Goals of this Campaign:
- Recreate the Wings of Liberty Missions in Starcraft 1 Broodwar WITHOUT any mods or EUD triggers. (I don't know them well enough, and I found that EUD triggers I have done in the past will corrupt save files. So I will avoid this and try to find "alternative" ways to getting around this.
- This is meant more of as a fun "hobby" and recreation. This is NOT meant to be a "perfect" remake such as Starcraft: Mass Recall in Starcraft 2. They replicate nearly all the terrain, scenarios, and sounds. I simply don't have the time and patience to do that. However, I can make a "general" similar layout and mission style objective along with progression. (Hopefully I can get difficulty scaling right too).
- Each map will be under 10MB. This makes it easy to download from StarEdit without issues (due to the cap of 10 MB per map). This also should help in terms of downloading and storage (hopefully).
- Sound clips and text should match well together. I found and copy and pasted the subtitled text of each individual voice clip so should help to avoid typos.
- This campaign difficulty is aimed to be between Hard and Brutal Difficulty. Most missions will most likely be Hard difficult while Defense missions are more towards the Brutual Difficulty. Sorry, this is something that I just passively do.
Current (possible) Issues:
- As I mentioned earlier, this is a "casual" replication and not a professional or hard replication. As a result, the terrain will differ slightly and some rules will most likely be changed in missions.
- Difficulty may be different as well as progression. Why? Because I have decided that the unit stats will remain the same. So a Marine will continue to have its 40 health versus its 45 health counterpart in SC2. Furthermore, since there are less units overall in Starcraft 1, unlocking new units will be slowed down.
- Upgrades/Special powers are undecided at the moment (like the Protoss/Zerg Research bonuses). If they were ever implemented, it would be through a "choosing" section at the start of each mission. Many of these technologies would also be different since I wouldn't be able to (or know how) to implement them in Starcraft 1 (especially without EUD triggers which I don't know how to use well anyways). Things such as Automatic Refineries are still possible though.
- Due to the map size limit of 10MB, I won't be including all voice lines and some will be cut. Most likely, only half of the voice lines will make it in. There will still be a briefing and in game voice lines that occur though (just less and possibly cut).
- Bonus objectives may be funky. It will either not exist in certain missions or provide an immediate reward instead. Alternatively, I could also make certain research of new units accessed, not "practical" to research (aka 9999 minerals/gas) but then provide a trigger which auto-researches those upgrades upon completing the bonus. (This would be done by giving units with those upgrades from a computer to the player, then immediately removing them within the same trigger instance which simulates auto-researching the upgrade).
- I will most likely release these mission VERY slowly. So the missions that are done may be sporadic.
- I will be using a many "forced" spawn attack waves. I will try to make them look more natural but this is due to the type of units I want to spawn. AI Scripts will still be used though. (This is only because I find 90% of AI Scripts to be equivalent to the "easy" difficulty). I hope that the combination of the "forced" attack waves along with some occasional "AI" attacks from random locations will make the missions look somewhat more interesting.
Questions:
- Does this already exist in Starcraft 1?
- Do you guys want "Special" technologies available that can be chosen at the beginning of the game (using a unit + beacons to decide)
- How badly do you care about the replication being similar to the Starcraft 2 Map (my current method honestly is just "eyeballing" it and making paths quickly. I am terrible at terrain design or anything related to it)
- What is you thought process on the "forced" attack? Is it okay if its done "naturally" or should I only result to AI script attacks (Note: AI script attacks will either drastically lower the difficulty or instead make the AI scripts used somewhat repetitive).
Reminder:
- Personally, these maps I make are often made for myself. Most maps I make are for the intention of myself playing them and I usually spend a lot of time making maps just so I can have fun playing them (I also enjoy said method of making it). However, I find that it wouldn't hurt to allow other people to give the maps a try. I also enjoy feedback (even if some things are terrible about the map) and it gives me ideas on how to improve future maps as well as fix current errors. Majority of maps I have made are not released (and honestly probably aren't releasable anyways cause I made them for experimentation or for a very specific purpose for my own enjoyment).
Status so Far:
- I have actually "finished" three maps so far. These include the 3 intro missions. I have completed each multiple times but bugs or inconsistencies occur every so often and I often like to do a full play-through of a couple missions before releasing. Regardless, here are some screenshots so you can see what I meant in the comments above.
Screen Shots:
Liberation Day:
The Outlaws:
Zero Hour:
Additional Comment:
I just want to mention on how a "Forced attack" works in Mission 2 in case you are interested in how "natural" it may look.
Example of a Force Attack: (Mission 2 - The Outlaws: There is a set of trigger which repeats every approximately 75 seconds. It creates a marine at the AI's barrack (assuming its alive) each round and increments the amount of marines produced up to a maximum of 4 marines and 1 medic. If the trigger repeats enough times, 1 - 2 vultures are also added to this amount. Finally, there is a final trigger which occurs at the end of the 75 seconds which has a 50% chance to cause the generated units to attack the player. If they don't, they instead wait for the next 75 second cycle along with those units. This increases to 100% if they haven't attacked for 2 trigger sets. As a result, you may see something like:
1 Marine, 2 Marines, 2 Marines + 1 Medic, 3 Marines + 1 Medic, 4 Marines + 1 Medic. Every 75 seconds
OR
5 Marines + 1 Medic (225 seconds), 7 Marines + 2 Medics (150 seconds).
Note: It is based on a Death Trigger Countdown that is set to 50. I just have made the assumption that each trigger is about 1.5 seconds or so. Really, it is 50 trigger checks within the game (without hyper triggers).
The forced attack and corresponding structure will be owned by different AI players but will both AIs will be made to be the same color.
Destroying the structure will stop all of the trigger created units from it. This will only start up again if the AI makes the same structure in the same general area.
None.