Yeah I had a read on your post on the separate tech trees, think it would be especially nice idea for the mission where aldarisis takes over your Templars.
Also believe tech is a lot different for UED, but i do not know that much about smaller bits of lore. I dunno how useful I would be for a project like this because haven't done something like this in the editor before. An idea for the Zerg would be; in hots abithir(if that is spelt right, the guy who changes the Zerg strains) tells kerrigan that he was created by the overmind then also captured again by Kerrigan after the overmind was killed, so he might be able to be incoperated somehow.
Also I've read about these episode 1 Terran campaigns that are mentioned supposedly left onto earlier copy's of a disc but not officially in the campaign, perhaps those could be worked into this.
I would love to do something like that but I haven't even looked into sc2 map editor aside from launching the remake campaigns, I am somewhat decent with sc1 editor if not much has changed, but no way could I do this alone. Also like your idea of using the upgrade systems, I could see wol and hots campaign upgrade systems work out for terran and Zerg campaigns. Although integrating that sounds challenging and definently out of my skills. I'm not really knowledgable about the lesser lore things(like what u meantioned about diamondback) but do have ideas of things to change in a lot of missions.
It would be ideal to take the current remake maps (with permission) since all the intro/sounds/basic scripts are already done to build off of would save huge amounts of time.
The one where you gotta kill the UED scientists, I'm finding this one almost impossible on hard mode, the main problem is the orange Zerg's air attack is really strong and will widdle down most my forces usually by their 3-4 attack also find it very hard to expand and not either lose your expansion base or lose your main because your expansion gets swarmed by ground units while they orange Zerg senD massive air attack to your main base.
I've tried quite a few stratigies on this mission so far, I tried going mutalisks but the 4th air attack they send devourers guardians and mutalisks which just destroy my mutas(usually I'm at about 20 then this attack kills 8-10 of them) I tried lots lots of hydras with queens for brooding but same problem oranges guardians and mutalisks eventually come in such large numbers they just rape the ground units. I thought of one final stratigey was to go hydras with defiler support, shoot a plague at the gaurdian/mutas then wait it out and one shot them all. Anyone able to come up with a decent stratigey? Really i don't have much problem till I go to expand then the AI attack waves seem to get so brutal and constant at both bases now and only have a force big enough to defend one base so I have to move it to defend against the attack(usually this is the orange air attacking my main) then by the time my force gets back to my main base to fight off the air(which at this point the air attack is very big enough to kill a decent amount of hydras) my expansion is being hit by several ultralisks zergling and hydra combos , which my now widdled down force isn't able to stop.
Also I tried episode 3(first Protoss campiagn) on brutal but the attack waves on the first mission seemed almost impossible to stop, have these missions even been beat yet?
I enjoyed the remake of Starcraft 1 maps (actually playing them again right now) but I've beaten these campaigns several times on original Starcraft it is starting to get boring. I had an idea if someone could do a remake of Starcraft, it would still be lore friendly but a complete redo of maps that could have some twists to them, kinda like how sc2 campaigns are. The idea would be basically a complete redo of maps to be different than the original but with a bit more excitement, eg backwater station you could fight an actual zerg AI and have to make it to the base before they are over run. I'm wondering what the rest of you would feel about a complete redo of sc1?
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Yeah I had a read on your post on the separate tech trees, think it would be especially nice idea for the mission where aldarisis takes over your Templars. Also believe tech is a lot different for UED, but i do not know that much about smaller bits of lore. I dunno how useful I would be for a project like this because haven't done something like this in the editor before. An idea for the Zerg would be; in hots abithir(if that is spelt right, the guy who changes the Zerg strains) tells kerrigan that he was created by the overmind then also captured again by Kerrigan after the overmind was killed, so he might be able to be incoperated somehow.
Also I've read about these episode 1 Terran campaigns that are mentioned supposedly left onto earlier copy's of a disc but not officially in the campaign, perhaps those could be worked into this.
0
I would love to do something like that but I haven't even looked into sc2 map editor aside from launching the remake campaigns, I am somewhat decent with sc1 editor if not much has changed, but no way could I do this alone. Also like your idea of using the upgrade systems, I could see wol and hots campaign upgrade systems work out for terran and Zerg campaigns. Although integrating that sounds challenging and definently out of my skills. I'm not really knowledgable about the lesser lore things(like what u meantioned about diamondback) but do have ideas of things to change in a lot of missions.
It would be ideal to take the current remake maps (with permission) since all the intro/sounds/basic scripts are already done to build off of would save huge amounts of time.
0
The one where you gotta kill the UED scientists, I'm finding this one almost impossible on hard mode, the main problem is the orange Zerg's air attack is really strong and will widdle down most my forces usually by their 3-4 attack also find it very hard to expand and not either lose your expansion base or lose your main because your expansion gets swarmed by ground units while they orange Zerg senD massive air attack to your main base. I've tried quite a few stratigies on this mission so far, I tried going mutalisks but the 4th air attack they send devourers guardians and mutalisks which just destroy my mutas(usually I'm at about 20 then this attack kills 8-10 of them) I tried lots lots of hydras with queens for brooding but same problem oranges guardians and mutalisks eventually come in such large numbers they just rape the ground units. I thought of one final stratigey was to go hydras with defiler support, shoot a plague at the gaurdian/mutas then wait it out and one shot them all. Anyone able to come up with a decent stratigey? Really i don't have much problem till I go to expand then the AI attack waves seem to get so brutal and constant at both bases now and only have a force big enough to defend one base so I have to move it to defend against the attack(usually this is the orange air attacking my main) then by the time my force gets back to my main base to fight off the air(which at this point the air attack is very big enough to kill a decent amount of hydras) my expansion is being hit by several ultralisks zergling and hydra combos , which my now widdled down force isn't able to stop.
Also I tried episode 3(first Protoss campiagn) on brutal but the attack waves on the first mission seemed almost impossible to stop, have these missions even been beat yet?
0
I enjoyed the remake of Starcraft 1 maps (actually playing them again right now) but I've beaten these campaigns several times on original Starcraft it is starting to get boring. I had an idea if someone could do a remake of Starcraft, it would still be lore friendly but a complete redo of maps that could have some twists to them, kinda like how sc2 campaigns are. The idea would be basically a complete redo of maps to be different than the original but with a bit more excitement, eg backwater station you could fight an actual zerg AI and have to make it to the base before they are over run. I'm wondering what the rest of you would feel about a complete redo of sc1?