Starcraft: Enslavers Redux
Starcraft: Enslavers Redux
Description
Enslavers Redux is a multi-episode campaign remake/reboot based off of the original Enslavers and Dark Vengeance custom campaigns for Starcraft 1 and using the actual lore of Starcraft to help bridge the gap between episodes. It features the following:
- 30 Missions across 3 campaigns (6 per ep canon, 9 total per ep, +3 epilogue missions) with unique A and B canon arcs depending on the choices you make.
- An entirely brand new plot and custom text dialog brings the full untold Enslavers story to new life based off of the original Enslavers story and the Dark Templar Trilogy with links to both Starcraft and Starcraft II.
- Play as new customized heroes such as Commander of the Dominion Alpha Squadron, Gui Montag, General Warfield, Selendis, Mohandar, Ethan Stewart, as well as original favorites re-customized such as Tom Kazansky, Magellan, Warbringer, Mojo, Zeratul, Eredas, Zagara and Kerrigan with new dialog, new abilities, and new stories as they help drive the Enslavers plot.
- Powered by the Starcraft Mass Recall mod
Developer's Note
When someone usually asks you what they think of when they hear the title Starcraft Enslavers, memories of brutal difficulty and monotonous gameplay with little plot usually come to mind. Both Enslavers and Dark Vengeance were very quick, watered down campaigns aimed at showing the player how one can build a custom campaign in the map editor. However they also introduced an important element to the Starcraft timeline...understanding what was going on behind the scenes of the main episodes of Starcraft and Brood War. This is a very interesting topic to explore given that fact that we have a mercenary army capable of controlling Zerg along with an ancient Protoss bent of vengeance. Both of these have ties into the overall Starcraft story arc of what Duran was originally trying to do to upset the balance of the sector while finding a way to merge the Zerg and Protoss DNA to create the hybrids.
Thus, this complete custom campaign is a new reboot based off the original campaigns in order to do what the original could do not. Tell an engaging and compelling story of what occurred between and during the main episodes of Starcraft while understanding a bit more about what Ulrezaj was up and what role he played in Duran's plan. However, creating this campaign solo is a large undertaking and as such....there WILL be bugs! Anything in these maps can be improved overtime. I encourage anyone who plays through these maps to please list your comments on anything you notice that seems bugged or anything you'd like to mention that is positive or constructive criticism that would help improve this campaign.
If you would like to play a chronological playthrough from the beginning of Starcraft through the end of Starcraft 2, this is the historical order:
- SC EP1 - Rebel Yell
- SC EP2 - The Overmind
- ER EP1 - Shadow of Deception
- SC EP3 - The Fall
- BW EP4 - The Stand
- BW EP5 - The Iron Fist
- ER EP2 - Dark Vengeance (starts mid-Iron Fist and ends just after Iron First ends)
- BW EP6 - Queen of Blades
- ER EP3 - Twilight Falls
- ER EP4 - Enslavers Redux Epilogue
- SC2 EP1 - Wings of Liberty
- SC2 EP2 - Heart of the Swarm
- SC2 EP3 - Legacy of the Void
- SC2 EP4 - Starcraft II Epilogue
- SC3...?
Story Introduction
Episode I: Shadow of Deception - Set between StarCraft I Episodes 2 and 3, Deception begins with Arcturus Mengsk and the newly formed Dominion as they launch a new initiative to silence all outlaws who would act against Dominion law, starting with notorious mercenary Alan Schezar. However, a lone Commander of the Dominion Alpha Squadron soon realizes Schezar's intentions are far greater and darker than anyone could have imagined...
Episode II: Dark Vengeance - Set between the end of Starcraft Episode 4 and the middle of Episode 5, Dark Vengeance begins with Zeratul and the Protoss, finding new protection on Shakuras after having it been cleansed of Zerg, deciding now to return to Aiur to find any remaining Protoss survivors. What begins as a rescue mission soon escalates into dark plot to subjugate both Protoss and Zerg to bring about a vengeance aeons in the making...
Episode III: Twilight Falls - Set between the end of Starcraft Brood War and Starcraft II Wings of Liberty, Twilight Falls begins with Kerrigan, having crushed all opposition to her, returning back down to Char while designing a new Zerg hierarchy after purging all remaining Cerebrates. However soon after, sensing a strong psionic presence across the void, Kerrigan begins a journey that will bring her to both the most terrifying foe she has ever encountered and a prophecy of the true darkness still yet to come...
Enslavers Redux Epilogue - Set just before Wings of Liberty, the Enslavers Redux epilogue will feature the final conclusions of the three primary heroes of each episode. The battle hardened ex-Dominion Squadron Commander looking to start a new life but instead finding a horrifying Dominion project that he must stop. Kerrigan, the Queen of Blades, still reeling from her experience of learning about the hybrids to take the fight directly to her ex-consort, Samir Duran. And finally the illusive Dark Templar Zeratul, recently rejuvenated from his long self-exile after murdering the matriarch Razagal, traveling to an unknown world and must prepare for a battle which will set in motion the events of the fate of the entire galaxy...
How to Play
1) Download the latest SCMR package and mods. This custom campaign is powered by the SCMR mod. Do not use older mod versions. Please use the following to download this first, or use the SCMR page for the latest release. Place this unzipped folder in your Starcraft II folder of your Starcraft II installation (Typically located in Applications (or Program Files if Windows)\Starcraft II\)
SCMR 7.2 - Maps, Core SCMR Mods
SCMR Assets Mod - All models, images, etc
SCMR English Localization Mod - Various text entries (note - most dialogs are still contains within missions, not this mod)
- Extract SCMR. Should look like this when extracted:
- Within this extracted SCMR folder, move the folder called "Starcraft Mass Recall" to the "Maps" folder of your Starcraft 2 Installation folder (Typically located in your primary C: drive -> Applications (mac) /Program Files (win) -> Starcraft II. Or basically, where Starcraft2.exe is located - Note: Create the "Maps" folder here if it doesn't exist!)
- And then within this, it should look like the following now under /Maps/Starcraft Mass Recall:
- Go back to that extracted SCMR folder and now move the "Mods" folder to the same place as the "Maps" folder. Should look like the following now:
- Download the Assets and Localization mod files (SCMRassets and SCMRlocal) and extract both to the "Mods" folder in your Starcraft 2 install directory. Your Mods folder should now have FOUR mod files and look like the following:
2) Download the Enslavers Redux campaign compressed file folder and unzip. Within you should see a folder called "Enslavers Redux" which contains all the maps you'll need and the campaign launcher. (If not create a folder called Enslavers Redux and place launcher map and Episodes I,II, and III folders within here)
Enslavers Redux - Latest Version
- Go into your Starcraft 2 folder -> SCMR Mass Recall -> Extras:
- Within Extras, place your zip file, then uncompress it there. You should have a folder that says 8. Enslavers Redux. It should look like this now:
- You've got Enslavers Redux installed! Now from the SCMR Campaign Launcher go to Extras and click on the Enslavers Redux menu panel. You can launch any mission from here or open the Enslavers Redux Campaign Launcher in the SCII map editor and click "Test Map" at the top right and launch missions from there
5) You can play locally offline from here or you can play on Battle.net. To do this, save your map at any time in Enslavers Redux. Then click Show In folder button. This will minimize the game and open the save file's folder. Copy this save file to your Battle.net account (Typically located here: \Documents\StarCraft II\Accounts\ACCOUNT
Saves\Multiplayer\) Then close out of the game and SCII editor, run SCII in Battle.net, go to Campaign, Load Save file, Multiplayer, and your save file should be located here. Please note, you should only play continuously either in or out of Battle.net throughout the campaign due to saved data that the game depends on which is different between games loaded from Battlenet or offline.
6) Please note, there is no voice acting for this campaign as none existed in the original either. You must enabled in-game subtitles to see the transmissions of in-game unit text. This can be done by going to Menu -> Options -> Gameplay -> Display Subtitles. This is an English Localization. For those using other language versions, I have moved MOST English text dialog over to use other language files, but in case you still see any "Param" errors, please do the following if you are not using EN_US language data from within the game itself: Press F10 -> Options -> Language -> chose "English (US)". Please note, some copies of SCII do not have this option.
7) Ensure both "Subtitles During Cutscenes" if CHECKED and "Enable Simple Command Card" is UNCHECKED. This will improve your playback experience for Enslavers Redux.
Changelog
Credits
Powered by the SCMR Mod
Click here to view full SCMR credits
Campaigns creation by:
- OmegaWeaponX85
Map design inspiration based on:
The original Enslavers/Dark Vengeance SC2 remake by Opugg / Opupu
Starcraft: Mass Recall by the SCMR team
Starcraft II: Wings of Liberty, Heart of the Swarm, Legacy of the Void by Blizzard Entertainment
Story inspiration based on:
The Enslavers and Dark Vengeance custom campaigns for Starcraft I by Blizzard Entertainment
The Dark Templar Saga by Christie Golden
Custom Enslavers Redux models by:
Kanitala
Alleyviper85
GhostNova
- Hammer107
- Thrikodias
Special thanks to:
Telenil
Jayborino
Disclaimer: Enslavers Redux is a completely custom campaign based on the original Enslavers and Dark Templar stories. It is in no direct affiliation with the authors of those stories.
More custom campaigns like this can be found at the Custom Campaign Initiative
If anyone has a great screen shot they want to share of either a cutscene or an action battle please post it here and I'll add it to the photo section and/or mission summary!
@ROCKNROLLKID: Go
You are getting the "Field Response Medics" because you saved them in the first mission. If you didn't save them, they would revert to the Koprulu version. You'll get stronger counterparts of units like siege tanks and medics throughout the Terran campaign if you complete this bonus objective on map 1
- I'll probably do something like 3-2-1 SCV's in easy/med/hard.
I think 1 SUV should be enough for all difficulties, but I guess we can test this out.
- This is Koprulu medic logic, they are slow to heal on design from the SCMR mod. This is pre-UED coming with their upgraded medics. In fact, no medics or lurkers should exist here at all by this point, but they are too fun not to have.
I kinda figured this, however, I noticed several missions have field response medics (HOTS assets), which I am pretty sure were used as UED medics for Starcraft mass recall, which is a little confusing after what you said. Also, I notice the AI uses the UED medics, as well. Perhaps it is something to fix?
- I have no idea how or why it would launch a different bit version. It's whatever you had installed. First I"m hearing there's two versions installed on someone's computer. If you only want a 64 bit version just uninstall the 32 bit version and see if that works?
It seems the editor you used is pointing at Starcraft II/Support, which is where the 32-bit clients are located. To fix this, I temporary removed the Support folder, and then I ran Enslavers launcher, which it came up with an error saying "Starcraft II/Support doesn't exist" so I had to tell Enslavers launcher to point at Starcraft II/Support64, which is where the 64-bit clients are. It's not a big issue, I just prefer to run 64-bit Starcraft 2 and all. Maybe it might be a good idea to make 2 downloads, one for 32-bit (for older PCs) and 1 for 64-bit.
My mistake, it looks like the commander is detected as heroic.
@deltronLive: Go
- (Terran01) - You can research stim but your marines can't use the ability.
The dialogue in the mission briefing is a lot slower (i.e. amount of time text is on screen) compared to the first cinematic dialogue between Gui and the Commander.
In the Ep. 3 and Epilogue mission launchers if you hover your mouse over the units they display "Zerg Stuff" and "Hero Stuff" respectively.
@ROCKNROLLKID: Go
- It would be nice to add a SUV to the bonus mission where you have to rescue the elite squad..
- Medics seem to heal really slow. They should heal 4 life per energy, not 2. Otherwise, they seem kinda worthless.
- It would be nice if you could skip cutscenes and stuff, for replay value and all.
- I notice the launcher launches 32-bit editor and launches 32-bit Starcraft. Anyway you can make it 64-bit and launch 64-bit Starcraft?
- I notice the commander doesn't having the throwing animations for when he throws grenades..
- Mission 2 when he blows up the door at the start, it would be cooler if he planted a satchel charge instead of placing a spider mine.
- Commander doesn't seem to be detected as a heroic unit. I don't know if this was intended or not.
- Mission 2,the zerg seem to only go after Gui, making them somewhat easy to kill.
@Rinne0410: Go But in Episode III and Epilogue I saw "param" errors.
I managed to complete the mission without combating any Zerg by using Zeratul's mind control ability to control an Overlord and using it as a dropship.I am not sure if it is fixed or it is an acceptable strategy.
Thanks for the bug reports everyone!
Hi.I have played Version 2.03,and am trying to play Version 3.01.Version 2.03 worked fine as well as Episode I and II of Version 3.01.But in Episode III and Epilogue I saw "param" errors.
OS: Windows 10 x64 SCII Version 3.4.1.44401 64-bit
I tried the suggestion above. Unfortunately,I am unable to change the language to "English US" because I am using the Simplified Chinese copy.I can not get other copies of SCII,either,because of GFW.Is there anything else I can do to fix the errors?
Also,I found a bug in the Protoss Campaign of Version 2.03.When Zeratul and Alan try to activate the Temple? Crystal?(I am not sure.),I managed to complete the mission without combating any Zerg by using Zeratul's mind control ability to control an Overlord and using it as a dropship.I am not sure if it is fixed or it is an acceptable strategy.
Anyway the Redux Campaign is really nice and I enjoy it a lot.Keep up the good work!
(I am not a native English speaker and this is my first time posting a comment in English.If I said or did anything wrong, just tell me.I will correct it as soon as possible.Thanks for your understanding.)
Hi. I also just tried this mod out. I never played the original Enslavers before, but I am long term player for Starcraft. I completed first mission from episode one and started mission 2. Here are some ideas of mine:
- It would be nice to add a SUV to the bonus mission where you have to rescue the elite squad. IT is hard to get to them when playing normal or hard difficulty, but I think adding a SUV will keep the tanks alive and will be easier to get to them.
- Medics seem to heal really slow. They should heal 4 life per energy, not 2. Otherwise, they seem kinda worthless.
- As deltronLive said, certain cutscenes/briefing seem to go by too fast. Mission 1 briefing went by slow, but mission 2 went by too fast. In game cutscenes seem to go too fast and makes me have to look back at the mission logs to re-read what they said. You should read it yourself and add a few extra seconds to that so it lasts long enough to read ti all. By the way, I am also a slow reader, as well.
- It would be nice if you could skip cutscenes and stuff, for replay value and all.
- I notice the launcher launches 32-bit editor and launches 32-bit Starcraft. Anyway you can make it 64-bit and launch 64-bit Starcraft?
- I notice the commander doesn't having the throwing animations for when he throws grenades. Actually he doesn't have any animations for any abilities he has, even the ultrasonic pulse. They work fine, but he should point his gun when using the ultrasonic pulse and other weapon add-ons and move his arm when throwing grenades, etc.
- Mission 2 when he blows up the door at the start, it would be cooler if he planted a satchel charge instead of placing a spider mine.
- Commander doesn't seem to be detected as a heroic unit. I don't know if this was intended or not.
- Mission 2, after Gui and Commander get separated and Gui find the control that unlocks the holding cells for the zerg and the doors open, the zerg seem to only go after Gui, making them somewhat easy to kill. Maybe making a waypoint that attacks anything along the path might be a better way to go.
Well, I will just let you deal with this and what some of the others said for now. I will come back after next update and post more bugs/suggestions. Keep up the good work!
I just tried out the first mission to see what all the fuss is about ;) I really enjoyed it! You can tell you put a ton of work into this, with the lore, unit descriptions, mission briefings, cinematics, etc. I will definitely play this for my channel when it gets to Ver. 4?
Couple of notes:
If anyone has a great screen shot they want to share of either a cutscene or an action battle please post it here and I'll add it to the photo section and/or mission summary!
@Nral: Go
I found the bug. Appears the SCMR crew copied this "Talk" subtitle across a few of the default talking portraits. Specifically when using the WOL story mode mod, the subtitle's then appear, which is a pain. Some maps, like Terran01 and 02 use this, so that's why you see them.
I'll remove and get this out with 3.01 shortly. Please keep the bug reports coming, very helpful
@darivlad: Go
OK thanks. The AI will attempt to rebuild its base so its somewhat expected for it to send single units. On hard mode, the AI will attempt to rebuild the ground units automatically and return them to their original spot. Buildings its every 2 times. That behavior should exist for most maps on that difficulty with some exceptions (bully's or guards on certain areas will have no rebuild counts). If you feel that should be changed let me know I can think about it.
I'll have to look at the timer. Can you send a screen shot of what you're seeing? Thank you sir!
As for the unable to tech up to a Hive, this is absolutely a bug, I'll address, thanks!
You rock! I'll have a 3.01 version out very soon with all these bug fixes
Mission 4B. I am unable to tech up to a Hive. When I want to build a Hive it says that I need an Infestation Pit, however when I want to click on the IP it says that I need a Hive.
@OmegaWeaponX85: Go
I was talking about this base (once I take it). The teal terran sends single units constantly (marines, vultures, and sometimes goliaths).
And yeah, the timer appeared instantly and it was the same in each case.
@darivlad: Go The hotkeys for the 2 types of queens are the same
The timer before the gates close, sometimes appears twice.
The top right base was constantly getting attacked by single units at a time
I cannot use the Neural parasite to control the Ultralisk
Ulrezaj was killed by the enemies and I didn't even touch him
I'll also review how the BW queen acts. The SCMR mod made it challenging to incorporate both of them in there :) If they use the LOTV version of the queen then perhaps they could revert using the brood queen version
And just found - I cannot use the ''Q'' hotkey for Kerrigan's Leaping Strike.
New bug found: I cannot use the ''Q'' hotkey for Kerrigan's Leaping Strike. The only way I can use the ability is by clicking on the command card.
@Nral: Go
Bugger. OK thanks, I'll try one thing and attempt to reproduce. I'm fairly certain a recent SC2 update caused this to resurface. I took out the references to this line but the way they changed audio references I think it snuck back in.
@OmegaWeaponX85: Go
27.07.2016
Found some more bugs.
MISSION 2 - The hotkeys for the 2 types of queens are the same - The timer before the gates close, sometimes appears twice. - The top right base was constantly getting attacked by single units at a time (Marines, Vultures, etc; not sure if this is a bug or intended) MISSION 3 - During the micro section, I cannot use the Neural parasite to control the Ultralisk (I am not sure if this is the case for the other enemies because my Infestors were killed by the Ultralisk :'( ) - Ulrezaj was killed by the enemies and I didn't even touch him (This might be something like a timer mechanic but I am not sure) - The hotkey for the new queen is missing - The BW queen acts like a ground unit and cannot fly through high ground
If I find more bugs, I'll make sure to report them. I am playing the campaign on normal difficulty.
@Nral: Go
Just for sanity sake, under your Terran01 folder...what is your last mod date for Missions 1 and 2? Please make sure you are using the latest release.
It should be like July something 2016
@OmegaWeaponX85: Go
I have the lastest version of SC2. This bug appears both Terran 01 and Terran 02. I haven't try the remaining episodes yet.
@darivlad: Go
Oh that sucks, its a cool victory scene and you get to see a familiar face. I'll look at this ASAP. Mutas FTW
Update - I found the bug...wrong player. If you want a quick fix, open the map, open triggers, find the trigger called VICTORY, then change one of the conditions of triggering player = 3 to triggering player = 4. That will do it, otherwise, I'll start on a 3.01 bug fix version
@OmegaWeaponX85: Go
I killed the entire map but nothing happened. The box on the left of your objectives does not trigger. (Also, I noticed that the hotkey for Defiler Mound and Hydralisk Den are the same.)