The Antioch Chronicles: Remastered
What is this?
This is the first release of a StarCraft 2 remake of the seminal StarCraft custom campaign known as the Antioch Chronicles. This project is a high-fidelity reproduction of the original campaign with few enhancements taking advantage of the StarCraft 2 editor.
This version contains both episode 1 and 2 of the campaign. It uses the StarCraft: Mass Recall mod, which the creators were generous enough to allow us to use.
What is the Antioch Chronicles?
In 1998, not long after StarCraft was released, a mapmaker calling himself Auspex Turmalis (Ruben Moreno) released episode 1 of a custom campaign that he called The Antioch Chronicles. The campaign featured custom audio, perhaps most notable for how well Auspex reproduced the Protoss audio effects. Also impressive was the fact that Auspex recorded all of the character voices himself.
Episode 2 was released in 1999. For the second campaign, creative duties were split between Auspex and Zeus Legion (Eric Dieter), with additional voice support acting by Ytse-Jam (Juan Mantilla) and Macbeth (Eric Ladd). By the release of Episode 2, the Antioch Chronicles had gathered a large and active fan base.
Episode 3
Unfortunately, a promised Episode 3 was canceled. However, Team Antioch, with the support of the Original Creators, has released our own version, which you can download at https://www.sc2mapster.com/projects/thoughts-in-chaos . Still, the first two episodes did much to shape the early StarCraft modding community and remain in the popular conscious fifteen years later. For more information about the Antioch Chronicles, visit http://antioch.snow-fall.com/wiki.pl?The_Antioch_Chronicles .
Installation Instructions:
Download the mappack "Antioch Remastered 2.2" and the modfile "Thoughts in Chaos - Mod".
Create a "Maps" and "Mods" folder inside your main StarCraft II folder if they don't exist already.
Extract the contents of the two zipfiles into the "Maps" and "Mods" folders.
Note: Older versions of Antioch Remastered (v2.0 and lower) use the old modfile which is included in the mappack download. However it is unused in the newest version, and can be deleted.
Also, older versions require the modfiles from the Mass Recall campaign, which can be found here.
How to play:
Open the file "Antioch Campaign Launcher.SC2Map", which is located under "Maps->Antioch Remastered", in the editor.
Then, press the Test Document button (the StarCraft II logo at the top-right). Alternatively, use the shortcut Ctrl+F9 once the mapfile has finished loading in the editor.
Watch on Youtube
Community-paragon Jayborino has an ongoing series of playthrough videos. Check out the whole playlist and stick around for his other videos!
Thanks
This project wouldn't be possible without the generous support of Auspex Turmalis, the Star Craft: Mass Recall team, the Custom Campaign Initiative, Jayborino, and the entire SC2Mapster community. Thank you.
Join the Community
Want to chat about the Antioch Chronicles? Join us on Discord!
I will play campaign again, so i will get back to as soon as i finish.
As for mission 5 i saw that if probe is left unguarded then sc2 infested marine spawns and kills it, which is quite nice mechanic, but what I meant is similar to mission from BW (i can't remember was it from mass recall or some other campaign) where you were on platform and you had infested marines burrowed and attack you from both sides also they were in some random places and maybe make them spawn and attack you (target probe) every 10 min. The way you can deal with this is to leave one marine behind or position you army so they can kill it before it hits.
But I guess it's better to test current difficulty before adding anything new.
@MakOSc: Go
I appreciate you getting back to me so quickly. Your 1-4 bug is an easy fix, and I finally figured out what was wrong with the AI on some levels this afternoon.
As for 1-5, for now, the turrets all have detector, which hopefully makes things a bit harder. Maybe we'll make some mobile detector type unit to be a bother (would help for 2-4, as well). There's a probe-killing mechanism in place already that involves Infested Terrans, but there's probably something else we can do to spice it up without making it brutally hard (which it used to be).
I played so many campaigns from here, so I decided to help any way I can.
In mission 4 Tirmalis triggers firs beacon, where you need to get i think it was 2 ghost, 4 marines and heroes. I went scouting with Tirmalis and hovered over the beacon and that triggered objective completion.
In mission 5 for hydras and turrets I used ghost, cloacked for hydra and superior range for turrets, the rest I cleaned with rest of the army. And also energy recharges quickly, i think in BW it was slower. Maybe it needs some detection or BW infested terrans that randomly attack your probe would be more scary and it would be more interesting so you could not just go and kill stuff without watching you back
Also in mission 7 zerg triggers for an attack after you get first objective, 3 stargates and fleet beacon.
@MakOSc: Go
Thanks so much for playing through. I'm making tickets for these and we'll get them patched ASAP (probably today).
Questions:
4. Which objective does Turmalis trigger that you feel he shouldn't? Arrival at Mt. Midnight? 5. Didn't you need to bring Mox to many places on the map? Was it just that you marauded around killing everything while cloaked?
@Telenil: Go
Thank you! This project would not be possible without the SCMR team.
@LucidIguana: Go
Ah, the joy of gaining experience in campaign making. "How can a bug like that even exist?" "I copied these triggers but forgot to adapt them." "Fixed a bug in seven separate maps. Again." "Who was supposed to test that? It was me wasn't it?" ^.^
Spirits high, these are the signs you are on the right track!
Missions:
1. Untis can pass trough small rocks,
2. OK,
3. Not enough harass from zerg, maybe more muta harass,
4. Turmatis alone triggers objective,
5. Firs aid bugged, doesn't heal or sometime random, mission can be finished using only ghosts so it makes it too easy, also on some terrain units can fall trough (vents) or climb on cliffs.
6. Only mission that don't autostart after briefing,
7. Zerg don't attack
8. You can see arbiters as a option in stargate, but no tribunal, in academy you have upgrades for medic. Zerg and terran are not aggressive (idle)
Here are some of the screenshots http://imgur.com/a/T8on1
I have not played original campaign, so i focused manly on game bugs.
Hope it helps.
There will be cutscenes in phase 2, right now we're keeping more true to sc1 for phase 1.
@LucidIguana: Go
if you have ever played Mass Recall, at the start of each mission they zoom into a certain part of the map, or do a little cool intro cutscene, @Jayborino knows, the playthrough of Mass recall is on his channel
Thank you! You can thank the Slack team for inspiring me to write fun notes. Dingo—what do you mean pan overs?
I love your Patch notes Iguana, hahaha
currently trying to talk Jones313 from the Mass Recall team to do some pan overs for us, hopefully he says yes
Just posted a slew of tickets. Nothing super gamebreaking except one on Mission 5. I'm enjoying this campaign so far, well done!
@LucidIguana: Go
okay sweet, im playing the originals as well, so i thought you might want to know the numbers, but if thats the case even better
I have updated the ticket templates for clarity. I hope it serves to have more bug/idea reports.
@DingoDyno69: Go
We have the entire original campaign, so yes, we know the numbers. That said, we're going to approach the issue differently.
@LucidIguana: Go
do you know the exact numbers of the shield drain though? i also found a number of issues wrong with Mission 7 and 3, im gonna post a screen shot of them soon in a ticket
@DingoDyno69: Go
Good catch. I'll fix the shields on 1-7, 8, and 9.
i have a question, for mission 7 the Auriga Gambit i think it is, are you guys trying to replicate the plasma shield drain on all the Protoss units and structures like in the original one?
@DingoDyno69: Go
Sure. Done.