[Campaign] Empire Wars - RELEASE PARTY


Razzy
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Re: [Campaign] Empire Wars - RELEASE PARTY

Post by Razzy » Sat May 01, 2010 10:40 am

Cool, man. I've been looking around for a recent campaign in the original Blizzard style. No fuss, no huge files, no mods, I dig it. Just plain ol' Starcraft with a few twists. However, try as I might, that download site just is not working for me.  :P

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Robotronic
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Re: [Campaign] Empire Wars - RELEASE PARTY

Post by Robotronic » Sat May 01, 2010 11:46 am

That's weird.

Try this link if Filefront doesn't work for you: http://starcraft.org/files/430

I'm glad you like the idea of 1998 playstyle for campaigns.  For the most part, Empire Wars takes that style but cranks the difficulty to a whole new level.  There are a few fairly easy maps and a handful of medium difficulty, but it has a bunch of levels that present a very very high level of challenge, certainly tougher than anything BW has to offer.
Last edited by Robotronic on Sat May 01, 2010 11:57 am, edited 1 time in total.


Razzy
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Re: [Campaign] Empire Wars - RELEASE PARTY

Post by Razzy » Sat May 01, 2010 8:55 pm

That link worked like a charm, thanks man. In my experience the SC and BW campaigns were not too hard for me with the exception of maybe the last mission of Protoss in SC and the last mission of Zerg in BW, both of which are of course the final missions of the entire 30-ish mission set in each instance. I don't mind a little challenge but I am a bit rusty, not having campaigned OR bnet'd in over eight years. Earlier I played a 1v1 zerg on zerg and got my ass kicked by a "difficult zerg" AI. It'll take some time for me, but thanks anyhow for the classic contribution to the artform. :)

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Re: [Campaign] Empire Wars - RELEASE PARTY

Post by Robotronic » Wed May 26, 2010 1:28 pm

This is a belated bump, but here it is.  A while ago I uploaded version 1.3, which fixed a few issues with the last level.  While the unit limit should be safe, there was a certain strategy that threatened to hit the cap as well as exploit the map itself.  Hopefully the alterations I made to the terrain will fix this issue.

As usual, I'm always looking for comments/critiques on the maps, good or bad. =)


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Re: [Campaign] Empire Wars - RELEASE PARTY

Post by AMD » Sun May 14, 2017 12:49 am

this is by far the best costume made campaign ever, the maps are neatly designed and it feels like a much harder DLC to the original campaign

i finished all the Zerg and Terran campaigns without cheats or save scumming and i managed to complete only 5 protoss maps (some of them took +4 hours to finish)

don't use it's .exe though, just play it with the original broodwar version


i searched for the another campaign that would put effort into designing the maps with minimal story(during the gameplay) but i couldn't find any unfortunately, please give suggestions about high quality campaigns


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Re: [Campaign] Empire Wars - RELEASE PARTY

Post by blazin » Sun May 14, 2017 4:22 pm

I can't believe someone finished all the Terran missions from this campaign.

It's too hard to play with limited resources against 3 CPU with their large bases which take sometimes 70% of the map's space

I wonder if the last protoss campaign maps were under some playtesting.


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Re: [Campaign] Empire Wars - RELEASE PARTY

Post by AMD » Mon May 15, 2017 2:19 am

there are 2 ways to beat the tough terran maps and you would still have extra resources:

1- turtle inside ur base and eliminate the enemy bases with nukes (start digging from where they gather resource so you can use it when each base gets is eliminated.)

2- by using the ultimate 3 unit combo of: siege tanks + goliaths + since vessels


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Re: [Campaign] Empire Wars - RELEASE PARTY

Post by blazin » Mon May 15, 2017 9:57 am

I used method 2 and I got overwhelmed by the constant spam of units

I've considered method 1 but I didn't think I had enough resources to use nukes for the ridicolous ammount of structures all around the map. I think I've tried it once on this map and it didn't work

Maybe making battlecruisers and slowly using yamato cannon is the best way to advance?

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Re: [Campaign] Empire Wars - RELEASE PARTY

Post by noname » Mon Jun 12, 2017 2:50 am

blazin wrote:I can't believe someone finished all the Terran missions from this campaign.

It's too hard to play with limited resources against 3 CPU with their large bases which take sometimes 70% of the map's space

I wonder if the last protoss campaign maps were under some playtesting.
I think I finished all t maps.
The p maps were tested by me, I made a lot of suggestions for certain maps, because some were insanely hard, and some of them probably impossible (A level player on iccup, but still). I made 2 player versions out of the hardest maps.

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Re: [Campaign] Empire Wars - RELEASE PARTY

Post by Robotronic » Thu Aug 17, 2017 1:36 pm

I'm amazed that some of you guys dug up this fossil. If I were able to go back (I think all the uploaded maps are "protected," and my hard drive containing the originals got fried several years ago), I'd rewrite most of the dialogue and apply a lot of nerfs to the later missions, mainly in the form of increasing the amount of resources available to the player.

Originally, I believe my thought process for the difficulty was based around players being savvy to the competitive metagame in that they would know high level build orders and timings and also knew how to exploit the shortcomings of the game's antiquated pathfinding and derpy AI.

With that said, I wanted to thank everybody who decided to give my levels a try.
AMD wrote:this is by far the best costume made campaign ever, the maps are neatly designed and it feels like a much harder DLC to the original campaign
This was exactly the type of reaction I had in mind while designing the maps. The difficulty is meant to give an extreme challenge to those who can beat the Brood War maps in their sleep and to have a strong Brood War feeling with little to no frills outside some custom faction colours.


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Re: [Campaign] Empire Wars - RELEASE PARTY

Post by Revolta » Tue Aug 22, 2017 7:01 pm

Robotronic wrote:This was exactly the type of reaction I had in mind while designing the maps. The difficulty is meant to give an extreme challenge to those who can beat the Brood War maps in their sleep and to have a strong Brood War feeling with little to no frills outside some custom faction colours.
I admire the effort and dedication required to complete such a massive project. My skills weren't really up to par with what the project expected but I'm glad you made a harder campaign regardless. Do you have any plans to make more campaign now that Remastered is out?


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Re: [Campaign] Empire Wars - RELEASE PARTY

Post by asaslingling » Thu Feb 15, 2018 1:25 am

Need walkthrough or guide for All stage. Please


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Re: [Campaign] Empire Wars - RELEASE PARTY

Post by AMD » Tue Jul 03, 2018 2:43 pm

i changed the playable race to Terran in the 7th protoss mission 'Sigma Omega', i edited the enemy bases so their attack waves dont get stuck and the map became extremely challenging

i manged to finish it by using a calculator to control my supply and a notepad to write down timings and units distribution, it just took me around 70 attempts to get a victory and 4 hours on last attempt alone.

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Re: [Campaign] Empire Wars - RELEASE PARTY

Post by chris » Mon Mar 09, 2020 10:45 am

Empire wars has been reviewed as part of my quest to QA all campaigns ever made that show any sign of potential.

Oh man, oh man oh man oh man.

If there was a tightwire at a circus where falling of one side means a campaign can't get a recommendation and falling on the other side means a campaign gets a recommendation then this campaign is the guy walking almost all the way to the end of the wire but ultimately falling... on the side of no recommendation. It is an absolute tragedy that this campaign came so close to a recommendation only to fail at the end. My hope is that somehow robotronic returns and works with me on making a patch for this campaign that allows it to get a recommendation.

Now let's talk about the campaign itself.

There are quite a few "full size" vanilla sequel style campaigns out there that explore what happens after the events of brood war. This one in particular can be considered a "what if" with amon being renamed cyan'tzu and the confederacy creating a secret clone army to be activated upon the death of Edmund Duke. (keep in mind this campaign was made way before Amon was a thing in the official canon so its quite remarkable how similar some elements of the plot ended up being with the official canon). The thing that truly separates this from the other such campaigns that I have played through so far is TESTING. The campaign has clearly undergone A LOT of testing before being released, nearly to the point of what you expect from the release of a game you pay for..... and that's about it. There isn't really anything else special about the campaign. It is a retro style with classic command and conquer gameplay. There are small issues here and there with several aspects of the campaign but nothing serious or particularly noteworthy except for the bad gameplay design of the installation missions in the protoss and terran campaigns and the eighth terran mission. What ultimately made the campaign fail to get a recommendation was the missions in the protoss campaign dropping slightly in quality compared to the rest of the campaign. As the campaign was barely edging out a recommendation and had no buffer space for any drop in quality, this slightly reduced quality in the protoss part of the campaign was enough to tip the balance and deny the campaign a recommendation. I spend a hell of a lot of time playing this campaign..... really sad to see it fail.

As always here is a link to the spreadsheet (using this link will allow you to see "notes" made for some cells)

docs.google.com/spreadsheets/d/1l_ink-CKwo92syCxJmivfh7zeMZu4U0p_q5Ra7HTF4U

and here is the embedded version, without any "notes":



Edit:
Playing through David Kang's campaigns have made me appreciate the fact that in Empire wars you generally lose because of your own mistakes rather than mistakes made by the creator. That and "AMD"'s comments on this campaign have made me decide to give this campaign the slimmest of recommendations only for hardcore fans of classic RTS gameplay.

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