SC1 Episode 3: The Fall - Protoss Campaign
Attention: This is an outdated Mod and may not work with the newest versions of SC2; please go to the "Mass Recall" link directly below to get more current maps/mod. Thanks, Ctdaugherty
FULL REMAKE FILES - GO HERE FOR MOST UP-TO-DATE VERSIONS - SC:MASS RECALL
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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.
5/15/2014 - 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 once the final (Protoss) expansion is out. 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 eagerly awaiting the new expansion 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').
Ok brutal mode is broken,but all mission on very hard are good (i tryed 1 to 7),only mission 4 is still more easy of original mission without difficulties by christ. Mission 7 is broken,when u kill the 2nd group of zerg,it respawn fore verer and attack you ._.
@christdaugherty: Go
Any idea what can be causing the creep colony problem? I've tried a few different mod versions and they're just not there.
I will be releasing an additional update to fix some of the nagging problems in the Mod and Maps. I have corrected the problem with Guardians - thanks to Jimm3110 - and changed some of the AI on the later Maps so that waves will keep coming regardless of difficulty. It will be out soon, I just need to go over it a couple more times. Probably this weekend.
The Download link doesn't work.
They work fine.
Great job on these campaigns, good for the one that doesn't have StarCraft or just wants to play through the campagin in better graphics!
@christdaugherty: Go
Ah, it's been awhile since I played the original,guess I forgot about that upgrade
Hi,
Does this new 3.2 Mod include all the changes that Telenil made for Mod C.2.3 for the Terren and Zerg campaigns? Thanks
I've enjoyed playing these but I hit a wall with missions 7 and 8: my heroes keep getting killed even before I get control of them. Just after mission 7 starts, the game zooms to an unrevealed corner of the map and tells me that Fenix has been killed. On mission 8, as soon as the first attack on my base starts, again the game zooms down to the bottom left corner and tells me that Raynor has been killed. Neither of these heroes were visible to me before this happens.
Any ideas?
@christdaugherty: Go
I just tried with version 3.2 which appear to be the latest, released like 2-3 days ago. I tried loading Zerg08 directly and also starting back from first mission. No creep colonies.
@JamesP07: Go
Try playing the Zerg maps with a newer version of the Mod. Many problems have been fixed in newer Mod versions and the newer versions are compatible with the Zerg and Terran campaigns.
@TaintedDreams: Go When upgraded in SC1, Zealots move at nearly the same speed as Dragoons; it may be slightly faster. For purposes of this mod, when upgraded, Zealots move at the same speed as Dragoons.
@TaintedDreams: Go
In SC1 Zealots are really slow without the Leg Extension upgrade from Citadel of Aiur. After you get the upgrade they are one of the fastest units in the game.
I found a pretty big balance issue with some of the Protoss Units in the mod, their movement speed is only 2.25, Dragoons are 3.00 for some reason? Zealots are supposed to noticeably faster than Zealots (maybe their movement speeds were mixed up?) Because in the original Starcraft, Zealots were one of the fastest ground units in the game, pretty closely matched with Zerglings, but as they are now, they have quite the trouble keeping up with ranged units, even stationery ones dropping their usefulness drastically. Not sure where to post this though, but seeing as you used the mod and have a basic changelog of it here, I figured you'd be able to know who / where to forward this to. Thanks in advance
@DEFILERRULEZ: Go
I tried mod 2.2, 3.1 and even the newest 3.2 just released - nothing seems to do it. What mod version are you talking about when you say 'the Telenil/Jones313 mod it work' ??
Thanks!
@JamesP07: Go
With your mod it doesn't work,but with the Telenil/Jones313 mod it work. The missioj 1 on brutal is impossible,because the problem isn't the 1/1/1 upgrades of enemies,but the 3 waves of 2/2/2 enemies,they are too near 1st wave-1 min-2nd wave-30 sec-3rd wave. I will try all but brutal difficulty must be fixed.
I posted this on the Zerg campaign page but the comments haven't seen any activity in over 2 months so I'll take a chance here...
I have a problem which it's probably something really dumb. How the do you build creep colonies as Zerg?? The space where the colony should be in the Basic Structures interface for my drones is blank. Until now it was fine, I handled the game without them but Zerg08: Eye for an Eye is way too hard to deal with without colonies.
Any help appreciated!
Some more comments (played on very hard):
Mission 5: Within 2 minutes terran becomes hostile (pretty sure in SC1 you needed to attack terran for this to occur), and sends cloaked wraiths (pretty much i had to rush forge + cannon to deal with this). However after 15 minutes the zerg player basically stops trying to drop and becomes extremely passive.
Mission 6: Perfect
Mission 7: This mission is pretty good, you get hit with some pretty large waves early on, and is pretty difficult after a little bit. However after 15 minutes the AI pretty much stopped sending any large waves, red basically just started sending a few scouts + small handful of dragoons. Orange seemed to like sending a single carrier without support, or a few dragoons.
I am pretty sure the AI basically completely falling apart is because of the AI players are running out of money. The small attacks that seem to trickle in, after the 15 minute mark are probably from the small handful of workers mining. Maybe add a trigger to give the AI so much money every x minutes?
Hi, I just tried your new version (played missions 1-4). Even on very hard the AI barely seems to send attack waves. E.g. mission 3, It was not until 15 minutes into the game that I got my first attack wave consisting of a handful of zerglings and hydralisks.
I looked at the triggers using the galaxy editor, and it seems like it should be sending waves more often , but it doesn't really seem like it is. (Map1 on hard the AI never sent a single wave to me).
I got the latest SC2MOD, and the new maps released today. Anyideas?
New versions posted of the Mod and Maps. Many issues fixed - I will post them soon. I feel this is probably the "best" version of this Mod in regard to having problems fixed - aside from the bugs I didn't seem to be able to fix - for maps from the SC1 campaigns. I added varying difficulty to all the maps for those of you who had been looking for more challenge, and I think even veteran players may think the brutal difficulties are more of a struggle to get through... All transmissions and intro scenes should be skippable, and all tips are hidden on any difficulty greater than normal.
This version of the Maps/Mod has probably been the most fun to work on; making the maps challenging (but not impossible) for players is really not always easy, but when it works out right, it feels really good to have accomplished. I hope you guys enjoy it as much as I did when I was working it all out.
Played at least missions 1 to 3, and I must say you did a very decent job on it.
Of course, I found some bugs and found it fit to list them to you:
- Forge upgrade queue, instead of five, like in production structures, has only three queue slots. Don't know if it's either a glitch or deliberate, but I feel I should inform this.-
- Even with all upgrades, Zealots won't upgrade their weapon damage.
- Cybernetics Core and Forge 'working' animations are not working when you start an upgrade.
I'll keep playing and will keep you posted if any more bugs show up.