StarCraft 2: Redux
StarCraft 2: Redux is an alternate retelling of the StarCraft 2 trilogy story. Consisting of three, 12 mission, campaigns beginning with Redux: Heart of the Swarm. Familiar characters - Sara Kerrigan, Zeratul and James Raynor - are launched onto new trajectories that send them toward dire consequences and unexpected futures!
Huh, I guess the campaign got abandoned...
Why did you removed the files?
There are no files to download... what's happenned to them?
I like this campaign on the whole, but i feel like it needs more dialogue in most missions, there's not really any confirmation of doing objectives and sometimes it's completely silent dialogue-wise after the initial breifing which doesn't feel great. I'd like at least some dialogue at the end because it's very jarring to have it jump right into the victory screen.
In protoss04 in particular the latest mission is kind of confusing, Mohandar appears in the beginning to tell you his forces will assist you... but they don't? I was thinking maybe he had an AI base that'd help me from the wording of his dialogue, but then I checked to see if i'd unlocked any new nerazim units and that wasn't it either, so it's really confusing for him to say that.
Also from that mission... was mohandar supposed to be inside selendis' carrier? I assumed shooting the vault with her carrier was how she was retrieving the crystal but then she started yelling about Mohandar, and at the end of the cutscene her carrier warped away- despite being there when the cutscene ended?
I'm also a little confused over what the tal'darim are in this setting, Mohandar's words imply they're a nerazim separatist group, and their goals are aligned with the destruction of the khalai, but all of the protoss involved are khalai? Mohandar seems to be the only nerazim in the entire organisation so far which makes me a little confused on what's going on there
In reply to aliencomander:
Hey man, I played through your most recent map. I beat the mission but there was never a Victory screen to appear
In reply to VisionsofKhas:
Apologize for the delay, but I'm at the mercy of my programmer and my own lack of proper planning.
The Protoss campaign is only one mission away from being finished.
So I should have something posted some, but don't quote me on that.
OK so this is a single player reboot with a completely new storyline, but does it occur after Brood War or after Wings of Liberty? Thanks.
In reply to Russianspy27:
Update: I'm currently working on uploading not only the Protoss and Terran campaign within 2 months as well as a reworked Zerg campaign.
Like I've mentioned before, the tech trees are being reworked to include more of the SC1 units, and the story has been streamlined a bit more, bringing each campaign down to 10 missions.
what do i need to name the folder i put the zerg mission files in so that the launcher knows where to look to find the missions?
In reply to DementedITempest:
In reply to Operative7646:
Update: So currently I'm working on the Protoss chapter of my campaign and I've been playing around with how the tech tree is going to look like, so here's what I've got planned so far. The basic template will be the WoL multiplayer tech tree (http://wiki.teamliquid.net/starcraft2/Units/WoL)
Changes:
-Adding Shield Battery
-Replacing Stalker with Dragoon
-Add Scout to Stargate
-Replace Phoenix with Corsair
-Replace Void Ray with Arbiter(Requiring Fleet Beacon)
-Replace Colossus with Reaver
-Add Dark Archon
I might remove Dark Shrines and just place Dark Templar under Templar Archives, not sure yet.
Now the biggest change I've thought about would be to Dark Templars, I was thinking about giving them an energy bar and giving them the cloak ability, what do you think?
What purpose would it serve to give them limited cloak, and how would that change their use/position in the tech tree?If they'd just be sc2 dark templar with their main draw (and what they're balanced around) basically removed in favour of a less effective version, what does that add to the game? Do you have a particular purpose for that change, or a way you'll be making missions more interesting by implementing this change?
Personally, I wouldn't be interested in using them at all if they had limited time, activated cloaks. Just their huge gas costs and low hp/shields means they're built for harass in multiplayer, and pre-lotv their only use in campaigns was less gass intensive archon fodder, and just to mix some high damage strikes in amongst your zealot balls (Or, in particular situations where enemy bases were lacking in detection, they could be dismantled by a DT strike team without the loss of units a full on attack would do).
The tech tree changes are interesting if they'll be backed up by lore reasons why protoss haven't technologically advanced at all during the bw-sc2 period, but the removal of the void ray worries me a little because it means there's no anti-armor coming from the stargate, and it'd make air-based compositions very hard to achieve considering most air units are armoured to start with
Well the idea behind changing the Dark Templar cloaking ability, which I'll admit at this point I probably won't do, is that there's no lore reason why they have permanent cloaks, as far as I know and I was planning on giving them an extra ability, say Void Stasis for example.
Also the Void Ray will be replaced by Arbiters, but will not require Fleet Beacon.
Lore wise, this campaign will take place only about a year after Brood War, and each faction will have either new units or improvements on their older units. For Example:
Protoss: Sentry + Immortals
Zerg: Roaches + Classic Queens replacing New Queens at Hatcheries but require Lair instead of Queen's Nest.
Terran: Medics & Medivac & Science Vessels.
I don't think there's anything in lore that states they can't remain cloaked for long periods of time, it's just that most of the time they're present it's in a story with a short time period or they need to be visible to be described/take action from a narrative standpoint. Giving them an extra ability would be nice regardless, because they suffer otherwise from being a harass unit in a setting where there's no harassment, like the banshee, but they've got sort of enough utility to be fine existing without any upgrades
The arbiter change seems fine too, they just don't really fulfill the same role in the protoss arsenal as the void ray and makes me worry a little that scouts won't be able to fulfill anti-capital air-to-air vs the sc2 versions of capital ships or have much of a substitute for the anti-armored-ground air role the voidray filled
The lore reason is perfectly sound and I like the change up of time setting to explain the changes, it reminds me a lot of the Enslavers Redux tech tree(s), particularly the zerg one, and it makes me excited to try
I'm just going off of the idea that Dark Templar use void energy to use their cloaking powers, so if they can be permanently cloaked, then does that mean they have infinite void energy to waste? Again it's just something that never made sense to me from a lore=gameplay perspective, but in the end there's no really need to mess with it now.
Well here's what I can tell you about the air units overall.
-I'm using the LotV Scouts, which have a 5x2 air attack and the 16+16 vs light ground attack and they will be cheaper from their SC1 equivalates : 150 Mineral, 100 Gas.
-Phoenixes will be replaced will Corsairs, and the Arbiters have their 10 damage attack vs ground and air.
-Vikings are being replaced with Wraiths.
-Zerg will have Mutalisks and Corruptors will be replaced with scourges.
I'm not sure if i like zerg's only heavy air attacks being scourge, but the rest of the changes seem pretty good (I'd completely forgotten that lotv scouts are buffed to hell)
Lore-wise Dark Templar don't use void energy as much as they shroud themselves in it, sort of like slipping inbetween the cracks of the material universe and the void dimension, i'd imagine