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Attention: This is an outdated Mod and may not work with the newest versions of SC2; please go to the "Mass Recall" link directly below to get more current maps/mod.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').
Am I the only one having issues with map 07. After the initial cut-scene with Tassadar, a couple seconds in Fenix dies and the mission ends. I have no control over it
Also on map 08 Raynor is killed but I have no vision of it happening.
be patient people! Chris is doing the best he can! he's just 1 programmer with a bunch of guys at his back compared to blizzard which has thousands of 'em. :) am looking forward to the different difficulties! :D I think the brood war episodes are a long way to go haha.
Chris, thank you for your great job. It is really interesting to play this maps. But i've found a few bugs there: 1) Ground weapon upgrade does not affect zealots (only level 2 does). 2) High Templars does not affected by upgrades to armor and shields too. And why you didn't add broodwar units (corsair, dark templar, dark archon) in your campaign? Terran and Zerg broodwar units are able to build in the first two campaigns.
@DEFILERRULEZ: Go
I state above:
These maps are meant to be re-creations of the original game.
The original game - if you replay it - is 'not that hard'. My point was to re-create the original, not produce difficult maps. I'm sorry if you find them too easy.
I am working on adding different difficulties - including 'Brutal' - to these maps, so you can look forward to that when you aren't criticizing things you get for free.
Christ. your "Hardened map 10" is still more easy,no units attacked me,only 2 hydra when i took the base with a lot of minerals. And there is no sound of units that shoots O_o
Due to player demand, I am posting a Map 10 with increased difficulty. Good luck.
P.S. Sounds are fixed in this map. I couldn't get the Terran population to ever show but your supply (amounts of units) is increased from 200 to 400.
P.P.S. - if you want to play with fixed sounds but an ending that is not so tough, go into the Editor and (right-click and) disable the trigger "Defense".
Played P8 and P9 tonight. Carriers are op (like in the original :-) ).
But in P8 the AI at least attacked and harassed, while P9 (Shadow Hunters) appears to be broken. Build 4 Nexi, build a load of carriers, a-move over the map, win. I think there were two mini-attacks through all of the game. Defilers and queens did nothing, even when attacked. (Edit: version 3.1)
in the last Mission of the Protoss Mission 10 the voice of Terran When units come out build they said nothing or the protoss and the new maps from 6 to 10. can u put Terran population there is only one population
I've finished all the campaign! Noticed other bugs: battlecruiser yamato cannon damage is wrong, it requires 3 shots to destroy a spore colony, instead of 2 like in vanilla SC1 (300 damage is ok, but here is less, i think 200 of 250 don't remember). Last mission is too easy, enemy attacked me only 2 times with some hydralisks (immediately killed by 3 carriers + Ganthritor) and with only 6 battlecruiser + Hyperion I've wiped out the defenses on upper left corner and crushed the Overmind like a maggot. In the original mission I was costantly harassed by many more units, especially Queens and Defilers. I've built tons of siege tanks to defend my base but only a poor hydralisk shown up in the terran base. I suggest to change Ganthritor model and use that of Selendis, so it can have his unique appearance. The Hyperion doesn't get the terran ships weapons upgrade. I'm glad that you've put models like queen and creep colony but why have you excluded the defiler? Imo that model is very good.
@christdaugherty: Go
"I am overjoyed to announce, I have solved the problem. THE problem. The PROBLEM. After much testing and frustration, I have finally found a way to make sure the damage all works out right for a unit with shields, and without, and light etc etc etc.
Phew."
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Hehe, sweet! I have some idea how frustrating the data editor can be at times. Excellent work, sir.
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Rio: the new version just fixed that.
Playing the first level now, looks great so far, one bug to report.
Dragoons do too much damage against zerglings. They do the full 20 instead of the 10 vs light.
at long last chris haha! i'mma try this out ASAP! :)
MOD 3.1 is out, fixes camera errors in maps 1-5 and many other issues.
Tyvm.
Dear Chris u did really a good job but i saw too little issues on this 10 mi8ssions,so i will report their here with also some suggestions: On map from 1 to 9 when u start,the camera don't go on correct position but it remain too high. There's too abbreviations on the dialogues. Could u do a more grey retextured portrait for tassadar and a more black/blue retextured potrait for Aldaris? What do u think about a easy/hard difficulty as the terran-zerg campaign of Jones313. U have to improve the intro/end cinematics,because i know that also the original cinematics of intro/end missions were not really good,but with this graphic engine at your disposition u can do it really much better. Could u add description to some units and buildings (for example shield battery,Tassadar etc..) Why u putted scrabs used on lost units? Dragoon's hotkey isn't "S" but "D". Sunken colonies don't work well with the animations. Shield Battery has not shield upgrades when u have for example shield upgrade at 3. Why there isn't Tassadar death animation? Could u do a better hero icon for Fenix (as that http://images.wikia.com/starcraft/images/5/55/FenixDragoon_SC1_Cncpt1.jpg) ,fenix dragoon and tassadar Gatrinthor. What do u think of a better textures for Fenix dragoon and Tassadar Gatrinthor,so they are only a dragoon and a carrier with another colour. Couldn't u invert Observatory model and citadel of adun model?For the citadel the better model is the one that u used for observatory. For the defiler could u do a mini infestor model?It could be awesome.
Mission 1) When Fenix talk to u for the first time there's a issue that disturb Fenix's words Mission 4) Why did u put the "Raynor's raiders" as decal of Tassadar's nexus and other units/buildings? On final briefing u put that there was 2 violet zergs,but one was violet,the other was red. 5)All visual is inverted,so i see all maps7buildings/units conversely. U not do a perfect work on un-buildable/walkable field,so i can walk and build on the lava :D When dominion attack you,he don't attack you on your natural espansion,but on second espansion. Terran buildings on zerg base aren't infested. 6)Why did u put minim missilet turret instead of autocannon that u find here? (minute 05:01) On the final briefing there is a ripetition of background music Could u do a more visible model for infested terran?Because with this model u can't see very well the kamikaze,is too small and similar to a zergling,it result on the fact that u don't see it on the final attack with hydralisks and zerglings,the only mode to kill it is to target it with a cloacked ghost. Mision 7) Why i can't do stargates?? Why i win with destroying the first nexus on north?I remember that u win when u kill the south nexus on left of map. Why AI don't attack you with 1 or 2 carrier as on the original campaign? Mission 9)There was no lurkers on sc1. 10)Why i can do more of 200 PSY???? It's too easy,not enough waves personally. Could u delete the roaches?There wasn't roach on sc1.
I appreciated a lot on this remake,especially your obligation on do it :)
Played 1-4 and found it rather easy (and I'm one of the whiners who found T and Z too hard ;-) ). Little things about P4:
- If you defend the ramp on the right of your base you see lings running through the buildings into the void (where they still get shot by your cannons).
- Hard part is triggering the end when Raynor and Tassadar arrive at the beacon. You can't sent them onto it, only across it which still didn't trigger reliably for me.
@Wunterwaffen: if you found a problem, report it in a polite way and you might get help. Don't troll.
HOW THE FUCK DO YOU KILL THE OVERMIND?!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! You set it's health regeneration to 25 so I went in and set it to 0. But then when I tried again, no matter how many times I shot it, it's health refused to go below 55! WHAT GIVES?!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
@StuRedman: Go
No Map folder. Just put all the maps in "Program Files/Starcraft II/Maps"
Great work!
How is the map folder supposed to be called? I named it "3. The Fall", but it doesn't load the next mission this way.
@Jones313: Go
I am overjoyed to announce, I have solved the problem. THE problem. The PROBLEM. After much testing and frustration, I have finally found a way to make sure the damage all works out right for a unit with shields, and without, and light etc etc etc.
Phew.
In short, the switch/validator was not working for the shield damage switcher; but I finally tried using a different validator (Has Shields) and have fixed it. Actually I modded it a little so that the different damage level doesn't kick in until a unit has shields of 5 or more, which gives a shielded unit a little more advantage if it has natural damage reduction (like the Zealot and Dragoon).
Well either way it is finally working right.
Maps were so much fun thank you very much. I only have map 10 left. They all played great I wouldn't stress about little things like sc1 unit sounds or minor little bugs because everything has been great!