Staredit Network > Forums > SC1 Map Showcase > Topic: The Schism of Valoria (Custom Campaign)
The Schism of Valoria (Custom Campaign)
Jan 11 2026, 5:53 pm
By: Nuralldin  

Jan 11 2026, 5:53 pm Nuralldin Post #1





The Schism of Valoria


Hello everyone, I'd like to share a campaign I've been working on over the past few months. It consists of 13 maps in total (8 playable missions, 4 cinematic maps and an epilogue). The campaign features Spanish voice acting (my native language), but all in-game texts have been translated into English so it can be shared here. I hope you enjoy it.

Synopsis

"On the fringe world of Valoria, a war has seemingly come to an end. Sergeant Kaelis Valgar is sent to Umbra Noctis, its moon, to finally secure peace between the warring factions. However, without intending it, he becomes entangled in a crisis that forces him to choose between military duty and moral obligation. Soon, all of Valoria will be drawn into a conflict far greater than the last, one that will forge unlikely alliances and forever change the fate of the planet."

Some screens...















DOWNLOAD LINKS
















IMPORTANT :0_0:


In the current version...

-This campaign is intended to be played in StarCraft Remastered, using the graphics, fonts, and extended aspect ratio provided by StarCraft Remastered. Attempting to play it with the original graphics will reduce the quality of the experience and may cause text and font-related errors.

-This campaign contains extensive dialogue and cinematic scenes. Attempting to skip them by pressing 'ESC' may cause triggers to malfunction and ruin the gameplay experience.


Post has been edited 26 time(s), last time on 2 hours ago by Nuralldin.



None.

Jan 11 2026, 9:59 pm Rawflesh0615 Post #2



Woooo, New StarCraft Custom Campaign!



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Jan 11 2026, 11:56 pm newageofpower Post #3



Looks pretty good. I mostly liked your previous campaign (Max Fury) so I will be giving this a try over the next week or so.

EDIT: These maps are huge in file size. Perhaps turn down the audio quality just a little?

Post has been edited 1 time(s), last time on Jan 12 2026, 12:23 am by newageofpower.



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Jan 12 2026, 12:14 am Moose Post #4

meme

Code
[youtube=Gzc5dxhUdFI]



YouTube embeds now parse to https and should be working again.




Jan 12 2026, 1:31 am Nuralldin Post #5



Quote from newageofpower
Looks pretty good. I mostly liked your previous campaign (Max Fury) so I will be giving this a try over the next week or so.

EDIT: These maps are huge in file size. Perhaps turn down the audio quality just a little?

Mmmm.. Idk... I don't think it's necessary to reduce the audio quality, given modern standards in terms of internet speed and storage capacity, I think the file size is quite manageable.



None.

Jan 12 2026, 1:32 am Nuralldin Post #6



Quote from Moose
Code
[youtube=Gzc5dxhUdFI]



YouTube embeds now parse to https and should be working again.

Thank you :D



None.

Jan 12 2026, 6:46 am NudeRaider Post #7

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from Nuralldin
Mmmm.. Idk... I don't think it's necessary to reduce the audio quality, given modern standards in terms of internet speed and storage capacity, I think the file size is quite manageable.
Yeah 200 300MB is nothing for a custom campaign. I was thinking of gigabytes when I read his comment. Keep up the good work!

Post has been edited 2 time(s), last time on Jan 17 2026, 11:21 am by NudeRaider.




Jan 14 2026, 10:51 pm Sie_Sayoka Post #8



Good job on the campaign. Fully voiced campaigns are always great regardless of the language. I've only played the first mission so far and would like to offer some feedback.
  • There's numerous typos. Notably when there's supposed to be an apostrophe it's replaced by a "b". Sometimes words have an extraneous "e" at the end.
  • When attempting to skip dialogue by pressing esc sometimes it will end in a game over since it says the hero has died. This happens after the dropships unload.
  • When skipping dialogue at the blue Terran base the trigger to give control to the player will not execute.
  • The map is extremely large in comparison to the number of bases. I suggest to reduce map size in the future to efficiently use terrain.




None.

Jan 15 2026, 12:14 am Nuralldin Post #9



Quote from Sie_Sayoka
Good job on the campaign. Fully voiced campaigns are always great regardless of the language. I've only played the first mission so far and would like to offer some feedback.
  • There's numerous typos. Notably when there's supposed to be an apostrophe it's replaced by a "b". Sometimes words have an extraneous "e" at the end.
  • When attempting to skip dialogue by pressing esc sometimes it will end in a game over since it says the hero has died. This happens after the dropships unload.
  • When skipping dialogue at the blue Terran base the trigger to give control to the player will not execute.
  • The map is extremely large in comparison to the number of bases. I suggest to reduce map size in the future to efficiently use terrain.
1-I'll check it out.
2&3-Since this interrupts the complete execution of the triggers, skipping dialogues using ESC will almost always cause bugs. I would recommend not doing so, or saving the game after they end if you want to avoid having to see them again.
4-The terrain and size of all maps are already defined. Modifying them is no longer an option.

EDIT: Could you please take a screenshot of those typos you're talking about? I don't see them at all.

Post has been edited 1 time(s), last time on Jan 15 2026, 12:28 am by Nuralldin.



None.

Jan 15 2026, 2:42 am Sie_Sayoka Post #10





Quote
<07>PILOT 1:

<07>Damn it… We won the war, didn’t we? If I were in command, I’d turn the crater
<07>they chose as a refuge into the biggest mass grave in the entire galaxy.

Maybe for English SC the acute accent symbol will show as "b". In SCMD it's visually the same as an apostrophe but I'm guessing the English font in-game doesn't have these characters.

Similarly the ellipsis symbol seems to render as "e". Other than these issues the English was flawless.

Quote
2&3-Since this interrupts the complete execution of the triggers, skipping dialogues using ESC will almost always cause bugs. I would recommend not doing so, or saving the game after they end if you want to avoid having to see them again.

These can be solved by changing some of the conditions and some other tweaks for triggers. For example, the "DERROTA MUERE KAELIS VALGAR" condition can use a deaths condition instead of command. I could not find all of the related triggers for issue 3.


Quote
4-The terrain and size of all maps are already defined. Modifying them is no longer an option.

That's fine, just something to consider in the future.



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Jan 15 2026, 3:37 am Nuralldin Post #11





My Starcraft is in English and it displays it normally. I think may be those characters are only compatible with Starcraft Remastered.



If that's the explanation, I think I could take the time to replace them, but it will take a while.

Regarding replacing the Valgar's death defeat trigger condition, it's a good idea; in fact, that's how I do those triggers now (I made that first map over a year ago, and I was still a bit of a novice at it). However, I don't think it's very useful, as I don't intend for the player to have to or be able to skip dialogues or cutscenes.

Furthermore, considering that all the maps in this campaign begin with a short cutscene and that there's no native way to detect when the player presses the ESC key (as far as I know, without modding or using EUD), it's not feasible to make the cutscenes and dialogues skippable, as can be done in SC2, where you can trigger actions based on key presses.



None.

Jan 15 2026, 4:27 am Sie_Sayoka Post #12





You can easily replace the characters by using notepad++ with the replacement function. Hit ctrl+F to bring up the search window.

Regarding the skippable transmissions it should be possible as I've seen it in the past. Unfortunately I can't give you advice on that since I've never dealt with transmissions before.



On the third mission there's some pathing issues where high dirt goes to lava. The AI would want to path between that the tiny choke above the high dirt area which I assume is unintended.



To solve this you can either place a unit or building to block that area or blend terrain.



None.

Jan 16 2026, 1:13 am Nuralldin Post #13



Quote from Sie_Sayoka


You can easily replace the characters by using notepad++ with the replacement function. Hit ctrl+F to bring up the search window.

Regarding the skippable transmissions it should be possible as I've seen it in the past. Unfortunately I can't give you advice on that since I've never dealt with transmissions before.



On the third mission there's some pathing issues where high dirt goes to lava. The AI would want to path between that the tiny choke above the high dirt area which I assume is unintended.



To solve this you can either place a unit or building to block that area or blend terrain.

I'll try to fix all that so it can be played without errors in the original version too, thanks for your feedback ^^ .



None.

Jan 16 2026, 6:30 pm Sie_Sayoka Post #14



I finished playing the campaign. Overall, great work! I noticed a steady increase in quality as I progressed. Here's some remaining feedback:
  • Mission 4 needs a countdown timer. Not definitively knowing the amount of time required to complete the objective feels unfair.
  • On some of the maps the lack of upgrade parity makes it quite difficult, especially since many of these are very low economy. I've had to use mech units for most of them because the Zerg would just destroy bio.
  • Having tech options disabled is fine but not having access to scans makes playing painful. This is compounded by the size of the maps and the number of paths which make finding expansions feel like luck. There is the option to preview the minimap beforehand of course but I'm unsure if this is the intention.
  • I suggest not having the same color for all the enemy players. Having them be different colors allow the player to have the choice of divide and conquer.
  • A lot of the gas-only expansions are unnecessary. By the time many of these bases are cleared the player has no need for additional gas, either because of the lack of minerals to use all of the gas or the game has progressed long enough that a substantial gas bank has be acquired.
  • The voice acting was very well done. I enjoyed the filters used on some of the voices to match those of the units. Duran's voice was particularly enjoyable as he sounds like the English version of Duran speaking Spanish.

I enjoyed the campaign and look forward to future missions.



None.

Jan 16 2026, 10:39 pm newageofpower Post #15



So I've played it until map 7, and some comments on critical issues:

-Map 1 is really too big for its content.
-Interlude scenes are pretty long even on fastest speed. Very common mistake imho
-Mission 4 is very good -except- (as Sie Sayoka already mentioned) the lack of a timer.

Regarding voice acting, I couldn't understand what they were saying, but the VAs sure sounded into their roles.



None.

Jan 17 2026, 3:29 am Nuralldin Post #16



Quote from newageofpower
So I've played it until map 7, and some comments on critical issues:

-Map 1 is really too big for its content.
-Interlude scenes are pretty long even on fastest speed. Very common mistake imho
-Mission 4 is very good -except- (as Sie Sayoka already mentioned) the lack of a timer.

Regarding voice acting, I couldn't understand what they were saying, but the VAs sure sounded into their roles.

I didn't think it was necessary to add the timer because the mission wasn't really about clearing the canyon within a time limit. The timer is invisible because I wanted the player to be able to take their time, but I also didn't want them to be able to take two hours without any consequences. Ultimately, if they took too long, the civilians would start crossing whether they cleared the path or not... I thought that would be an interesting surprise.

But since I see that you and others think it's more convenient to implement a timer, I've added it, and I've also reduced the time it takes for the civilians to start crossing. However, if the player is quick enough to clear the path before the timer runs out, they'll start crossing immediately and the timer will deactivate.



None.

Jan 17 2026, 3:46 am Nuralldin Post #17



Quote from Sie_Sayoka
I finished playing the campaign. Overall, great work! I noticed a steady increase in quality as I progressed. Here's some remaining feedback:
  • Mission 4 needs a countdown timer. Not definitively knowing the amount of time required to complete the objective feels unfair.
  • On some of the maps the lack of upgrade parity makes it quite difficult, especially since many of these are very low economy. I've had to use mech units for most of them because the Zerg would just destroy bio.
  • Having tech options disabled is fine but not having access to scans makes playing painful. This is compounded by the size of the maps and the number of paths which make finding expansions feel like luck. There is the option to preview the minimap beforehand of course but I'm unsure if this is the intention.
  • I suggest not having the same color for all the enemy players. Having them be different colors allow the player to have the choice of divide and conquer.
  • A lot of the gas-only expansions are unnecessary. By the time many of these bases are cleared the player has no need for additional gas, either because of the lack of minerals to use all of the gas or the game has progressed long enough that a substantial gas bank has be acquired.
  • The voice acting was very well done. I enjoyed the filters used on some of the voices to match those of the units. Duran's voice was particularly enjoyable as he sounds like the English version of Duran speaking Spanish.

I enjoyed the campaign and look forward to future missions.

1. Timer is added.
2&3. The Selenites are poor people, they are almost armed civilians, they have just enough to survive, they don't have ships to escape from the moon where they are, much less satellites to do orbital scans.
4. Not all the resources on the map are added with the intention of the player expanding into that position; sometimes they are just an excuse to place an enemy base there so the player has something else to destroy for fun.
5. They are made with AI, but I have made sure to use only the best audios; many times I have generated the same phrase several times to get the right tone.

Related to this last point... My intention is for the campaign to feel like an official product. I have the idea (maybe a bit crazy) that if the story of an unofficial campaign does not contradict canon and is well made, it can be considered "unofficial canon". Something like an apocryphal story that narrates events that the main story simply did not address, due to their lack of importance in the overall context.... if there is nothing that can be used to claim it did not happen, then for me, somewhere in the Koprulu Sector there is a planet called Valoria, and it did indeed happen.



None.

Jan 17 2026, 11:15 am NudeRaider Post #18

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from Nuralldin
I didn't think it was necessary to add the timer because the mission wasn't really about clearing the canyon within a time limit. The timer is invisible because I wanted the player to be able to take their time, but I also didn't want them to be able to take two hours without any consequences. Ultimately, if they took too long, the civilians would start crossing whether they cleared the path or not... I thought that would be an interesting surprise.

But since I see that you and others think it's more convenient to implement a timer, I've added it, and I've also reduced the time it takes for the civilians to start crossing. However, if the player is quick enough to clear the path before the timer runs out, they'll start crossing immediately and the timer will deactivate.
The civs suddenly creating a lose-state is certainly a surprise but I would call it frustrating more than interesting, when it just means instant restart. You gotta give the player some heads-up.

But it doesn't have to be a timer imho. The civs could tell you they're getting impatient with increasing severity, so you *know* you gotta act eventually without necessarily having a precise timer. That would feel interesting as it creates tension, not sudden loss, or a virtual mind-reading through an artifical timer.

Or maybe a hybrid approach of giving a short timer (1-2 minutes) before they actually head out, so the player has time to scramble some protection.

Post has been edited 1 time(s), last time on Jan 17 2026, 11:23 am by NudeRaider.




Jan 17 2026, 8:04 pm Nuralldin Post #19



Quote from NudeRaider
[quote=name:Nuralldin]
The civs could tell you they're getting impatient with increasing severity, so you *know* you gotta act eventually without necessarily having a precise timer. That would feel interesting as it creates tension, not sudden loss, or a virtual mind-reading through an artifical timer.

That's exactly what I did... Did you play the mission?



None.

Jan 17 2026, 8:50 pm NudeRaider Post #20

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

No I haven't. Then I don't know why it would feel unfair tbh. Maybe the warnings aren't obvious enough?




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