Staredit Network > Forums > SC1 Map Showcase > Topic: New Custom Campaign: The Janus Continuum
New Custom Campaign: The Janus Continuum
Aug 14 2026, 2:33 am
By: JGNwSctlnd  

Aug 14 2026, 2:33 am JGNwSctlnd Post #1



Hi everyone!

I've never posted here before, but I recently picked up the StarCraft campaign editor again after not touching it for about 25 years. Back then, I remember making a full 30-scenario campaign when I was around 15 years old, which is unfortunately (or perhaps fortunately?) lost to time.

I started tinkering with the editor for nostalgia's sake and because I was introducing my boyfriend to the franchise. Before I knew it, I'd drafted an entirely new, fully-playable 10-scenario campaign. I built it in SCMDraft 2, mostly as a fun excuse to revisit the campaign editor after all these years and see if I could make something enjoyable. It plays like the base game and doesn't involve modding/EUD. I thought I'd post it here and see if anyone was interested in playing it and giving me feedback. Each mission should take between 30 min and 1 hour (well the first few should be faster).

The campaign currently features:
- Single-player and 2-player co-op modes for every mission
- Reincarnating hero units that benefit heavily from standard faction upgrades
- Terran, Zerg, and Protoss faction team-ups as the story progresses
- A strong focus on traditional base-building macro missions, with each scenario aiming for its own gameplay hook

Not-yet implemented features:
- Mission briefings, dialogue and story elements
- Short playable interlude missions between the main scenarios (gameplay-focused rather than simple cutscenes)

Things I don't currently plan to add (unless there's significant interest and support):
- EUD features or modded AI scripts
- Voice acting or other large production features

I’ve tested the scenarios myself in single-player mode, although not super rigorously. At this stage I'm mainly looking for feedback on:
- Mission balance,
- Whether co-op works,
- Whether objectives are clear,
- Whether the scenarios are distinct and fun to play,
- The feel of the difficulty curve,
- Bugs and technical issues,
- Opportunities for improvements.

Please see the links to the mission below:
1. Prologue - P1: Terran, P2: Terran. STORY: A Terran expedition explores a new planet, Janus V. DESCRIPTION: Explore the map and bring a unit to the beacon. Enemy consists of pre-placed forces and some that spawn in at regular intervals.
2. Secret Expedition - P1: Terran, P2: Zerg. STORY: Terrans return to Janus V to find out what happened to the previous expedition, finding connections to the Aether and an unknown Terran faction. DESCRIPTION: Low-tech mission on a small map, ground units only. Defeat the Terran base.
3. Psionic Wellspring - P1: Zerg, P2: Zerg. STORY: An awakened Hydralisk investigates the presence of a powerful broodmother. DESCRIPTION: Low-tech mission. Lead your forces along the winding path to destroy all Cloning Facilities and Rebirth Chambers.
4. Madness Scars - P1: Protoss, P2: Protoss. STORY: After hearing a psionic call from Janus V, two Protoss fleets must destroy some factions driven mad by something that happened on the planet. DESCRIPTION: Macro mission with medium tech. Your base is situated among the ruins and along a meandering river. Destroy all enemy buildings.
5. Cyclone's Eye - P1: Protoss, P2: Terran. STORY: The Protoss fleets team up with the Terran Expedition to calm the Aetheric Chaos. DESCRIPTION: Two factions must escort workers carrying a crystal along two separate dangerous paths to reach the centre of the map. If single player, you’ll have a computer ally that you shouldn't need to worry about.
6. Looming Death - P1: Zerg, P2: Protoss. STORY: One of the Protoss fleets betrayed the others. The Zerg faction proves their trustworthiness by helping rescue the Janus expedition. DESCRIPTION: Island mission. A powerful invulnerable carrier makes its way across the map, killing your reinforcements before making its way to your base. Destroy all enemy Cloning Facilities and Aether Gates to render the carrier vulnerable, then destroy it.
7. Blockade - P1: Terran, P2: Protoss. STORY: The alliance must block the broodmother's supply lines. DESCRIPTION: Air-focused limited-build mission. Rescue allied tech structures around the map to allow you to build more fleet units and destroy the enemy overlords (resource transports) as they travel across the map to receive minerals and gas. In single player, both Terran and Protoss are controlled.
8. The Steadfast Fleet – P1: Zerg, P2: Terran. STORY: The traitorous Protoss fleet is defending the planet, preventing any excursion to the surface. The alliance must engage and defeat the fleet to allow their allies to reach the surface. DESCRIPTION: Build up a defense force to survive multiple incoming fleets that spawn based on a visible countdown. Your ultimate goal is to destroy the red Fleet Beacon deep in enemy territory.
9. The Spielsdorf Initiative – P1: Protoss, P2: Zerg. STORY: Survive the final onslaught from the Broodmother's forces. DESCRIPTION: Protect Zhalmiria in her Stasis Cell for 35 minutes (well, StarCraft minutes) while enduring an endless onslaught of Zerg forces. In single player, you'll control both a Protoss and Zerg base.
10. Collision of Infinities – P1: Terran, P2: Zerg, P3: Protoss (Max 2 P). STORY: Defeat the enemy Terran and Protoss factions to prevent them from gaining control of the Aether. DESCRIPTION: Large-scale macro mission. Waves of enemy units will regularly spawn, eventually summoning powerful heroes. Destroy the special buildings (Void Ziggurat, Ion Cannon, Slave Cerebrate) to summon reinforcements. Your goal is to destroy all enemy structures.

Thanks!!

Edited to add: The maps are also playable single-player as Player 2 only if you want to play as the other available faction. You have to open the map in multiplayer mode to swap factions this way.

Post has been edited 6 time(s), last time on Aug 17 2026, 12:48 am by JGNwSctlnd.



None.

Aug 14 2026, 3:04 am Symmetry Post #2

Dungeon Master

Played through the prologue. A little odd there was no briefing or introduction. Nicely decorated. Difficulty seems reasonable.

Minor bug: if Alister dies and Langford is in siege mode, the ending won't trigger. One of the conditions has the wrong force.

Looking forward to playing more.



:voy: :jaff: :voy: :jaff:

Aug 14 2026, 3:14 pm JGNwSctlnd Post #3



Quote from Symmetry
Played through the prologue. A little odd there was no briefing or introduction. Nicely decorated. Difficulty seems reasonable.

Minor bug: if Alister dies and Langford is in siege mode, the ending won't trigger. One of the conditions has the wrong force.

Looking forward to playing more.

Thanks for playing through it and pointing out the bug! I thought I tested all possible combinations of hero deaths, but I guess I missed that one.

I don't have mission briefings yet, as I wanted to nail the gameplay down before writing the story in, but I did put mission objectives in. For testing, maybe I should call the objectives out at the beginning of the missions anyway.



None.

Aug 15 2026, 4:51 pm Symmetry Post #4

Dungeon Master

Gotcha!

Just finished the next map, it felt MUCH more difficult than the first map. Those sunken colonies are nasty without siege tanks. I liked the layout and again very nicely decorated. The main's gas geyser feels bad, the scvs wrap around the minerals. I like the enemy spawners; gives a nice feel of progression to clear them. The nuclear missile silo isn't disabled. Having fun!

Map 3: Again enjoying the layout and decor. Defiler mound is available but defiler is not. This one didn't feel hard, the pressure was quite light considering how powerful the hero units are. Fighting against Z+T is fun and this map definitely provided some fun. Also your description says "Low-tech mission, ground units only" but it would have been much more tedious without mutalisks; I'd leave them in.

Map 4: This is my favourite so far. You've absolutely nailed the feel of the original campaigns. Amazing job.

Post has been edited 4 time(s), last time on Aug 15 2026, 6:11 pm by Symmetry.



:voy: :jaff: :voy: :jaff:

Aug 16 2026, 3:06 am City Post #5



Bugs found so far:

1.The geyster blocks the worker in Map 3 at mid, don't know if other geysters have the same situation.

2.The cliff at 9 o'clock seems missing a corner in Map 4. Same issue in Map 6 at Player's main base, which leads to P8 units stuck.


3.Somehow Zerg beacon unplaceable error messages occur when the cocoons got destroyed in Map 9. Maybe u should delay the CreateUnit action for a short time til the cocoons' death animation is done.

Post has been edited 2 time(s), last time on Aug 16 2026, 3:17 am by City.



None.

Aug 16 2026, 11:46 am JGNwSctlnd Post #6



Quote from Symmetry
Gotcha!

Just finished the next map, it felt MUCH more difficult than the first map. Those sunken colonies are nasty without siege tanks. I liked the layout and again very nicely decorated. The main's gas geyser feels bad, the scvs wrap around the minerals. I like the enemy spawners; gives a nice feel of progression to clear them. The nuclear missile silo isn't disabled. Having fun!

Map 3: Again enjoying the layout and decor. Defiler mound is available but defiler is not. This one didn't feel hard, the pressure was quite light considering how powerful the hero units are. Fighting against Z+T is fun and this map definitely provided some fun. Also your description says "Low-tech mission, ground units only" but it would have been much more tedious without mutalisks; I'd leave them in.

Map 4: This is my favourite so far. You've absolutely nailed the feel of the original campaigns. Amazing job.

Thanks for the feedback! I'll put these on my list. I'm glad you're enjoying it so far!

Quote from City
1.The geyster blocks the worker in Map 3 at mid, don't know if other geysters have the same situation.

3.Somehow Zerg beacon unplaceable error messages occur when the cocoons got destroyed in Map 9. Maybe u should delay the CreateUnit action for a short time til the cocoons' death animation is done.

Thanks for finding that. I'll go over all my geysers. I'll add these errors to my list.

Quote from City
2.The cliff at 9 o'clock seems missing a corner in Map 4. Same issue in Map 6 at Player's main base, which leads to P8 units stuck.

I don't know how I missed that on map 6... it pretty fundamentally changes it. I've uploaded new versions of Maps 4, 6 and 10 with ramp fixes and I've changed the links in the original post.

Post has been edited 1 time(s), last time on Aug 16 2026, 12:00 pm by JGNwSctlnd.



None.

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Oh I was just memeing. I should make a post about how I view AI creations in terms of artistic value - talking about 'value is in final product' vs 'value is in the journey / everything surrounding the final product' in all types of media, like art and entertainment and even SC maps, etc. I have a lot of thoughts on it all
[09:40 am]
Oh_Man -- Zoan missing the point entirely - we will be able to PLAY any map we want. the fact we didnt create it doesnt matter just like the fact u didnt create [insert thing here u watch/play] right now doesnt matter, only quality of the final product matters
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