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If the 'Download' link does not take you to the right place, click on "Files" in the navigation bar above and you can get to the downloads.
These maps are based on the above SC1 mod/maps by maverck and work by Blizzard (of course) and Ultraling and Jones313. They are fully backward-compatible with the previous Terran and Zerg campaign maps. Many thanks, props and much love to all who contributed. I could NEVER have completed this project without all their hard work.
Also thanks to Forsworne for the non-glowy Tassadar model and b0ne123 for the Kerrigan and Tassadar Hero Icons.
Special thanks as well to Telenil who has been quite helpful with detailed descriptions of errors and issues; also to Superfield and Jimm3110 for all the feedback and suggestions. Some of the changes and improvements would not have been done without these good fellows.
These maps are a labor of love. I learned the SC2 Editor on my own, through inference and other maps. These maps took about 6 months to complete in my spare time.
I am interested in the possibility of being a professional programmer, developer, or game designer.
I have not made these maps seeking to make any profit nor do I claim any ownership over the contents. Most of the work was done in advance by Blizzard and the people who made the SC1 Terran and Zerg campaigns.
That being said, if you like the maps please donate on my SC2Mapster page. Thanks and enjoy.
These maps are meant to be re-creations of the original game. I have added/tweaked a number of things from the original SC1mod.SC2mod file. I have included some small surprises as well in the maps, if you explore a bit.
I would like to thank all you dedicated players of StarCraft and RTS's without which this project would be pointless. I hope you all can enjoy these maps as much as I do. En Taro Adun!
4/48/2013 - Is everyone else enjoying Heart of the Swarm as much as I am?? Fantastic campaign, Blizzard. So many good things about it, even if I don't want to spoil it for you, I might spoil it just by mentioning them... Anyhow, just an update, I am finishing school right now so in a few weeks I will have more time to pick these up again and make some more tweaks. Thanks for your patience people.
12/26/2012 - It has been a while since I last posted here, but I just wanted to inform everyone that I will be back to rebalance/debug the maps and mods for Heart of the Swarm. I haven't played SC2 that much since I got hooked on GuildWars 2 (a game I highly recommend if you like RPGs or WoW-style quest games), but I am excited for HotS coming out in a few months (fingers crossed) so you will likely see more of me once that happens. Cheers!
4/1/2012 - Final versions of Maps posted.
New Zerg Maps 4 & 5 (non-fps): Zerg 4 & 5 (someday)
PLEASE NOTE - UNZIP THE MAPS TO YOUR "MAPS" FOLDER, THEY SHOULD BE IN A FOLDER NAMED "3. THE FALL".
Chris
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Screenshots: Screenshots
Russian Mod: Russian Mod
Zipped Maps Latest: Maps V. C.3.3
Zipped Mod Latest: Mod V. C.3.3
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YOU MUST USE THESE MAPS WITH THE MOST UP TO DATE MOD, or they might not work correctly.
Please make sure you have the Mod in the StarCraft II/Mods folder and the Maps in the StarCraft II/Maps/3. The Fall folder (normally in the 'Program Files' directory - NOT the SC2 folder in 'My Documents').
Facts
- Date created
- Aug 14, 2011
- Categories
- Last update
- Mar 02, 2013
- Development stage
- Release
- Language
- deDE
- enUS
- esES
- frFR
- koKR
- ruRU
- License
- Public Domain
- Downloads
- 457,387
- Recent files
- R: Maps and Mod v. 3.3 (final) Mar 02, 2013
- R: Change Log file Dec 27, 2012
- R: SC1 Mod v. C.3.3 Zipped Apr 01, 2012
- R: SC1 Maps 1-10 v. C.3.3 Zipped Apr 01, 2012
- R: Russian-dubbed Maps 1-5 (V. ~2) Mar 21, 2012
- Reply
- #113
Telenil Oct 09, 2011 at 18:45 UTC - 0 likes@shadowsc2: Go
I have no idea about the starter edition. The only thing you have to install is to put the SC1 mod in the folder Mod of your main Starcraft II directory. Then bring the map top of the Starcraft II icon on your desktop, this will launch the game.
@christdaugherty: Go
I'm a big fan of the original campaign, and I've paid attention to the mechanics and various numbers. Speaking of which, add to the list that extractors curently cost 0 minerals instead of 50, and creep colonies cost 25 instead of 75 ^^
The weird thing is, zealots and probes are actually flagged as Light. The bug might be related to whatever script is used to make shields take full damage, but I couldn't find it in the editor. This has a somewhat noticeable effect on the gameplay, hydralisks are a lot deadlier if zealots are less effective at tanking their damage.
Edit: stranger still, spine colonies always deal their vs light damage to zealots, shield or no shield...
On a completely unrelated topic: The terran buildings in the zerg base in map 5 seem to be destroyed almost immediately, since the terran and zerg do not consider each other as allies. While I'm at it, there is an infested supply depot model somewheere in the data, it could be used for the aforementioned buildings (there is no infested academy, though).
- Reply
- #112
shadowsc2 Oct 09, 2011 at 17:21 UTC - 0 likesDoes it work with the starter edition and how ti install it in detail pls?
- Reply
- #111
christdaugherty Oct 09, 2011 at 14:50 UTC - 0 likes@jared8wally: Go
Jared - want to finish the rest of the maps by the end of this year.
- Reply
- #110
christdaugherty Oct 09, 2011 at 14:43 UTC - 0 likes@Telenil: Go
Tel: Thanks. They are probably not flagged as 'light' - I should be able to fix that fairly easily. You should be an accountant, no detail seems too small for your keen eye... lol. Will fix for the next version.
Chris.
- Reply
- #109
Telenil Oct 08, 2011 at 14:06 UTC - 0 likesI've stumbled upon a weird bug with the mod: probes and zealots take full damage from hydralisks (possibly other sources as well) at all times, even when the attack damages the "hit points" and not the shield. Hydralisks are still set to deal half damage against light, and they do against marines, but somehow protoss units take the whole 10, give or take upgrades and shield regeneration.
(Let's say it again: you did a really good job on these maps. I spend so much time reporting differences/bugs/exploits that it is worth repeating it from time to time)
- Reply
- #108
jared8wally Oct 08, 2011 at 06:17 UTC - 0 likes@christdaugherty: Go
where is the voice for the high templar and i mend when the rest maps going to be up
- Reply
- #107
jared8wally Oct 08, 2011 at 02:42 UTC - 0 likes@christdaugherty: Go
when r the rest are maps r going to be down
- Reply
- #106
christdaugherty Oct 07, 2011 at 08:01 UTC - 0 likes@Wunterwaffen: Go
Wunter - Actually I had really just planned to use the original ending cinematic, I know it is well-liked, it is one of my favorites of all time I think, and I don't think I could do a better job at it. This may disappoint some but I am not a professional programmer or game dev or anything like that, so...
- Reply
- #105
christdaugherty Oct 07, 2011 at 07:58 UTC - 0 likes@Telenil: Go
I guess that's more of an 'exploit' than a bug... The Zerg are supposed to be triggered when you have built a cannon within a certain part of the base. I will look into changing it, possibly with more than one trigger.
- Reply
- #104
Telenil Oct 06, 2011 at 20:36 UTC - 0 likesI think I've found a bug in the triggers of map 1.
I've let the game run for 20 minutes after I joined Antioch, and I had no zerg attacks during all that time. I went through the triggers a bit and saw that the zerg still had 0 upgrades at the beginning of the game, even though "Zerg Start" is supposed to set them to 1/1. That trigger never runs, thus zerg attacks never come. Indeed, there is no "run Zerg Start" line in the trigger "Start", while there is one in every other map.
Adding that particular line switched everything back to normal: the zerg had 1/1 at the beginning of the game, and the attacks came just as the timings said.