UED: First Light
A custom campaign for StarCraft 2, UED: First Light explores what 'really' happened before the Brood War and Second Great War in the Koprulu Sector. Set 250 years before the events of the original StarCraft, you will command forces of the United Powers League as you defend earth against horrific invaders.
You will be introduced to a new faction with custom units, voices, animations, and abilities. You will meet several powerful heroes whose names never made it into the history books. At least not the ones published by the UED many years later. This 18 mission single-player campaign will give you 14-16 hours of gameplay, more than 4 hours of voice overs, a custom soundtrack, and is the definitive prequel that answers many questions about why the UED truly went to the Koprulu Sector.
Official Site by Monocosm
Join us at UED: FL Discord
Original Soundtrack by Zac Tiessen
Interactive Install Guide:
UED First Light Official Site
1. Download the Mod Pack "UEDFL_Mods" and the Map Pack "UEDFL_Maps".
2. Create a "Maps" and "Mods" folder inside your main StarCraft II installation folder if they don't exist already.
3. Extract the contents of the two Zip Files into the "Maps" and "Mods" folders.
They should look like this:
How to play:
Drag and drop the "UEDFL_Launcher.SC2Map" into the “SC2Switcher_x64.exe” program located under Support64 folder inside your Starcraft II installation as illustrated below:
I encountered a softlock in 10-91 Echo, with AUD 24's Roadblock. When you get overrun and fall back, and the SWAT Van shows up, for some reason the Riot Officers weren't exiting the SWAT Van. This caused me to become completely and totally overwhelmed, as there is no way to survive the massive waves of Zerg without the Riot Officers. I couldn't quite figure out why the softlock was occurring, but I reloaded saves that was about 5 minutes earlier, got back to that point, and it was still happening. I was only able to get back to a normal game by completely restarting the mission. I wish I could provide more helpful details, but I haven't tried recreating it yet and I figure I would just mention it anyway.
In reply to Templarfreak:
This was reported by someone else in our Discord and is fixed. The SWAT van will no longer be prevented from reaching the area where the Riot Officers jump out.
im not seeing a support64 file under sc2 or anywhere on my PC
The story and atmosphere this campaign creates is fantastic, but not in the way it intended.
It truly is an unfair fight with unfair odds, if the ultralisk that was dropped in my mineral line out of nowhere didnt reflect that well enough, it was funny tho how the map warned me of overlords from the south but failed to mention they are also coming from the north.
I do certainly feel technologically outmatched, the tank and artillery, while very powerful, are quite clunky, they dont move like how you want them to, its reminiscent of sc1 pathing, order a siegetank to move through a pile of marines, and the siegetank will do so very smoothly, order a routhe tank to move through a pile of infantry, and it will spaz out left and right trying to push them aside and failing.
About a quarter of the maps I feel like I beat through cheese, aka not the intended option. Theres also not very unique gameplay in the macro missions, just spam artillery and anti air since most macro missions are defensive.
Great story and atmopshere design, not so much the gameplay, save scumming is not fun.
In reply to hypernova2002:
Yeah I agree. It adds a level of atmosphere of being completely outmatched, which can be good, but unfortunately this campaign conflates cheap gimmicks with valuable challenge. It's not difficulty when the game surprises you with enemies coming from a random direction, softlocking you 30 minutes into a mission because you lost too many units early on, intentionally avoiding your hero units to target the squishy infantry you need for an objective, or simply failing to have basic macro capability since you can't produce more supply structures (Mission 5). I had to cheese and exploit every single mission I played except for Mission 4 which was just a plain old kill everything map.
The campaign is branded as being for SC2 veterans and completionists of Hard or Brutal campaign, but it feels more like just cheap shots and sabotaging the player on purpose as opposed to presenting a situation with a fair challenge. Big turnoff but I'm seeing it through anyway for the story.
In reply to ksnumedia:
Thank you for the feedback.
In reply to hypernova2002:
Any tactic to beat a map is a valid tactic. There's no intended mechanism to complete a map besides completing objectives. How you accomplish this is up to you.
Can't really respond to the rest as it's preference; feedback is appreciated.
If the rest of the missions are like the first, it looks like this campaign is going to be dependent on save-scumming your way to victory after every few fights. Use MANUAL SAVES and don't overwrite any of them or you might screw yourself over at a crucial point in the mission and make it impossible to progress, since there are also no checkpoints at all, which I think is necessary in a campaign. It handles difficulty in a rather gimmicky way, throwing cheap shots meant to sabotage you, or blindsiding you with a softlock because you lost too many units earlier on. Some difficulty mechanics or elements of mission design tend to not add anything fun and are made with the intention of the player being fully cognizant of what to expect. As it turns out I am not psychic, and thus had to save-scum numerous times to achieve the desired result. I will say they are very inventive, though.
I have created a review thread where I'll be posting detailed feedback and strategies as I find them for each mission, if anyone wants to check it out. Looks like I'm going to be sucker punched quite a few times in this campaign, so hopefully I can save someone the trouble by warning them ahead of time.
Suggestion: Give Scan Move button to HazMat Technicians. simple QOL thing that most people are probably use to, and the fact that HazMats dont have it trips me up a little bit, personally :D
I loaded i up and it said the launch of this game makes reference to map or mod dependencies which are no longer available. I only downloaded map 1.1.2 and mod 1.1 is there anything else i need to download and where do they go. Edit: I've dowbnloaded the new files correctly into the SC2 insteall directory and open the game as i hould and it still has the same problem I dont know what to do please help
Is it ok if I place in the maps as a single folder type instead of putting in all the maps individually?
In reply to not_icarus:
Put them in exactly how the instructions say, else the launcher will not be able to find them to load.
Anyways I was wondering....
Will you release the custom soundtracks? I gotta say they are tremendous in terms of atmosphere along with originality. They felt StarCraft 1-esque which I really like.