Backwater Station v1.5
UPDATE: Now you only have 3 SCVs, and neither they nor any you make can build advanced structures, so that takes care of the tech tree problem. The only advanced structures you get are the ones in the base you rescue. (The factory and the ghost academy.) As for Jimmy, he now has 200 hp along with 2 armor, so he's less likely to get smoked.
Hi fellas. This is a remake of Backwater Station where you have to destroy the infested command center. Sadly, there is no such building in the editor, so the best I can do is a normal command center with a bunch of spike doodads in the middle of it. Anyway, this is much like the original, featuring an extra base that is neutral but will convert to you when you enter it with Raynor, who is a hero Hellion. He's not any more powerful than a normal one though, so keep him in the rear if you can. I used a desert map called "curse's fall" or something like that to make this mission. The enemies aren't too tough, but you don't get off so easy either. It's balanced, just like in the original. Enjoy!
Advice: I see that you are putting a lot of effort in doing remakes, but you are taking quantity over quality. If you focused on only one map and really make it feel like the original it would be so much much better. Sometimes you don't even make the map the same (ramps, chokes etc). Pay attention to the details and little things that made the original game so pleasant and the results will be great. Oh and btw why do you put 5 workers near each gas? it doesn't respect the original and also it takes 3 workers to harvest gas at highest rate.
this is an improvement over your other maps, in that the player starts out with less units, tech tree is limited (more like original mission), etc. in the future try to implement AI/triggers so that the enemy also attacks (like original game, makes it more challenging), otherwise its boring. im going to play starrcraft original right now because im bored and these aren't the same. good attempt though
One thing you guys need to get is that I don't intend to exactly duplicate the terrain in the missions. That would be far too difficult. I would pretty much need to have two computers side by side, one with the editor running, another with the level in SC1 running so I could duplicate it, and presently I only have one. The mar sara tileset is used in this, although in SC2 it does look more like a desert than a wasteland, probably due to the Protoss liquidating the planet. (Remember in BW Stukov mentions that Korhal IV became a desert world when the Confederates nuked it.) As for the base, I DID make it like the original, anyone with half a brain can see that. Although I did give you more SCV's, you start with the same stuff: a command center, barracks, engineering bay, and a few supply depots. That's it. The secondary base you "find" had a command center with comsat, a factory (I think) and an academy. The academy isn't in SC2, so I put a ghost academy down instead. So although the terrain itself bears little resemblance to the original, everything else is as close as I can get it. As for tech tree restrictions, my take is this: I could possible learn how to do that, but doing it would likely take a ton of effort, having to go in and disable each thing manually. Although I could do it, it's really not necessary, because everything above the restrictions in the original isn't even available at all unless you build an armory, and although I did not disable that (maybe I will soon) I didn't place an armory at the secondary base. So you were partly right, it does need some minor changes, namely disabling of the armory, which I'll probably do by disablying the command in the SCV. Another thing I'll do is put a text line in place of one thing an SCV says since I don't have the audio for that line. As for raynor, you're right, I will beef him up with more health. (Maybe even another weapon, we'll see.) So thanks for the feedback and expect the update shortly. PS: When you start the game, click on raynor and tell him to move while looking at his prtrait. I made a marine as his portrait, but apparently the animation for him remained a hellions; if you watch as you tell him to move, he'll say something and the chin of the hellion will poke thru the marine's mouth for a half-second!
I'm gonna have to go with Darkrunnerz here. I've played several of your remakes and the only thing they remotely resemble are the voice clips.
If you want to recreate some of the original missions please put some effort in it and not just transfer the sound files and try to imagine what the mission would look like, take some time looking at the original maps. For instance the amount of units you begin with, the restricted tech tree, the base layout. Remaking original missions is more of getting that nostalgic feel back to the players and not just place buildings wherever you like.
Here's a list of the incorrect points you have in this map that weren't in the original, please look at them as feedback.
The Zerg don't have mining bases, instead all they have is a couple of creep colonies and the infested command center. Which I have to admit you did a good job at making it look infested, although I think it could be done a lot better.
Raynor was next to useless in this map. I know the heroes in SC1 usually were most of the time pretty useless, but I remember Raynor was a welcome addition to the army setup in this mission. He almost died in the first encounter I had on your remake.
The map layout doesn't even remotely look like the original, the only thing that was in the good place in terms of mini map was the player's base. The Backwater station is actually located in the top left corner. The Infested Command Center in the top right corner. The bottom right corner is hardly used in the original, which is only filled with a couple of Zerglings and Hydralisks.
I understand it might be hard to completely recreate the original map, but at least try! This doesn't look like it at all. Marauders instead of Firebats is absolutely no problem and I think personally I would replace the Hydralisks with Roaches, as Hydras used to be a low tier unit. Roaches actually took their spot on the tech tree.
Please Wunterwaffen, spent some more time on one map before moving on to the other, because the quality of all your maps are suffering greatly. Quality is so much more important than quantity when it comes to making a map. I'd rather see one perfectly recreated original map, or two fairly good ones, than 8 worthless maps. If you keep going at this pace you'll be wasting your time and the players' as well.
I'd like to propose a challenge to you; Recreate this map as best as you can while mainly focussing on these points:
Map layout Unit Placement Building Placement Terrain Resource sites Techtree restrictions
Look up tutorials if you don't know how to do the Techtree restrictions, there's definitely one out there. Good luck making the map! I'll check it again once you updated it, send me a PM. Happy mapping!
I actually had to make an account just so I could leave this comment. Do you even remember playing the original missions? If you really feel the need to "recreate" the missions from SC1 at least attempt to do it correctly. There is a Mar Sara map skin, which is where the original mission took place, you need to learn to restrict what the player can build compared to the original. On this map that would me just marines at first, they didn't start you off with an entire base like that, you had a barracks a couple depots and THREE scv's, not 20. I'm beginning to wonder if this is even your map, because it looks NOTHING like the original . Maybe you should go back and play these old missions just so you can see how much you're screwing them up. Take some actual time in preparing these maps and you might be surprised with yourself.