Starcraft Campaign Enslavers Remake
This is a remake of Starcraft campaign Enslavers. The map is motivated by recent remake of Starcraft episodes and credit for Starcraft 1 unit models used in this map goes to Maverck.
You need 'Sc1mod.Sc2mod' file in 'Mods' folder of your Starcraft 2 directory.
Contains 5 missions and features two different routes based on what you choose to do in the Second mission. Should you choose to rescue Protoss captives, the next course is to play Enslavers 02B and Enslavers 03B or if you've chosen the other way, go directly for Enslavers 03A
To play it, simply download the file, unzip it and drag a map to your Starcraft 2.exe.
Only medics are allowed among Brood War units for 'Enslavers' takes place before the Brood War.
these maps need to be updated, the Ai for the first mission is to had, and you run out of gas fast on the first base and all 3 of them coming at you at once is almost impossible to defend against with limited gas and just one force, hard but not to hard at the same time
Tubelisk why u used banshhe model for Kazansky that was a Wraith and Rven model for Magellan that was a Science Vessel??
Dark Swarm is broken. Sure it was a good ability back in SC1, but it wasn't *that* good. You could still kill units with splash damage, meaning Tanks/Archons (or Firebats, but no one used them anyway) were still doing some damage. Only burrowed Lurkers were immune to splash damage.
As it is right now, Defilers can negate every single Terran unit, unless you count gimmicky stuff like Irradiate or Yamato Gun. Only Reavers and Zealots can reliably deal with Dark Swarm, and Torrasque rips Zealots apart. If you have Torrasque under Dark Swarm, you better have Vortex nearby and hope DS is gone by the time it finishes. Also, I believe that original Torrasque didn't have splash damage - it's quite nasty against zealots.
I managed to finish 3B, but gawd, if Dark Swarm worked properly, it would be so much easier. Massing Zealots + Archons + Medics on the offense, with Siege Tanks + turrets/bunkers + hero flyers for defense. Assaulting bases was absurd, Dark Swarm *everywhere*, meaning only Zealots were actually killing units. If Torrasque would come, I'd have to kite him away and focus him with Archons - or count on Vortex. Plenty of "battles" would consist of units being unable to kill one another under Dark Swarm, with bunch of Zerglings destroying Archons. Reavers work, too, but they're sooo slow.
On the plus side, Dark Swarm makes Archons completely decimate Guardians. Also, you can take advantage of it and use ranged units to kill buildings, while being immune to anything that isn't Zergling/Ultralisk.
Honestly, that's my main complaint about this. If Dark Swarm was working correctly, things would be very different.
That, or Dark Templars. Now those could kill anything under Dark Swarm.
The campaign itself is fine, but the level 3b is impossibly hard. I used the Danimoth the block the Tarrasque in a choke with invisible units, I rushed the upper base to get an expansion with tanks, I saved the game after each major wave when I handled it well, and still I can't defend my base against all the ultralisk/guardian/defilers waves. 16 battlecruisers and 15 zealots is still not enough to attack, the torrasque destroys most ground forces and dark swarms nullifies most units (even tanks...).
To put things in perspective, I completed WoL on Brutal and I found the higher difficulty in Jones' remake of the base campaigns to be a lot of fun. But that is really too much, even for me.
The latest version of the SC1 mod can be downloaded on this page: http://www.sc2mapster.com/maps/fall-protoss-legacy-sc1-campaign/
Aye, please attach link for sc1mod.sc2mod
Thank's for Remake, but where Sc1mod.Sc2mod file ?
@tubelisk: Go I understand, but it looks stupid when a unit walks through car or building. It will be more realistic when your units won't be ghosts like in horror movies. It looks unfinished like "Oh, why do I need to place blockers? No one will go to that abandoned house in the corner of the base".
Oh, and add a link for the mod file so we won't need to google it:))
@tubelisk: Go
You are right about their look, but using different units change the game balance. For example in original Enslavers, Warbringer reaver saved my butt plenty of times against the Torrasque, now that is a Colossus the situation is different, same for other heroes
Why there is no mod file in .zip? Makes no sense.
@TheTorrasque: Go
I tried to make heroes out of original Stacraft 1 models, but images keep cracking on duplicated models. So, yes, it is a result of my lacking abilities. But don't you think heroes deserve distinguishing skins other than ordinary ones? And as for music, it will be updated in next version or later.
@HopperWN: Go
Pathing blockers are used to make temple wall looking doodads to work as a proper wall,serving as Schezar's main base. You'll notice pathing blockers are only used at those doodads of mission 03a and 03b. Other doodads are not quite intended to block your units or buildings for it will seriously limit your construction space or mobility.
First thing I noticed: place pathing blockers at doodads. You have a lot of places where units can walk through buildings or cars for example.
There is no music in first mission. I suggest you to use the latest version of the SC2BW mod. In map 03b why the heroes are SC2 units?