SC Legacy Ep1 - Ashes of Freedom
StarCraft 1's Terran Campaign Re-Imagined
Overview
Ashes of Freedom is not a remake or port but in fact, a complete adaptation of the original StarCraft 1 Terran campaign "Rebel Yell" into a StarCraft 2 experience. The Legacy project is intended to capture the soul and feeling of the original game, while using Wings of Liberty's campaign as a benchmark for quality level design. As such, many levels will play out in a completely different way than their predecessors. There will also be the addition of new levels, as well as modifications to tech, units and the addition of new units.
- StarCraft 1's Terran campaign re-imagined
- Entirely new level designs
- Addition of new levels
- Bonus objectives with special upgrades
- New and modified units
- Adjusted Tech Trees
- Same beloved story, new exposition
Work in Progress
Ashes of Freedom is a new project, and as such is currently under development. At this moment the campaign includes the first mission "Wastelands." Please check back periodically for updates.
Download & Install
1. Place both .SC2Map files in the folder "Maps" in your StarCraft II folder, under Program Files.
- If you do not have a maps folder, create one inside of the StarCraft II folder, case sensitive: "Maps"
2. Place "Legacy.SC2Mod" into your "Mods" folder found in your root StarCraft II directory.
3. Create a shortcut for StarCraft II, go to the shortcut properties and in the Target field add: -run "Wastelands.SC2Map" -difficulty # or (depending on which level you wish to play) -run "Backwater Station.SC2Map" -difficulty # after the path to the .exe and the closing quotation. # should be 1-4 depending on the desired difficulty.
- Casual (New to RTS games)
- Normal (Somewhat familiar with RTS games)
- Hard (Confident StarCraft 2 player)
- Brutal (Very good StarCraft 2 player, looking for a challenge.)
4. Run StarCraft II via the new shortcut. Enjoy.
Note: Either map can be opened in the editor, however, playing the level through the editor lacks certain optimizations that may cause parts of the level to experience slowdown depending on your machine. Additionally, the map can be run by telling your computer to open the map with SC2.exe, however, it will default to normal difficulty, and cannot be altered. Blizzard support for custom campaigns is currently non-existant, so please bear with these simple instructions.
Media
Feedback
- Any feedback is absolutely appreciated
- Negative feedback is especially appreciated
- Please specify the difficulty you were playing
- Feedback here or in the forum thread is best
- Thank you very much!
I encountered an error on Mission two, Jim raynor didn'y even spawn for me in the beginning and then when I go up the first ramp north of my base it says that I am defeated. Also at the end (I took a peak in the map editor because I couldn't start the mission) the generator you have to destroy in the instalation looks a little out of place, maybe you should place it someplace else in the complex. Great maps so far! Keep up the good work!
Mission 02 Backwater Station now available!
It's early beta, so please bear that in mind, if you'd rather wait for the finished, more polished experience, now is not the time to play.
If however, you do wish to play now, there are currently no known bugs. 90% of the dialog is implemented, only a small number of polish features are missing. Any feedback at this stage is greatly appreciated, particularly regarding difficulty. If you're looking for a challenge, make sure to try hard or brutal.
Thanks!
P.S. There's a hidden Easter egg, first person to find it and post a screenshot (in game, please don't cheat and look in the editor, or if you do, don't post it!) gets a special reward! I'll be dropping hints every few days until someone finds it, but for now, no hints!
@Tyneara: Go
Thanks Tyneara, SUPER helpful bug reports. It's very likely that destroying the gun may have had some bearing on it, I tried to compartmentalize those triggers, so that wouldn't happen but I may have overlooked some things.
I don't usually have time to test on all difficulties and the bonus mine event is different for normal/casual vs brutal/hard, so thanks. Occasionally I miss the proper hooks for fail states on bonus objectives.
Seems like a lot of people are taking "salvage the gun" as blow it up, in 1.3 I will be addressing this issue by making it temporarily invincible and making sure the dialog is printed fast enough that players know what the hell is going on. Thanks so much for the feedback!
PS. Everything is going well on Mission 02, third pass on terraining is done, all the conversations have been created, and now I'm just going back and adding minor events and tips to the level. The actual gameplay has been implemented for over a week.
If everything goes according to plan, Backwater Station should be available tomorrow afternoon (EST US time.) though some final polish like certain cinematics and intro screen may not make it in. Some teaser screenshots for you:
As always, the Flickr gallery has more images to check out.
Hello,
First off, this map is fantastically well done. Who would've thought you could've made a dynamic mission from the that very first mission in Starcraft? Your terrain was fantastic, as was the cinematics and opening to the mission.
However, I did run into a problem which actually prevented me from finishing the mission. When given the option to rescue the mercenaries near the mine, I chose to save them, however I experienced a trigger error (from what I can tell it was related to the APC follow trigger) However, the APC seemed to be okay as it waited until I finished the event (but there were no zerg that came out of the mine?)
From there everything was fine until we stopped to deal with the spider mines and the flanking attack. From that point forward, the APC refused to move another step, generating the same trigger error over and over again. I hope this report is helpful in squashing the bug. (I was playing on normal difficulty)
Also, I may have simply misunderstood what was supposed to happen when you go for the autogun, I figured by "rip the salvage from it" it meant to destroy the gun. The zerg attacked and I stopped messing with the gun long enough for it to do it's thing, then didn't see the transmission about the SCV until I'd already destroyed it. The next transmission was that the gun was online. I may have messed things up there too.
You've opened with an awesome mission here. I look forward to playing more.
excellent mission cant wait to see more of your work
A new release of Wastelands is up! Beta Version 1.2
Change Log
Additions
Changes
Bugs
Caveats
There are currently no known issues with Beta Ver 1.2, but there are a few outstanding tweaks. They will be coming in Beta Ver 1.3
Coming in Beta Ver 1.3
Development Check-In
Development on Wastelands is being paused temporarily in order to continue development on Backwater Station, so expect Beta Ver1.3 sometime next week. Everything is still on schedule for a Beta release of Mission 02 "Backwater Station" later this week. If you haven't already, check out the Flickr gallery for a preview of the coming mission.
Backwater Station Upcoming Features
@Debe2233: Go
Thanks for the clarification! I am glad you enjoyed the event music!
A new release of Wastelands is up!
Change Log
Additions
Changes
Bug Fixes
Sorry about that! Yes probably pointing out the areas would be more helpful wouldn’t it? :p I would say the main area I thought looked a bit empty was (using the points on your map from the editor) Convoy Third Leg 26 till the end of the level.
The rest looks really good, but just that last bit feels very empty.
On the other hand the rest of the map looks great; particularly the area where you pick the turret up looks excellent. As does the bridge area and the city.
And something I forgot to mention but was very excited to see... or rather hear... was the use of event music! Makes certain things such as the Zergling reveal after you leave the city just so much more atmospheric.
-Debe
@Debe2233: Go
Thanks for the feedback! It was awesome to hear some critique on the terrain, with that said, would it be possible to cite the specific areas where you noticed the terrain was bland during your playthrough?
Regarding the zergling attacks, something I had to keep in mind during development of this level is that it was replacing the first map in the campaign. So for casual and normal players, the intention was that this might be their first time playing (unlikely but still the intention) so it was difficult to add something like flanking attacks. There's already a lot more going on in this level than the first mission of WoL, which I felt comfortable with because the campaign will be more compressed (with around 14 missions as opposed to nearly 30.)
If you're looking for a challenge though please try the level on hard or brutal! Look forward to some new surprises, particularly if you choose to tackle the bonus objective.
Your feedback about the final stretch is poignant and helps to reaffirm my sneaking suspicion! I definitely need something to spice up that last bit, the intention was a falling action after the earlier ambush, but it was misguided, so thank you, I will definitely look into that area specifically.
PS. I'm glad to hear that about triggers haha! I actually haven't gone through and re-factored and optimized them yet, soon though!
@Terminazor: Go
Thanks for the feedback, I am glad you appreciated the bonus objective! Look forward to a new bonus objective (or two) appearing in all the missions. This is how I've decided to allow the player to unlock campaign tech (both new and familiar.)
Great re-imagining of the first game’s campaign really enjoyed the map, it was very polished. The briefing section was fantastic. The mission was entertaining and kept me enthralled the whole way through.
The objectives were nicely done and understandable. Everything worked really well and you’ve obviously taken a lot of effort over your triggers and have used them optimally. Something I really wish I could do!
My only minor gripes would be first the terrain. In many places it was great but in a few areas it looked just a little bit bland.
And secondly possibly have a few random Zerg attacks in places to keep the player on their toes. Just 1-3 Zerglings attacking from behind or from the sides every so often, nothing threatening but just to give it a little bit more suspense and make sure they are sticking to defending the convoy. At the end I was roving way ahead taking out the Zergling packs and then having to wait for the Convoy to catch up.
(Although I only played it on normal so maybe this is already in the harder versions)
But otherwise it was absolutely brilliant. Looking forward to the next one!
-Debe
Man, you should work with blizzard, this was just awesome/perfect. No Bugs, not hard (ok, just normal). And the little things (like rescue the marines, or the "protest" of some colonists) were also just awesome.