Staredit Network > Forums > SC1 Map Showcase > Topic: Starcraft 1 Hard Campaign
Starcraft 1 Hard Campaign
Mar 1 2023, 4:36 am
By: pochoman123  

Mar 1 2023, 4:36 am pochoman123 Post #1



1- DESCRIPTION:

Hardest version of the Original and BroodWar Starcraft campaign, contains all 6 episodes of the campaign: Episode I: Rebel Yell, Episode II: Overmind, Episode III: The Fall, Episode IV: The Stand, Episode V: The Iron Fist, Episode VI: The Queen of Blades

2- FEATURES:

  • Some maps have the feature of transform regular units into hero units, they have increase attack and defense, they are useful mostly for defense purposes

  • Attacks generated via script to balance the lack of effectiveness of the attacks by the AI

  • AI have infinite resources to balance the fact that it doesn't care much about collecting minerals, except when the AI has insane difficulty

  • Maps have a plenty of resources to balance the increase of difficulty, you don't run out of them easily

    Most of the maps use now hard, insane difficulty in the AI for challenging purposes

  • AI now have a more establish base with more units, defenses, buildings so is not easy to defeat

  • Maps have a redesign to improve the movement of units across them, defense of your base, etc


3- LINKS:

Moddb page (Original): Original Campaign

Moddb page (BroodWar): BroodWar Campaign

Post has been edited 2 time(s), last time on Mar 1 2023, 4:48 am by pochoman123.



None.

Apr 20 2023, 7:43 pm newageofpower Post #2



The game is indeed harder, but man the maps are large, ugly and boring.



None.

Dec 2 2023, 10:12 pm ManCubuS Post #3

Oldschool Purist

I liked that author decided not just change AI triggers but add hero units and change map layout - bold call. Some maps look "uglier" but I like it, I care more about difficulty than aesthetics in this case. So far I like difficulty, it's not too hard and I hope it won't become impossible to beat like on Insane Edition.

Here's my walkthrough:
https://www.youtube.com/playlist?list=PLgzEYGrQYb-C5p0G9HmXbU4hQtgokqS9r




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[07:14 pm]
Ultraviolet -- :wob:
[2025-5-15. : 3:53 pm]
Ultraviolet -- oh yeah probably. think I misinterpreted the original message. I thought he meant moving the flag revealed the base in the sense that it opened it up to being scouted, but what you're saying makes more sense
[2025-5-15. : 11:37 am]
Sie_Sayoka -- dont those ladder maps have use map settings game type? i remember in a lot of them there was display text showing the maker and other credits at the beginning
[2025-5-14. : 4:42 pm]
fritfrat -- Good point.. maybe in Melee it sets off the hard-coded Capture the Flag logic when they pick up a p12 flag, revealing the SCV
[2025-5-14. : 4:34 pm]
Ultraviolet -- Yeah, I forget how they do it, but they can preplace P12 units in melee / TvB maps. Maybe unit sprites
[2025-5-14. : 3:38 pm]
fritfrat -- Artosis and Tasteless were chatting on an ASL cast that 6 player maps will likely never happen for competitive SC, but Artosis mentioned how there was a concept of one where a worker had to pick up a flag to get out of their base, which resulted in their base being revealed. That's not possible with Melee / Top vs Bottom settings, is it? Thought I'd ask..
[2025-5-12. : 7:50 pm]
dumbducky -- I am so good at procrastinating
[2025-5-09. : 8:45 pm]
Ultraviolet -- Me too. The general concept is exciting and fun to play, or at least I enjoyed it in the previous Diplo Europe iteration.
[2025-5-08. : 10:18 pm]
Excalibur -- I have no idea if Clans will finish his map but I hope so.
[2025-5-08. : 5:25 pm]
Ultraviolet -- don't count your chickens before they're hatched :P
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