Mod V. C.3.2
Details
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FilenameSC1mod.SC2Mod
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Uploaded by
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UploadedMar 12, 2012
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Size88.99 MB
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Downloads11,551
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MD50fb69f91ac6203eb0e892a58689bb95c
Changelog
Extract this Mod/Maps to the folder Program Files/Starcraft II/Mods or /Maps/The Fall
If you have a previous version of the Mod/Maps you want to keep do not replace the old versions until you have moved or saved them in another location.**
Improvements/Changes:
V. C.3.2:
V. C.3.1:
- BASE UPGRADE BUILDINGS INCREASED QUEUE TO 3 - base upgrades can be stacked
- Fixed Zeratul's Health/Shields to SC1 levels
- Fixed shield damaging issue (full dmg to shields vs. reduced/other dmg to no shields) for all units
- Battlecruiser/Hyperion weapon speed increased to compare with SC1 levels
- Fixed camera problems in maps 1-5
- Removed Medic/Goliath upgrades (map 10)
- Changed Cerebrate death animation
- Fenix (Dragoon) shield icon and # for shield l. 1 fixed
- Fixed icons for Mutate to Queen's Nest, Defiler Mound; changed Zerg ability icons to match SCBW
- Fixed animation for Dark Swarm
- Fixed Portraits for: Defiler, Queen's Nest, Overmind
- Changed Model for Infested Terran
Issues:
Timer on Map 2 will not go away after it is elapsed Kerrigan still has no Hero Portrait (Hopefully this will be fixed in SC2 Zerg campaign)
V. C.3.0:
- UPGRADE BUILDINGS HAVE SINGLE QUEUE - only one upgrade at a time per building
- UPGRADE AND BUILD TIMES UNIFIED FOR ALL TEAMS - ALL upgrade and build times reset to SC1 levels
- LIFE, BASE WEAPON, SHIELD UPGRADE TIMES SCALED FOR ALL TEAMS - time to level 1 = 1/2 to level 2 = 1/3 of time to l. 3
- Map 6: Included Pickups; Map is the same layout with similar unit amounts & positions; map pathing/event timing may vary from SC1
Terrans:
- Science Building no longer leaves footprint/fires after death (thanks to Jimm3110)
- Command Center now upgrades without error/double health bar
- Changes to certain icons for Ghosts and Medics abilities
- Starport add-on recognition fixed - an unused add-on will 'reattach'
- No change to lack of Command Center add-ons (didn't seem necessary to me but possibly in future revisions)
- Science Vessel ability Irradiate now an autocast ability (along with Medic's Heal this compares to other teams autocasting)
- Medic Heal ability restores 3.5 (not 4) health per 7 energy used
Zerg:
- All icons now in color, changed many icons and some icon positions on buildings
- Models (looks) changed for Creep Colony, Queen and Queens Nest, Defiler and Defiler Mound:
- Creep Colony = Brood War Model (new);
- Queen = Brood War Model (new) ; Defiler = Infestor;
- Queens Nest = Roach Warren; Defiler Mound = Infestation Pit
- Ultralisk sounds restored to SC1 sounds
- Footprint of Defiler Mound is now 3 x 3 (was 2 x 4)
- Lurkers have Hold fire/Open fire commands for ambushes
- Autocasting added for abilities: Ensnare & Dark Swarm
- Name of Queen energy upgrade restored (Gamete Meiosis)
- Kerrigan air attack reduced to 20 dmg (thanks Telenil)
- ENEMY UNITS ADDED (infested colonist); some maps (9 & 10 mostly) have additional units to reflect map size/difficulty
Protoss:
- All icons now in color, changed many icons and some icon positions on buildings
- Model changes to: Observatory, Citadel of Adun
- Observatory = Twilight Council (old Citadel model);
- Citadel of Adun = Protoss Small Building model (no upgrade animation)
- Dark Templar sounds restored to SC1 sounds
- Tassadar can no longer target air units; range reduced to 4.5
- Tassadar now will float without walking; increased his height from the ground by .1 for increased effect
- Shield Battery rocks. Changed it (with help from Superfield) to work more like a Science Vessel without movemt. Now it plays a sound and animation while restoring shields and targets much better.
V. C - V. C.2:
- Siege Tank no longer causes error.
- Zerg Spine Colony no longer leaves animation remnant.
- Autocasting Units: Shield Battery, Reaver, Carrier.
- Zerg Queen and Defiler Upgrades work correctly.
- Zerglings and Scourge have correct costs as well as number spawned (2).
- Parasite ability works properly.
- Easter eggs on certain maps.
- New Doodads
- New Zerg-ish Critter
- Model changes to Cerebrate and Aldaris Portrait
- Corrected costs/names for Leg Enhancements/Charge, Archon Merge, Robotics Upgrades
- Corrected Tassadar Hallucination Ability, Dragoon voice, Dominion Attacks and trigger in Map 5
- Corrected Volume error on Spine Crawler weapon Impact
- New version of Cerebrate w/sounds - Final version (?)
- Subtitle corrections
- Sunken Colony size changed, renamed, attacks w/o error now - fully corrected
- Restored original SC1 background in briefings
- Eliminated blackness at map edges
- Gave Tassadar the Karass attack
- Corrected/revised errors with models: Chrysalis (both), High Templar, Guardian
- Zerg costs for Creep Colony + Sunken Colony + Spore Colony 'fixed' [to a degree]
- Fixed Extractor cost
- Fixed 'Salvaged' msg
- Corrected Creep Colony/Spine/Spore costs
- Corrected issues with Young Chrysalis and Mature Chrysalis
- Corrected issues with High Templars and Hallucinations of them
- Sunken Colony may have animation issues
- Guardian Move to attack order moves unit too close
- Archons, firebats and tanks can't damage units that are under Dark Swarm
- Each nydus is connected to all the others
- Some hotkeys may still be missing
- wanted to play final Protoss movie at the end of campaign; did not work
Use these Maps at your own risk. If you find an error please let me know I can try and fix it.