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StarCraft Mass Recall: SC1 campaigns on SC2 thread - Page 40

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Jones313
Profile Joined April 2011
Finland172 Posts
Last Edited: 2014-03-31 00:45:04
March 30 2014 21:42 GMT
#781
After an infinite loop of delays, cursing, exhaustion and finally elation, SCMR v5.0 is now uploaded and we're waiting for approval by Sixen aka Mr. SC2mapster himself, who tells me we'll have it as soon as he receives my message.

So hopefully within a couple of hours. Stay tuned. We apologize for the delay.

Meanwhile, here's the change log (will also be displayed on the download page). It doesn't cover every detail but gives a pretty good idea of what's new.

+ Show Spoiler +


== Maps ==

**AI improvements**
* Enemies are now more responsive and react to attacks better
* Enemies use abilities more effectively and frequently
* Enemies harass the player more actively
* Enemies apply more upgrades in certain maps

**Other gameplay/miscellaneous improvements**
* New, easier difficulty level added
* Certain things such as default game speed, difficulty level etc. can now be controlled via SCMR options
* Terran characters' portraits now have talking animations
* The name of the finished mission, decal of the playable faction and elapsed time added to the score screen displayed after the mission
* Edited epilogues at the end of each campaign
* New defeat dialog box added
* Much of the script and used assets have been standardized and transferred into the mod file, many redundant files removed

**Terrain/aesthetics**
* Updated terrain for each map, a lot of detail added. Certain maps re-terrained extensively
* Tweaked lighting in many maps
* Weather effects added in some maps
* Player decals updated, other textures added
* Narrative text screens standardized, changed to high-res font similar to the original
* New loading screens for many maps

**Cutscenes**
* Most cutscenes edited, many cutscenes reworked
* New cutscenes added
* Cutscenes now always play at normal game speed or slower


== Some map-specific changes ==



=== Episode 1 - Rebel Yell ===

**General**
* New missions added: Terran07S: Biting the Bullet, Terran08S: Operation Silent Scream
* Number of Medics used in enemy attacks decreased
* Players now have the option to play the campaign without Medics available

**Terran00: Boot Camp**
* Victory dialog can no longer play twice
* Fixed Continue Campaign button in the score screen

**Terran01: Wasteland**
* Decreased starting minerals from 150 to 40 (as in the original map)

**Terran03: Desperate Alliance**
* Weakened the final enemy attack on easy/medium difficulty

**Terran04: The Jacobs Installation**
* Added another music track
* The installation now has a visible roof in third person mode
* All doors now play a sound effect when opened
* All doors are now invulnerable

**Terran05: Revolution**
* Decreased times between enemy attacks
* Tweaked enemy attack paths
* Certain units trained at Antigan facilities now occasionally appear as Antigan troops (visual change)

**Terran06: Norad II**
* Tweaked enemy attack paths slightly
* Certain units trained at Alpha Squadron facilities now occasionally appear as Alpha Squadron troops (visual change)

**Terran07: The Trump Card**
* The Supply Depots at the expansion no longer block a Command Center
* Tweaked enemy attack paths slightly

**Terran08: The Big Push**
* The northwest expansion now has room for a Command Center
* Slightly decreased time between attack waves after one enemy is defeated

**Terran09: New Gettysburg**
* Unloading troops from a Dropship no longer rallies them to a certain point in the starting base
* Protoss and Zerg units are now hostile towards one another

**Terran10: The Hammer Falls**
* Slightly decreased time between attack waves after one enemy is defeated




=== Episode 2 - Overmind ===

**General**
* Fixed timing issues with upgrades
* Players now have the option to play the campaign without Lurkers available


**Zerg01: Among the Ruins**
* Corrected available tech tree
* The Young Chrysalis is no longer invulnerable

**Zerg02: Egression**
* Pneumatized Carapace upgrade is no longer available
* Difficulty slightly increased on Hard difficulty

**Zerg03: The New Dominion**
* Corrected available tech tree

**Zerg05: The Amerigo**
* Kerrigan's Cloaking ability now available, Razor Swarm unavailable in RTS mode
* Added some Defense Turrets
* Defense Turrets now detect cloaked units
* Added another music track
* The installation now has a visible roof in third person mode
* Doors now close properly at a certain point in the mission
* All doors now play a sound effect when opened
* All doors are now invulnerable
* Some new dialogue added

**Zerg06: The Dark Templar**
* Added observers to some enemy attacks

**Zerg07: The Culling**
* Decreased the amount of Vespene in Geysers according to the original map

**Zerg08: Eye for an Eye**
* Adjusted some enemy attacks slightly in hard difficulty, due to AI improvements
* Kerrigan can no longer die during the ending cutscene

**Zerg09: The Invasion of Aiur**
* Fixed an issue with Arbiters and Arbiter Tribunals
* Tweaked the amount of available resources according to the original map

**Zerg10: Full Circle**
* Fixed an issue with Arbiters and Arbiter Tribunals
* Decreased the amount of Vespene in some Geysers
* Adjusted some enemy attacks slightly, due to AI improvements


=== Episode 3 - The Fall ===

**General**
* Campaign overhauled, updated to SCMRmod

**Protoss06: Into the Darkness**
* Layout changes, the map now resembles the original more closely
* Zerg units can no longer accidentally be "rescued" by the player
* Rescued Raiders now retain their decals

**Protoss09: Shadow Hunters**
* Fixed an issue where attacking the Cerebrates would freeze the game


=== Episode 4 - The Stand ===

**ProtossX02: Dunes of Shakuras**
* Expanded playable map area to the north, changed starting location
* Intro music track now plays all the way

**ProtossX03: Legacy of the Xel'Naga**
* Some layout changes, particularly on the Zerg island to make it resemble the corresponding area in mission 8 more closely

**ProtossX04: The Quest for Uraj**
* Fixed an issue with Missile Turrets during the intro
* Fixed a potential issue which would cause the AI to activate at map initialization

**ProtossX05: The Battle of Braxis**
* Added ramp to northwest Power Generator platform
* unpowered Missile Turrets stop rotating, and have an "unpowered" tag in their unit description

**ProtossX06: Return to Char **
* Slightly expanded playable map area in each direction

**ProtossX07: The Insurgent**
* Slightly expanded playable map area to the south - all mineral fields now within playable map area
* The AI now begins with 1/1 upgrades, as in the original map
* Slightly weakened some enemy attacks
* Fixed an issue with Aldaris' dialogue

**ProtossX08: Countdown**
* Minor layout changes along the southern map border and the area north of Zeratul's starting base
* Activating the Temple now results in faster and stronger enemy attacks. Massive Zerg attack wave removed
* Fixed an upgrade issue


=== Episode 5 - The Iron Fist ===

**General**
* Pre-placed units are now counted in score screens
* Adjusted the resources in Vespene Geysers, and mineral fields in rare cases

**Terran X01: First Strike**
* Expanded playable map area and moved Duran's base slightly to the east
* Disallowed Charon Boosters
* Duran's forces now retain their decals
* Marines and Firebats trained at Duran's barracks now have Confederate colors and decals

**Terran X02: The Dylarian Shipyards**
* Added a missing Battlecruiser on the third platform
* Medics now have the Caduceus Reactor upgrade
* Difficulty levels reworked

**TerranX03: Ruins of Tarsonis**
* Enemies gain 3/3 and Adrenal Glands upgrades when only one Hive remains (hard difficulty only)
* Fixed issues with the deactivation of the AI

**TerranX05: Emperor's Fall**
* expanded playable map area to the north and east slightly
* Fixed an issue with the reinforcement Wraiths during the intro sequence (TX05a)

**TerranX06: Emperor's Flight**
* The Warp Gate area is now revealed upon Warp Gate activation
* Tweaked the first ZvP attack waves to resemble the original map

**TerranX07: Patriot's Blood**
* All doors now play a sound effect when opened
* All doors are now invulnerable
* Duran's Cloaking ability is now available
* Added DuGalle's missing dialogue


=== Episode 6 - Queen of Blades ===


**ZergX02: Reign of Fire**
* The SCV is now properly evacuated
* Rescuing Renegade Zerg now has the original sound effect

**ZergX05: True Colors**
* Added Medics to some Terran attacks
* Fixed an issue with enemy workers remaining idle after the surprise attack sequence


=== Campaign Launcher & Setup ===

**SCMR Campaign Launcher**
* Visual changes: new logo, background, loading screen
* Added credits
* Added extras
* Added options

**SCMRsetup**
* Setup updated


=== Extras ===
**Resurrection IV**
* New mission added



== SCMRmod ==

=== Stats ===

**Terran**
* Bunker health decreased from 400 to 350
* Raynor (Marine) range decreased from 6 to 5
* Missile Turret armor increased from 0 to 1
* Wraith damage changed from 10x2 to 20, no visual change to attack
* Irradiate radius increased from 1.5 to 1.75
* Infantry and Siege Tank movement speed decreased from 2.3 to 2.2
* Defensive Matrix no longer restores Protoss shields to full upon casting and no longer leaks damage on health points
* Repairing Raynor's vehicles now costs resources

**Zerg**
* Creep Colony no longer requires Hatchery, armor decreased from 1 to 0
* Spore Colony armor decreased from 1 to 0
* Sunken Colony armor increased from 1 to 2, vision reduced from 11 to 10
* Fixed a hit point issue with burrowed Hunter Killers
* Defiler movement speed decreased from 2.3 to 2.2
* Cerebrate life regeneration rate decreased to 10hp/s
* Overmind life regeneration rate decreased to 20hp/s
* Duran's armor increased from 2 to 3
* Guardians and Sunken Colonies now have original Brood War responses and sound effects

**Protoss**
* Tassadar can now attack air units. Attack range decreased from 6 to 4, cooldown decreased from 1.5 to 1.3
* Corsairs can no longer shoot while moving
* Maelstrom radius decreased from 4 to 3
* Stasis Field radius increased from 2 to 3, duration increased from 40 to 60
* Archon attack cooldown increased from 1.13 to 1.18
* Interceptor attack cooldown increased from 2.09 to 2.19
* The Select Army button now also selects Dark Archons and Reavers

=== Miscellaneous ===

* Detailed tooltips added for all units and structures, with trivia from the Starcraft manual and other official sources. Corrected many tooltips for rare/map-specific units/structures
* The mod now uses the remastered Starcraft: Brood War soundtrack included in newer versions of Starcraft 2. Music files removed from the mod.
* Marines and structures firing from higher ground are now properly revealed
* Removed incorrect optimal number from worker count labels
* Added missing hero icons
* Corrected plenty of HotS-related bugs (overwritten links, upgrades applying twice...)
* Duplicate/redundant files have been removed

== Art ==

=== New 3D unit models ===

**Terran**
* Dropship
* Jim Raynor (Vulture)
* Jim Raynor (Hyperion)
* Norad II
* Aleksander
* Alexei Stukov
* Control Tower
* Machine Shop

**Zerg**
* Queen
* Guardian
* Devourer
* Defiler
* Devouring One
* Hunter Killer
* Torrasque
* Sunken Colony
* Cerebrate

**Protoss**
* Shield Battery
* Fenix

=== New unit portraits ===

**Terran**
* Goliath
* Valkyrie
* Spider Mine
* Alexei Stukov

**Zerg**
* Cerebrate
* Torrasque

**Protoss**
* Reaver
* Fenix

=== New buttons ===

**Terran**
* Ion Thrusters

**Zerg**
* Consume

**Protoss**
* Gravitic Thrusters
* Disruption Web
* Sensor Array
* Khaydarin Core
* Stasis Field
* Scarab Damage
* Reaver Capacity
* Carrier Capacity
* Argus Talisman

=== New unit wireframes and icons ===

**Terran**
* Dropship
* Jim Raynor (Vulture)
* Jim Raynor (Hyperion)
* Sarah Kerrigan
* Norad II
* Aleksander

**Zerg**
* Defiler
* Devourer
* Devouring One
* Hunter Killer
* Kerrigan
* Overmind
* Chrysalis

**Protoss**
* Zealot
* Dragoon
* Shuttle
* Arbiter
* Corsair
* Fenix (Zealot)
* Fenix (Dragoon)
* Tassadar

=== Other visual changes ===

* Fixed an issue with Devouring One attack animation
* Dropship scale increased from 1.00 to 1.15, collision radius from 0.75 to 0.875
* Shuttle scale increased from 1.00 to 1.15, collision radius from 0.875 to 0.935
* Wraith scale increased from 1.00 to 1.1
* Scout scale increased from 1.00 to 1.1
* Corsair scale increased from 1.00 to 1.1
* Carrier/Gantrithor selection radius increased from 1.71 to 2.5
* The Overmind now has a death animation and a selection cicle
* Fenix (Dragoon) now has a lighting effect to make him recognizable among other Dragoons


Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2014-03-30 21:52:03
March 30 2014 21:43 GMT
#782
Updated the post with pictures again, there are now two styles - hots purple and broodwar greeny one.
Jones313
Profile Joined April 2011
Finland172 Posts
Last Edited: 2014-03-30 21:55:53
March 30 2014 21:53 GMT
#783
On March 31 2014 04:01 Existor wrote:
To celebrate HOTS-edition launch, I made experimental banner/picture/cover for your thread. It's experimental because not pretends to be your main cover or cover at all, especially because not everyone can like "Kerrigan-hybrid" with old Kerrigan with new face



Maybe a tad too much purple for my liking as well, but amazing work as always. Also, your logo is finally in the game. Thank you again.

On March 31 2014 06:43 Existor wrote:
Updated the post with pictures again, there are now two styles - hots purple and broodwar greeny one.


Outstanding.

On March 31 2014 06:25 varsovie wrote:
Show nested quote +
On March 31 2014 04:01 Existor wrote:especially because not everyone can like "Kerrigan-hybrid" with old Kerrigan with new face


Hybrid fit this mod very well. Awesome drawing BTW, you've got talent and now I'm even more excited for the Toss expansion. :D

I find it a little purple so I''ve made a slight hue change to get the face more broodwar-ish, see if it "looks" better.



Excellent.

Jones313
Profile Joined April 2011
Finland172 Posts
March 30 2014 23:41 GMT
#784
Updated post on top of the page - included change log.
Blazethesage
Profile Joined June 2012
108 Posts
March 30 2014 23:56 GMT
#785
Ooh, custom models for the Norad and the Aleksander, can't wait to see what those look like! And stuff for Fenix! Can't wait for this to go live!
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
March 31 2014 00:44 GMT
#786
Now all that's left is creating a between-missions RPG campaign like in WOL. Right? Right?

Seriously though, you guys are amazing. Story and flavor of SC1 with the campaign gameplay of SC2. It's unreal.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
varsovie
Profile Joined December 2013
Canada326 Posts
March 31 2014 01:11 GMT
#787
On March 31 2014 09:44 pure.Wasted wrote:
Now all that's left is creating a between-missions RPG campaign like in WOL. Right? Right?

Seriously though, you guys are amazing. Story and flavor of SC1 with the campaign gameplay of SC2. It's unreal.


No what left is a campaign for Starbow set between the event of BW and WoL...
jonhy-
Profile Blog Joined September 2010
Slovakia167 Posts
March 31 2014 01:42 GMT
#788
guys do i need hots to play this or wol is enougth?
A leader of my kind!Hi Devil
killias2
Profile Joined April 2010
United States20 Posts
March 31 2014 01:51 GMT
#789
On March 31 2014 10:42 jonhy- wrote:
guys do i need hots to play this or wol is enougth?


I'm pretty sure it's explicitly a port to HotS, so I doubt WoL is enough. But I could be wrong.
idhchief
Profile Joined March 2013
2 Posts
March 31 2014 07:38 GMT
#790
The wait is almost over! I've been waiting anxiously for mass recall v5 to release for longer than I care to mention haha.
Telenil
Profile Joined September 2010
France484 Posts
Last Edited: 2014-03-31 10:20:26
March 31 2014 09:05 GMT
#791
Could anyone add "Installation Guide" somewhere in this picture?
+ Show Spoiler +
[image loading]


On March 31 2014 10:42 jonhy- wrote:
guys do i need hots to play this or wol is enougth?
You need HotS. You can still play the old version with WoL.

On March 31 2014 10:11 varsovie wrote:
No what left is a campaign for Starbow set between the event of BW and WoL...
I'll leave that to the next generation of mapmakers. With my job and all, a bit of testing is probably the most I can do. Thumbs up to anyone who would try that though.
Mass Recall: Brood War campaigns on SC2: http://www.teamliquid.net/forum/viewmessage.php?topic_id=303166
BiscuitCookie
Profile Joined March 2014
Netherlands2 Posts
March 31 2014 10:19 GMT
#792
There is nothing in the files section.

Wouldn't it also have been possible to upload it to a file host or maybe as a torrent?
Holybouseman
Profile Joined May 2012
Poland27 Posts
March 31 2014 12:06 GMT
#793
Hah, I've predicted that the mod will be released on March 31st and so it is, even though the guys aimed for 30th :D With all the delays and issues, you'd fit very well into Blizzard :D
Anyway, thanks for the awesome work, MR team!
Zoar
Profile Joined February 2013
United States39 Posts
March 31 2014 13:43 GMT
#794
damn you mapster hurry up and approve the upload!
Holybouseman
Profile Joined May 2012
Poland27 Posts
March 31 2014 14:05 GMT
#795
Oh, I believe it might take a couple of days - Telenil says that MR 2.0 will get approved by Sixen, who hasn't been active on the site or other media for a couple of days (his last login on SC2mapster is march 26). There's no telling when he'll come online an approve the upload. I don't know if the guys have already talked to him or if they're just waiting for him to read the PMs, but if it's the latter, than I wouldn't be suprised to see the update delayed for a couple of more days.

Thus, I second the idea of uploading at least the first 3 chapters and the mod file on some other servers so that we can finally have some fun with MR 2.0
Telenil
Profile Joined September 2010
France484 Posts
Last Edited: 2014-03-31 14:12:20
March 31 2014 14:10 GMT
#796
Yeah, I am in the middle of uploading a .zip. Countdown is at 35 minutes at the current uploading speed, then you will have your 500Mb to download.

And for the records, blame sc2mapster, everything was done on our side in the evening of the 29th.
Mass Recall: Brood War campaigns on SC2: http://www.teamliquid.net/forum/viewmessage.php?topic_id=303166
Holybouseman
Profile Joined May 2012
Poland27 Posts
March 31 2014 14:17 GMT
#797
Nah, there's no point in blaming anyone I know that the final stretch is the moment when things love to go sideways - that how cruel the life is, you work on something and when you're almost done something pops out That said, I totally understand that you needed some extra time, but... I've been observing your community interaction/development info and you DO remind me of Blizzard, which is somewhat funny
ShinDNA
Profile Joined May 2013
Portugal19 Posts
March 31 2014 14:27 GMT
#798
On March 31 2014 10:11 varsovie wrote:No what left is a campaign for Starbow set between the event of BW and WoL...

Nah, what's left and what I'm still hoping for is the Prequel Campaign Loomings
But I do totally understand that the time to dedicate to an additional campaign is not a luxury that this team possesses. Maybe one day... Or at least maybe another team starts doing it using the same mod...

Actually, that's my question, if another team remade Loomings using the same mod as you, would there be a chance for it to be incorporated into the main mod? Seriously, in my opinion, Loomings is a big chunk of StarCraft history, it deserves some recognition.

As for the delay, as eager as I am to start playing it, oh well, sometimes delays are inevitable. No need to blame anyone.
Holybouseman
Profile Joined May 2012
Poland27 Posts
March 31 2014 14:39 GMT
#799
So, how's the progress, Telenil? My excitement level is almost as big as for Blizzard titles (which says a lot about how high I value your work).
Telenil
Profile Joined September 2010
France484 Posts
Last Edited: 2014-03-31 15:10:31
March 31 2014 14:41 GMT
#800
On March 31 2014 23:17 Holybouseman wrote:
I've been observing your community interaction/development info and you DO remind me of Blizzard, which is somewhat funny
Thanks. I think.
On March 31 2014 23:27 ShinDNA wrote:
Actually, that's my question, if another team remade Loomings using the same mod as you, would there be a chance for it to be incorporated into the main mod?
Yep, we'd put it alongside ResurrectionIV in the "Extras" section.

Here is the mirror link: https://www.dropbox.com/sh/hsczqz9xy6j7t75/nlErfD2F78

Tell me if it works.
Mass Recall: Brood War campaigns on SC2: http://www.teamliquid.net/forum/viewmessage.php?topic_id=303166
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