SC1 Episode 4 - The Stand

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Protoss Campaign: The Stand

=== This page is for the older version of episode 4: The Stand, which does not require Heart of the Swarm. An updated version of this campaign is now part of the Heart of the Swarm edition of Starcraft Mass Recall. ===


Starcraft Brood War: Episode IV - The Stand

The complete Protoss campaign


Episode list
Episode I - Rebel Yellby Ultraling & Jones
Episode II - Overmindby Jones
Episode III - The Fallby christdaugherty
Episode IV - The Standby Telenil & Jimm3110
Episode V - The Iron Fistby Jones
Episode VI - Queen of Bladesby Telenil, Jones & Jimm3110

Check the official SC1 campaigns on SC2 thread on Teamliquid, and watch our video trailer!

Here are the links for the updated versions of the maps, by language:

English version

Russian version

French version

German version

Italian version

Chinese version

Download on this website

Korean version

Download on storycraft's website

How to play

Before you play, you need to download the maps AND version 4.1 of the sc1mod. Put this file in the "Mods" folder of your main Starcraft II folder. If you launch the map 1 and lose the game almost immediately, the mod file is not at its proper place.

Thanks to Superfield for his mod work and TheTorrasque for some of the maps.

To launch a map, drop it on your Starcraft II.exe shortcut, or open it with editor and choose Test Document (ctrl F9).

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  • Avatar of CraftMasterTheBlackHayate CraftMasterTheBlackHayate Jan 18, 2014 at 16:53 UTC - 0 likes

    I tried playing map 6 the other day and there were no attack waves whatsoever, maybe its because its on HOTS now? how this is fixed in the next update, also some higher difficulty would be nice it felt easier than the first Terran campaign. (back when it was working).

  • Avatar of RobertCL RobertCL Dec 28, 2013 at 15:00 UTC - 0 likes

    Excellent campaign! Winning the last scenario with carriers is the sole option, I confirm! This is really a very well designed campaign! Congrats!

  • Avatar of mexer123 mexer123 Jul 05, 2013 at 18:40 UTC - 0 likes

    Why there is not difficulty options like in previous protoss campaing?

  • Avatar of May90 May90 Apr 28, 2013 at 22:40 UTC - 0 likes

    Just finished this amazing campaign. After mission 6 I stopped for about 3 months, and today finished remaining missions.

    A small but a little bit annoying bug. In HOTS after finishing the last level there is a victory screen without mouse (I believe mouse is locked during the credits and is not unlocked afterwards), so the only way to quit after this is Ctrl-Alt-Del, Alf-F4 or stuff like that. Also, bug or not, but on the last 2 missions enemy attacks only your main bases. It is possible to expand and leave the expansion with no defense, and enemy still won't attack it. I don't recall it happening in any other missions, only in the last 2. But it simplifies the game too much.

    A small advice to players for the last 2 missions. They may be pretty tough if you go heavy ground army. However, a big pack of carriers (15-20 of them) is enough to clean up all the enemy bases in both missions without even ground support. So a good strategy in these missions is to make a few zealots/dragoons and many cannons to hold early and spend all the rest resources on carriers and air upgrades. Once you have 15 fully upgraded carriers fully filled with interceptors, missions become a piece of cake. You can just go and destroy enemy bases one buy one: there are so many interceptors that not even big packs of scourges or hydralisks are able to reach carriers. Beware though: carriers are very slow and can't transfer between your and enemy's bases, so when you move out, you have to leave something to defend your bases. In my opinion, 5 carriers on base are enough to defend against anything enemy is going to throw at you.

  • Avatar of Telenil Telenil Apr 10, 2013 at 12:53 UTC - 0 likes

    @Miles07: Go

    Ah yes, that would be because the dps of the missile turret was fixed in the latest version. I will tweak the positions of the turrets in the next update, thanks.

    Last edited Apr 10, 2013 by Telenil

    "If you're going through hell, keep going."

  • Avatar of Miles07 Miles07 Apr 06, 2013 at 00:33 UTC - 0 likes

    Quirks: Scenarios 2 and 3 allow you to build Arbiter Tribunals, but no Arbiters. No need for the Tribunals.
    Also, Scenario 4 has some issues during the introductory (playable) scene. The Shuttles don't unload all of their troops before being shot down by those Missile Turrets, so you're usually only left with 3 Dragoons and 2 Reavers. You BARELY get Kerrigan and that Probe to survive.

    Last edited Apr 06, 2013 by Miles07
  • Avatar of Miles07 Miles07 Mar 10, 2013 at 00:59 UTC - 1 like

    This might be just asking for too much, but has there been any consideration of the idea of Tribe separation in this campaign, the way it has been reported would be done in LotV?

    Think about it a bit: Here we have the Khalai of Aiur escaping to Shakuras, where they meet the Nerazim (Dark Templar). Perhaps there could be an option of allowing the player to choose which "tribe" to choose to build his/her units?

    I think in particular of Scenario 7, when a numbers of the Khalai rebel against the Nerazim. At this point, wouldn't it be possible to have the player build Nerazim units, or at least units that have a Dark Templar color scheme? Maybe that'd be an interesting way of further connecting to the backstory of the series, or it could even help out with prepping us for LotV. I know it'd be a lot to ask for, but at least it's an idea of how to further spruce up the project.

  • Avatar of nedsociety nedsociety Jan 27, 2013 at 05:58 UTC - 0 likes

    Scenario 01: The cutscene mode starting at the replenishment base (one with the Shield Batteries) can be cancelled by pressing ESC, which pauses the game indefinitely.

    Scenario 04: In some cases, a cloaked Wraith might be aggroed during the initial assault. It's pretty annoying, though it can be dealt with Kerrigan's Psistorm. Cloaking research could be delayed for some time?

    Scenario 05: If Archon is summoned, it will not be removed after destroying the generator in hard difficulty.

    Mod file: Reaver has a problem. The original scarab will pursue and explode even if the target is dead before it reaches. In this mod, however, it will stop if the target dies, which makes Reaver practically useless.

    BTW, is there any guides to contribute to the translation project?

    Last edited Feb 14, 2013 by nedsociety
  • Avatar of AdunEntarovich AdunEntarovich Jan 07, 2013 at 15:23 UTC - 0 likes

    @Telenil: Go Yes, I forgot about it. And what about transport? In BW it controlled all units within, I remember it 100%.

  • Avatar of Telenil Telenil Jan 07, 2013 at 14:05 UTC - 0 likes

    Thanks for the comments!

    @AdunEntarovich: Go

    Weapons/shields/armor didn't transfer in Brood War, the rest did. Could you specify which upgrades you are talking about?

    @zxc99765512dee: Go

    No ETA yet, most maps are playable but the cutscenes and advanced terraining are taking longer than expected. It will probably happen this month, though.

Facts

Date created
Mar 27, 2012
Categories
Last update
Apr 23, 2013
Development stage
Inactive
Language
  • deDE
  • enUS
  • frFR
  • itIT
  • koKR
  • ruRU
  • zhTW
License
Public Domain
Downloads
181,550
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