Redesigning Starcraft [Redux]
Posted: Wed Apr 20, 2016 7:14 am
Hey there, guys. Been modding games as a hobby for a while now, did some work on the original Starcraft campaign, thought I'd share.
So far, I've just released the Terran campaign. If you've played these maps before, the current update has done some bugfixing and seen Terran 12 finished. Here are the details:
Download Redesigned Terran Campaign: https://drive.google.com/open?id=1qvQ2a ... _VSTwHHVVo
I'll be working on the Zerg campaign and releasing the maps individually until I've got a full campaign to post. In the meantime, I hope y'all like what I did with the Terran campaign. Have fun!
So far, I've just released the Terran campaign. If you've played these maps before, the current update has done some bugfixing and seen Terran 12 finished. Here are the details:
Spoiler
Minor changes. You begin with a few less forces, you can build a Barracks, and you must protect your base from the Zerglings that occasionally come for you in order to beat the map.
Spoiler
Minor changes. You must train a couple more Marines to win. Zerglings will occasionally run for you, and eventually Hydralisks too. There are also Zerg forces attacking your initial Command Center when you get there. Firebats and Academies are available as well.
Spoiler
Major changes. The map has been made non-linear and an aggressive AI opponent has been added. Zerglings will run into you in swarms if you approach them. A Zerg Queen supports the area around the Infested Command Center.
Vultures and Ion Thrusters have been added to compensate for the open map, aggressive Zerglings and near-end defenses.
Vultures and Ion Thrusters have been added to compensate for the open map, aggressive Zerglings and near-end defenses.
Spoiler
Major changes. Extremely aggressive AI. Zerg forces are scripted to attack you at various locations within their own base, and if left unprovoked they will build additional production and send more units at you. The Terran base has received minor aesthetic changes.
Unclaimed mineral-only and gas-only expansions have been added within the Zerg territory to aid in an attack. Goliaths may be built. Vehicles may be upgraded. Destroying the enemy base or defending your own within the 30 minute timer are both viable options.
Unclaimed mineral-only and gas-only expansions have been added within the Zerg territory to aid in an attack. Goliaths may be built. Vehicles may be upgraded. Destroying the enemy base or defending your own within the 30 minute timer are both viable options.
Spoiler
Minor changes. Enemy units will rush at you if you approach them, subtly adding more danger to the encounters on this map since enemy units will attack sooner and attack together. A couple of enemy Marines have been added here or there.
Spoiler
Moderate changes. Enemy AI will fly buildings in and establish a base around your initial position. Extra ramps have been added to make the map a little less linear. Additional expansions are available for the taking, and the enemy AI has been boosted to Insane, although it has historically glitched out on this map. Hopefully it works for you!
Spoiler
Moderate changes. The Zerg will clobber you if you try to move out from Norad II, but you have more to defend with over there. A couple of heroic Goliaths and Firebats assist your defense, along with several SCVs.
Kerrigan assists Raynor on this map. You may build Terran Tanks, but they lack the Siege upgrade. Flexible Zerg forces will navigate around their base to meet you where you strike. A couple of Ultralisks are included in the Zerg defense forces, so have fun with that.
Level 2 upgrades become available on this map.
Kerrigan assists Raynor on this map. You may build Terran Tanks, but they lack the Siege upgrade. Flexible Zerg forces will navigate around their base to meet you where you strike. A couple of Ultralisks are included in the Zerg defense forces, so have fun with that.
Level 2 upgrades become available on this map.
Spoiler
This old map was one of the two Terran maps Blizzard never finished. It's got voice acting and other stuff so I finished it.
You begin with Duke in a Siege Tank and Raynor in a Vulture, along with six Marines and two SCVs.
The first phase of this map involves saving four Terran bases from destruction. When you approach any Terran base, it will fall under attack by the Zerg. Successfully defending any base will provide you access to whatever structures, workers, or resources are still left. Losing any base will mean you lose the opportunity for those units and stuff, and losing all four bases means mission failed.
Building a Command Center or inheriting one from the southernmost Terran base will initialize the Zerg AIs. You may save the bases in any order you'd like; even after you get a Command Center the scripted sequences will still play out. Once you save all four bases and kill enough Zerg, or after the Zerg Hive on the center island has been killed, the next part of the map begins.
Duke will say that there are way too many Zerg to handle coming your way, and a massive wave of Zerg will show up to ruin your day. These Zerg are easiest to hold off across the bridge at the southernmost base, but unlike previous versions of the map, it is possible to progress by holding them off elsewhere, however difficult this may be. Eventually, some Protoss will show up, annihilate the southeastern Zerg base and assist you in clearing Zerg from your starting island, and they'll leave the other two islands to you.
I would like to make the Protoss assist you in an attack, but for some reason the AI derps out and doesn't like to help. Sorry! If anyone knows how this might be fixed, I'd really appreciate some help with this one.
I worked hard on this map, so I hope you enjoy it.
You begin with Duke in a Siege Tank and Raynor in a Vulture, along with six Marines and two SCVs.
The first phase of this map involves saving four Terran bases from destruction. When you approach any Terran base, it will fall under attack by the Zerg. Successfully defending any base will provide you access to whatever structures, workers, or resources are still left. Losing any base will mean you lose the opportunity for those units and stuff, and losing all four bases means mission failed.
Building a Command Center or inheriting one from the southernmost Terran base will initialize the Zerg AIs. You may save the bases in any order you'd like; even after you get a Command Center the scripted sequences will still play out. Once you save all four bases and kill enough Zerg, or after the Zerg Hive on the center island has been killed, the next part of the map begins.
Duke will say that there are way too many Zerg to handle coming your way, and a massive wave of Zerg will show up to ruin your day. These Zerg are easiest to hold off across the bridge at the southernmost base, but unlike previous versions of the map, it is possible to progress by holding them off elsewhere, however difficult this may be. Eventually, some Protoss will show up, annihilate the southeastern Zerg base and assist you in clearing Zerg from your starting island, and they'll leave the other two islands to you.
I would like to make the Protoss assist you in an attack, but for some reason the AI derps out and doesn't like to help. Sorry! If anyone knows how this might be fixed, I'd really appreciate some help with this one.
I worked hard on this map, so I hope you enjoy it.
Spoiler
Major changes. The enemy AI is significantly more aggressive. They will establish most of their structures in a different location as well. Several brutal scripted attacks will surprise you as you progress through this mission. Brown enemy forces will send different unit compositions depending on which structures you decide to build first, and the infamous Wraith attack will do varying damage depending on how many SCVs you've trained.
The Norad II wreckage is within the SK base. Keeping the repair crew alive, a fairly simple task, will ensure that Norad II becomes available ten minutes into the battle. Raynor is also on the field to assist you. Once the Emitter is taken to the Beacon, a short King-of-the-Hill segment begins where you must hold that location for a few minutes.
Level 3 upgrades are available on this map.
The Norad II wreckage is within the SK base. Keeping the repair crew alive, a fairly simple task, will ensure that Norad II becomes available ten minutes into the battle. Raynor is also on the field to assist you. Once the Emitter is taken to the Beacon, a short King-of-the-Hill segment begins where you must hold that location for a few minutes.
Level 3 upgrades are available on this map.
Spoiler
Major changes. Several new pathways have been opened to reduce map linearity and increase potential avenues of attack for the enemy AI. Enemy AIs have been changed to Insane and the brown AI will use a Nuke or two against you. You begin with Raynor and Kerrigan in the bottom right, but Duke and the Alpha Squadron as an allied AI will show up later in the top left.
Your starting area is occupied by some enemy troops, but you'll find more rescuable goodies waiting for you there. Mostly Supply Depots. Once you have taken command of Duke, additional rescuable goodies are available not far from Alpha Squadron's base. Bringing Duke over to them will make him comment on how they were left behind, and some Dropships with reinforcements, including SCVs, will show up.
Brown bunkers have been spread around their base rather than formed up bordering your initial starting position in case you want to try and attack from Duke's position instead. Minor scripted attacks will intercept your forces as you press into enemy territory.
The ending dialogue has been removed since it instead appears on T10.
Your starting area is occupied by some enemy troops, but you'll find more rescuable goodies waiting for you there. Mostly Supply Depots. Once you have taken command of Duke, additional rescuable goodies are available not far from Alpha Squadron's base. Bringing Duke over to them will make him comment on how they were left behind, and some Dropships with reinforcements, including SCVs, will show up.
Brown bunkers have been spread around their base rather than formed up bordering your initial starting position in case you want to try and attack from Duke's position instead. Minor scripted attacks will intercept your forces as you press into enemy territory.
The ending dialogue has been removed since it instead appears on T10.
Spoiler
This old map was one of the two Terran maps Blizzard never finished. It's got voice acting and other stuff so I finished it.
You begin with Raynor and Kerrigan along with an escort of Marines and Siege Tanks. Your goal is to destroy all the Confederate Factories and Starports, which are all marked with Beacons. Moving Kerrigan over a Beacon will set a bomb that, after five seconds, destroys the marked structures and anything or anyone nearby. You may also destroy them traditionally, though this is a little harder.
Alpha Squadron will, once again, show up and build up to assist you on this map. While they cause commotion at all the Confederate bases, it'll be up to you to sneak in and take out the designated targets. You gain access to a couple of Nuclear Missile Silos and a Comsat Station while Alpha Squadron claims the rest of the base. And, additional Marines and Ghosts will show up to bolster your forces.
There are no normal ways to increase your standing forces after this point. You may exchange Marines for Goliaths at the center of the map and acquire another SCV there as well. Otherwise, the only reinforcements you'll receive come after taking out all the designated targets at one side's base. Each base has two possible reinforcements combinations to give you, so results may vary if you replay the map.
This was fun to put together, but didn't require quite as much work as T7. I hope you enjoy it!
You begin with Raynor and Kerrigan along with an escort of Marines and Siege Tanks. Your goal is to destroy all the Confederate Factories and Starports, which are all marked with Beacons. Moving Kerrigan over a Beacon will set a bomb that, after five seconds, destroys the marked structures and anything or anyone nearby. You may also destroy them traditionally, though this is a little harder.
Alpha Squadron will, once again, show up and build up to assist you on this map. While they cause commotion at all the Confederate bases, it'll be up to you to sneak in and take out the designated targets. You gain access to a couple of Nuclear Missile Silos and a Comsat Station while Alpha Squadron claims the rest of the base. And, additional Marines and Ghosts will show up to bolster your forces.
There are no normal ways to increase your standing forces after this point. You may exchange Marines for Goliaths at the center of the map and acquire another SCV there as well. Otherwise, the only reinforcements you'll receive come after taking out all the designated targets at one side's base. Each base has two possible reinforcements combinations to give you, so results may vary if you replay the map.
This was fun to put together, but didn't require quite as much work as T7. I hope you enjoy it!
Spoiler
Moderate changes. Protoss AI has been split in two and will send some scripted attacks your way, including a Reaver drop with randomized Shuttles, one of which is not a hallucination. The Zerg will also send a scripted attack here or there. Protoss defenders will react to your presence by meeting your attacking forces.
To compensate for initial difficulty, two Bunkers and two Factories along with a few enhanced units bolster your starting position.
To compensate for initial difficulty, two Bunkers and two Factories along with a few enhanced units bolster your starting position.
Spoiler
Major changes. On this unique map, you must commandeer Dominion assets and make your way to the Ion Cannon with limited forces. You begin with 4 Insurgents, 6 Marines, and Raynor. Only Supply Depots, Missile Turrets, and Bunkers are available for construction.
Scattered throughout the map are 12 Wraiths, 6 Goliaths, 3 Siege Tanks, 3 Ghosts, 24 Marines, 8 SCVs, and 1 Science Vessel which can all be captured. You may use either Terran Insurgents, which are civilian units you'll find spread throughout the map, or Terran Marines. Walking Insurgents or Marines over the Beacons for the Wraiths, Goliaths, Siege Tanks, or Science Vessel will exchange the unit for the vehicle, so the use of Insurgents is obviously preferable.
There are structures that can be captured scattered around the map as well. Capturable automated defenses like Missile Turrets will detect for nearby Dominion forces and fire on your units until captured. The parked Science Vessel will detect as well. All Beacons marking capturable vehicles, all resource deposits, and all capturable structures will be revealed on the map from the very start.
Once all Beacons have been cleared, two Terran Dropships and a Terran Starport will become available and you may finish the map. You will have a maximum of 8,000 Minerals and 4,000 Vespene to work with, which can only be gained by pillaging marked Dominion Supply Depots. Good luck.
Scattered throughout the map are 12 Wraiths, 6 Goliaths, 3 Siege Tanks, 3 Ghosts, 24 Marines, 8 SCVs, and 1 Science Vessel which can all be captured. You may use either Terran Insurgents, which are civilian units you'll find spread throughout the map, or Terran Marines. Walking Insurgents or Marines over the Beacons for the Wraiths, Goliaths, Siege Tanks, or Science Vessel will exchange the unit for the vehicle, so the use of Insurgents is obviously preferable.
There are structures that can be captured scattered around the map as well. Capturable automated defenses like Missile Turrets will detect for nearby Dominion forces and fire on your units until captured. The parked Science Vessel will detect as well. All Beacons marking capturable vehicles, all resource deposits, and all capturable structures will be revealed on the map from the very start.
Once all Beacons have been cleared, two Terran Dropships and a Terran Starport will become available and you may finish the map. You will have a maximum of 8,000 Minerals and 4,000 Vespene to work with, which can only be gained by pillaging marked Dominion Supply Depots. Good luck.
I'll be working on the Zerg campaign and releasing the maps individually until I've got a full campaign to post. In the meantime, I hope y'all like what I did with the Terran campaign. Have fun!