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On September 12 2014 13:37 BenMcLean wrote: I don't like to complain about something free, but these Precursor missions kind of suck! Not necessarily your fault but ... oh wait, it kind of is because you had the opportunity to fix sucky oddball things Blizzard did in these maps and you didn't. The minerals and gas are like a billion miles away from your base and the buildings you're given are so spread out that they're just plain indefensible. Sure, I can fly them into a practical layout but why should I have to? As with all heroes in Mass Recall, General Duke is a useless piece of crap who can't hide his fat lazy useless butt with the "Please Kill Me! I'll Be Your Dead BFF!! <3" sign taped to it anywhere deep and dark enough that the enemy won't find him. FOR THE LOVE OF AUIR, BUFF THE HEROES!! or at least give us shuttles to hide them in corners of the map with No.
On September 12 2014 02:06 Jayborino wrote: I also was interested in trying my hand at converting one or two. If it goes well, I'd like to start a project to do the whole thing assuming Telenil gives his blessing to use the SCMR mod. Here you are. I can potentially give advice on the design, as long as I'm not asked to do the balancing.
Note that in my opinion, the "best next step" would be to take a second look at Enslavers. They are not bad by any means, but opupu is alone on them and one person can only do so much. If you want to improve giant crush-the-map missions, I'd suggest starting there.
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On September 12 2014 17:52 Telenil wrote:Show nested quote +On September 12 2014 13:37 BenMcLean wrote: I don't like to complain about something free, but these Precursor missions kind of suck! Not necessarily your fault but ... oh wait, it kind of is because you had the opportunity to fix sucky oddball things Blizzard did in these maps and you didn't. The minerals and gas are like a billion miles away from your base and the buildings you're given are so spread out that they're just plain indefensible. Sure, I can fly them into a practical layout but why should I have to? As with all heroes in Mass Recall, General Duke is a useless piece of crap who can't hide his fat lazy useless butt with the "Please Kill Me! I'll Be Your Dead BFF!! <3" sign taped to it anywhere deep and dark enough that the enemy won't find him. FOR THE LOVE OF AUIR, BUFF THE HEROES!! or at least give us shuttles to hide them in corners of the map with No. Show nested quote +On September 12 2014 02:06 Jayborino wrote: I also was interested in trying my hand at converting one or two. If it goes well, I'd like to start a project to do the whole thing assuming Telenil gives his blessing to use the SCMR mod. Here you are. I can potentially give advice on the design, as long as I'm not asked to do the balancing. Note that in my opinion, the "best next step" would be to take a second look at Enslavers. They are not bad by any means, but opupu is alone on them and one person can only do so much. If you want to improve giant crush-the-map missions, I'd suggest starting there.
I was planning to write down some reasons why you shouldn't do the buff, but then I had to go to school, and now I am glad to see your anwser. I mean, this kind of anwser.
and btw...if jayborino (or anyone) remakes the enslavers/dark vengeance [again], is it possible to add it to the campaign launcher, under the "extras"? it would be cool to start the missions from there, instead of one-by-one from the editor.
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On September 12 2014 13:37 BenMcLean wrote: I don't like to complain about something free, but these Precursor missions kind of suck! Not necessarily your fault but ... oh wait, it kind of is because you had the opportunity to fix sucky oddball things Blizzard did in these maps and you didn't. The minerals and gas are like a billion miles away from your base and the buildings you're given are so spread out that they're just plain indefensible. Sure, I can fly them into a practical layout but why should I have to? As with all heroes in Mass Recall, General Duke is a useless piece of crap who can't hide his fat lazy useless butt with the "Please Kill Me! I'll Be Your Dead BFF!! <3" sign taped to it anywhere deep and dark enough that the enemy won't find him. FOR THE LOVE OF AUIR, BUFF THE HEROES!! or at least give us shuttles to hide them in corners of the map with
SCMR follows the original maps regardless of the mistakes Blizzard made. No where in this remake are things just changed willy-nilly because the original layout was stupid. There is also an Easy difficulty if you're losing your heros a lot... I'm unsure how it's possible to let them die THAT much considering Duke in the Precursor is possibly one the most useful units available, definitely not a liability. Considering this was all user-made through the editor, you have the option to go in and change things yourself since no mapmaker would/should be willing to listen to your suggestions given with your, uh, colorful attitude. That way you can play this exactly how you feel you're entitled to have it.
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On September 12 2014 17:52 Telenil wrote: Note that in my opinion, the "best next step" would be to take a second look at Enslavers. They are not bad by any means, but opupu is alone on them and one person can only do so much. If you want to improve giant crush-the-map missions, I'd suggest starting there.
I'm game with that. Enslavers while there isn't voice talent, is semi-canon, so I sort of have a little more motivation to mess with those as long as opupu doesn't mind. Maybe figure out a way to integrate the basic loosely-based story of what enslavers is all about into the main lore of SC/BW. Because there is some interesting content there, at least when Dark Vengeance gets into it. @Jayborino - Any thoughts?
Personally I'd look to combine both Enslavers and Dark Vengeance into one campaign structure with a nice menu interface a la Mass Recall or Crimson Moon between two real "campaigns" of both Terran/Protoss (No Zerg campaign since they are slaves entirely through this). The first "arc" would be the point of view of the Dominion task force and second "arc" would be from Zeratul's forces. I think integrating this to what was going around them while this was happening is pretty nice as it gives a sort of "Zeppo" feel. IE - Taking out a very large threat that a lot of key players in the universe were unaware was going around them while the main events of SC/BW were occurring. I'd like to see much more micro intensive here or specific focused requirements in each level if you have a base with perhaps the final level being an all out macro but still with some twists
Lots of potential here
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On September 13 2014 00:45 omegaweaponx wrote: I'm game with that. Enslavers while there isn't voice talent, is semi-canon, so I sort of have a little more motivation to mess with those as long as opupu doesn't mind. Maybe figure out a way to integrate the basic loosely-based story of what enslavers is all about into the main lore of SC/BW. Because there is some interesting content there, at least when Dark Vengeance gets into it. @Jayborino - Any thoughts?
Personally I'd look to combine both Enslavers and Dark Vengeance into one campaign structure with a nice menu interface a la Mass Recall or Crimson Moon between two real "campaigns" of both Terran/Protoss (No Zerg campaign since they are slaves entirely through this). The first "arc" would be the point of view of the Dominion task force and second "arc" would be from Zeratul's forces. I think integrating this to what was going around them while this was happening is pretty nice as it gives a sort of "Zeppo" feel. IE - Taking out a very large threat that a lot of key players in the universe were unaware was going around them while the main events of SC/BW were occurring. I'd like to see much more micro intensive here or specific focused requirements in each level if you have a base with perhaps the final level being an all out macro but still with some twists
Lots of potential here
I agree, this is a great idea, but sounds like it would be something from the ground up rather than building off of what opupu has done. I'm trying to think of some way to combine these two premises somehow, but I'm not entriely sure we should try only because opupu has made a version very true to the original. Many people like it this way so it would be a good idea to leave these as they are. Though, I think we could start a PM thread on sc2mapster with opupu included to see about making a seperate "Based On Enslavers" campaign that significantly modifies what he's done to create something very fresh, but with the same overall story, while still leaving his true-to-the-original unchanged. Step one is brainstorming mission ideas... Mission 1 - rather than kill all the Zerg and kill all the Terran, it could be infiltrate through several Zerg bases (think Crimson Moon infiltration missions), survey Schezar's base to learn he's controlling the Zerg, then sabatoge his Command Center. Same story from start to finish, but it's recon, sneaking, and micro rather than macro.
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Just a suggestion, if I may, Can you add the old sounds for the protoss units for episode 3, the fall... ? I know, there is a retro mod for this, and everything...but for someone, who plays mass recall before the actual sc2 [i mean, he knows nothing of the sc universe, and wants to start with mass recall], and does it with the normal mod, could be a little confused... I mean, during briefing everyone says, "En Taro Adun", while in game, during gameplay zealots/high templars say "En Taro Tassadar"
for me, it isn't really a problem, since I played SC2 before SC1 or SCMR, but for someone like I wrote above could be more problem.. I mean, it could be a kind of spoiler
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On September 13 2014 01:09 Jayborino wrote: I agree, this is a great idea, but sounds like it would be something from the ground up rather than building off of what opupu has done. I'm trying to think of some way to combine these two premises somehow, but I'm not entriely sure we should try only because opupu has made a version very true to the original. Many people like it this way so it would be a good idea to leave these as they are. Though, I think we could start a PM thread on sc2mapster with opupu included to see about making a seperate "Based On Enslavers" campaign that significantly modifies what he's done to create something very fresh, but with the same overall story, while still leaving his true-to-the-original unchanged. Step one is brainstorming mission ideas... Mission 1 - rather than kill all the Zerg and kill all the Terran, it could be infiltrate through several Zerg bases (think Crimson Moon infiltration missions), survey Schezar's base to learn he's controlling the Zerg, then sabatoge his Command Center. Same story from start to finish, but it's recon, sneaking, and micro rather than macro.
Exactly. Could have two versions exist out there. Enslavers Original and then Enslavers...Advance? Plus? Super Awesome Remix? Something to delineate its just "based" on it, but has a lot more content and is entirely custom.
I would still use the SCMR mod as it takes place in the same time period, and probably use the existing maps unless any new ones want to be added in between the original missions. But everything else would be likely re-made, including more dialog between characters, more or entirely different mission objectives, more/different cutsences, etc. I'd also again like to play with the Story Mode for mission briefings or interludes. Opupu started to do something like that with the custom mission briefings which I really liked.
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Rule number one of map design: no matter how long you think it will take to make the maps, it will take longer. If you want to get anything done, don't be too ambitious. I suggest we continue this conversation in PMs on sc2mapster.
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I just want to say a very grateful thank you to all the members of he Mass Recall team. You've made an amazing mod that allows me to once again experience a game that was so influential in my childhood but with a new face and challenges. It's absolutely gorgeous and fun to play. Even the newest Loomings campaign is top notch and it's great to see how beautiful everything looks and what surprises I can find, like the fantastic cutscenes you make. Loomings was definitely the last main thing missing, since it's a full prequel campaign and I played it in the demo much more than the actual main game, seeing it adapted to this mod is a dream come true, so once again, thank you so much.
I know you said you are done, but I'm a completionist and unfortunately a squib in terms of modding. So I just leave a small comment reminding you guys that there's also an Officer Training mission in StarCraft 64... It's up to you (or anyone who might want to do it) if you want to include it or not, I'm obviously not even going to ask for it to be included, I'm more than happy with the way things are at the moment.
As a final comment, Deception, whilst ambiguously canon, was a pretty cool and interesting mission, but I'm sure that one would be extra work to code since the play style is different from the norm. Again, just putting it out there. I personally value these two missions higher than both Enslavers campaigns and definitely higher than Insurrection and Retribution which I've played through and the story was pretty much shit.
I do apologize if I sound like a broken record by mentioning Deception, but the fact that it was so unique made it stand out for me. I mean no disrespect and once again I'm not demanding anything or even asking, just laying it out there to keep things in mind.
All the best and enjoy the well deserved rest for now!
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I might do some voice acting to help if anyone needs a voice. I'm pretty good with voices and I have a nice studio mic.
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Just started Episode IV. The first couple missions look and play amazing! It's great thinking, "Hey I remember this!!" only it looks all threeeeee-deeeeeeee now!! :D
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This seems like something which ought to be in either the "Working as intended" or "Known issues" list: Probes can't turn in minerals they've gathered at Zerg hatcheries in Mass Recall for some reason. They could totally do that in Brood War. Workers didn't care which race's command nexus hive thing they deposited the minerals at: they just let go and hoped for the best and it just worked. Zerg Hatcheries weren't about to say no if a SCV or Probe decided to give them minerals. I just lost in "Return to Char" because of that, and I bet I would've won if I didn't have to construct another useless Nexus and could have thrown that into defenses for my expansion.
(later edit) Also, f2 should select your entire army. Including your Zerg army.
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I started playing, but there is no audio during the dialogue. Anybody know why?
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On "Countdown", it might be nice to add an additional victory condition that, if you have destroyed all the Zerg buildings on the map, that should count as a win. I've wiped out all the Zerg buildings and all the Zergs have left is a few scattered Lurkers. Unless some Zerg units are gonna spawn to challenge me from off map ... there is a 14 minute timer now, with nothing attacking. I'd forgotten about that. I just sort of figured I wanted all the Zerg dead before I moved my heroes anywhere that wasn't safe because of how much the heroes suck.
(later edit) Actually, never mind. It's been actually pretty fun to add an observer to my Carrier fleet and just fly around the map mopping up the last few Zergs. Turns out I discovered there were three hatcheries and six drones left, and they could have tried long distance mining to come back but weren't bothering to! The drones were just sitting there by the minerals for like three or four minutes!! (between the time I left that place and the time I came back with an Observer.
The more I think about it, the more it really does seem to be to your advantage to wipe out the Zerg completely before delivering your heroes to the temple in that mission, because the Zerg are only specifically interested in attacking the temple after you've delivered them, and aren't much interested in attacking before then (relatively speaking) So it's to your advantage to take them out first, while keeping your heroes hidden in the back of your bases.
Anyway, the ending cutscene for Episode IV is really cool. Seems like it could use more Zergs though ... or was just reflective of how I'd killed them all and there would've been more if I hadn't?
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Is it possible to view the list of hotkey commands used in Mass Recall?
I really need to rebind all the default keys as I am left handed and i'm used to using a completely custom layout in sc2.
I managed to work most of them out by unbinding everything in the menus and checking the Hotkey file, but there are some missing. For example Kerrigan's Snipe and Lockdown dont appear in the hotkey menu.
edit: Managed to figure out how edit the commands directly through the editor - problem solved.
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i did everything exactly how you instructed in your manual, still when i click install while logged in to my battle.net account it prompts "unable to open map" i double, triple and quadruple checked multiple installation guides and instructions, they all just say the same, "put this crap into this folder, and other shït into another folder" well i ve wasted about 5 hours trying to make it work but couldnt, maybe someone could help me up a bit. Couldnt attach any images cos "Sorry, but new users cannot use the img bbcode tag." Just trust me, files are in the right folders for sure...
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On September 27 2014 22:15 rawr0l wrote: i did everything exactly how you instructed in your manual, still when i click install while logged in to my battle.net account it prompts "unable to open map" i double, triple and quadruple checked multiple installation guides and instructions, they all just say the same, "put this crap into this folder, and other shït into another folder" well i ve wasted about 5 hours trying to make it work but couldnt, maybe someone could help me up a bit. Couldnt attach any images cos "Sorry, but new users cannot use the img bbcode tag." Just trust me, files are in the right folders for sure...
i think simply linking the images could have worked, w/o img bbcode tag I've never seen such problem. Those additional steps are optional, you could play it from the launcher. I believe you put everything to the right place.. but if you still get the error (from the launcher, too) then the problem might be this: you don't have HotS, or it is pirated. It didn't work for me, too, when i had pirated game, but since i bought it, everything is just damn fine
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I don't know if this is something that StarCraft: Mass Recall can solve, but can graphics, sound and hotkey settings be kept track of separately for mods? When I play ladder maps, I want all the ambiant noise and music turned off, and the graphics settings all as low as possible for competitive reasons. But when I play a single player campaign like Mass Recall, I want all the sounds and animations and graphics cranked up, because it's more of an aesthetic experience. Unfortunately, changing my settings in Mass Recall seems to affect my regular StarCraft II settings and visa versa when it seems like it shouldn't.
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On September 16 2014 14:39 BruMeister wrote: I started playing, but there is no audio during the dialogue. Anybody know why?
I'm having the same problem; I hear music, but all other sounds seem to be non-existent. I just downloaded the most recent version, and I seem to be able to play the game just fine, but there's no voice acting or sound effects. I checked to make sure my sound settings were correct, and there doesn't seem to be a problem there- it works just fine in the official WoL and HotS campaigns. I double checked the installation steps to make sure I didn't skip anything, and I've no idea what else to check at this point.
I'm using the Retro mod version if that helps.
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Some people on SC2Mapster have reported this as well and I suspect it is unique to the Retro mod since I'm using vanilla SCMR without issue. I'll trying sending Gradius a PM to see if he will look into this.
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