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StarCraft Mass Recall: SC1 campaigns on SC2 thread - Page 52

Forum Index > SC2 General
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mate_1146
Profile Joined March 2013
Hungary10 Posts
July 31 2014 21:34 GMT
#1021
Telenil, I am grateful for your answer to my questions / ideas. It is awesome to see how extensively you respond to all those questions. I hope to see more of your project come true as what you make of things as of now looks pretty impressive.

P.S.: A friend of mine shown me the campaigns (who is a SC nerd) and he told me to say sincere thanks in his stead.
viperciyes
Profile Joined August 2014
2 Posts
August 04 2014 15:30 GMT
#1022
hey everyone,

Thank you, first of all, to anyone who helped with this mod. This is a great idea, blizzard shouldve thought about that. Yet, I haven't been able to get into the game. I'm walking through the steps in SC2mapster. I downloaded the files and put them in correct places, triple checked. SC2mapster says: "open the setup map named SCMRsetup in your Maps folder and click the "test document" button on the top right (or press ctrl+F9)"

When I open this file with the editor and hit test doc, game load screen comes and then it tells me "unable to load map", goes blackscreen.

on the other hand, in the Installation guide from the SC2mapster, it says: "The remake can now be played by opening the “SCMR Campaign Launcher” from the editor and clicking on “test document”". When I do that, I get to the mod's mission menu, but when I try to select a mission, it again tells me "unable to load map" and goes blackscreen.

Any ideas what might be wrong or what I am missing?
Sleambean
Profile Joined July 2014
Bulgaria6 Posts
August 04 2014 20:44 GMT
#1023
On August 05 2014 00:30 viperciyes wrote:
hey everyone,

Thank you, first of all, to anyone who helped with this mod. This is a great idea, blizzard shouldve thought about that. Yet, I haven't been able to get into the game. I'm walking through the steps in SC2mapster. I downloaded the files and put them in correct places, triple checked. SC2mapster says: "open the setup map named SCMRsetup in your Maps folder and click the "test document" button on the top right (or press ctrl+F9)"

When I open this file with the editor and hit test doc, game load screen comes and then it tells me "unable to load map", goes blackscreen.

on the other hand, in the Installation guide from the SC2mapster, it says: "The remake can now be played by opening the “SCMR Campaign Launcher” from the editor and clicking on “test document”". When I do that, I get to the mod's mission menu, but when I try to select a mission, it again tells me "unable to load map" and goes blackscreen.

Any ideas what might be wrong or what I am missing?


Have you placed the setup, campaign launcher and maps in their own folder? They should be in StarCraft II\Maps\Starcraft Mass Recall\
I squeeze gats till my clips is empty.
TheMooseHeed
Profile Joined July 2010
United Kingdom535 Posts
August 04 2014 20:49 GMT
#1024
The UED nuke misson always makes me laugh, renforcements are here sir, oh shi... BOOOM BLARRGH.
''Swarm hosts are the worst thing in the world, I mean terrorism is pretty bad but swarmhosts are worse'' IdrA on ZvZ
viperciyes
Profile Joined August 2014
2 Posts
August 05 2014 14:38 GMT
#1025
On August 05 2014 05:44 Sleambean wrote:
Show nested quote +
On August 05 2014 00:30 viperciyes wrote:
hey everyone,

Thank you, first of all, to anyone who helped with this mod. This is a great idea, blizzard shouldve thought about that. Yet, I haven't been able to get into the game. I'm walking through the steps in SC2mapster. I downloaded the files and put them in correct places, triple checked. SC2mapster says: "open the setup map named SCMRsetup in your Maps folder and click the "test document" button on the top right (or press ctrl+F9)"

When I open this file with the editor and hit test doc, game load screen comes and then it tells me "unable to load map", goes blackscreen.

on the other hand, in the Installation guide from the SC2mapster, it says: "The remake can now be played by opening the “SCMR Campaign Launcher” from the editor and clicking on “test document”". When I do that, I get to the mod's mission menu, but when I try to select a mission, it again tells me "unable to load map" and goes blackscreen.

Any ideas what might be wrong or what I am missing?


Have you placed the setup, campaign launcher and maps in their own folder? They should be in StarCraft II\Maps\Starcraft Mass Recall\


yes, everything is in order. placed the mod files inside the mods folder, map files in maps directory in a single folder "starcraft mass recall", and in it are the folders for the six different mission levels, a setupcmr and a campaign launcher.

Just uninstalled everything and reinstalled and it miraculously worked out.. again, thanks everyone for the mod.
omegaweaponx
Profile Joined August 2014
11 Posts
August 15 2014 20:56 GMT
#1026
@Telenil
Fantastic campaign mod. You all have gone above and beyond at creating these which I think easily restored the original to today's standards. Beyond the bug fixes which I know you all have your plate full with those, have you considered creating custom cinematics using the "Campaign Mode" rendering under the "Use Story Mode" feature in the editor, similar to the after/before cutscenes in Starcraft II? These might be very fun to use to replace the gaps in cinematics that were present in the original Starcraft I.

Of course I say this not knowing the full extent to how complicated, convoluted, or flat out impossible it would be to create them from scratch...

As always keep up the good work!
BenMcLean
Profile Joined August 2014
United States20 Posts
Last Edited: 2014-08-22 06:23:15
August 22 2014 06:21 GMT
#1027
I was just playing StarCraft: Mass Recall and I forgot that old school Kerrigan was a wimpy defeat condition instead of a useful combat unit like she is in StarCraft II: Heart of the Swarm campaign. So while I was succeeding in killing lots of Protoss with a huge army, my Kerrigan got her stupid self killed and now I have to start the mission all over. Wah

Kinda wish she had the stats and abilities of Heart of the Swarm Kerrigan. I eventually used buildings to box her in so I could still use f2 but she wouldn't go anywhere
Burninating the countryside!
Telenil
Profile Joined September 2010
France484 Posts
Last Edited: 2014-08-22 09:08:36
August 22 2014 08:55 GMT
#1028
On August 16 2014 05:56 omegaweaponx wrote:
have you considered creating custom cinematics using the "Campaign Mode" rendering under the "Use Story Mode" feature in the editor, similar to the after/before cutscenes in Starcraft II? These might be very fun to use to replace the gaps in cinematics that were present in the original Starcraft I.

The only thing that may (or may not) happen at some point is re-creating some cinematics as in-game cutscenes, like we did for the campaign endings. But don't hold your breath: cutscenes take a huge amount of time. Back in 2012, the three minutes cutscene that ends The Stand took me two days.

On August 22 2014 15:21 BenMcLean wrote:
I was just playing StarCraft: Mass Recall and I forgot that old school Kerrigan was a wimpy defeat condition instead of a useful combat unit like she is in StarCraft II: Heart of the Swarm campaign. So while I was succeeding in killing lots of Protoss with a huge army, my Kerrigan got her stupid self killed and now I have to start the mission all over. Wah

I know =) This is a natural consequence of the Mass Recall having larger armies compared to Brood War: larger battles mean more damage, and more damage means dead heroes. Only very tough ranged heroes like Fenix or Duke can be used in the late game.

The core concept of Mass Recall is to put Brood War units in Starcraft 2 and make the map challenging enough for a distinctive gameplay to appear. If it turns out heroes are better left in the base, that's simply how Brood War rules happen to work in a more challenging environment. Completely useless heroes may have been a problem, but even Raynor and Kerrigan are still useful to defend the base in the early game.
In my opinion, it also makes for a better atmosphere: of course your valuable commanders will be in danger on the frontline, why wouldn't they?
Mass Recall: Brood War campaigns on SC2: http://www.teamliquid.net/forum/viewmessage.php?topic_id=303166
omegaweaponx
Profile Joined August 2014
11 Posts
Last Edited: 2014-08-27 19:39:54
August 22 2014 14:51 GMT
#1029
On August 22 2014 17:55 Telenil wrote:
The only thing that may (or may not) happen at some point is re-creating some cinematics as in-game cutscenes, like we did for the campaign endings. But don't hold your breath: cutscenes take a huge amount of time. Back in 2012, the three minutes cutscene that ends The Stand took me two days.


I can appreciate that! Yeah those were very well done at the end of the campaigns (Albeit needed to use 'end mission' cheats to see the last one in Omega due to a bug). I could envision those really coming together nicely in the SC2 mod.

I sort of understand the above comment as well. However, I feel like if you're going to include a toggle for extra abilities you mays well go all out to add extra dynamic value to the heroes without making them overpowered. Since they can't re-spawn, you're already at a handicap when using them at all instead of turtling in your base. Turning this off turns this back into how SC/BW was supposed to be for those that want to, but turning this on sort of gives this a little more continuity with how SC2 is presented with multiple abilities to choose from, especially Kerrigan. Story wise, she seems way too underpowered and some of her abilities make no sense. (IE - Why can she cloak if she doesn't have her Ghost equipment on?) SC2 gives her far more terrifying value than SC1.

This is just my personal opinions to add some fun depth to Mass Recall for synergy in game and lore wise, but here's some ideas I'd like to see for extra abilities that would be nice to add:

Starcraft:
Raynor Vulture - Unlimited Spider Mines but with cooldown. Otherwise, a grenade or AOE detonation ability.
Raynor Marine - Grenades or some AOE detonation ability.
Raynor Hyperion - Give it a Minotaur-class ability, but since its lore wise "new", make it a cooldown, like either a cooldown Matrix Shield, or to speed up attack power significantly for a short while (Useful for Protoss Mission 8 on Hard!)

Kerrigan Ghost - Snipe (already on...I would leave that alone, its useful)

Duke Tank - Speed or Attack boost with cooldown
Duke Norad II - Auto AOE missiles or similar speed/attack boost to tank

Kerrigan Infested - Remove Cloak (seriously...) and possibly Ensnare. I hate duplicate abilities on other units its just lazy from Blizzard on SC1...replace with the following (which synergies well and makes sense story wise in HOS when she returns to zerg form):
- Leaping Strike (useful to get her in and out of battles to avoid her dying but keeping her in the battles that she's in) OR Kinetic Blast. But I would like to see Leaping due to usage
- Crushing Grip (Stun into attacks or get out of them)
- Razor Swarm (Keep Post Amerigo. I like that this was kept where its LIKE psionic storm, but not really, but yeah kinda is....hell, add a movement/attack slow down in the AOE if you really want to keep ensnare effects). This combined with Crushing Grip gives Kerrigan a lot of synergy.
- In addition to this, I would make a motion that when extra abilities is turned on, I would like her to appear in Omega. She doesn't make a single playable appearance in BW except as a token hero in Protoss x4. Omega would be perfect as her exit appearance.

Tassadar High Templar - Although Feedback is a SC1 dark archon ability, it doesn't make sense here for the two missions you get him (minor useful on the third). Given that he has "mastered both high and dark templar abilities", I would suggest giving him a dark templar ability like Zeratul, either Blink or Void Prison...which would be useful for both "installation type" missions you get.
Tassadar Gantrithor - I would just beef that unit up by increasing interceptor attack damage to separate from normal carriers for unique sake.

Fenix Zealot - Give him the passive charge in along with movement speed, just for that first mission to uniquely identify him.
Fenix Dragoon - Not much for him, besides giving a hardened shields like ability. Maybe to showcase pre-cursor to Immortal?

Zeratul - Give him Phase Shift for blink purposes and/or Void Prison for stun. He needs some mobility being a highly used hero like Kerrigan

Brood War:

Same abilities as above except for:

Artanis - I can't think of anything really useful for him besides maybe do a cooldown Hardened Shields "like" ability to keep him alive a little longer in the two missions you have him where he tends to run into clusters of AA

Duran Ghost - Definitely have Snipe like Kerrigan as that should be standard for Ghost Heroes. Probably leave him be.

Duran Infested - Honestly, Cloak and Lockdown technically should be OK here as he still uses his rifle and equipment and has no infested model. But lets give him a third ability that's NOT devour because that's just not right to have duran eat another zerg unit... Seeing as how he's not REALLY infested but has a lot of psionic abilities, how about we give him either an AOE "aura" type ability to boost zerg movement/attack speeds or increased health regeneration. I would also argue to add him to the last mission you would potentially see him being "The Reckoning". At the end of the cutscene with Zeratul you could have a small cutscene of zooming in on him before slipping away. Would add some fun depth and this passive aura would be useful for that mission.

Again...take it or leave it, that's just my personal opinions. The whole mod and all the maps are incredibly well done in either way.
Blazethesage
Profile Joined June 2012
108 Posts
August 22 2014 15:17 GMT
#1030
Not sure about the other suggestions, but Feedback on Tassadar's High Templar unit actually makes a great deal of sense. Back in Brood War, Feedback was actually a DARK ARCHON ability. It's a nice touch to represent his adeptness with the Dark Templar's energies.
BenMcLean
Profile Joined August 2014
United States20 Posts
Last Edited: 2014-08-23 00:31:23
August 23 2014 00:26 GMT
#1031
Having wimpy heroes is OK but it means you need a hotkey for "select all combat units except useless ones." I had to build Pylons to box in Fenix to keep him from getting dead too. #dedhero

also, the text of the "Shadow Hunters" mission briefing is borked
Burninating the countryside!
Telenil
Profile Joined September 2010
France484 Posts
September 01 2014 20:49 GMT
#1032
Version 5.2 is out, and with it comes a new campaign: Loomings, aka Precursors. This brings Mass Recall to a total of 67 maps for 65 distinct missions! Expect standard Mass Recall format with 3 difficulty levels and a challenge comparable to early-mid Rebel Yell. Note that we mostly focus on the "core six" episodes, Extra maps should be taken as a bonus more than anything else.

Aside from that, Param/values errors and black scorescreens should be fixed. UED medics now heal at their Brood War rate of 14hp/s, which is double the rate they had in v5.1. Players should see a difference in episodes 5 and 6; non UED medics were left unchanged at 4hp/s. Again, if you play in Easy and have trouble beating a level, do not hesitate to post it here so I can make some changes.

Cheers!
Mass Recall: Brood War campaigns on SC2: http://www.teamliquid.net/forum/viewmessage.php?topic_id=303166
Strict113
Profile Joined September 2014
United States1 Post
September 03 2014 05:42 GMT
#1033
Telenil are you going to remake Insurrection and Retribution expansions at some point? They are technically part of Starcraft as a side story. Since you remade the Looming and updated to 5.2, making these expansions wouldn't be that difficult I believe to make! And you have the mod file pretty done they way you wanted, you wouldn't have to touch it then. Also getting a hold of these expansions are really hard to find without downloading them as a torrent for the original game or buying them off of ebay. If you remade these, you would serve the SC2 community greatly! I also don't believe anyone has actually remade any part of these expansions ever before and you would be the first to remake them!
Telenil
Profile Joined September 2010
France484 Posts
Last Edited: 2014-09-03 08:07:33
September 03 2014 08:01 GMT
#1034
On September 03 2014 14:42 Strict113 wrote:
Telenil are you going to remake Insurrection and Retribution expansions at some point?

This is very unlikely.

A fan sent me the BW files a year ago, but it would be way more work than it's worth. We worked on these 65 missions for three years, and our jobs take much more time now than they did in 2011-2012. I only managed to squeeze Loomings in because I played the demo as a kid, other campaigns will be left to the next generation of mapmakers. Enslavers/Dark Vengeance was released by opupu, maybe other people will take a shot at Insurrection/Retribution. I do plan to write a guide on how to design and balance an AI at some point.
Mass Recall: Brood War campaigns on SC2: http://www.teamliquid.net/forum/viewmessage.php?topic_id=303166
omegaweaponx
Profile Joined August 2014
11 Posts
September 03 2014 14:47 GMT
#1035
On September 03 2014 14:42 Strict113 wrote:
Telenil are you going to remake Insurrection and Retribution expansions at some point? They are technically part of Starcraft as a side story.


Both Expansions are not considered canon by Blizzard or Metzen. Stukov's mission Resurrection IV, was, however (for some reason only released on Nintendo 64 originally...of all things). As was the Pre-Cursor bonus campaign.
omegaweaponx
Profile Joined August 2014
11 Posts
September 03 2014 14:49 GMT
#1036
On September 02 2014 05:49 Telenil wrote:
Version 5.2 is out, and with it comes a new campaign: Loomings, aka Precursors. This brings Mass Recall to a total of 67 maps for 65 distinct missions!

Aside from that, Param/values errors and black scorescreens should be fixed.


Thank you and nice job!
Re1deR
Profile Joined September 2014
8 Posts
September 03 2014 15:15 GMT
#1037
Hello, thank you for a remake. I am saddened by the lack of videos. So I took to correct this deficiency. I changed your maps and put video in maps. Get good results. I'm working on an improved version, which will easy connect the video to the original. If you are interested, I can post a demo next week.
Telenil
Profile Joined September 2010
France484 Posts
September 03 2014 18:15 GMT
#1038
On September 04 2014 00:15 Re1deR wrote:
Hello, thank you for a remake. I am saddened by the lack of videos. So I took to correct this deficiency. I changed your maps and put video in maps. Get good results. I'm working on an improved version, which will easy connect the video to the original. If you are interested, I can post a demo next week.
Uh, sure. Last time we have tried, the map lagged and the sound got horribly out of sync with the pictures.
Mass Recall: Brood War campaigns on SC2: http://www.teamliquid.net/forum/viewmessage.php?topic_id=303166
Re1deR
Profile Joined September 2014
8 Posts
September 03 2014 18:49 GMT
#1039
On September 04 2014 03:15 Telenil wrote:
Show nested quote +
On September 04 2014 00:15 Re1deR wrote:
Hello, thank you for a remake. I am saddened by the lack of videos. So I took to correct this deficiency. I changed your maps and put video in maps. Get good results. I'm working on an improved version, which will easy connect the video to the original. If you are interested, I can post a demo next week.
Uh, sure. Last time we have tried, the map lagged and the sound got horribly out of sync with the pictures.

I solved the problem with synchronization.
Jayborino
Profile Joined May 2014
23 Posts
September 04 2014 14:15 GMT
#1040
I really enjoyed playing through Loomings, they weren't boring at all like the original Precursor maps were. It's great to get the original story/dialogue/maps, but with improved AI allowing for a challenge.
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