I'm not sure if you figured out how to check count of buildings.
In sc1 there was a trigger called Player Commands X of UnitType
Anyways in sc2 it does not exist by default
I remade it though it my lib. If download appears to bring up some page with a lot of text you may try doing a right click save as. (Lib is in the sig). I know the download works. Hope it helps. Lot easier than recoding it every time you need it.
Hey thanks for the lib file ilikeitontop. I will take a look at it.
Will you be including the Cerberus missions from the Starcraft 1 demo? I loved those missions.
Well our plan is to create Episodes 1-6, Loomings (precursor campaign), Enslavers 1 & 2, and the Stukov Missions. So to answer your question, yes ;)
Right now we're focusing on Episode I. Do keep in mind that we're kinda limited until the release of SC2 comes with many units like the Firebat, Wraith, etc. which will be imperative for this mod.
@MasterDinadan: Go
You mean with modifying units, correct? Well we will need to recreate the SC1 tech tree and possibly create some unique units for the campaign. So yeah I will. I would suggest practicing your skills in other areas of the Editor ;)
@LasionSCII: Go
We all are newbies to the editor. Yes if you've used the WC3 Editor you'll have a leg up above everyone else, the point still stands that this is a new tool that a lot of us still need to learn. Also do remember that SC2 isn't even out yet! PLENTY of time to learn.
Btw, the tutorial mission has hit v1.05 state (but it still needs stuff like a mission briefing, but we on the team haven't decided how we'll go about doing those). You can download it HERE. Major thanks to Alukard, who has done the majority of the work on this map. Also the first Terran mission has had work started on it (still needs a lot of work obviously); you can download it HERE. Major thanks again to Alukard on this map, who has done all the work on mission 1.
@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.
@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 :)
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.
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.
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).
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:
Just wanted to tell you all, we have a new web domain: http://sc-reborn.com/
Check out the Media section to see some screenshots of the second Episode I mission we're working on, Wasteland ;)
We are also now looking for new team members. Click the Join button if you're interested in joining.
The SC1 Remake team now has a homepage and a new name for our project:
Starcraft: Reborn, check it out!
Hey thanks for the lib file ilikeitontop. I will take a look at it.
Well our plan is to create Episodes 1-6, Loomings (precursor campaign), Enslavers 1 & 2, and the Stukov Missions. So to answer your question, yes ;)
Right now we're focusing on Episode I. Do keep in mind that we're kinda limited until the release of SC2 comes with many units like the Firebat, Wraith, etc. which will be imperative for this mod.
@MasterDinadan: Go You mean with modifying units, correct? Well we will need to recreate the SC1 tech tree and possibly create some unique units for the campaign. So yeah I will. I would suggest practicing your skills in other areas of the Editor ;)
@LasionSCII: Go We all are newbies to the editor. Yes if you've used the WC3 Editor you'll have a leg up above everyone else, the point still stands that this is a new tool that a lot of us still need to learn. Also do remember that SC2 isn't even out yet! PLENTY of time to learn.
Btw, the tutorial mission has hit v1.05 state (but it still needs stuff like a mission briefing, but we on the team haven't decided how we'll go about doing those). You can download it HERE. Major thanks to Alukard, who has done the majority of the work on this map. Also the first Terran mission has had work started on it (still needs a lot of work obviously); you can download it HERE. Major thanks again to Alukard on this map, who has done all the work on mission 1.
@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.
@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 :)
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.
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.
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).
@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?
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