Lucifer of StarcraftLegacy has put together a team of those interested in making Starcraft 1 into Starcraft 2. Not only would we be remaking the Terran, Zerg, and Protoss to have their old tech trees from SC1, but also the SC1 campaigns.
Right now we are focusing on the Episode I missions from SC1 vanilla campaign along with the Terran tech tree. If anyone here is interested in helping out, then please post your interest in this, or click the join button in our forum:
Map development, mostly. I want to work on the SC1 mod we can then apply to the campaign maps, etc.
Sounds good. By the way did you get into Beta? If so, I'd suggest playing around with the Editor, see if you can create a custom tech tree (in this case I'd suggest mimicing SC1 Terran tech tree). I have some experience on my own with creating custom tech trees with the Warcraft 3 World Editor, but for now I'll stick with trying to recreate the Episode I tutorial map.
Still haven't solved my previous problems (the victory and defeat conditions as I mentioned in my last post), so I've decided to try recreating the Transmissions that occurred during the mission (where the Advisor would instruct the player). Not having too much trouble with it thankfully. Only problem is I can't figure out how to call custom WAVs (I have ALL the original WAV sound files for the Episode 1-6 campaigns of SC1; I already figured out how to import them, but not how to call them with the "Transmission" trigger).
Oh yeah, been in it a while. I'll see what I can do about the tech trees.
With the massive wave of Starcraft 2 info, I can't find the original tech tree layout anywhere! I can pull most of it from memory or load up the game if I have to, but it'd be nice if I could find the old pictures, or my old strategy guide.
I won't be able to work on this more until later tonight, I've got quite a bit of homework I have to do before classes Monday.
Another edit: I think there may be something blocking custom files in the game. I know another guy was trying to get custom files in, but couldn't. But you'd have to talk to one of the better mappers around here.
Oh yeah, been in it a while. I'll see what I can do about the tech trees.
With the massive wave of Starcraft 2 info, I can't find the original tech tree layout anywhere! I can pull most of it from memory or load up the game if I have to, but it'd be nice if I could find the old pictures, or my old strategy guide.
I won't be able to work on this more until later tonight, I've got quite a bit of homework I have to do before classes Monday.
Another edit: I think there may be something blocking custom files in the game. I know another guy was trying to get custom files in, but couldn't. But you'd have to talk to one of the better mappers around here.
These might help with the stats of units: Terran stats, Zerg stats, and Protoss stats. Don't forget to check the "Basic Buildings" and "Advanced Buildings" links, and StarEdit has unit and building stats as well ;)
I wouldn't be surprised if this version of the Editor was blocking custom files (since its missing quite a few units, tilesets, and other things). I'll look around here and see what people are saying.
Some definite issues are going to be filling in the gaps for units (and some buildings). For now, things like Firebats are just going to have to be clones of the closest units until we can either fake them (i.e. the bat's attack will look like something else, but function like the flamethrower) or replace them (single player comes out.)
For now, I'm working on setting up the SC1 mod. As you requested, I'm focusing on the terran tech tree.
Yeah we'll mainly need to wait for the full release of SC2 before we get access to Firebats, Goliaths, Vultures, etc. I have a strong doubt that EVERY SC1 unit and building will be reappearing in the Editor, so this mod will definitely need some modeling work done. Also some units look quite different from their SC1 incarnation (the SC1 Siege Tank, Ultralisk, Archon, etc.) so it might be nice to see SC1 versions of some SC2 units.
Yeah, placeholder models for specific units is definitely the way to go for now. The real trick right now is making a mod that mimics SC1 Terran unit and building stats, SC1-specific upgrades and abilities that we're pretty sure won't show up in SC2, etc. Don't feel too rushed, SC2 is still a ways away.
@Picklefish: Go
I still have yet to see a screenshot with a Science Vessel, Arbiter, Defiler, Dark Archon, Shuttle, and other units in SC2 screenshots. Also don't forget about buildings. I have yet to see an Academy, Science Facility, not to mention ANY of the SC1 addons since Terran addons work much differently now in SC2, Arbiter Tribunal, and some others. Even then, buildings like the SC2 Supply Depot have a completely different shape then the SC1 Supply Depot and will probably need a new model.
Time will only tell what the editor will include when SC2 is officially released.
@varkarrus: Go
Hey no ones stopping you from recreating WC3 in SC2. I'd definitely be interested in playing it ;)
Btw everyone, if you'd like, you can follow the progress of this project on the SC1 Remake forum. Lots of extra work has gone into the tutorial map (now with working victory and defat conditions) that I created with the help of a member named Alukard :)
If it ever came out, I would make a trailer for it that doesn't immediately make it obvious that it's a SC2 mod. I'd have a Peasant just finish building a barracks, then going on to build some farms, then zerglings attack, an army of footmen come in from off screen to defend, and it eventually scrolls up to show Peasants mining minerals.
The one thing is, how would we get them getting Vespene Gas? We could have them build some kind of Vespene Refinery that looks like a terran refinery, but with a straw roof and brick chimneys releasing green gas and such. Undead could have some kind of floating green orbs with runes, Night elves could have roots going into the holes, and Orcs could have something like what the humans have.
Though I don't want to talk about it too much. This is not about my mod idea. It's about the SC2 to SC1 mod idea.
Oh! I hope you can do this! It would be great for my SC1 Campaign! It's a prequel to my current idea for a SC2 campaign. I fully support this idea/mod.
@AegisRunestone: Go
In the meantime, would you like to help out with the SC1 Remake project? I have a feeling that it'll take a LONG time and a lot of balance before we can get the game to play out like SC1.
Hello everyone,
Lucifer of StarcraftLegacy has put together a team of those interested in making Starcraft 1 into Starcraft 2. Not only would we be remaking the Terran, Zerg, and Protoss to have their old tech trees from SC1, but also the SC1 campaigns.
Right now we are focusing on the Episode I missions from SC1 vanilla campaign along with the Terran tech tree. If anyone here is interested in helping out, then please post your interest in this, or click the join button in our forum:
Starcraft Reborn website
@NamesAreUseless: Go
I'm definitely interested in helping.
@MarcusTulliusCicero: Go
Glad to hear you're on board MarcusTulliusCicero. How would you like to help out this project? Suggestions/Ideas? Map Development? Something else?
@NamesAreUseless: Go
Map development, mostly. I want to work on the SC1 mod we can then apply to the campaign maps, etc.
Sounds good. By the way did you get into Beta? If so, I'd suggest playing around with the Editor, see if you can create a custom tech tree (in this case I'd suggest mimicing SC1 Terran tech tree). I have some experience on my own with creating custom tech trees with the Warcraft 3 World Editor, but for now I'll stick with trying to recreate the Episode I tutorial map.
Still haven't solved my previous problems (the victory and defeat conditions as I mentioned in my last post), so I've decided to try recreating the Transmissions that occurred during the mission (where the Advisor would instruct the player). Not having too much trouble with it thankfully. Only problem is I can't figure out how to call custom WAVs (I have ALL the original WAV sound files for the Episode 1-6 campaigns of SC1; I already figured out how to import them, but not how to call them with the "Transmission" trigger).
@NamesAreUseless: Go
Oh yeah, been in it a while. I'll see what I can do about the tech trees.
With the massive wave of Starcraft 2 info, I can't find the original tech tree layout anywhere! I can pull most of it from memory or load up the game if I have to, but it'd be nice if I could find the old pictures, or my old strategy guide.
I won't be able to work on this more until later tonight, I've got quite a bit of homework I have to do before classes Monday.
Another edit: I think there may be something blocking custom files in the game. I know another guy was trying to get custom files in, but couldn't. But you'd have to talk to one of the better mappers around here.
These might help with the stats of units: Terran stats, Zerg stats, and Protoss stats. Don't forget to check the "Basic Buildings" and "Advanced Buildings" links, and StarEdit has unit and building stats as well ;)
I wouldn't be surprised if this version of the Editor was blocking custom files (since its missing quite a few units, tilesets, and other things). I'll look around here and see what people are saying.
@NamesAreUseless: Go
Some definite issues are going to be filling in the gaps for units (and some buildings). For now, things like Firebats are just going to have to be clones of the closest units until we can either fake them (i.e. the bat's attack will look like something else, but function like the flamethrower) or replace them (single player comes out.)
For now, I'm working on setting up the SC1 mod. As you requested, I'm focusing on the terran tech tree.
Yeah we'll mainly need to wait for the full release of SC2 before we get access to Firebats, Goliaths, Vultures, etc. I have a strong doubt that EVERY SC1 unit and building will be reappearing in the Editor, so this mod will definitely need some modeling work done. Also some units look quite different from their SC1 incarnation (the SC1 Siege Tank, Ultralisk, Archon, etc.) so it might be nice to see SC1 versions of some SC2 units.
Yeah, placeholder models for specific units is definitely the way to go for now. The real trick right now is making a mod that mimics SC1 Terran unit and building stats, SC1-specific upgrades and abilities that we're pretty sure won't show up in SC2, etc. Don't feel too rushed, SC2 is still a ways away.
@MarcusTulliusCicero: Go
FYI, most every unit in sc1 is in SC2, it may not be in multiplayer but it probably is in single player, or will be included in the editor... example: firebat http://www.shacknews.com/screenshots.x?gallery=14508&game_id=4110&id=155578#img155577 http://www.shacknews.com/images/image-o-matic.x?/images/sshots/Screenshot/14508/14508_4bd149f1c3829.jpg
I know dragoons are too...
The Goliath and Vulture are also in the game. Lurker as well.
I would be more interested in a mod to get the WC3 races into the game to fight against, or along side, the starcraft races.
@Picklefish: Go I still have yet to see a screenshot with a Science Vessel, Arbiter, Defiler, Dark Archon, Shuttle, and other units in SC2 screenshots. Also don't forget about buildings. I have yet to see an Academy, Science Facility, not to mention ANY of the SC1 addons since Terran addons work much differently now in SC2, Arbiter Tribunal, and some others. Even then, buildings like the SC2 Supply Depot have a completely different shape then the SC1 Supply Depot and will probably need a new model.
Time will only tell what the editor will include when SC2 is officially released.
@varkarrus: Go Hey no ones stopping you from recreating WC3 in SC2. I'd definitely be interested in playing it ;)
Btw everyone, if you'd like, you can follow the progress of this project on the SC1 Remake forum. Lots of extra work has gone into the tutorial map (now with working victory and defat conditions) that I created with the help of a member named Alukard :)
What an awesome idea. Murloc race would be cool to =D
That'd be an awesome idea actually... Terran goes back in time and fight alongside the Humans at Hyjal.
Quite epic indeed.
If it ever came out, I would make a trailer for it that doesn't immediately make it obvious that it's a SC2 mod. I'd have a Peasant just finish building a barracks, then going on to build some farms, then zerglings attack, an army of footmen come in from off screen to defend, and it eventually scrolls up to show Peasants mining minerals.
The one thing is, how would we get them getting Vespene Gas? We could have them build some kind of Vespene Refinery that looks like a terran refinery, but with a straw roof and brick chimneys releasing green gas and such. Undead could have some kind of floating green orbs with runes, Night elves could have roots going into the holes, and Orcs could have something like what the humans have.
Though I don't want to talk about it too much. This is not about my mod idea. It's about the SC2 to SC1 mod idea.
Oh! I hope you can do this! It would be great for my SC1 Campaign! It's a prequel to my current idea for a SC2 campaign. I fully support this idea/mod.
@AegisRunestone: Go In the meantime, would you like to help out with the SC1 Remake project? I have a feeling that it'll take a LONG time and a lot of balance before we can get the game to play out like SC1.
@NamesAreUseless: Go
I'm getting pretty good with Actors, Effects, and Behaviors. Let me know if you need any work like that for the project.