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StarCraft Mass Recall: SC1 campaigns on SC2 thread - Page 50

Forum Index > SC2 General
Post a Reply
Prev 1 48 49 50 51 52 86 Next
moskonia
Profile Joined January 2011
Israel1448 Posts
June 08 2014 22:59 GMT
#981
It's giving me an "unable to open map" error, and I've done everything right as far as I can tell. Anyone knows what might be the issue?
Blazethesage
Profile Joined June 2012
108 Posts
June 09 2014 23:37 GMT
#982
Double-check to make sure that the maps are in a separate "Starcraft Mass Recall" folder within the Maps folder inside the main Starcraft 2 folder, first of all. That wasn't always necessary in the past, which makes it a fairly easy oversight.
moskonia
Profile Joined January 2011
Israel1448 Posts
Last Edited: 2014-06-09 23:56:19
June 09 2014 23:42 GMT
#983
Ah did not see it in the requirements section, will try and report back. Thank you.

EDIT: did what you said and it works, thanks again!
Blazethesage
Profile Joined June 2012
108 Posts
Last Edited: 2014-06-20 05:34:08
June 20 2014 03:51 GMT
#984
So, I dunno if Telenil's still following my own little run-through of this on Youtube (I know he found it at one point early on), but I think the outcome of my newest video is... probably worth noting.

Click here to go see it.

<_<

only half shameless plug, partly actual thing that should probably be dealt with
Telenil
Profile Joined September 2010
France484 Posts
June 21 2014 15:18 GMT
#985
Heh! Funny how the victory screen trumped the defeat box in the end. I'll fix that in the next version, which will probably come at some point during the summer. I should also take a couple of hours and list the various playthroughs in the OP, no reason Jayborino would be the only one to be listed.
Mass Recall: Brood War campaigns on SC2: http://www.teamliquid.net/forum/viewmessage.php?topic_id=303166
Jayborino
Profile Joined May 2014
23 Posts
Last Edited: 2014-06-23 17:17:41
June 23 2014 17:16 GMT
#986
The reason is because I am the best ever, OBVIOUSLY!

But actually, let's get even more people recording this mod - the more attention to it the better!
frajen86
Profile Joined February 2014
168 Posts
June 25 2014 04:44 GMT
#987
Not sure if this was mentioned yet but typing "skip" in chat on Terran 5 "Revolution" skips everything up to Kerrigan cut scene
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
June 26 2014 20:20 GMT
#988
So, any chance of getting a save game of Rebel Yell mission 1 uploaded?

0 =)
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
Telenil
Profile Joined September 2010
France484 Posts
Last Edited: 2014-06-29 11:49:41
June 29 2014 11:43 GMT
#989
I have started working on a version 5.2, which will include additionnal content. More on that during the summer.

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)
Mass Recall: Brood War campaigns on SC2: http://www.teamliquid.net/forum/viewmessage.php?topic_id=303166
Blazethesage
Profile Joined June 2012
108 Posts
June 29 2014 16:35 GMT
#990
Ooh, extra content! Can't wait!
ShinDNA
Profile Joined May 2013
Portugal19 Posts
June 30 2014 18:24 GMT
#991
Oh damn yay! Additional content is always welcome!
Jayborino
Profile Joined May 2014
23 Posts
July 08 2014 00:13 GMT
#992
Just gave Omega my first try. This is going to be a rough one. I wonder how many attempts it will take...
Blazethesage
Profile Joined June 2012
108 Posts
July 09 2014 04:02 GMT
#993
Ooh, can I guess? Three! No, wait, Five! SEVENTEE-*shot*
Telenil
Profile Joined September 2010
France484 Posts
Last Edited: 2014-07-09 20:21:14
July 09 2014 14:29 GMT
#994
On July 09 2014 13:02 Blazethesage wrote:
Ooh, can I guess? Three! No, wait, Five! SEVENTEE-*shot*
Come on, Hard Omega isn't that bad!
Mass Recall: Brood War campaigns on SC2: http://www.teamliquid.net/forum/viewmessage.php?topic_id=303166
Blazethesage
Profile Joined June 2012
108 Posts
July 09 2014 15:25 GMT
#995
Oh god, he's a troper. You're doomed, Jay.
Jayborino
Profile Joined May 2014
23 Posts
July 09 2014 16:06 GMT
#996
POWER OVERWHELMING!!! There. I 've done it. I will win with my starting units and balk at the storms and disruption webs that otherwise have ruined my three attempts so far.

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
Profile Joined April 2011
United States4 Posts
July 10 2014 23:44 GMT
#997
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.

Whitewing
Profile Joined October 2010
United States7483 Posts
July 11 2014 03:40 GMT
#998
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.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Blazethesage
Profile Joined June 2012
108 Posts
July 11 2014 06:26 GMT
#999
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 ID* employ Combat Medics. It's just that they weren't as effective as, and didn't have the equipment of the UED medics. This is represented by non-UED medics healing slower, and not having access to the research upgrades. The Valkyrie was 100% exclusive UED technology.

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
Profile Joined May 2014
23 Posts
July 13 2014 21:55 GMT
#1000
Hey all, I've made an installation video guide for anyone experiencing issues.

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