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StarCraft Mass Recall: SC1 campaigns on SC2 thread - Page 67

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valas991
Profile Joined September 2014
Hungary181 Posts
Last Edited: 2015-09-19 13:33:06
September 19 2015 13:32 GMT
#1321
On September 19 2015 17:24 Telenil wrote:
Show nested quote +
On September 19 2015 02:01 slit wrote:
Hey Telenil!

I'm on last version, and while playing on easy for Z and P missions (just for the lore) I'm getting trouble finishing Shadow Hunters. I'm cleansweeping the map with mass carriers while avoiding killing the two cerebrates. I send Zeratul to finish the job and the game keeps going on. No winning screen or whatever. There are only two cerebrates, right?

Yes, it's a known bug that we will fix for the LotV edition. Type "there is no cow level" to finish this one.


I last played during the summer, v5.4.1 and I had no problem with that mission, if I remember correctly.
The only thing I'm certain is that i didn't use that cheat
"Men Live And Die, Memories Form And Fade, Everything Has Its End... Except Music... Music Will Never Die..."
slit
Profile Joined March 2013
Spain212 Posts
September 19 2015 18:15 GMT
#1322
On September 19 2015 17:24 Telenil wrote:

Yes, it's a known bug that we will fix for the LotV edition. Type "there is no cow level" to finish this one.



Thanks man, swift as always. BTW, I'm enjoying the retro mod greatly. KUDOS!
summerloud
Profile Joined March 2010
Austria1201 Posts
Last Edited: 2015-09-20 22:39:47
September 19 2015 22:47 GMT
#1323
awesome, awesome, started playing today and almost through with the first chapter. this is so much fun!!

terran plays so cool without bullshit units like marauders, when you actually have to think about what you are doing instead of just a-move lolling to victory. i now remember what it was like to slowly move on a fortified position with siege tanks in campaign.

edit:
also, the difficulty on hard is just perfect for me. demanding but beatable. and i love the new models. old carrier looks so much better than sc2 carrier, and the other units are really cool as well.

i really appreciate all the work that must have went into this

edit: zerg campaign was easier, guess original hydralisk is just way OP with unlimited seleciton...

i gorged myself on nostalgia the whole weekend. it was awesome :o
strobopop
Profile Joined February 2014
17 Posts
September 21 2015 11:05 GMT
#1324
@Telenil: Ok thanks for the response So Just a question, is there a french version with LotV ?
strobopop
Profile Joined February 2014
17 Posts
September 21 2015 20:49 GMT
#1325
I found a little bug in the brood war zerg mission 02: reign of fire. It's not possible to transport the scv with emitters in an overlord. Is it possible to correct this or no?
However the remake is really good!
summerloud
Profile Joined March 2010
Austria1201 Posts
September 22 2015 07:27 GMT
#1326
i found a bug with tassadar's hallucination ability in the 4th mission of the protoss campagin ("the hunt for tassadar")

when trying to hallucinate raynour's vulture it wouldnt create hallucinations, yet still cost tassadar mana
Telenil
Profile Joined September 2010
France484 Posts
Last Edited: 2015-09-23 20:11:23
September 23 2015 20:10 GMT
#1327
Thanks everyone =)

On September 22 2015 05:49 strobopop wrote:
I found a little bug in the brood war zerg mission 02: reign of fire. It's not possible to transport the scv with emitters in an overlord. Is it possible to correct this or no?
Good catch. The psi emitter carries an "un-loadable" trait, presumably from WoL's terrazine. I have added this and the hallucination bug to The List, which is looking scarily large once you combine bug reports and our ideas for improvements.

On September 21 2015 20:05 strobopop wrote:
@Telenil: Ok thanks for the response So Just a question, is there a french version with LotV ?
That really depends on whether someone will volunteer for the job. That would be too much work for me.
Mass Recall: Brood War campaigns on SC2: http://www.teamliquid.net/forum/viewmessage.php?topic_id=303166
strobopop
Profile Joined February 2014
17 Posts
Last Edited: 2015-09-29 21:35:34
September 23 2015 22:17 GMT
#1328
On September 24 2015 05:10 Telenil wrote:

That really depends on whether someone will volunteer for the job. That would be too much work for me.

If nobody can translate i'm agree to help you but i'm really bad with the editor ^^ So if someone Who are good can translate it's fine! But if nobody I could help but I need lot of explication about editor

And I have a question with brood war protoss mission 03: why is there a strange black wall between zerg island And protoss island? (there is nothing in SC1 to make a separation)
blablagiggles
Profile Joined September 2015
1 Post
September 26 2015 04:50 GMT
#1329
Great Mod! Especially considering that the SC story is coming to an end soon.

Anyway, I like the nostalgic touch on the retro sounds. However, sometimes, it feels a little off. Is it possible to have an option to have the mod play default SC2 sound effects when available?

For example, zergling attack sounds, vulture attack, etc. There should be an option to go with classic or SC2 sounds since these are known to SC2. On the other hand, Reavers should maintain the classic sound effect. Unless, there's an alternate explosion sound in SC2 that would fit well with its attacks.

Cheers!
Blazethesage
Profile Joined June 2012
108 Posts
September 30 2015 20:21 GMT
#1330
Oh hey. I just noticed, looking through stuff from the Allied Commanders mode... and apparently Legacy of the Void is bringing out some old friends after all. Dragoons are coming back, and are actually shown in one of the screenshots on the website, and the reveal of some more commanders that will be available confirms the return of Dark Archons! Can't wait to see what other new assets will be available for you guys to make use of in the expansion!
slit
Profile Joined March 2013
Spain212 Posts
October 01 2015 04:01 GMT
#1331
Finished. Excellent work, Telenil and co. The amount of love invested in this recreation is brutal. Even the music picks and the (in between chapters) credits were top notch! Got a flair of Alien Isolation-level detail... lots of companies should learn from people like you. Did you have any feedback from Blizzard?

PS: The BW Zerg campaign took me more than I thought, even if I was playing on easy (except Terran chapters) I've played it on normal to savour it even more. Didn't want it to end!

PPS: the only thing I would add is the possibility to skip intros, sometimes you forget to save at the start of the mission :O
celebi24
Profile Joined October 2015
United States1 Post
October 03 2015 03:00 GMT
#1332
I just wanted to say thanks for this amazing thing. I've had some issues running Brood War in Wine on my Mac so, this is an excellent solution. I did have 1 small suggestion: any way of creating an installer for the Mac?
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
October 03 2015 03:17 GMT
#1333
On October 01 2015 05:21 Blazethesage wrote:
Oh hey. I just noticed, looking through stuff from the Allied Commanders mode... and apparently Legacy of the Void is bringing out some old friends after all. Dragoons are coming back, and are actually shown in one of the screenshots on the website, and the reveal of some more commanders that will be available confirms the return of Dark Archons! Can't wait to see what other new assets will be available for you guys to make use of in the expansion!

Reavers are coming back too in one of the Allied Commanders trailers, and then there is this recap vid that suggests that Arbiters are part of the fleet coming back to retake Aiur.

I'm also playing through this right now. Other than some nasty framerate drops in the Terran campaign, it has been a very well-done experience so far.
ㅇㅅㅌㅅ
jmerry
Profile Joined October 2015
4 Posts
October 04 2015 23:58 GMT
#1334
I just finished a play through on normal difficulty. Fantastic work!

Along the way, I took notes, so here's a pile of feedback, including some bugs I haven't seen mentioned yet:
General:+ Show Spoiler +
- In the original, the briefing skin backgrounds were slightly animated; glowing crystals (especially when hovering over them) for Zerg and Protoss, drippy bits for Zerg, etc. They're static images here.
- The solid-color buttons for start/replay/cancel on the briefing screens aren't up to the visual standards of the rest of the interface. Any way to make them look better?
- In the original, the portrait of whoever was speaking had a highlighted border in the briefings. It's still possible to follow without that, but it's a little tricky especially for the various mouthless characters.
- It's been mentioned before, but workers carrying things are unloadable. This applies to all types of workers, all transports, bunkers, and Nydus canals. Yes, I've wanted to use all of those, and I had to destroy my own building after getting stuck once in 1-7 "The Trump Card".
- The tech tree and unit descriptions on the hints page are garbled. Fine if you're not using hints, but you do have a few pop up...
- In mixed-race missions, workers can only return resources to a base center of their race. This is relevant for 3-10 "Eye of the Storm", 4-6 "Return to Char", and 4-8 "Countdown" (all Protoss missions, for some reason).
- Burrowed AI zerg units unburrow whenever they see a unit... including ones they can't attack. It's pretty embarrasing when the zerglings guarding a potential expansion pop up at the sight of a scout and get killed. (Noted in 3-3 "Higher Ground")

Terran campaigns:+ Show Spoiler +
- 1-3 "Desperate Alliance": The alternate win condition of destroying all hatcheries is a welcome change. Definitely not in the original, and I had some pretty boring endings to the mission back then.
- 1-5 "Revolution": In the original version, the AI did not build comsat stations, so you could establish a landing zone using cloaked wraiths with no opposition. Here, they do build comsat stations and scan ruthlessly, so it's very easy to lose a lot of wraiths. Tie this to difficulty level?
- 5-1 "First Strike": When selected along with other buildings, the initial Factory's machine shop displays as "TR".
- 5-6 "Emperor's Flight": OK, that “Ride of the Valkyries” scene? Awesome.
- 5-7 “Patriot’s Blood”: Back in BW, I usually skipped the Goliaths, because Marines were so much easier to maneuver and heal. Here, with wider ramps and auto-repair, they’re actually worth it.

Zerg campaigns+ Show Spoiler +
- Nydus Canal: The tooltips for construction and making an exit are erroneous - “Mutate into Greater Nydus Network” and “Spawn Greater Nydus Worm”, copied from SC2 with false information about creep. Graphically, both ends should probably have the same look, as there is no difference once the exit is placed.
No complaints about all Nydus canals being connected, though. That just feels like an engine improvement.
- Queen: The tooltips for “Spawn Broodlings” and “Ensnare” abilities don’t include their energy costs. (Noted in 6-3 “The Kel-Morian Combine”)
- 2.08 “Eye for an Eye”: Logistics is so much easier with the change to Nydus canal mechanics.
- 2.09 “The Invasion of Aiur” and 2.10 “Full Circle”: in the original, the last AIs were passive until poked. Here, they send attacks at you early on. Definitely a change, and probably for the better.
- 6-4 “The Liberation of Korhal”: This one's so much nicer when you can actually control 150 zerglings at once.
- 6-7 “Drawing of the Web”: The “Duran dies” loss condition shows up as “Param/Value/2351AFF3”. Also, the original map had lots of flying critters. This is gameplay-relevant due to Parasite.
- 6-8 “To Slay the Beast”: Protoss supply is displayed during the final cutscene, unlike other resource and supply limits.
- 6-9 “The Reckoning”: Carrier and arbiter attacks? I don’t remember the Protoss sending any attacks in the original. Still, I’m a lot better than I used to be - I would have unlocked the secret mission on my first win if not for a couple blunders stopping me from immediately attacking the mesa. (OK, secret activated on second win- and that was my first time ever doing it without cheats. I’m a lot better at macro than I used to be.)

Protoss campaigns+ Show Spoiler +
- Shield battery does not benefit from shield upgrades, unlike other buildings. It's shield upgrade level is displayed as "Unknown", rather than "Protoss Plasma Shields".
- 3-6 “Into the Darkness”: Recreated faithfully. Those exploding infested terrans…
- 3-7 “Homeland”: The quick win works - there’s a path to the target with no detection, as there should be, and they don’t send an observer quickly enough if you send all of your dark templar. This one also feels appropriate from a roleplaying perspective.
- 4-4 “The Quest for Uraj”: It’s possible to walk onto the walls in the expansion south of the initial base. Picture attached.
[image loading]
- 4-7 “Insurgent”: Aldaris is likely to run off when being attacked, especially by air, and end up out of position for the cutscene.
- 4-8 “Countdown”: If you mind control a drone and build a zerg base, zerg supply is separate from Protoss supply but not displayed.
Jones313
Profile Joined April 2011
Finland173 Posts
Last Edited: 2015-10-06 16:46:40
October 06 2015 16:41 GMT
#1335
Greetings!

One of the Mass Recall people here, glad to see the thread active even when we're not. Thank you everyone for the comments and feedback. As you're probably aware, SCMR is still being developed though we're taking it slow at the moment. We're mostly saving our energy for Legacy of the Void and I do expect our pace to pick up considerably once it's released. We've already got - in my opinion - some small but pretty sweet improvements in store. It's gonna be good. Holy shit I'm excited.

Now some people may be worried that we're going to forget the original game and go overboard with the changes. This is probably a legitimate concern and it's definitely something we will try to keep in mind (Telenil is usually able to talk some sense into me and pull me back to earth after my wackiest ideas).

At this point I don't know exactly what kind of new features, if any, we'll end up implementing but whatever they are, I'm thinking we will try to make them optional whenever possible, especially if they have nothing to do with the original game. Story, map layouts, mission objectives and unit gameplay values are some of the things we will try not to mess with, at least not in any way that's more significant than what has already been done (extra dialogue that was cut from the original game, cutscenes to add to the storytelling, small differences in map pathing due to doodads and such, etc).

As for unit and structure models, we'll wait and see what assets we get with LotV, and perhaps put together a list of models we would like to replace but didn't get with the expansion. See if anyone's willing to create them for us.

Obviously one of our main goals is to eliminate any remaining bugs and glitches no matter how small. The dream is alive... I'd also like to make it clear that at this point we have no schedule whatsoever planned for this. Don't expect a new version until a couple of months after LotV release.


On September 24 2015 07:17 strobopop wrote:
Show nested quote +
On September 24 2015 05:10 Telenil wrote:

That really depends on whether someone will volunteer for the job. That would be too much work for me.

If nobody can translate i'm agree to help you but i'm really bad with the editor ^^ So if someone Who are good can translate it's fine! But if nobody I could help but I need lot of explication about editor

And I have a question with brood war protoss mission 03: why is there a strange black wall between zerg island And protoss island? (there is nothing in SC1 to make a separation)



Thanks for the offer, we'll see when the English version is released. Feel free to get back to us then if you still want to help. You'd probably need to learn what to look for in the editor mostly on your own, though. It's actually quite simple, honestly.

About that mission, there is in fact a canal of some sort separating the Zerg and Protoss in the original map, encouraging you to make use of Corsairs. I tried to make it look more interesting is all. While I probably had to change the layout there ever so slightly, it's basically the same - gameplay-wise the walls/columns don't affect anything.


On September 26 2015 13:50 blablagiggles wrote:
Great Mod! Especially considering that the SC story is coming to an end soon.

Anyway, I like the nostalgic touch on the retro sounds. However, sometimes, it feels a little off. Is it possible to have an option to have the mod play default SC2 sound effects when available?

For example, zergling attack sounds, vulture attack, etc. There should be an option to go with classic or SC2 sounds since these are known to SC2. On the other hand, Reavers should maintain the classic sound effect. Unless, there's an alternate explosion sound in SC2 that would fit well with its attacks.

Cheers!



In a perfect world this would be the case, it's something I've thought about recently as well - mostly regarding unit responses. Whether it's actually doable or not is another thing, but we'll look into it. I highly doubt we'll have this option for every sound effect, though.


On October 01 2015 13:01 slit wrote:
Finished. Excellent work, Telenil and co. The amount of love invested in this recreation is brutal. Even the music picks and the (in between chapters) credits were top notch! Got a flair of Alien Isolation-level detail... lots of companies should learn from people like you. Did you have any feedback from Blizzard?

PS: The BW Zerg campaign took me more than I thought, even if I was playing on easy (except Terran chapters) I've played it on normal to savour it even more. Didn't want it to end!

PPS: the only thing I would add is the possibility to skip intros, sometimes you forget to save at the start of the mission :O



Glad you enjoyed! From what I hear the project has been mentioned in some Blizzard tweet, that's about it. So no actual feedback past that, but it's not like we would expect any.

About skipping intros, let's just say you're not the first person to mention that. It's being done.


On October 03 2015 12:00 celebi24 wrote:
I just wanted to say thanks for this amazing thing. I've had some issues running Brood War in Wine on my Mac so, this is an excellent solution. I did have 1 small suggestion: any way of creating an installer for the Mac?



I'll have to ask our tech/installer guy Kostyarik about that.


On October 03 2015 12:17 eviltomahawk wrote:
Show nested quote +
On October 01 2015 05:21 Blazethesage wrote:
Oh hey. I just noticed, looking through stuff from the Allied Commanders mode... and apparently Legacy of the Void is bringing out some old friends after all. Dragoons are coming back, and are actually shown in one of the screenshots on the website, and the reveal of some more commanders that will be available confirms the return of Dark Archons! Can't wait to see what other new assets will be available for you guys to make use of in the expansion!

Reavers are coming back too in one of the Allied Commanders trailers, and then there is this recap vid that suggests that Arbiters are part of the fleet coming back to retake Aiur.

I'm also playing through this right now. Other than some nasty framerate drops in the Terran campaign, it has been a very well-done experience so far.



Do you recall any particular maps, maybe locations on the map, where these framerate drops happen? During cutscenes or gameplay? I believe it's usually due to terraining, particularly effects like lighting, fog, smoke etc. This is what causes it for me, at least.

I don't want to assume it's entirely because of your hardware but I guess in certain maps the recommended system requirements would be a little higher than, say, the SC2 campaigns. Might also be that the game itself can't always perfectly handle all the crap it's being fed. Anyway, we're trying to keep it at a reasonable level, and we'll see about toning down the most resource-intensive spots.

On October 05 2015 08:58 jmerry wrote:
I just finished a play through on normal difficulty. Fantastic work!

Along the way, I took notes, so here's a pile of feedback, including some bugs I haven't seen mentioned yet:
General:+ Show Spoiler +
- In the original, the briefing skin backgrounds were slightly animated; glowing crystals (especially when hovering over them) for Zerg and Protoss, drippy bits for Zerg, etc. They're static images here.
- The solid-color buttons for start/replay/cancel on the briefing screens aren't up to the visual standards of the rest of the interface. Any way to make them look better?
- In the original, the portrait of whoever was speaking had a highlighted border in the briefings. It's still possible to follow without that, but it's a little tricky especially for the various mouthless characters.
- It's been mentioned before, but workers carrying things are unloadable. This applies to all types of workers, all transports, bunkers, and Nydus canals. Yes, I've wanted to use all of those, and I had to destroy my own building after getting stuck once in 1-7 "The Trump Card".
- The tech tree and unit descriptions on the hints page are garbled. Fine if you're not using hints, but you do have a few pop up...
- In mixed-race missions, workers can only return resources to a base center of their race. This is relevant for 3-10 "Eye of the Storm", 4-6 "Return to Char", and 4-8 "Countdown" (all Protoss missions, for some reason).
- Burrowed AI zerg units unburrow whenever they see a unit... including ones they can't attack. It's pretty embarrasing when the zerglings guarding a potential expansion pop up at the sight of a scout and get killed. (Noted in 3-3 "Higher Ground")

Terran campaigns:+ Show Spoiler +
- 1-3 "Desperate Alliance": The alternate win condition of destroying all hatcheries is a welcome change. Definitely not in the original, and I had some pretty boring endings to the mission back then.
- 1-5 "Revolution": In the original version, the AI did not build comsat stations, so you could establish a landing zone using cloaked wraiths with no opposition. Here, they do build comsat stations and scan ruthlessly, so it's very easy to lose a lot of wraiths. Tie this to difficulty level?
- 5-1 "First Strike": When selected along with other buildings, the initial Factory's machine shop displays as "TR".
- 5-6 "Emperor's Flight": OK, that “Ride of the Valkyries” scene? Awesome.
- 5-7 “Patriot’s Blood”: Back in BW, I usually skipped the Goliaths, because Marines were so much easier to maneuver and heal. Here, with wider ramps and auto-repair, they’re actually worth it.

Zerg campaigns+ Show Spoiler +
- Nydus Canal: The tooltips for construction and making an exit are erroneous - “Mutate into Greater Nydus Network” and “Spawn Greater Nydus Worm”, copied from SC2 with false information about creep. Graphically, both ends should probably have the same look, as there is no difference once the exit is placed.
No complaints about all Nydus canals being connected, though. That just feels like an engine improvement.
- Queen: The tooltips for “Spawn Broodlings” and “Ensnare” abilities don’t include their energy costs. (Noted in 6-3 “The Kel-Morian Combine”)
- 2.08 “Eye for an Eye”: Logistics is so much easier with the change to Nydus canal mechanics.
- 2.09 “The Invasion of Aiur” and 2.10 “Full Circle”: in the original, the last AIs were passive until poked. Here, they send attacks at you early on. Definitely a change, and probably for the better.
- 6-4 “The Liberation of Korhal”: This one's so much nicer when you can actually control 150 zerglings at once.
- 6-7 “Drawing of the Web”: The “Duran dies” loss condition shows up as “Param/Value/2351AFF3”. Also, the original map had lots of flying critters. This is gameplay-relevant due to Parasite.
- 6-8 “To Slay the Beast”: Protoss supply is displayed during the final cutscene, unlike other resource and supply limits.
- 6-9 “The Reckoning”: Carrier and arbiter attacks? I don’t remember the Protoss sending any attacks in the original. Still, I’m a lot better than I used to be - I would have unlocked the secret mission on my first win if not for a couple blunders stopping me from immediately attacking the mesa. (OK, secret activated on second win- and that was my first time ever doing it without cheats. I’m a lot better at macro than I used to be.)

Protoss campaigns+ Show Spoiler +
- Shield battery does not benefit from shield upgrades, unlike other buildings. It's shield upgrade level is displayed as "Unknown", rather than "Protoss Plasma Shields".
- 3-6 “Into the Darkness”: Recreated faithfully. Those exploding infested terrans…
- 3-7 “Homeland”: The quick win works - there’s a path to the target with no detection, as there should be, and they don’t send an observer quickly enough if you send all of your dark templar. This one also feels appropriate from a roleplaying perspective.
- 4-4 “The Quest for Uraj”: It’s possible to walk onto the walls in the expansion south of the initial base. Picture attached.
[image loading]
- 4-7 “Insurgent”: Aldaris is likely to run off when being attacked, especially by air, and end up out of position for the cutscene.
- 4-8 “Countdown”: If you mind control a drone and build a zerg base, zerg supply is separate from Protoss supply but not displayed.



Hey, thanks for this. Many of these we're aware of and will try to correct, but this is a useful list. Just to comment on a few:

Updating the briefing screen a little bit has crossed my mind recently. Highlighted portraits is something we'll look at, for sure. Never going to say never, but don't hold your breath for animated backgrounds...

Zerg unburrow AI: Very true. Especially in 3-3.

1-5: Hmm. I do remember my go-to strategy in the original map back in the day, fly a bunch of cloaked wraiths past the enemy turrets into their mineral line and clean the base from there. Not exactly consistent with how the game is trying to portray Alpha Squadron, is it?

I want to mention that the AI runs out of energy same as the player does, and it's pretty easy to bait scans.

2-9 and 2-10: Yeah, certain AI's are on a timer, they're inactive until poked or the timer runs out.

6-7 flying critters: An interesting observation. Maybe this is standard Brood War strategy but I admit I've never thought of this.

6-9: I guess Telenil saw the opportunity to add some cool Carrier/Corsair/Arbiter play. I do have to say, it is pretty cool, even though I haven't quite been able to beat the map in 25 on harder difficulty yet.
billynasty
Profile Joined October 2014
United States260 Posts
October 06 2015 18:01 GMT
#1336
hey guys just wanted to add my thanks to all those involved in this project. I'm on the 5th set of campaign missions & theyve all been a blast to play. Its all ive been doing the past week. Thanks for all your hard work in putting this together & I cant wait to finish it. Respekt!
i dont miss God but i sure miss Santa Claus
Jones313
Profile Joined April 2011
Finland173 Posts
October 06 2015 23:44 GMT
#1337
Heads up: Apparently the Starcraft 2 patch 3.0 will wipe your Maps (and possibly Mods) folder clean. Make sure to move the files somewhere safe before updating SC2.

Also feel free to point out any catastrophic issues with SCMR caused by the new patch.



On October 07 2015 03:01 billynasty wrote:
hey guys just wanted to add my thanks to all those involved in this project. I'm on the 5th set of campaign missions & theyve all been a blast to play. Its all ive been doing the past week. Thanks for all your hard work in putting this together & I cant wait to finish it. Respekt!


You're quite welcome!
jmerry
Profile Joined October 2015
4 Posts
October 07 2015 01:36 GMT
#1338
In the Mac version, the patch wiped the /Applications/Starcraft II/Maps folder, but not the /(user)/Library/Application Support/Blizzard/Starcraft II/Maps folder. As you need the map in the former to play and in the latter to open in the editor, I had an extra copy of everything and was able to reinstall quickly.

The patch did break something big in gameplay: Carriers can't launch interceptors. Noted with both AI carriers in a cutscene and player carriers.
Calion
Profile Joined April 2014
United States30 Posts
October 07 2015 02:47 GMT
#1339
My Mac's /Applications/Starcraft II/Maps folder did not change in the patch. However, reinstalling was difficult. When I opened SCMRsetup.SC2Map with Starcraft II Editor and clicked "Test Document," I received an error: "Unable to execute '/Applications/StarCraft II/Support\SC2Switcher.app'." To fix this, I right-clicked on the Support folder-that's-not-a-folder, chose "Show Package Contents," then dragged SCMRsetup.SC2Map to SC2Switcher.app while holding down the Command and Option keys. That seemed to fix the problem.
Calion
Profile Joined April 2014
United States30 Posts
Last Edited: 2015-10-08 00:51:01
October 07 2015 04:10 GMT
#1340
In-game issues:
•Portraits don't move.
•Shield batteries don't make sounds when recharging units.
•Archons look…different.
•Archons don't attack air units.
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