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!
@Alevice: Go
can I be added to the project as well as a tester?
@LucidIguana: Go
There i posted a Ticket, idk if i did it right as i have never posted one before
@DingoDyno69: Go
Yes, please. Also, ignore the terrain for that mission—wargirl is currently doing a massive revamp.
Mission 5, much more doable with ghosts being able to lockdown instillation defenses, however i do have some suggestions for this mission, should i also use a ticket thing? since this isnt technically an issue or bug
@DingoDyno69: Go
When you press Print Screen, a screenshot is generated over your Documents folder, like:
Documents\Starcraft II\Screenshots
@DingoDyno69: Go
Tickets are here: http://www.sc2mapster.com/maps/antioch-chronicles-remastered/tickets/ .
Does anyone know how to do a print screen in SC2? i keep trying to do mine and when i paste it in paint it just shows up as a black screen
@Alevice: Go
cool, so do i make a new post? also do you have FB messenger?
The ticket system should be right after Files and Images sections at the top of the project page. You raise your tickets with individual issues so we can address each.
@LucidIguana: Go
@Alevice: Go
trust when i tell you guys that i played the shit out of these maps so i know them inside and out and i even have the OG SC1 and i can play the original maps and tell you the stats of them, ill keep playing them more now and tell you guys of anything i find, and what is this ticketing system you guys speak of?
Thanks for the comments so far. Terrain is DEFINITELY a work in progress. At this point, we've finished geography on all levels, but many still need a pass or two. That sort of fine-detail work takes a lot of time, so we're rolling the updated maps out when they're in but not waiting for it to make releases.
As Alevice said, it would be great if you can use the ticketing system so that we can keep track more easily of everything we need to fix.
I'll look at these bugs in the next couple days. I did make perdition turrets lockdownable, though, already. And mission 7 should now work (see extensive patch notes).
I totally missed these comments. Thank you tons for the feedback.
@Scbroodsc2: Go We are long term aiming to modernize quite a few things that have not aged that well, but anything that requires a big time investment would dfinitely be put in the backburner if it halts overall development and soft target dates. And we really havent reached a consensu as to what feature to modernize and which ones to keep. We re still bound by the original campaign assets (specifically voice acting, and we lack the means to effectively reproduce the work of the original actors to have some seamless transitions between stages and some narrative dissonances).
We definitely want to give heroes a more critical support role given the b&d restrictions, encouraging players to not have them hidden until turtled enough, but rather actually allowing to keep more manageable levels of difficulty by daring to set them on the fire line in spite of the implied risks. We already have some abilities planned for them once we reach beta.
We are forutunate that wargirl is totally fixing our terrain work too, so eventually they will not be lackluster at all :)
@DingoDyno69: Go
Your mission 3 (which is actually E01M04). This is one of the first attempts to modernize the levels, while the spirit of the level was kept, the layout was completely overhauled. Wether we succeded or not remains to be seen. It seems you know the original maps so well and that is definitely useful. AI works rather differently on SC2, which is why some of the attack patterns have changed. QUite a few of the tech tree issues have been fixed, I think lucid pushed an update last night, if not, I will pester him until he does :p
I will try to push the ticketing system we got here for keeping track of the loads and loads of issues we will definitely see.
Bug in mission 5, when Mox says they have to hold out long enough for the reinforcements to arrive, Turmalis portrait appears instead of Moxes
Mission 4 is just impossible to beat, you do fine up until you run into the perdition turrets, i remember you could lock down installation defenses with ghosts, so maybe you can replace those with something else thats considered mechanical that ghosts can lock down
mission 3, what happened to all the Zerg bases surrounding you and attacking you? I also remember there was more alternate routes to get to Moxses base in this mission Terrain wise, also in the original you could build wraiths but not Valkyries or Medics, you also have a science facility with all the science vessel upgrades but cant build science vessels, also the mineral patches in Moxes base are to low and run out fast and there was more in the original as well, like 5 or 6 from what i remember
i already found some stuff wrong with mission 2, your missing some of the tech tree, in the OG we could build observers, archives, reavers, and all there upgrades and shuttle upgrades, citidal of Adun with Leg upgrade, dont remember being able to build a stargate though, and the Zerg hardly attack you, EVER, i remember the Zerg used mutas or dropped on you in the lower left corner of the map of your base also, and they used Ultras in there base, they seem to ease here, might wanna revamp there difficulty just a tad
Alright, I have to say, well done, making a campaign is not something easy at all. And in this case, it's based on an older campaign. Nice work.
But I also have to say... first missing was great, very good terraining an all... but I got tired at the 3rd mission.
I really wish you a good continuation. It definitly need more good campaign :D
Mission 7 is fucked up .. at the start you don't control any units and no briefing appear before the mission