays, but on the other hand we didn't want to start half-assing the rest of the maps to make it either. We have about two and a half maps and a whole bunch of miscellaneous tweaking and polishing to do.
I'll just say that an absolutely ridiculous amount of hours has gone into this episode all combined, so I'm pretty confident this will easily be the best one in the series.
Also,
On December 01 2012 04:13 Petrax wrote: Hey, I just wanted to create an account to say what you already know: this mod is absolutely awesome. The level of spit and polish, particularly on the latter campaigns, blows me away. I mean, it's almost of a professional quality. Even allowing for the fact that it's an adaptation, you guys have every right to be tremendously proud of your work.
There are a few issues. You may have noticed some of the unit portraits show up as black shadows with the Shader turned to Ultra high, the next level down though fixes this problem. Thanks to someone for posting that in this thread, or I wouldn't have figured it out on my own. I think it's also been mentioned that in the first Protoss campaign, the Cerebrates in the later mission make the maps unplayable. Once you start to deal damage to them, the framerate of the map drops to about 1 FPS. Haven't figured out a solution to this; disappointing to me that I couldn't finish out the Protoss campaign.
The Brood War campaigns though, are not only "complete" but the creativity with the cinematic sequences and (in most cases) the use of music makes it an even more enjoyable experience than playing the original game. I was surprised to see Duran's portrait rendered, I didn't know that Duran had usable assets in SC2. If the troubleshooting to the Protoss 1st campaign is listed somewhere, please direct me to it, if not no biggie. I'm eagerly awaiting the final campaign, but take your time with it. If it has the same level of polish as the Iron Fist campaign, it will be fantastic. My only gripe is to go light with the use of music in the actual Mission briefing itself, as it makes the dialogue a little difficult to hear.
Thanks for your hard work!
Late with this, but thanks for taking the time to come and post, we appreciate it. Unfortunately there's no solution for the Cerebrate issue at the moment - you can finish the map if you just wait it out. :p Well honestly, there's probably an easy solution to that particular problem, let's just say we're focusing on one thing at a time.
About the Duran portrait, it's actually a modified Colonel Orlan by GhostNova. It's pretty awesome (thanks Ghost!), like all the custom models we're using. As for the briefing music, uh, we'll get it right this time around.
And sure, we're proud of the remake, but we also recognize that it's far from perfect. We'll probably be taking a break before HotS, and hopefully get into this again and come back with new versions including all kinds of HotS hotness.
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I can definitely wait for January, but is there a chance you could do it like Episode III where the missions were posted up as they were completed? So first five were up while he worked on the next five, etc.
But I'm definitely psyched to see the whole campaign one day and whatever you guys plan to do in HotS and later LotV.
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Just finished all the campaigns from SC1 to SC2 don't know if I've had enough though, ready to try this out! Thanks a bunch guys <3
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Hey guys, any new updates on progress? I'm so excited to play the last part of the campaign!
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Almost all of the maps are playable, but the extra terraining and cutscenes are taking a lot more time than we expected - plus we all have jobs now. So uh, Soon™ and hopefully this month.
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Wow, looking forward to this! and hoping to not be too stupid to use this mod
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I'm trying to make the Overmind (.2) campaign work but I haven't succeeded so far. I've followed these steps: 1: I've downloaded both the Overmind campaign map pack and the SC1mod.SC2Mod file. 2: I've placed the SC1mod file in the Starcraft II/Mods folder as I've been told. 3: I've created the "Maps" folder in the main directory since it was nowhere to be found. 4: I've placed the Overmind map pack in there.
I've tried to drag a map onto the Starcraft executable but the game loads up as normal instead of bringing me to a mission loading screen. Can anyone help please? I'm on Windows 7 32bit.
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Jobs! You got jobs!?!?!?!?! This is unacceptable! Quit and get back to work on what matters, damnit!
+ Show Spoiler +Just kidding of course. Thanks for putting so much work into this, and soon is good enough. I'd rather play a great version that took longer than a shitty version you had finished by now.
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First of all, a big cheers for you mod, it's beyond awesome. I had some terrific fun with it.
Just wondering, in the last Protoss mission, once you start killing the Overmind, critters start popping up all over the place, they almost exterminated my big death ball of carriers, wasn't really prepared for that. I assume it's your special "gift" If I remember correctly, killing Overmind in the original Starcraft was much simpler (no additional mechanics). Anyway, it was fun.
Looking forward to the last BW episode. GL
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The 10/11 signature make all of us like this:
: Q_____________________________________________________
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It won't go live the moment we hit 11/11, because we have a bit of polishing to do and some work left on the mod. But I promise you will have an actual release when the bar is complete =)
On January 08 2013 02:32 Bastet wrote: I'm trying to make the Overmind (.2) campaign work but I haven't succeeded so far. I've followed these steps: 1: I've downloaded both the Overmind campaign map pack and the SC1mod.SC2Mod file. 2: I've placed the SC1mod file in the Starcraft II/Mods folder as I've been told. 3: I've created the "Maps" folder in the main directory since it was nowhere to be found. 4: I've placed the Overmind map pack in there.
I've tried to drag a map onto the Starcraft executable but the game loads up as normal instead of bringing me to a mission loading screen. Can anyone help please? I'm on Windows 7 32bit. You can't drag and drop maps since patch 1.5. The simplest method is to download the Campaign Launcher on the Rebel Yell page, put it in the "Maps" folder, open it with the editor and press "Test Document" (ctrl-F9). You can select any map from there, as long as the map pack is at its proper place.
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