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
Fair enough on 4a, I'll remove the spawn section at least from there. For 5a, can you please tell me which hybrid that was? There's a lot of them so if you let me know the specific one I can pinpoint down a potential bug.
That's sort of the point for Zerg6a, it is the final battle of the normal campaign, so hectic is the name of the game. The map challenges you to defend three widely spaced areas (hint - nydus worms are super helpful) effectively. That said, I'll consider improving the range of difficulty between easy/med/hard on that level or decide additional mechanics
Just tried Zerg mission 4a, and it is pretty much unbeatable for me, even on easy. When you get to the last part, just before you reach the hybrid, protoss zealots and immortals keeping spawning infinitely, making it kind of impossible to get pass this part. I did try to rushing through the defenses to where the hybrid is, but then they just piled up where kerrigan was and the moment you gained controlled, they killed everything and kerrigan in like 3 seconds. I don't think it's really necessary to have units spawn in infinetly at this part as the defenses around the area seem like a good enough challenge as is.
EDIT: Zerg Mission 5a, one of the hybrids I killed didn't register as a kill. The marker on the minimap remained and it didn't count as him being killed in the objective, so I wasn't able to beat it.
Zerg Mission 6a, I am finding it really challenging to keep up with everything that's going on, especially considering that they attack you in like every direction randomly. Perhaps it might be better if Stewarts brood is AI controlled and he kept building forces to defend his side, while you just worry about your side and the middle. Or it might be a good idea to do have the enemy attack from one side and have a indication which side they are coming from, and then when it comes around the 75-80% mark, have them come from all sides. An example of this would be Nova Covert Ops mission 2 or even LOTV mission where you have to defend the temple on Shakuras.
@ROCKNROLLKID: Go
I understand, seems to be a chicken and the egg sort of things. I'll correct
- When Abathur says "New Ultralisk Strain" there isn't any Ultralisks that appear. I do hear the unburrow sound of them, but none actually appear.
- You should get an ultralisk at your base. I'll pan camera so you can see where and ensure it appears. Basically, the Ultralisk is your WOL counterpart, meaning, it can burrow, has a cleave splash attack and has +100 HP. It however costs more money and food than Starcraft 1.\
No no. The camera pans to where they should appear and I hear the unburrow sound of them, but no ultralisks appear.
@Ramboing: Go
- Comsats didn't work on the first mission.
@Ramboing: Go Is there a specific method of starting maps so that it will remember the upgraded medics?
@Blazethesage: Go
- the AI still seems to have a bit of a grip on some of the units.
- it looks like Eredas' hardened shields just aren't working at all here..
I'll try and nerf some of the difficulty if people are having some trouble. Easy anyone should beat it with basic gameplay. Normal should be challenging for the average player, maybe a restart or two for tougher levels, but beatable. Hard should be challenging for the expert player, multiple restarts on tougher levels expected. Still, beatable. I would love to add a Brutal difficulty later which would be unfairly difficult but ultimately beatable...lots and lots of restarts would be needed here. I always thought Brutal in SC2 was too easy. Brutal should be just that...brutal. Or Nightmare a la Doom.
@ROCKNROLLKID: Go - I am finding that sending large amounts of Ultralisks at him seems to do the most damage to him, but by the time I can get a next large wave of Ultralisks up, his shields are almost completely restored.
- After failing to kill Ulrezaj, I decided to restart the mission over, but for some reason, the entire map is revealed to me, no dark or fog of war.
- the unit that transports Stewart to the base is a Mutalisk that has like 200hp and seems to be a HOTS Mutalisk with health regeneration.
- When Abathur says "New Ultralisk Strain" there isn't any Ultralisks that appear. I do hear the unburrow sound of them, but none actually appear.
Keep all the bug reports in this thread so others can comment if this is happening to them. Thanks guys!
Is there a easy way to defeating Ulrezaj in Zerg mission 3? I am playing it on easy and I am having a extremely difficult time defeating him. I am finding that sending large amounts of Ultralisks at him seems to do the most damage to him, but by the time I can get a next large wave of Ultralisks up, his shields are almost completely restored. It also burns a lot of minerals and gas up and he seems to kill any other type of unit too easily. I think he either needs less shields or a much slower shield regeneration.
Zerg Mission 3: I am having a weird bug in Zerg mission 3. After failing to kill Ulrezaj, I decided to restart the mission over, but for some reason, the entire map is revealed to me, no dark or fog of war. It wasn't like this the first time I played it.
Zerg Mission 3: for some reason, the unit that transports Stewart to the base is a Mutalisk that has like 200hp and seems to be a HOTS Mutalisk with health regeneration. It's ranking also says Stewart on it, as well.
Again Zerg Mission 3: When Abathur says "New Ultralisk Strain" there isn't any Ultralisks that appear. I do hear the unburrow sound of them, but none actually appear.
Also, after the next update, I will run through all the campaigns for you and make a collection of bugs, suggestions, ideas, etc for you and PM them to you so you can fix everything up before the epilogue missions are released, if that is alright with you?
@deltronLive: Go
I appreciate your tutorial video in how to add animations to unit spell casts, but unfortunately, the War Pig model does not have a throw animation, this is unique to Raynor in your video. I would have to somehow create a new animation for this model, which I'm unfamiliar how to do. That said, I can do a simple attack animation to his abilities so its not so awkward of him just standing there.
Another bug, I think. This time it's from Protoss Campaign.
After I finished Nemesis by retrieving the kydarian crystal and selected "continue campaign", Turnabout mission opened instead of Desperate Measures. You know it should be like this;
Kydarian crystal > Desperate Measures > Showdown (canon)
Destroy Schezar's Scavengers' base > Turnabout > Dark Vengeance
Alright, playing through this, and first of all, wow, this campaign is not for the faint of heart, Episode 2 is kicking my ass somethin' fierce on Normal.
But regardless, one thing I noticed in Map 1 of Episode 2 (the protoss campaign), is that when you rescue the Commander, the AI still seems to have a bit of a grip on some of the units. When I tried to take some of the units away from the base, the initial two medics, and several marines would kinda refuse to leave, and run back to their posts. I also noticed them using stims on their own in fights, which was kinda cool.
EDIT: Okay, found a bit of a problem. Just played through Protoss map 3 for a second time, first time I went for the B route by destroying the tower. This time, I went after the crystals, but it sent me to the 4b again. Any idea why?
EDIT 2: Okay, uhh, in Protoss 5A (Fiery Escape), is it *intended* that the Brutalisk completely ignores Eredas' hardened Shields? Cause between that, the fact that Void Prison affects him for all of one second, and the massive amount of stuff you need to fight through to escape, grabbing the bonus objective *and* winning the map feels all but impossible. And I'm playing easy!
Edit 3: actually, it looks like Eredas' hardened shields just aren't working at all here... he's taking full damage from *everything*, with shields available.
Also, after beating the first mission, I had field response theta in the second mission. I quit out, tested the first mission again, and my initial medics were field response theta. After confirming comsats still didn't work, I quit out and started the second mission again, this time through the launcher, but it forgot about the upgraded medics. I just got regular medics. Is there a specific method of starting maps so that it will remember the upgraded medics?
Comsats didn't work on the first mission. I just played it with flying barracks spotting.
@ROCKNROLLKID: Go
I'll think about the bit launchers, I haven't encountered this before, so its going to be low priority unfortunately.
The early bile launcher activation shouldn't happen. The trigger area is likely accidentally bleeding into the playable map before Zagara is born. I can simply remove that until she is born, thanks for bringing it up
- What if clients don't have 64 bit?
That's why I said it might be a good idea to make 32-bit/64-bit launchers. As I said, Mass Recall seems to run 64-bit, and I haven't noticed anyone saying anything about wanting 32-bit launcher, so I think it is safe to do so. Maybe it is something to investigate in after you complete the epilogue missions.
I also noticed another bug in Zerg mission one. Before the egg hatches, you can still get to the bile launcher off to the right of the map. I noticed once you encounter it, Zagara will say something like "we have found a bile launcher" or something, even though the egg hasn't hatched yet (which has Zagara in it). Don't know if that was still intend or if something you want to fix, too.
@Nral: Go
Well...Fenix shouldn't die, lol. That should end in defeat, so that needs fixin'
@ROCKNROLLKID: Go
it seems in the last Protoss mission you are able to control Ulrezaj with Zeratul's Domination ability and if he died while you still controlled, he doesn't spawn anymore.
Zerg mission 1, after the egg hatches and all, Zagara isn't added to the mission objectives to keep her alive.
when you get close to the cerebrate, and the Nidus Worms appear and if you don't kill them right away, they literally just keep spawning Zerglings infinity.
I'm not a very good voice actor. Maybe Jayborino, lol.
What if clients don't have 64 bit? That would crash for them. I assume you would need a conditional statement to detect what a user has but I haven't investigated doing this
Another bug report from terran campaign.
Mission Name : Defenders of Aiur
When Fenix dies, he does not appear in the ending cinematic. Commander's portrait appears instead of Fenix's portrait when Fenix starts speaking. (During Fenix's death.)
Well I was going to wait until after the next patch was released as I didn't want to flood you with so many bugs at once, but it seems in the last Protoss mission you are able to control Ulrezaj with Zeratul's Domination ability and if he died while you still controlled, he doesn't spawn anymore. I haven't tested if this works with dark archons or anything else.
Zerg mission 1, after the egg hatches and all, Zagara isn't added to the mission objectives to keep her alive. Also, when you get close to the cerebrate, and the Nidus Worms appear and if you don't kill them right away, they literally just keep spawning Zerglings infinity.
While I know you said you weren't going to do any voice acting, but have you thought about doing a narrative type thing (as a separate package, of course). You don't have to do anything special, but maybe you could just read all the text yourself. Just a idea I had.
Also, about the 32-bit client being used, did you use 32-bit editor to make this mod? If so then that is probably the reason why. I think you need to change the directory to load the Starcraft II/Support64 Editor so it runs 64-bit by default. I just tried Mass Recall and Mass Recall launcher runs 64-bit.
@deltronLive: Go
You rock! This is perfect, I'll start messing with this in the next version
I posted your campaign up on Team Liquid Single-Player Forum.
http://www.teamliquid.net/forum/single-player/512312-starcraft-enslavers-redux#1
I recommend putting some images of the gameplay and terrain in your above description of the campaign.
@OmegaWeaponX85: Go
- I notice the commander doesn't having the throwing animations for when he throws grenades..
I'll review and see what it would take to get this animation to play. I'm assuming its in the "events" section of the actor of the commander, but I've never attempted this. No promises this can be done, but I'll definitely try and look it up
I made a tutorial on how to add a grenade throwing animation here:
Hopefully it can help you out!
Regarding skipping cutscenes...I just tried to do this for every cutscene on Map 1...it took me 3 hours to account for every trigger and outcome, and I still ended up screwing things up. So long story short - I don't think I will do this as the amount of work will be unfeasible to go back over every map and test over every outcome to ensure a seamless play experience. As it stands now, the cutscenes are tested and will work, so attempting to fudge with that will end up being a nightmare for a busy person like myself. I may still complete this for the long intro cutscenes before Terran/Protoss/Zerg01 because that's easier, but doing this for every single cutscene fade is going to be crazy tough
Sorry...live and learn. I realized how to do this too late into my map-making. To be fair, I don't think the SCMR guys skip cutscenes on their maps, but I could be wrong.