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!
That's what I'm working on right now :)
I've got a beta version out for Ep1 with updates to that beta occuring every so often as people report bugs (I've got a new beta update for that coming soon, likely tonight)
I'll release beta's for Ep2 and Ep3 that can be used for SCMR 6.0 mod soon. The official stable release will come out later. Sorry for the delay, life stuff, work, busy, you know
A question that might be a little obvious, but can you use the retro mod with this campaign? And if so, would you recommend it?
Being a both a revised version of enslavers/dark vengeance with extra content AND a bridge to sc2, i'm wondering if you think it's better to use the retro mod or if you think thematically it makes more sense to use the normal one, especially considering the addition of sc2 units in dark vengeance + beyond & the possible style clashes there. It probably doesn't matter too much, but i'm interested
This is only designed off the main SCMR mod, and in fact, the newest SCMR mod takes most of the retro mod into consideration with the sound options (as this campaign will give you a toggle option to turn on/off SC1 sounds) so I would just stick with that. I can't guarantee what things will happen using an older non 6.0 SCMR mod (in 4.0+ versions, 5.0 SCMR mod in 3.0 versions). I can add extra toggle options like retro portraits or other items if wanted later on
But its really up to the SCMR crew to ensure the main and retro mods work the same.
So I was playing mission 3 on normal, and after General Warfield arrived, he seemed to have defeated the zerg and killed the cerebrate within like 5 minutes after he arrived, not giving me much time to do any bonus objectives or even save the protoss, as that is what I wanted to do. I think maybe they shouldn't have full upgrades, weapon and armor upgrades, or maybe zerg should have a lot more defenses and maybe attack more frequently, or something.
I also seem to be experiencing some lags in mission 3, mostly during the waiting period for General Warfield to arrive.
"(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."
^ This is still happening even in 4.00.02.
Bugger. OK Warfield really shouldn't engage the Cerebrate. I'll place a trigger where if he goes too far he'll retreat back. Honestly he really should just be on defense and not engage the Zerg at all.
The lag is really up to your computer. There's a lot of units on screen while defending especially the final 1-2 minutes. Other things that can contribute to lag are environmental effects but I don't think I added any in that map, but even if I did, you can turn that off in options. Try it on a lower graphics setting. I had to do this in SC2 on maps that were defend for x amount of time missions because it was too chaotic and choppy.
I'll re-check that dialog bug again, I thought I fixed that? Thanks for re-reporting it. I'll add a failsafe
Loving your campaign and the new changes you've made. Good work.
Played on hard difficulty until mission 4 and I found:
Mission 1:
- Armor and damage upgrade are not applied to rescued siege tank and medics
Mission 2:
- Armor upgrade not applied to new medics
Mission 3:
- Iridium and platinum are no longer displayed in the interface and commander's armor upgrades from previous levels are removed
- Tom Kazansky use two transmissions boxes when he talks for the first time
- Neosteel upgrade (+armor to buildings) is not disappearing when it's upgraded
Mission 4:
- Iridium and platinum are no longer displayed in the interface and commander's armor and damage upgrades from previous levels are removed
- Tooltip from siege tank mercenaries says that two tanks are deployed but it only deploy 1
- Neosteel upgrade (+armor to buildings) is not disappearing when it's upgraded
I think that's all I remember. I love finding iridium and platinum caches and the other secrets, it's feels like warcraft 3 again when you can improve your hero through missions. Nice custom campaign.
Awesome bug report! Thanks for these!
I'm concerned over the Irid/Plad items not in interface and levels not picking up on 3+, so let me review
I've loaded up the new version, and really like the locking mechanic; my only suggestion would be to eliminate the red text that says "MissionName- Locked" (Leaving the space below the missions you have unlocked blank) as it spoils the mission, and thus you would only see the missions you've unlocked and nothing more.
How about this -> The main menu, Episodes 2, 3, and the Epilogue will be red and locked, unable to be clicked on until the prior Mission 6a or 6b is complete. The individual mission buttons will be hidden (a la Starcraft 1 style) until the prior one is complete. However, this means that if you only do A canon in a row, the buttons will be every other one spacing. This is all un-done if the user opts to click the "unlock all missions" button in the option menu. If they re-click that button it simply returns all button lock/hidden status to wherever the campaign progress is.
That works well, but I don't think there is a need to lock the other 2 campaigns, just have the epilogue be locked. .
However I would advise not pushing an update with just the lock system but package it with something else.
Nah I like it, like SC1 how they locked Ep2 and Ep3 until you beat Ep1. And its easy enough to unlock it with the option toggle.
Updates now are just BETA updates, these aren't official updates, so expect updates to be as minor as they come or they may be major, depending what's found. I'm still testing as I'm working through 4.0 updates to Ep2, Ep3, and building the final 3 maps.
Updated to 4.00.02 - https://www.sc2mapster.com/projects/enslavers-redux/files/2364296/download
This fixes that black after intro cutscene issue so you can actually progress in the campaign, lol. I'll get to the other fixes later
I'm able to play ahead from 2 now which is great, but the black screen bug persists through 4a and 5a, presumably into 6a (I have yet to check). In 4a the screen is black but other than that all cutscenes are visible and commands are usable, but once you rescue the first group of protoss and the second cutscene plays the screen is returned to normal for the rest of the mission. However, picking up what i assume is some sort of jump pack upgrade for my commander doesn't actually give him this upgrade, or do anything at all. Using the danimoth you're still capable of getting all the hidden things though.
There's some form of choice offered to you involving reinforcements in 4a but both buttons had the same text which didn't fit within the button.
5a, however, has none of those cutscenes so the screen remains black between the opening cutscene and the final cutscene. This, surprisingly for a map introducing lurkers, isn't actually game breaking as much as it's strange.
In both missions the upgrades in the merc compound work, but aren't removed from the building once they're researched(bar the shield), leading you to be able to infinitely research them for no gain whatsoever.
I do have a small suggestion in turning down the strength of your AI allies in mission 4a and 5a on easy mode as they're powerful enough that they can complete the objective on their own (for the most part, bar the mutli-pronged attacks in 5a, which the AI can clean up but with building losses in the bases). This turns 4a in particular into a race against time to complete the bonus objectives before your AI partner just barrels through and completely annihilates your enemy without much you can do about it beyond sabotaging their buildings
Damn. I had a sneaking suspicion that bug existed onward. I'll fix and repost a new version later tonight. Thanks for confirming.
I'll double check the jump pack, its a passive upgrade which is supposed to boost the Commander's speed and give him the ability to jump up and down cliffs, like a Reaper from SC2. Good point about the Danimoth, I suppose you can always warp the Commander there to get the goodies.
I'll fix the choice requirements. It should have been the same functionality as the choice you had in Terran02 (if you found it), so maybe I fat-fingered something.
Boo to 5a, I'll fix along with the rest of the black. I think I just forgot some fade-in's, fade-out's, it happens.
For the merc compound upgrades, are you referring to the Commander's Hellfire/Plasma and/or Flash upgrades? (this depends on A/B and a choice prior). I'll review, likely missing a requirement check.
Thanks for the suggestion for tuning down the easyness. Let me review 4a, I think I have the ally AI wave significantly larger than the normal/hards, as well as reduced enemy waves, so maybe I'll just make the AI waves the same throughout but toggle enemy waves instead. 5a its mostly about protecting Fenix. Their waves shouldn't be very strong unless you are ready to tackle the Zerg base if all three Nexus points are well defended. Fenix is a liability when he rushes off to defend the points if they are attacks, and is also a bonus achievement at that.
I assumed the jump pack had something to do with cliffs especially after seeing the cliff-bound materials, but sadly it just didn't seem to work.
I mean the hellfire missiles/building armour/bunker space/flash bang upgrade/Lazarus protocol upgrades within the merc compound, they seem to work but don't go away on the compound's purchasable list after being bought once. I also unlocked a chrono device at some point but I didn't pick it up in any mission so it's a little confusing on if i should have it at that point?
I did completely forget about fenix though, which is my bad, I wasn't able to see him all mission and just sort of forgot he was there the entire time :p
After beating 6a it seems like you've left an old mojo on the map rather than the new one, since the unit is a model-less orb named "mojo (old)". I'm not sure if it's intended or not, but warbringer and the danimoth can both die during the ending overmind cutscene of zerg overrunning your base, and they pop up with the death notifications/words over the top of the narration
A small QoL suggestion for the first map; can the achievement that requires all zerg structures and units to be destroyed be limited to structures; as there are scourge and overlords on the map and you lack flying units it can become very frustrating to eliminate them when they fly into areas you cannot reach.
Good point, or perhaps, just make scourges and overlords not required. Mutalisks and Guardians would still be required though but they would seek you out
OK here's 4.00.01 beta - https://www.sc2mapster.com/projects/enslavers-redux/files/2364017/download
See changelog for fixes, but its basically what I included below. A few small tidbits of things I happened to notice you might come across:
Keep the bug reports coming!
How do you scroll through the achievements?
Two suggestions to make your campaigns feel more professional:
1. Do not have all the missions unlocked from the beginning; instead have a button that unlocks all in the settings
2. Could we have icons for the achievements? Even reusing blizzard's icons would make them feel like actual achievements.
If you mean in the main menu, that's a bug I'm working on. To be honest, I haven't found a scroll option, lol, so I need to play with it. If someone knows how to make a dialog box scroll when the content exceeds the parent height let me know.
Missions can be locked a la what SCMR did, that's not very hard since I'm tracking your campaign progress through achievements now. Easy enough.
So there are icons for the achievements in-game, when you get them. I created a custom "whoosh" achievement effect similar to the Battle.Net one but local to the game, but I haven't added them to the achievement menu yet. I agree I think that would look nicer. I'll see what can be done there! :)