StarCraft Mass Recall: SC1 campaigns on SC2 thread - Page 50
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moskonia
Israel1448 Posts
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Blazethesage
108 Posts
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moskonia
Israel1448 Posts
EDIT: did what you said and it works, thanks again! | ||
Blazethesage
108 Posts
Click here to go see it. <_< | ||
Telenil
France484 Posts
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Jayborino
23 Posts
But actually, let's get even more people recording this mod - the more attention to it the better! | ||
frajen86
168 Posts
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pure.Wasted
Canada4701 Posts
0 =) | ||
Telenil
France484 Posts
Here is a list of the commented playthroughs using 5.0 or later, with their current status: * JayborinoPlays, Hard difficulty (ongoing, episodes 1-6) * Blazieth, retro mod (ongoing, episodes 1-2) * The Newbie Gamer (episode 1) * Stratos Tygos, retro mod (episode 1) And the older playthroughs: * HuskyStarcraft, Hard difficulty (episodes 1-2) * VaipoGaming (episodes 4-6) | ||
Blazethesage
108 Posts
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ShinDNA
Portugal19 Posts
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Jayborino
23 Posts
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Blazethesage
108 Posts
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Telenil
France484 Posts
On July 09 2014 13:02 Blazethesage wrote: Come on, Hard Omega isn't that bad!Ooh, can I guess? Three! No, wait, Five! SEVENTEE-*shot* | ||
Blazethesage
108 Posts
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Jayborino
23 Posts
So, I've watched Vaipo's playthrough back pre-5.0 and it's on normal. He used Mutalisks to snipe some of Protoss's tech so they stopped building both types of Templar, Reavers, Arbiters, and Observers. I don't know if it's with v5, or maybe it's hard mode, but the AI rebuilds pretty much immediately and it did not for him, so this strategy is scrapped. After some experimenting, I notice that they stop trying to rebuild if you destroy the building as it's being created, but manage to spare the worker sent to rebuild it. To me, this seems a little exploit-y, so I'm going to avoid doing it, but boy is it tempting to get rid of those incredibly annoying units. Either way, spending all my gas on 15-20 Mutalisks to even do it means I can't upgrade anything or build many Hydralisks, so I would die anyway. The challenge on this one is excellent; a perfect, high difficulty level that just barely feels in reach of winnable with practice. I noticed someone reported the score screen is broken, similar to Patriot's Blood, which would stop me from seeing/recording the epilogue, so I used cheats to verify this was still the case. Since I checked this in advance though, I can have the video of it Telenil uploaded to his channel on standby, and switch my recording display to that instead. Nothing will hold me back from that sweet, sweet epilogue... except seventy-something attempts at beating the level. | ||
zEmini
United States4 Posts
1. Easy doesn't feel easy all the time. Some improvements for an "easier" experience. -Increase Min/Vesp amount on the map -Decrease Armor/weapon upgrades on enemies or delay their research. 2. Transports seem clunky especially the Terran one. 3. Are high Templar that OP? I was playing the mission where you have to kill Aldaris and found myself without an army due to storms. Probably the case of me just sucking like the Gold Ranked player I am. 4. A cheat to add in or use SC2 models/stats/ect. I would love to build Marauders for instance. -A new building that builds SC2 units that is usable after typing in a cheat. 5. What about the other BW units for the campaign? In rebel yell, we can use medics, but not Valkyries? Could also be implemented in the form of a cheat. 6. I haven't played SC1 in a long time, but I was able to trick the AI at the place where they "stage" there units. I simply set up a base and was then able to just kill 1 or 2 units at a time instead of being hit by the usual wave. Made some of the missions too easy. Maybe they should gather forces more closer to their bases? 7. Any chance we can get the demo/precusor missions in the future? After all it is part of the lore. | ||
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Whitewing
United States7483 Posts
On July 11 2014 08:44 zEmini wrote: Great campaign. About half way done on easy so here are some suggestions 1. Easy doesn't feel easy all the time. Some improvements for an "easier" experience. -Increase Min/Vesp amount on the map -Decrease Armor/weapon upgrades on enemies or delay their research. 2. Transports seem clunky especially the Terran one. 3. Are high Templar that OP? I was playing the mission where you have to kill Aldaris and found myself without an army due to storms. Probably the case of me just sucking like the Gold Ranked player I am. 4. A cheat to add in or use SC2 models/stats/ect. I would love to build Marauders for instance. -A new building that builds SC2 units that is usable after typing in a cheat. 5. What about the other BW units for the campaign? In rebel yell, we can use medics, but not Valkyries? Could also be implemented in the form of a cheat. 6. I haven't played SC1 in a long time, but I was able to trick the AI at the place where they "stage" there units. I simply set up a base and was then able to just kill 1 or 2 units at a time instead of being hit by the usual wave. Made some of the missions too easy. Maybe they should gather forces more closer to their bases? 7. Any chance we can get the demo/precusor missions in the future? After all it is part of the lore. Easy is extremely easy for good players, I don't have too much trouble with the hard modes. I think making it easier would make it too easy overall. If you sometimes lose that's good, means it feels good to win. | ||
Blazethesage
108 Posts
On July 11 2014 08:44 zEmini wrote: Great campaign. About half way done on easy so here are some suggestions 1. Easy doesn't feel easy all the time. Some improvements for an "easier" experience. -Increase Min/Vesp amount on the map -Decrease Armor/weapon upgrades on enemies or delay their research. 2. Transports seem clunky especially the Terran one. 3. Are high Templar that OP? I was playing the mission where you have to kill Aldaris and found myself without an army due to storms. Probably the case of me just sucking like the Gold Ranked player I am. 4. A cheat to add in or use SC2 models/stats/ect. I would love to build Marauders for instance. -A new building that builds SC2 units that is usable after typing in a cheat. 5. What about the other BW units for the campaign? In rebel yell, we can use medics, but not Valkyries? Could also be implemented in the form of a cheat. 6. I haven't played SC1 in a long time, but I was able to trick the AI at the place where they "stage" there units. I simply set up a base and was then able to just kill 1 or 2 units at a time instead of being hit by the usual wave. Made some of the missions too easy. Maybe they should gather forces more closer to their bases? 7. Any chance we can get the demo/precusor missions in the future? After all it is part of the lore. 1) Ehhh... I'm iffy. Even on easy, the game still needs to provide *some* sort of challenge. Part of that challenge is dealing with potentially limited resources. And to my knowledge, easy-level AI DOES research upgrades slower, and doesn't get access to some bonuses that provide extra upgrades. 2) Trust me, they've always been like that. 3) High Templar, in Starcraft 1 *or* 2, are DEVASTATING in the right hands, and the AI is notoriously quick and accurate at tossing out storms. 4) Ehh, I disagree. The whole point of this mod was to recreate the original experience in terms of tech tree and the campaigns, with a few very minor liberties. 5) The reason Rebel Yell gets access to medics is because technically, the Confederacy ![]() 6) Not sure on this one; I don't remember how AI rallying worked in the original; it may well have worked very similarly. Or not, I don't know. I think in the original, they either rallied units there upon creation, or kept them in base, and moved them there to hang for a bit before moving to attack. I THINK it's one of those two, but I could easily be talking out of my ass. 7) Telenil did mention that 5.2 will have new, extra content; as to what it'll be, who knows. Maybe it'll be those very campaigns! Or maybe it'll be something else. We'll just have to wait and see! | ||
Jayborino
23 Posts
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