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:
Vultures and Ion Thrusters have been added to compensate for the open map, aggressive Zerglings and near-end defenses.
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.
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.
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.
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.
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.
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!
To compensate for initial difficulty, two Bunkers and two Factories along with a few enhanced units bolster your starting position.
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!