Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Starcraft 1: Wings of Liberty
Starcraft 1: Wings of Liberty
Feb 26 2022, 7:21 am
By: TheHappy115  

Feb 26 2022, 7:21 am TheHappy115 Post #1



Hello! I decided that I'd try working on another set of maps inspired from Starcraft 2. I greatly enjoy both Starcraft 1 and 2 a lot and their campaigns (even with their flaws).


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.



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Feb 26 2022, 7:28 am Zincoshine Post #2



Use mega.co.nz for uploading files. It's 2022, no one cares about filesize anymore and holding the size under 10MB at the expense of quality just because you want to upload the files on staredit is a very silly thing to do.

Post has been edited 2 time(s), last time on Feb 26 2022, 1:55 pm by Zincoshine.



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Feb 26 2022, 9:26 am Nekron Post #3



I don't think a full project like this has been done before, and it's really cool to see - but it's gonna definitely be held back if you don't decide to mod. There are really simple script and upgrade changes you could do with aise and mtl that could have a mod be under 8mb and playable both in 1.16 and Remastered (though you would have to use 2 different exes) -- they'd let you recreate many more WoL upgrades organically, actually set the difficulty in AIscripts (which long-term is easier to do than spawning attack waves separately each time), or even have permanent tech etc. choices you could do via bank data, but that'd be more complex.

Maybe to reiterate, I'm sure you could actually do a lot of shit via triggers - SC2 is basically mostly done via triggers...(though SC2 triggers actually allow you to set upgrade levels and are otherwise way more powerful) It'd just be way more complex, feel more limited and be more prone to breaking. SCAI scripts are pretty bulky once you understand the basics, and with aise most bad requests you could do are recycled so that the AI works anyway even if you ask it to do something stupid. Just my perspective of course and you can disagree (and I understand the concern of stuff being less approachable, just... it's already a pretty high bar for anyone to download a single player map anyway)

Re: terrain, I don't think a perfect recreation is possible, but I think it probably needs to retain the same general shape etc. so that it evokes an image of the original at least. I think Zero:Hour is similar enough, based on the screenshots. Via modding, you could also have it be a nighttime mission :)




Feb 26 2022, 10:59 am C(a)HeK Post #4



Quote from Nekron
I don't think a full project like this has been done before

Asian version - https://www.youtube.com/playlist?list=PLq-HKowAeNEUXnHDo10zSuRc4qiqFxZgg

Also, there are the old topic in SEN with "2-1=1" in name of topic. I tried find it, but couldn't.



Hello everyone, friends. You can call me Alexander. :)
Additional Story Series creator
Maps & Info - https://disk.yandex.ru/d/8yj1Y_ddxE9FIA
Videos - https://www.youtube.com/playlist?list=PLvj8rhscGCvTrcYKVyvvMP7uTxlkSjMzz

Feb 26 2022, 1:38 pm Rawflesh0615 Post #5



You might wish to use the ScmDraft rather than using Staredit though because it might be very useful for custom terrain, and doodads.



None.

Feb 26 2022, 4:33 pm Andrea Rosa Post #6

Just a glitch in the Matrix

Best of luck with this highly ambitious project, I'm really curious to see how will you design around the limitations of the SCBW engine, either with or without modding. I agree with Zincoshine, you should really opt for an external file hosting service (Mega, MediaFire, Google Drive, etc.) since having the maps uploaded individually on SEN doesn't represent an advantage (quite the opposite, because people generally prefer to download the package in its entirety) but above all you don't need to worry about file size anymore, and it will also facilitate the promotion of your work on other websites and/or forums outside of SEN.


Quote from Rawflesh0615
You might wish to use the ScmDraft rather than using Staredit though because it might be very useful for custom terrain, and doodads.

I think he is already using SCMDraft, otherwise the custom doodad that can be seen near the inverted ramp would not be possible to achieve.

Post has been edited 1 time(s), last time on Feb 26 2022, 4:40 pm by Andrea Rosa.



Level Design Workshop

''Go to hell'' is basic. ''I hope your favorite StarCraft character gets voiced by Pr0nogo'' is smart. It's possible. It's terrifying.

Feb 26 2022, 9:18 pm TheHappy115 Post #7



Quote from C(a)HeK
Quote from Nekron
I don't think a full project like this has been done before

Asian version - https://www.youtube.com/playlist?list=PLq-HKowAeNEUXnHDo10zSuRc4qiqFxZgg

Also, there are the old topic in SEN with "2-1=1" in name of topic. I tried find it, but couldn't.

This was mainly what I was looking for. Even if I don't understand it, this would be significantly better than what I could do on it. Since a version has already been made, it will probably cause a "halt" on the project. This was more of just a concept too (And I'll be busy with many other things too).


Overall though, the project itself was meant to be a "casual" replication and not hardcore. I don't really mod hardcore and my terrain placement is absolutely terrible. And to state how casual I wanted it, I wasn't going to upload it to other sites namely because I figured "casual" players that don't mod or really know anything about file movement may have issues (especially trust issues with downloading stuff). It may sound weird due to the nature of this website but I just preferred it that way.

I will probably still make a map here and there (unless an English version exists).

As a side note: I actually know almost nothing about EUD triggers. I will assume that the represented WoL Campaign in that link uses mods or EUD triggers (or both) but I'm unfamiliar on how that affects downloading the game itself too. In my experience, I have found the use of EUD triggers to corrupt Saving. Furthermore, I don't know if modding Starcraft also requires some type of "special" requirements to run the game (such as Starcraft: Mass Recall. This is something I definitely want to avoid as both a combination of my inexperience in this category combined with the difficulty that may be involved in getting the campaign to even work. I have heard about frustrations of getting certain campaigns to even work and how people may not even bother playing just because of the installation process.)

Side Note: After view a good number of the missions, they are done EXTREMELY well. I do find it a bit strange that some units (such as dragoons) have different animations to replicate stalkers, but other units don't make an appearance (like Marauders in Smash and Grab don't exist). Most units do seem to have their Starcraft 1 stats but there are the occasional added units sprinkled in (like a rapid attacking scout to replicate a void ray). Regardless, it is still very impressive and I'll see if I can find some type of link to it (although don't get your hopes up haha).

Edit: I have found a possible link but not sure if its the real file or really how to install it if anyone wants to take a look.
Link: https://drive.google.com/drive/folders/1pHB7nMWejJJ5Tfg1vQFZ4nYOFXxhjE10
Google-Translated Link: https://drive-google-com.translate.goog/drive/folders/1pHB7nMWejJJ5Tfg1vQFZ4nYOFXxhjE10?_x_tr_sl=auto&_x_tr_tl=en&_x_tr_hl=en&_x_tr_pto=wapp
Where I found said link: https://www.youtube.com/watch?v=L5NGQbcxXmw&list=PLq-HKowAeNEUXnHDo10zSuRc4qiqFxZgg&index=27
Note: in the YouTube video description.

The series itself seems to go up to Hell's Gate (first Char mission) I wonder if that means its still under development, however the videos of gameplay are approximately a year ago (May 1, 2021) so not sure if it was abandoned instead.

Post has been edited 4 time(s), last time on Feb 26 2022, 10:34 pm by TheHappy115.



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