SC1 Episode 2 - Overmind

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Starcraft: Episode II - Overmind

the complete Zerg 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

also check out the project thread at TeamLiquid

The second installment of the classic Starcraft campaigns. Uses the same mod file as the previous episode, and again, credit for the mod goes to MavercK. Also thanks to Ultraling for his initial work on the Terran episode, and GnaReffotsirk and others for the amazing unit models.


  • all 10 original missions
  • original SC1 units and structures with original stats, including custom models
  • original SC1 Zerg soundtrack
  • all the dialogue, voice acting & other miscellaneous text from the original campaign

"Artistic License"

(some notable differences from the original campaign)

  • Lurkers! Because who doesn't love Lurkers?
  • Mission 5 "The Amerigo" - yep, like it or absolutely hate it, the third person "shooter" action is back
  • two difficulty levels - with a somewhat more aggressive AI than in the original, in order to provide some challenge to the average player


Links to the latest versions, by language. You will need both the maps and the mod file to play (see "How to play" below). For older versions, check the "Files" section.

English version

French version

German version

Episode 3 - German

Russian version

Italian version

Korean version

How to play

  • extract the mod file (SC1BWmod) to your "Mods" folder in your Starcraft 2 install directory (NOT the folder under "My Documents")
  • extract the map pack to the "Maps" folder in your Starcraft 2 install directory (create the folder if it doesn't exist)
  • extract the Campaign Launcher & setup to the same "Maps" folder (not the campaign folder)

Campaign Launcher installation:

  • launch the Starcraft 2 editor
  • open the setup map named SCMRsetup in your Maps folder and click the "test document" button on the top right (or press ctrl+F9)
  • wait until the launcher loads and you're at the title screen, then save the game and exit the map (press esc or F10 to open the game menu)
  • find the save file (named "Starcraft - Mass Recall" by default) in (your home/documents folder)/Starcraft II/Saves/VersusAI
  • copy or move the save file to the saves folder under your account folder (your home/documents folder)/Starcraft II/Accounts/.../.../Saves/Multiplayer (for example; any of the save folders will do)
  • Done! You can now log into the appropriate account and load the save from the load game-screen. You can use this save to play each episode.

more info:

  • You can copy the save file to whatever accounts you want. For example, if you want to play offline, copy it to your guest account folder.
  • If you're unsure of the right folders or can't find the Starcraft II documents folder, log into an account of your choice in SC2, go to the load game-screen, click on a save and click the "show in folder"-button. It will take you to the appropriate saves folder.

Troubleshooting & known issues


  • Original campaign by Blizzard
  • Remake by Jones
  • The original mod "Starcraft 2 Brood War" by MavercK
  • with additional tweaks by christdaugherty, Superfield, Jones, Telenil, Jimm

custom models/textures

  • GnaReffotsirk (Carrier, Shuttle, Queen, Guardian)
  • Snowflake Entertainment/Project Revolution (Reaver, Corsair, Defiler, Valkyrie), reworked by GnaReffotsirk (with help from NiNToxicated, DeveRR0, Phygis)
  • GhostNova91 (Devourer, Raszagal / Female High Templar, Duran portrait, Protoss / Xel'Naga Temple, UED flag)
  • buhhy (Dragoon)
  • SoulFilcher (Ion Cannon, Duran hero icon)
  • Thrikodias (Observatory, Psi Emitter, Xel'Naga Stasis Cell)
  • Alpha & Omega Squadron decals by TooMuchTuch

  • Third Person Shooter engine by martinolsson
  • easy difficulty & other miscellaneous tweaks by Telenil
  • French translation by Choum28
  • Russian translation by Jimm3110, Virussoft (original translation & dubbing: Fargus Multimedia, 7Wolf)
  • Italian translation/modification by Zarxiel93, TheTorrasque, JustSkorpyon
  • German translation by FirefoxGhost
  • Korean translation by storycraft
  • as always, thanks to Hati for his SC2 Localizer


  • Starcraft soundtrack by Derek Duke, Glenn Stafford, Tracy W. Bush
  • "Trainstation PT.2", "Guard Down" by Kelly Bailey (The Orange Box Original Soundtrack)
  • "The Maw", "Under Cover of Night" by Martin O'Donnell & Michael Salvatori (Halo Original Soundtrack)
  • "Chapel of Evil" by Russell Shaw (Fable: The Lost Chapters Original Soundtrack)

  • special thanks to Telenil, christdaugherty, Superfield and Jimm3110 for their enthusiasm and work on the project.

PLEASE NOTE that this is a completely unofficial, non-profit, fan-made remake and in no way affiliated with Activision Blizzard.

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  • Avatar of davidrsr davidrsr Apr 25, 2011 at 06:44 UTC - 0 likes

    I got some problems to report Mission 2: It seems that the Hunter killers do not benefit from weapon upgrates Mission 10: The khaydarin Crystal may appear somewhere arround the zerg base before the temple is destroyed For Infested Kerrigan, the melee attack is ok, but the range attack seems not benefit from weapon upgrates. There is also a problem of the Devourer, the weapon ungrates seems not correct for Devourer (If you ungrate airweapon to level 3, the Devourer's attack weapon will still be in level 1). Moreover, the Devourers are not able to attack units like Observers even is those observers can be viewed. Anyway, awesome work

  • Avatar of Sandwraith05 Sandwraith05 Apr 25, 2011 at 06:12 UTC - 0 likes

    @Telenil: Go What did you did on the 9th mission?It's extremely hard!I tried to mass mutalisk then go for guardians and devourers but the carriers and archons are just sooo damn strong!For example,i have 26 mutas,they attack my mutas with 4 scouts,1 just 1 carrier and an archon,and i end up with 10 mutas!Pls tell me what did you did cause i am getting confused.

    PS:What i actually do in sc1 is kill all the protoss and then the drone can mine there with no protection whatsoever.And yes i did it with air.

    Last edited Apr 25, 2011 by Sandwraith05
  • Avatar of DingoDyno69 DingoDyno69 Apr 25, 2011 at 04:56 UTC - 0 likes

    actually i tried loading a saved game and heres what it says word for word: The mod data loaded does not match the mod data which was originally used to play this: and it always says that every time i save a game and try to load it up so again if you guys could look into that or tell me if im missing something what would be great.

  • Avatar of DingoDyno69 DingoDyno69 Apr 25, 2011 at 04:40 UTC - 0 likes

    hi great maps so far but i have run into a minor annoying kink in the Zerg maps and even the Terran ones, every time i try to save the game and load it up it says: mod file dose not match the mod for this game. if you guys could look into that, that would be great, and btw yes i have the sc1 mod in the mod folder i downloading it when i got rebel yell and placed it in there.

  • Avatar of Telenil Telenil Apr 24, 2011 at 17:58 UTC - 0 likes

    About zerg mission 8: the DTs do fight their way through, if they run past your army, then you're probably too close to the end of the canyon. The level is practically impossible without lurkers, I didn't want to use brood war tech (and did the entire terran campaign without it) but by the end of the zerg campaign the zealot phalanges are too powerful to be repeled without them.

    Additionnal bug reports: - Scouts and arbiter aren't affected by air weapon upgrades (only carriers seem to have increased damage) - Guardian attack prompt no response at all, units that are attacked by them stay idle until they die. They will attack the guardian if it comes in their aggro range, but never retaliate or flee.

    Mission 9 and 10 were very challenging. Terran 7 and 8 were hard, too, but the final zerg mission felt far more rewarding due to the air/AoE waves, which meant muta deathcloud or mass units a-move didn't cut it. Intense fighting, macro on 4 hatcheries and continuous battles against various protoss strike forces: to me, the best missions in the remake, hands down.

    Thank you for the awesome maps!

    Hope begins in the dark, the stubborn thought that if you just show up and try to do the right thing, dawn will come.

  • Avatar of Sandwraith05 Sandwraith05 Apr 24, 2011 at 07:04 UTC - 0 likes

    The campaign is awesome!I just passed through the 8th mission and really,it was a challenge!First i thought hydras can do the job,like in sc1,but the rievers,and the templars totally decimated them!It was also really hard to split my hydras on 3 locations!Even my whole group was barely fending of an attack!The Protoss were just to good!Then i made 5 lurkers at each location and it made it soooo more easy!If anyone haves trouble with this mission,just use lurkers!They'r so good!Anyways,then i decided to do mutaling,and it did work pretty well.I just used the mutas to pick of the rievers and the templars,the lings did the rest.I didn't even need many mutas,12-14 did the job.But they still were some bugs during the campaign.I'l list those that i found:

    1.The Scourges don't cost anything unless suply.

    2.On mission 9 the crystal somehow spawns in my base after a few minutes.

    3.I couldn't infest Jimmy's Command Center on the 5th mission.I already know that the queens are bugged,but the "spawn broodling"ability seems to be working fine.

    4.There are infestor upgrades on the queen's nest,not queen upgrades.

    5.The Kerrigan portrait doesn't apear,on that little window witch displays your unit's health and portrait,also if you click on it it selects the hero.

    Everything else seems to be working fine.I can't imagine how awesome is goin to be the protoss campaign!But please make the dragoons look different.They'r design kinda sucks.

    PS:Sorry for bad english.

    Last edited May 01, 2011 by Sandwraith05
  • Avatar of onedaysnotice onedaysnotice Apr 24, 2011 at 02:53 UTC - 0 likes

    eh. mission 2 still won't work :S

  • Avatar of DTArconTe DTArconTe Apr 22, 2011 at 01:08 UTC - 0 likes

    Hi, Great job with the campaign, I can see it's really the best sc1 to sc2 mod i've seen.

    These maps are identical to the original, When i play on the campaign i feel that i'm playing SC1 like when i was a kid, but in starcraft 2 with cool graphics.

    Now somethings i want to point out: -Devourers fire rate is way too slow, i remember in brood war they were slow, but 5.6 (idr) is way too slow I think, i might be wrong tho. -Scourges don't spawn in pair and they cost no mineral. -Spine Colony projectile doesn't disappear (it might be a problem with my graphics i think) So idk.

    That is it, but owell yesterday i finished the campaign, it was hard but Worth it...

  • Avatar of redchon redchon Apr 21, 2011 at 19:31 UTC - 0 likes

    Good job with the campaigns so far! It's really well done, but...

    -Scourges don't cost a thing, and they don't spawn in pairs. -Queen's Nest is showing Infestor upgrades. -I'm sure you already know, but Mission 9, the bug where the Khaydarin Crystal shows up at your base for no reason... -Also in Mission 9, the expansion below the body of water at the Northeast corner of the map, you can't build an extractor there since the terrain is actually blocking the placement of the building. -Though it should be looked into if possible, the scourges barely move apart when they clump up together like mutas and other air units.

  • Avatar of Jones313 Jones313 Apr 21, 2011 at 17:42 UTC - 0 likes

    A minor "hotfix" should be available momentarily, once it gets approved. A more thorough update will be coming sooner or later.


    Sounds like the issue definitely has something to do with the Chrysalis/Khaydarin Crystals. See if the new update helps.


    Not yet. =P