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!
I think I'm going to update the pre-release 4.0 versions in this fashion: 4.00.xx so we can get fresh updates to test. That will include updates when Ep2 and Ep3 are done. Epilogue maps will come out with the official competed 4.0 version.
Here is what we have thus far I'm going to review (note these may not exist for everyone)
(Fixed) The Commander abilities flash and pulse grenades are on the same hotkey (W). The following hotkeys will be assigned for the Commander's active abilities: Flashbang - F | Pulse - E | Hellfire - G | Chrono Rift/Super Stim - T | Kinetic Barrier - R
(Fixed) Terran01 - Siege tanks have issues crossing the bridge closest to your base leading to Alan Schezar's base. Smaller units can pass. Missing terrain. Fixed
(Fixed) Terran02 - There are 2 areas where you find a group of people that come with you, however, in both groups, there are some that do not go under your control. The first group was 1 medic and 1 marine that didn't go under your control. The second one was a Goliath and a medic or a marine. I added some additional reinforcements on easier difficulties that wasn't account for. This has been fixed to include any rescue units in an area.
(Fixed) Terran02 - When Gui shuts off the security systems for The Commander, some of the turrets still attack your forces. Somewhat similar issue to the above.
(Fixed) Terran02 - In 3.02, when you found the last collectable item towards the end of the map before going to the computer that shows you were it is, The Commander would say "it is a good thing we got that item already" or something like that. In 4.0 update, he says "that item maybe useful for the future, if we had time to get it" even if you already got the item. Awesome catch, yes that was accidentally removed with your sub-objective of palladium/iridium pickups. I re-added that condition in there as I still like it to show the player what he/she missed if they didn't go right at the fork. I don't believe you would have time to go back, especially on hard, maybe on easy, so it would require a re-load.
(Fixed, I hope) Terran03+ - After loading in, the UI for the briefing is in the wrong places, and no briefing plays. Pressing play takes you to a black screen with no gameplay. Wow I really screwed up here, apparently I forgot one little trigger and it completely took you down the wrong path. I kept the old briefing triggers just in case I needed them but forgot to change Map3+ to utilize the new ones, so it kept trying to use the old ones without the proper initilizations to set them up, so all hell broke loose. I'm correcting them now and will upload them soon for a 4.00.01 dev beta update soon.
Mission three seems to... just not work? After loading in, the UI for the briefing is in the wrong places, and no briefing plays. Pressing play takes me to a black screen with no gameplay. I don't know if this is my fault due to missing an item in mission 2, or if that's just a big bug but it seems like something big
Other than that i'm really enjoying 4.0, there's just so much work gone into it that it boggles the mind that this is a fan project
Edit: It seems that every map from this point on does this, not just 3, which i suppose means that i'm functionally stopped here?It won't work even if run from the map file directly, which is a little dissapointing
Checking, thanks for the bug report!
Just did mission 2. Marines didn't have any voice acting there, either and neither did Field Response Medics. The Commander, Gui, Goliaths, and vultures do, though. I had just Enslavers before, so I put Redux at the name, too, and now the launcher works. Anyways, here is mission 2 report:
- If you go to the room where The commander and Gui get separated, after the cutscene, reload a save before it happened, if you go into the room, all the rocks will be blocking the doors and dust falls from the top. It doesn't ruin any gameplay, though.
- There are 2 areas where you find a group of people that come with you, however, in both groups, there are some that do not go under your control. The first group was 1 medic and 1 marine that didn't go under your control. The second one was a Goliath and a medic or a marine.
- When Gui shuts off the security systems for The Commander, some of the turrets still attack your forces.
- In 3.02, when you found the last collectable item towards the end of the map before going to the computer that shows you were it is, The Commander would say "it is a good thing we got that item already" or something like that. In 4.0 update, he says "that item maybe useful for the future, if we had time to get it" even if you already got the item.
OK thanks for these bugs, I'll review.
I'm not sure what to say about the missing voices if you are using the latest SCMR mod version...the only thing I can think of is the sound options from the latest mod are interacting incorrectly with this map. I'll review.
I was intending to make an option menu similar to 6.0 SCMR where you can toggle SC1 or SC2 sounds per unit and left those features on, but is unused in the launcher, I wonder if its somehow causing issues however on load. I didn't have issues in my test run of map 1 however
Did a run through on the first mission. Here are the issues I noticed so far:
- Marines have no voice acting for any commands at all (attack, move, select).
- The commanders flash and pulse grenades are on the same hotkey (W).
- When throwing a pulse grenade when the commander is in the range of effect, it takes 20 life off him. Don't know if that was intentional or not.
- The bridge closest to your base leading to Alan Schezar's base, it seems Siege tanks cannot cross it. Marines and medics seem to cross it just fine, though.
Also, it seems I can't load any missions through the launcher, nor can I play them back to back. I can only load the maps by loading them manually in the maps folder.
I will test out the other missions over the weekend.
It should take 50 life off him for grenades (please read tooltip and/or ability description for explanation) and marines have voice acting so I'm guessing something is off. That I know was tested. What's your SCMR mod your using to test? I also JUST noticed the abilities had the same hotkey...that sucks, I'll change it in 4.0's release!
For the launcher - that's because I didn't make the root folder. The launcher needs to be played under \Maps\Enslavers Redux\Episode I\Terran01,etc, so make sure that's the file structure. The launcher should be in the root of enslavers redux before Episode I folder.
As promised, I've released a rough beta version of the 4.0 changes to Episode 1. Most of it should be functional but its also mostly untested, so I'm hoping the community can delve into it and report back and glaring bugs or playback issues. Please look at the change logs as the global changes are plentiful.
https://www.sc2mapster.com/projects/enslavers-redux/files/2362267/download
Note this only contains the launcher (also slightly updated to now include achievement listings (needs work) and a few other tweaks) as well as Episode 1's contents. Episode 2 and 3 are still being updated for 4.0. This means Episode 1 should be used with the latest SCMR mod version - https://www.sc2mapster.com/projects/starcraft-mass-recall/files/956498/download
If you want to play Episode II and III, however, from an older download you need to use the older SCMR mod version or they will not function.
Thanks! Happy bug reporting!
Hi, just wanted to say that I enjoyed the campaign, but both protoss and zerg final missions are HUGE difficulty spikes. Then there are a lot of problems with Zerg 6b:
- Kerrigan is reset to level 3, losing both Spawn Baneling and Drop Pods, along with any stats gained through leveling. Completing the Xel'naga device objective during said mission unlocks Wild Mutation instead of Spawn Baneling for some reason.
- Vanguards do not turn, leaving them only being able to fire straight down. They also have 240 Health/Shields and are considered Heroic units. Also applies to 5b, but not 4b.
- Stewart still speaks at some points during the mission, and Selendis refers to "Infested Terran" - obviously Stewart rather than Zagara.
- It might be a problem on my end, but loading the mission after playing 5b, caused "The Zerg, The Shotgun and You" play on the loading screen. Once the loading ended, the game muted completely, even after I left to the main menu. This fixed after resetting and reloading the mission. "The Zerg, The Shotgun and You" also played when reloading the mission from save, but not for the entire loading, and without muting at the end. - After multiple reloads, Vespene Geysers and Mineral Patches turned black. Might be another problem on my end.
- Zagara doesn't spawn unless the cutscene is skipped.
- The first overseer that the player gets is invulnerable for some reason. Please don't fix this one...
- Zagara-spawned Hydralisks cost only 25 gas insted of usual 50.
- There are several units called "Dark Templar CopyUnnamed" or something like that near the top void pylons. They seem to be the unarmed Dark Templars from the starting cutscene.
Next are gameplay nitpicks for the mission:
- The fact that Tal'darim and Dominion can attack at the same time is not really fair. Especially if one of them also attacks the middle. This is really hard to deal with to someone who is not a real pro at multitasking.
- Overseers come at a bad time. If anything, them appearing when they do doens't help at all, as it means Overlords can no longer detect, which got Zagara's base nuked a few time, as I got a nuke message, before realizing there are no overseers on Zagara's base.
- Is it even possible to save the weather generator if a Tal'darim/Hybrid unit gets inside? They can wreck pylons/generators with impunity, while my units get melted before they can stop the enemies. The only units that CAN reach them are guardians/brood lords.
- Izsha constantly warns me about not getting too close to the pylons. Even when I'm not.
- When the base is getting attacked, it's Izsha or Abathur who warn me, not SC1 Overmind.
- Finally, the 200 unit cap doesn't feel enough.
Some general gameplay nitpicks:
- Maybe make levels give Kerrigan a minor boost to her energy regeneration rate? It takes FOREVER for it to regenerate.
- Why the hell Stalkers have 8 range? It means they outrange Spine Crawlers and Lurkers, making them a pain in the ass to deal with if using static defences. Presumably Singularity Charge also gives them +2 range?
- Brood Queens have a weird anti-groud attack as they run up to the enemy and whack them with... whatever it is on their shounders for 3 dmg per hit. Their anti-air attack works normally.
- It was already noted, but I'll repeat the fact that Devourers/Brood Lords get no upgrades after mission 3. So do Drop Pod spawned Torrasques, by the way. Also, the descriptions of both "Mutate into Guardian" and "Mutate into Devourer" are messed up.
- I find it weird that Tal'darim still use normal protoss models instead of Tal'darim models. The only units that do are Tal'darim exclusives (Ascendant, Vanguard, Wrathwalker, Destroyer). Skylords use generic "Dark Protoss" carrier model instead of Tal'darm model.
Finally things I liked (about Zerg campaign i mean): - Both 4b and 5b are really fun. 4b almost got me killed when I underestimated Nyon's ship, and 5b was pretty epic. Both Alarak showing up to wreck my army, and multiple times at that, and the Hybrid attack at the end were sudden, yet very effective - Alarak proves why he's a badass once again, and the Hybrid were just epic in general.
- The progression from SC1 tech to SC2 tech was pretty well made - except Overseer point made above, all units were in the right place, at the right time. So did Kerrigan's progression - she ends up an absolute one-woman army by the end (a shame I didn't get to see it due to bug mentioned above)
- Mission 3 was just epic in general. Some sneak attacks on solarite crystals can result in a MASSIVE army, which can be promptly sent destroy Ulrezaj or the protoss. You even acknowledged it in an achievment guide xD.
- I also played both 4a and 5a. 4a was mostly a Kerrigan solo, with other units being used against Maar, or to slow down the Hybrid at the end. Hybrid being faster than Kerrigan threw a wrench in my plan though. 5a had that bug with one of the hybrids not being considered killed, requiring a reset, but aside from that was very good. I hadn't tried 6a yet.
- A last point, this time about Protoss 6a. EMP is a fkin bitch. Map wide EMP followed by Ulrezaj gunning for me resulted in enough resets to make me say "screw that" and cheating. Which I hate to do... Not only that, it was the ONLY map where i couldn't use mass Dark Archons, due to EMP burning all of their energy (said strategy snapped Protoss 6b in half by the way)
Whew, that was a long post. Hope it won't bore you)
Thank you for this comprehensive list! I'll be sure to review this and improve when making 4.0 adjustments for Ep2 and Ep3. I plan on releasing Ep1 4.0 adjustments for testing soon
Looking back on my "6b gameplay problems" rant... it seems childish. I didn't notice that the weather generators also damage Tal'darim/Hybrids, not making Overseers on Zagara's base is purely my fault, and lowering the game speed really helped when multitasking was needed.
One thing I did note (and I think you should change it to make an achievment on 6a doable) was that Ulrezaj unavoidably destroys at least some void pylons with his damage aura, and there is nothing that can be done about that. In fact he even destroyed one of the weather generators with that aura in my playthrough, with another being barely out of range. It would've been really nasty if the other generator was also in range.
Nah don't worry I need all feedback, let me determine if its childish or not :)
Haha, jk...although honestly, I can't cater to everything, some things are intended, some things are not. As it stands now in 3.0+, this is a stable draft, 4.0+ will be the final draft and I want it fully polished down between Easy/Med/Hard where Easy can be beaten by anyone with a mouse and a fundamental understanding of point and click, Medium by most SC2 players, and Hard by only expert SC2 players. Maybe a future Brutal level by insane Nightmare like players. I always hated how Brutal in SC2 was never really brutal...I felt it was way too easy.
@Lordoflinks: Go
Yes, but I'm focused on polishing up Ep1 to a stable level before going full gung-ho on Ep2 updates. Since there are many changes, and the slightest change can throw all the maps off like a domino effect, it takes some time.
So have you even started looking at the 2nd campaign? Good to see progress has been made however.
I'll try and get the Episode 1 4.0 fixes/updates out before 2017 for EARLY alpha review from the community. But please don't expect any fixes to it until the real release when they are all done
Well the MR team said they were taking a break for awhile, so ya.
Anyways, I never actually played the entire Stukov series. I am not aware of any remastered/remakes/reduxs of that story, other then the one map offered in MR, and since you did such a good job with Enslavers, figured you could do that next.
It is amazing of what you can accomplish with modding in Starcraft 2. Probably the most modable game ever, so far. I even see someone make a supreme commander mod for it.
@ROCKNROLLKID: Go
Yeah the Stukov "series" is pretty pathetic, lol. And its pretty lame the way Blizzard forced Stukov back into the game with this vague lore. They even referenced how bad it is in one of the audio pissed files for his unit if you click on him enough. It goes:
"Let's recap. I was betrayed and killed. Shot into space. Captured by the Zerg. Resurrected and infested. Cured. Given to Mobius to research the Protoss cure and was instead experimented upon as the cure slowly failed. Everyone up to speed? Good!"
Lol. So, yeah, there's a ton of stuff there to be revamped and updated. I'd be happy to review what little lore there is about his fate and create a single mini campaign about it.
Honestly, however, once this is done I was really hoping that Armies of Azeroth mod was going to be done because I really really wanted to remake Warcraft 1 and Warcraft 2 with it. I was going to pull in the SCMR guys and see if they wanted to join. I was just about to jump on the Warcraft 3 editor bandwagon to do this when Starcraft 2 came out and I never got around to it, so when I heard about that project I got excited. Or wait until Warcraft 4 is announced.
Hey Omega.
I am wondering once you are done with Enslavers Redux, do you think you could do a redux of the Stukov series. Specifically Mercenaries 1, Deception, Mercenaries 2, and Resurrection IV. I noticed Mass Recall they have Resurrection VI, but not the others, so we are missing 3/4s of the story and it would also be nice to have enhanced story like you did with Enslavers. Also, the Mass Recall team have taken a break from Mass Recall for a while now.
@Sartarius12: Go
Thank you for this. Been looking for a definite list like this for some time