I enjoyed the remake of Starcraft 1 maps (actually playing them again right now) but I've beaten these campaigns several times on original Starcraft it is starting to get boring. I had an idea if someone could do a remake of Starcraft, it would still be lore friendly but a complete redo of maps that could have some twists to them, kinda like how sc2 campaigns are. The idea would be basically a complete redo of maps to be different than the original but with a bit more excitement, eg backwater station you could fight an actual zerg AI and have to make it to the base before they are over run. I'm wondering what the rest of you would feel about a complete redo of sc1?
StarCraft: Director's Cut (SCDX) was an idea that I was working on logistics-wise. It would've basically combined the SC2 engines with SC1 scenarios, plus a few more bits of lore (thanks to Starcraft.wikia), which I think would be great as a sort of a mid-way point between SC1 and SC2.
For instance, why were there Diamondbacks on Tarsonis in WoL (The Great Train Robbery), but they didn't even get a passing mention in SC1 Lore? The Scenario The Big Push (where you plant the Psi Emitter on Tarsonis) should have some Diamondbacks in it.
One of many examples.
The only setback is that I don't have the time I want to actually get down to making this mod, but I can certainly give some pointers to it. If you want help on this, let me know.
I would love to do something like that but I haven't even looked into sc2 map editor aside from launching the remake campaigns, I am somewhat decent with sc1 editor if not much has changed, but no way could I do this alone. Also like your idea of using the upgrade systems, I could see wol and hots campaign upgrade systems work out for terran and Zerg campaigns. Although integrating that sounds challenging and definently out of my skills. I'm not really knowledgable about the lesser lore things(like what u meantioned about diamondback) but do have ideas of things to change in a lot of missions.
It would be ideal to take the current remake maps (with permission) since all the intro/sounds/basic scripts are already done to build off of would save huge amounts of time.
Do you mean the Mass Recall project? We would definitely need permission from a LOT of people, given the list of names behind the many parts of that project. Then there's the whole ordeal with models, animations, data, abilities, continuity, etc. I'm still working on getting a good catalog of units for each of the three races: Terrans have a lot of units divided into two main factions (Episode 1 and UED), Protoss have two main factions (Khalai-Ep3 and Nerazim-Ep4) but there aren't that much in terms of 'legacy' Zerg units, so artistic license will be needed in order to balance that out.
I also haven't done much in the Editor besides look at assets hidden inside mods and dependencies. Still, I'm certified in C++, so any problems found in the project I could take a run at using programmer skillz :P . Of course, time is a major factor in a project as intricate and expansive as this, so for what it's worth, count me in for as long as I can give my attention to this.
Yeah I had a read on your post on the separate tech trees, think it would be especially nice idea for the mission where aldarisis takes over your Templars.
Also believe tech is a lot different for UED, but i do not know that much about smaller bits of lore. I dunno how useful I would be for a project like this because haven't done something like this in the editor before. An idea for the Zerg would be; in hots abithir(if that is spelt right, the guy who changes the Zerg strains) tells kerrigan that he was created by the overmind then also captured again by Kerrigan after the overmind was killed, so he might be able to be incoperated somehow.
Also I've read about these episode 1 Terran campaigns that are mentioned supposedly left onto earlier copy's of a disc but not officially in the campaign, perhaps those could be worked into this.
Yes, there are several missions left "unused" on the MPQ files, but there is actual data left for them: "Biting the Bullet (Sc7)" and "Operation Silent Scream (Sc10)", bringing the total number of scenarios in Episode 1 "Rebel Yell" to 12 + Tutorial.
Maybe the Precursor campaign would also be applicable, especially since it's an official campaign.
EDIT: I saw here the list of retcons / plot inconsistencies / holes / issues / errors, and it points out that "The UED did not have their own tech tree and they came to the Koprulu Sector in a standard Terran battlecruiser (The Aleksander)." Unlikely, since the BW manual says that Earth was watching the Koprulu sector, so they might have made their own tech based off of / mimicking that of the Terrans. This is likely to change for the NEW "Iron Fist" campaign, with additions that could basically explain the tech-tree changes between SC1 and SC2 (Banshees, anyone?).
I enjoyed the remake of Starcraft 1 maps (actually playing them again right now) but I've beaten these campaigns several times on original Starcraft it is starting to get boring. I had an idea if someone could do a remake of Starcraft, it would still be lore friendly but a complete redo of maps that could have some twists to them, kinda like how sc2 campaigns are. The idea would be basically a complete redo of maps to be different than the original but with a bit more excitement, eg backwater station you could fight an actual zerg AI and have to make it to the base before they are over run. I'm wondering what the rest of you would feel about a complete redo of sc1?
StarCraft: Director's Cut (SCDX) was an idea that I was working on logistics-wise. It would've basically combined the SC2 engines with SC1 scenarios, plus a few more bits of lore (thanks to Starcraft.wikia), which I think would be great as a sort of a mid-way point between SC1 and SC2.
For instance, why were there Diamondbacks on Tarsonis in WoL (The Great Train Robbery), but they didn't even get a passing mention in SC1 Lore? The Scenario The Big Push (where you plant the Psi Emitter on Tarsonis) should have some Diamondbacks in it.
One of many examples.
The only setback is that I don't have the time I want to actually get down to making this mod, but I can certainly give some pointers to it. If you want help on this, let me know.
I would love to do something like that but I haven't even looked into sc2 map editor aside from launching the remake campaigns, I am somewhat decent with sc1 editor if not much has changed, but no way could I do this alone. Also like your idea of using the upgrade systems, I could see wol and hots campaign upgrade systems work out for terran and Zerg campaigns. Although integrating that sounds challenging and definently out of my skills. I'm not really knowledgable about the lesser lore things(like what u meantioned about diamondback) but do have ideas of things to change in a lot of missions.
It would be ideal to take the current remake maps (with permission) since all the intro/sounds/basic scripts are already done to build off of would save huge amounts of time.
@allan63: Go
Do you mean the Mass Recall project? We would definitely need permission from a LOT of people, given the list of names behind the many parts of that project. Then there's the whole ordeal with models, animations, data, abilities, continuity, etc. I'm still working on getting a good catalog of units for each of the three races: Terrans have a lot of units divided into two main factions (Episode 1 and UED), Protoss have two main factions (Khalai-Ep3 and Nerazim-Ep4) but there aren't that much in terms of 'legacy' Zerg units, so artistic license will be needed in order to balance that out.
I also haven't done much in the Editor besides look at assets hidden inside mods and dependencies. Still, I'm certified in
C++
, so any problems found in the project I could take a run at using programmer skillz :P . Of course, time is a major factor in a project as intricate and expansive as this, so for what it's worth, count me in for as long as I can give my attention to this.Yeah I had a read on your post on the separate tech trees, think it would be especially nice idea for the mission where aldarisis takes over your Templars. Also believe tech is a lot different for UED, but i do not know that much about smaller bits of lore. I dunno how useful I would be for a project like this because haven't done something like this in the editor before. An idea for the Zerg would be; in hots abithir(if that is spelt right, the guy who changes the Zerg strains) tells kerrigan that he was created by the overmind then also captured again by Kerrigan after the overmind was killed, so he might be able to be incoperated somehow.
Also I've read about these episode 1 Terran campaigns that are mentioned supposedly left onto earlier copy's of a disc but not officially in the campaign, perhaps those could be worked into this.
Yes, there are several missions left "unused" on the MPQ files, but there is actual data left for them: "Biting the Bullet (Sc7)" and "Operation Silent Scream (Sc10)", bringing the total number of scenarios in Episode 1 "Rebel Yell" to 12 + Tutorial.
Maybe the Precursor campaign would also be applicable, especially since it's an official campaign.
EDIT: I saw here the list of retcons / plot inconsistencies / holes / issues / errors, and it points out that "The UED did not have their own tech tree and they came to the Koprulu Sector in a standard Terran battlecruiser (The Aleksander)." Unlikely, since the BW manual says that Earth was watching the Koprulu sector, so they might have made their own tech based off of / mimicking that of the Terrans. This is likely to change for the NEW "Iron Fist" campaign, with additions that could basically explain the tech-tree changes between SC1 and SC2 (Banshees, anyone?).