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Attention: This is an outdated Mod and may not work with the newest versions of SC2; please go to the "Mass Recall" link directly below to get more current maps/mod.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').
@PIBIV: Go
To create a new sound: go to Import, right-clic somewhere empty and choose "import file". Select the sound file you want to add to the map and save the map. Then go to Data -> Sound, right-clic somewhere empty and select "New Sound". Right-clic on the window that appears, select Add Sound, and choose the sound file you have just imported. You can now use triggers like "Play Transmission" or "Play Sound" to make the sound happen in game.
If you just want to change the sound in a map where everything already exists, then Import the sound file as I've just explained, check the cinematic trigger to see what the name of the sound is, delete the sound file in the window of that sound, then add the sound file you have imported. You don't need to change anything in the triggers.
Screenshot attached!
Hello, can you help please junior map maker. Where i can change sound for units, for example i have my own localization(sound) for some units, where in map file i can find tools to replace sound files, for example for intro of the map where protoss speak?
Finished this recently. It was awesome but I have only a couple problems. Firstly, in the second to last mission, when I attacked a cerebrate the game would more or less freeze (it'd go extremely slow), especially if I made the mistake of attacking it with a group of carriers. I believe the problem lies in it's health regen rate. Then lastly, in the final mission, the resources between the two bases are not shared, and worse so, I can't see the Terran's resources - only supply. If there is any way to, please find a way to combine the resources, as the Protoss base clearly gets shafted on minerals and becomes difficult to defend. I was playing on Very Hard mode, so I'm not sure if these problems are on all versions.
I am on my Brutal playthrough of this amazing Protoss campaign. Really, well done! Like I returned 15 years ago in time.
Brutal difficulty is finally brutal. Not that it is insanely hard, but it is definitely more challenging than Starcraft 2 campaign on Brutal. I had to restart the 1st level before I figured the way to cannon my base entrance so that they don't destroy cannons (I simply placed all non-cannon buildings in front of cannons, so ground units had to make a way around these buildings to start shooting cannons, so most of them died before they started shooting/hitting; I used that tactics in some other levels as well, and it makes them a piece of cake even on Brutal).
But this 5th mission was a real bitch. I had to restart a few times and then I had to save game like every 30 seconds and reload countless times, trying to defend from each assault with least possible casualties. It is too challenging, I would recommend tuning down difficulty there. The Zerg make heavy drops with lings, hydras and mutas every 30-40 seconds, cannons can hold these waves pretty well. But when guardians come, especially during first 10 minutes when you don't have many units and upgrades, it becomes a real nightmare. I used the following tactics. First I cannoned my base well and started producing dragoons (4 gateways can produce constantly if you have many probes). I kept my forces on 1 base and just tried to hold off, slowly making upgrades, microing as well as I can and using Tassadar's storm often. After the 1st base was mined out, I was left with like 3 zealots and 12 dragoons, and all cannons were destroyed. Then I moved all my forces on the right-bottom corner of the island, where drops come. Computer keeps dropping right there, and it is easy to destroy dropped units one by one; however mutas and guardians make this really hard. At this time I'm expanding and saving every 20 seconds, so that if drop comes from the west, I can reload and move my units there to intercept it. After expansion is finished, computer starts to attack a bit easier. I trained about 10 more dragoons and 5 zealots, and then started producing scouts only. After 10 scouts were built, the game became very easy. I simply kept harassing opponents bases and destroying their buildings one by one.
There is also a minor problem: sometimes a new level loads without in-game music. Simply restarting it from the campaign launcher fixes this.
Anyway, great job! Thank you!
EDIT: Now, after completion of the entire campaign on Brutal, I can add on something. Bugs: On the pre-last mission, where you have to kill celebrates, whenever any of my units hit one of the celebrate, the game was frozen for like 2 seconds which was quite annoying. I suppose this is due to some animation or sound which is bugged. Also in the last mission, in my case, death of Raynor didn't end up in losing the mission. I believe it has been reported by someone else as well. Suggestions: The difficulty of the game is floating. It's extremely hard for mission 5, pretty hard for mission 10 and normal for all other levels, as soon as you know what to do. I would suggest balancing it up a bit. There is also a trick on the last mission which makes it piece of cake. It is possible to block 2 ramps at the same time with dark templars so that no one but zerglings and mutalisks can pass through them. That makes Zerg's attack on the Protoss base a joke. I would suggest adding 1-2 overlords to each wave, so that they could see cloaked templars and kill them.
Our sc1 remake ita team on those months fix a tons of bugs on your maps,we added a lot of doodads and terrain textures,check here so we can give you our "the fall" that had received a loooot of balance on this months.
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 for Heart of the Swarm. 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 excited for HotS coming out in a few months (fingers crossed) so you will likely see more of me once that happens. Cheers!
I look forward to revisiting these and other maps once HotS is released; I hope for many of you I can fix many of the issues and problems you have posted about since last I worked on it (if others have not fixed them already). I am glad many of you really liked these maps, and I know (very well in fact) that they are not perfect. Thanks for your patience and understanding.
Chris
I can honestly say that this is a really well done campaign. The Brutal difficulty is really reminiscent of the brutal difficulty for the actual Starcraft 2 campaign and I am having a blast with a lot of the missions. Your programming abilities are completely beyond my comprehension. A job well done. HOWEVER, I am actually a mid-master Terran and Zerg player in starcraft 2 but when I attempt the 5th mission of the protoss campaign also called "Choosing Sides" on the hardest difficulty, it really is impossible. I can't do it. To elaborate a bit after about 4 or 5 minutes into the game they begin to sending continuous waves of superior upgraded Zerg and Terran air units at you at the same time. Furthermore the wraiths actually have the cloak ability when the observer has yet to even be unlocked as a buildable unit. So your only available detector is photon cannons, even so they are sent long before you can possibly finish a forge and a photon cannon in time. I manage that part by holding position on my units and storming with zeratul. When the Broodlords start coming its all over. I believe the very hard difficulty is appropriately set, but it could still be a little harder for brutal.
Uh, I installed it like 7 times, when I try to play a map Raynor's face comes up as loading screen (like the one when u start the game) and then I get kicked into the menu saying could not open map, in the editor i says unable to open map info or something like this
hey everyone....i put maps and mods corect but... when i start the SCBW Campaign Launcher i thnk is fain was appear the episode 1 2 3 4 5 etc but when i select the mission in the episode... is loading in blck sreen and at final ..<sub>, unable to open map'' pls help me who know:*</sub>
@Garrthos: Go
Saying what we're all thinking. After making this campaign playable, and completing the QoB campaign (can't wait for that one, btw :D) I really hope you guys come back and make these maps fun and unique like you did for the other chapters. This is one of my favorite campaigns of SC1 vanilla in terms of story.
@Garrthos: Go
As the first three campaigns use a different version of the mod, we do have plans to update them, as Jones recently did with Rebel Yell. It will be an opportunity to fix several issues with difficulty and the IA.
To be fair though, some of the bugs you reported (unpowered gateways...) didn't exist when Chris released the maps. If Jones and I had to stop SC2 six months ago, Rebel Yell or The Stand would probably look quite messy as well - Jones recently had a bug where the nitro pack research inexplicably appeared in the machine shop.
So, we're currently too busy with the other campaigns to get back to The Fall, but we will do it at some point.
Cheers!
Yeah I'm done with this map.
Dumbed down the difficulty because, apparently, "NOW WITH ADDED DIFFICULTY" means christdaugherty added in the WoL difficulty levels that have been balanced for SC2 into his SC1 port, oblivious to the fact that the new brutal AI is absolutely unplayable on some levels where you can only produce two units.
Same issues. The gateways you start with don't work in mission four, Tassadar's storm hotkey isn't "T", like every other High Templar unit. Instead it's "P", which is already a bound hotkey for the patrol function, so you have to manually psi storm in order to have a functional hero, or go remap your keys and pray it works.
"The Fall" is a frustrating trainwreck. christdaugherty expresses his interest in being a "professional map editor and developer" (after asking for donations and informing his audience that he is poor and needs their financial support), then abandons the maps after releasing a buggy, untested, frustrating iteration. I sincerely hope someone with some time in their day and a little pride in their work can salvage and republish a good version of this, because the version that exists right now is a far cry from the standard that Ultraling and Jones put forth.
slamming my head against the first mission on brutal.
the nonstop waves of upgraded zerg units are fairly absurd, especially considering the gateway you start with is incapable of producing units and you start with zero probes.
i demolished "Rebel Yell" and "Overmind" remakes on their hardest settings, and have very little trouble with brutal AI in the WoL campaign. the fact that i can't survive past the 15 minute mark on the first mission makes me think that this difficulty wasn't tested. I'll update after a few more tries.
EDIT: for some reason, your starting gateway on brutal difficulty comes with a pylon next to it, so it never recovers from the "unpowered" status. even if you destroy the pylon and rebuild another (to render it unpowered and power it back up) the gateway will not produce units. this problem pylon and bugged gateway only appear on brutal difficulty.
even going all-out unit production, the third zerg wave at 11:30 always overwhelms me. it comes 30 seconds after the previous zerg wave of roughly equal strength. at this point, all zerg ground units are 2/2/2 with full upgrades, and the zerglings even have the 20% attack speed bonus from hive tech. this isn't right.
even assuming i could crank out an army strong enough to repel waves of 20 zerglings, 16 hydralisks and 4-6 mutalisks back to back (using only zealots and dragoons), i would continually be decimated and unable to move out from my starting position due to the brutal AI having increased production speed, unlimited resources, and full map vision.
this was either broken by a recently patch through some series of bugs, or nobody tested brutal. nobody could play through this and not notice how ridiculous it is.
Really enjoyed it but I had a few issues.
1. On mission 9 where you have to kill the cerebrates, every time my units attacked the cerebrate my framerate slowed to a crawl. I'm talking a complete slideshow here. The second that the cerebrate finally died (took forever going at like 5fps), the frame rate instantly went back to normal, so I know it was attacking the cerebrate that caused this issue. Same thing with the other cerebrate. As soon as I started attacking it the framerate dipped down to a slideshow (with the game telling me I should lower my settings to get better performance etc), then once it died the framerate immediately went back to normal and the victory screen came up.
I have an AMD Phenom II X4 3.2ghz CPU, AMD Radeon HD 6850, 64 GB windows 7, and 16 GB of RAM, if any of that matters.
2. On the last mission (normal difficulty) while having all my forces attack the Overmind, a ton of zerg spawned (even though I cleaned out all the bases surrounding the overmind) and overwhelemed my army. I loaded back to a save but this kept happening and my guys kept getting owned. I decided to send Zeratul in alone to attack the Overmind and he was able to completely kill the overmind alone with no zerg units spawning out of nowhere.
3. Raynor died on the last level (attack on the Overmind) but I did not fail the mission. I was on normal difficulty if that matters. When Zeratul or Tassadar (Gantrithor) died, I failed the mission as expected.
4. There seems to be an error with the way one of the maps is linked, I got a "could not open map" error after completing map 4. I checked the "load next map" trigger in the map editor and found out what was causing the error, it was because it was trying to load "The Fall/Protoss05" as opposed to "3. The Fall/Protoss05". All of the other levels flow correctly using the correct "3. The Fall/ " naming scheme except this one. This is with the latest zipped map pack (Maps V. C.3.3).
Great job overall on this project though guys, really enjoyed the original 3 SC1 campaign remakes and I'm looking forward to playing rest when I have some time.
i dont know why but my fenix dragoon and my artanis portits in the talk rooms. are allmost blank.. but every one els is fin. i can see artanis and fenix pics fin in the in game pic talk but thats it.any reson why ?
the overmind needs to be bigger
@ilang139: Go
min 1.4.0
@llapus: Go
version of the game must be at least 4.0
Can anybody help me, every time I open the maps it says "unable to open map" . I have put the mod in the proper place and the maps are in the proper place
100%