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!
Each map will tell you that as a bonus objective, but you must find at least 1 Pal or Irid first to generate that bonus objective and the 1 out of whatever counter.
I'm happy to add a guide to this once the project is complete
the commander doesn't have flashbang grenade in 4.00.04 beta on mission 4b. Also the upgrade for the flashbang grenade takes the same spot as the upgrade for the cannon (that I can't remember the name of right now)
I'll review, thx
This was due to - https://www.sc2mapster.com/projects/enslavers-redux?comment=306
Hello. I played the first 2 missions.
Mission 1:
- The siege breaker don't get weapon upgrade in tank mode.
Mission 2:
- After Gui Montag dies, i put a bomb in the door, the zerglings attack me and Gui was still there.
- There is a zone on the way to the chained ultralisk, where are a lot of very hard rocks. I destroy them and nothing happen, i waste my time. Maybe you should make the invulnerable.
This is my Zeratul character development I'm doing in 4.0. (Might change a bit)
As for his development, that will be for how many enemies (non-buildings) Zeratul slays personally, not just being in the same area like in WC3 or DOTA. This forces the player to put Zeratul constantly on the front lines, but his abilities directly synchronize to keeping him alive, potentially much more so than the Commander did. Each unit has a certain custom exp point assigned and will float up on their death, but again, only if Zeratul slays them. This is all tracked in a header. Once you reach the next level, all your stats will slightly increase and you get a new passive or active ability. That ability may be upgradeable or it may not. If it is upgradeable, you will have the opportunity to upgrade it by finding "relics" throughout the campaign. After enough of them are found, you will have your choice of what to enhance. As myself I am a completionist, similar to Episode 1, if you collect them all, you can fully upgrade everything that is available (at least what is available per canon).
artifactTotal
21 total artifacts can be found, takes 3 to upgrade 1 ability. 7 possible upgrades
* = Upgradeable by 1
** = Upgradeable by 2
** Level 1 - Nerazim Cloaking - Permanent Cloak | 20% evade from attacks | Gains bonus regeneration when not detected
Level 2 - Psi Shielding - Zeratul no longer regenerates shields instantly, however, after a 2 second delay from last attack will rapidly restore his shields at a rate of 2HP/sec. (A La SC2 new shield regen method)
** Level 3 - Shadow Walk - Blink-Transport | Cooldown 50% decrease (8sec->4sec) | On teleport becomes undetectable for 2 seconds.
* Level 4 - Void Prison - Freezes an enemy in place, can be attacked. Heroic/frenzied units can be targeted but at a much lower duration. | Cooldown 50% decrease
Level 5 - Mind Warp - Takes control of a single unit. Cannot control psionic, heroic, or frenzied units. Can only control one unit at a time.
Level 6 - Spectral Sight - Allows Zeratul to detect hidden enemies and gives him bonus sight range while cloaked. Both effects are lost if revealed by the enemy.
* Level 7a - Void Armor - Grants +100 Shields for allies in area around Zeratul and +10% shield regen for a brief period of time | +150 shields, +20% shield regeneration
* Level 7b - Dark Servants - Generates 2 clones that deal 50% of Zeratul's weapon damage but take 200% damage | Generates 4 clones
Level 8a - Essence of Adun - Passively gives Zeratul a 20% chance to deal a 2x critical strike attack.
Level 8b - Essence of Xy'tal - Passively gives Zeratul a 50% lifesteal attack on each attack. If Life is maxed out will restore shields at a rate of 20% lifesteal.
* Level 9a - Shadow Blade - Deals 500 damage to a ground enemy or structure. | Deals bonus splash damage to nearby ground enemies
* Found 9b - Shadow Fury - Teleports to random ground enemies in an area attacking each of them for 50 damage 8 times (or 400 damage and less depending on # of enemies present), becomes invulnerable while slashing. Can strike enemies repeatedly if less than 8 enemies are present. | Deals 70 damage per strike (or 560 damage and less depending on # of enemies present)
No ability is gained at Level 10 but Zeratul's experience icon on his card will turn to Master Level. At this point he gains a large boost on life and damage output.
experienceTotal
- overall stat increase bump, caps shown per mission
Mission 1 - 1-3 cap
Mission 2 - 1-5 cap
Mission 3 - 1-7 cap
Mission 4 - 1-8 cap
Mission 5 - 1-9 cap
Mission 6 - 1-Master
Starting Ep2 Stats
60 Life (+30 per level, +100 at level 10)
0 Life Regeneration (+.2 per level, +1 at Level 10)
400 Shields (unchanged)
0.672 Shield Regeneration (unchanged, except for Level2 passive ability)
0 Armor (+1 every odd level)
100 Damage (+5, +50 to biological and psionic units at Level 10)
1.69 Attack per second (+2% increase per level, +20% increase at Level 10)
2.812 Movement Speed (+ .1 per level)
Max Ep2 Stats at Level 10
460 Life
3 Life Regeneration
400 Shields
5 Armor
150 Damage or 200 damage to biological/psionic type units
1.01 Attack per second
3.812 Movement Speed
That's what I'm messing with now, this is my scratch notes. Some things may be tweaked but this is the idea. As you can see, a very different concept than the Commander, but similar ideas. Instead of only finding or buying things to improve him, Zeratul improves himself by battling enemies, and, of course, finding "things" because finding things is fun, but mostly through battling enemies. Without proper leveling, finding artifacts is useless.
That said - I'm already thinking about how I want Kerrigan changed. She already has a pretty established skill-set but her level ups are too cookie cutter. I'm thinking she will be a somewhat mix of the Commander and Zeratul. She will get the "option" to upgrade Offense or Defense stats by collecting or killing organic units to collect biomass for Abathur to upgrade her. She will "find" energy artifacts that can come in all shapes and sizes where she absorbs their power to increase her psionics, giving her a new ability. But, unlike now, simply finding those artifacts won't evolve her stats like they do now, you still need to semi-level her, or "find" bio-masses, but there won't be enough to properly level her fully on all missions. Also unique to her is you will get a choice of what to upgrade first. Want her to have max damage first? Go that route. Want her to have max health first? Go that route. Of course, like I said before, I'm a completionist, so I won't make you pick and choose if you fully complete everything. If you get and upgrade her fully, you will max her out.
What mod should I use?
Because I used the one indicated by the description, but says that the mod is not found.
Thanks for pointing that out. That link was using the old SC2 Mapster URL, I've updated it. So if you use the stable 3.0 Enslavers Redux version, please use the 5.0 SCMR mod: https://www.sc2mapster.com/projects/starcraft-mass-recall/files/900583
If you want to test out the BETA 4.0 Enslavers Redux version (currently only Ep 1 is available), please use the 6.0 SCMR mod: https://www.sc2mapster.com/projects/starcraft-mass-recall/files/956268
Trying to flip or flop the mods with the other Enslavers Redux versions will lead to bad bad things. Sorry for the delay, but the SCMR team did major updates in 6.0 so it takes some time to update this project. I hope to have the BETA version for Ep2 out in a few weeks, if not sooner. Depends how much free time I have.
I'm trying to play the beta to help with feedback. But mod v6.2 does not work, it says it can not find the mod.
SCMRlocal.SC2 mod
You need the local mod too I guess. https://www.sc2mapster.com/projects/starcraft-mass-recall/files/956263
I'll update the BETA requirements. That's new the SCMR guys added
I've got a stable version of how to display achievements in the launcher, I'll update this along with a few fixes later today
https://www.sc2mapster.com/projects/enslavers-redux/files/2368922
In 4a the text for getting the jump pack, and the icon on the commander work now but the actual effects of the jump pack don't seem to work at all, speed is at 3.02 which might be increased but you still definitely can't jump up or down cliffs.
I'm also still finding that, on easy in particular, the AI waves are just too good at finishing the mission, and beating it before I can do the side objectives. Maybe this wouldn't be such an issue if i wasn't waiting around for the Danimoth to regen it's energy in order to collect things on top of cliffs, but i'm finding that i can only get about half way into that side path with the broodlings before the green tide of marines overwhelms poor Schezar's base and pulls me out of the mission.
6a has some AI weirdness, where High Templar will auto-use storm on enemies attacking them- but only sometimes. This isn't really an issue and is actually pretty useful if you're not bothering to micro them, but it's interesting.
You can also build corsair from the stargate for some reason, but there's no upgrades for them. This is another thing that's actually pretty useful, but also almost certainly a bug considering the timeline at work.
The warbringer and the danimoth both seem to either be predisposed to die during the ending cutscene, or were just coincidentally overwhelmed by the overmind's forces at the same time as when I kept them in the base last time i played. Either way they sort of interrupt it so I assume it's not intentional.
The mojo on the final mission is also still "Mojo (old)" unit, without a model or a texture.
I'm really enjoying the semi-revamped progression regardless and i'm fairly excited at the concept of a level system for improvement rather than the grabbing items, considering Zeratul does a fair bit of frontline fighting.
Will he have unit/structure upgrades like the commander did? Maybe it wouldn't fit as much considering the timescale of the campaign means there's not much for his units/structures to get upgraded with, but it'd be interesting if possible. One of my favorite parts of kerrigan's campaign is how the tech tree changes between bw and sc2 overtime, and I enjoy the little bonuses the commander's forces get.
Bugger, really? That's odd, I thought the behavior stuff was fixed...I'll dig deeper, maybe something is preventing the Commander's actor itself from jumping. Remember some cliffs can't be jumped, only those that are +1 level high. Those that are +2 levels high can't be jumped.
I de-creased the easy/med/hard AI difficulty but if you're saying its still too easy, I'll decrease it more. Sounds like too much mass marines. The point of the ally AI on 4a was to basically be:
If that isn't happening that's a problem.
6a - auto storm I get why that's happening, I still have the AI psi storm trigger on, I'll disable, thanks. Corsair I'll disable, they shouldn't be available here. Warbringer/Danimoth can be killed as can Kazinsky/Magellan, they have a little dialog if they die, but you won't lose. Only the Commander and Mojo (a) or Warfield (b) must survive due to plot. And "oops" to the mojo guy on 6, he's supposed to be the new model I have for him from 5a. The new models for him and Kazansky are just to differentiate them from their scout/wraith counterparts a bit better for some more "umph".
As far as future updates - yes, 4.0 updates to Episode II will see specialized protoss units/structures similar to episode I depending on choices you make. There are a lot more things available now with the LOTV mod released so many more options in what we can do. Can't exceed lore conditions but only 4 years separate BW from SC2, so there is some wiggle room in what can be used using the "prototype" or "experimental" tagline.
Yeah I was happy to finish Episode III with that, there is a giant timeline shift from Mission 1 to Mission 2 because I wanted to showcase the final battle between her turning on her own Cerebrate, which was the same Cerebrate the Overmind built to raise her. It's pretty brutal of her. It happens almost right after Omega, so its mostly SC1 stuff, which is why I kept most of the SCMR sounds and unit compositions. But starting in Mission 2, we're nearly 4 years down the road to just before WOL with the Dark Templar Trilogy beginning so she begins to acquire more strains like the Roach and the new Queens. But as you acquire more SC2/WOL technology so does your enemies, so you start to see units like Banshee's, Marauders, Void Rays, Colossus, etc... You wouldn't see stuff that doesn't exist yet like Thor's.
I also wanted to showcase how she becomes so much more powerful from where we saw her at Omega to where she is at WOL at almost demi-god status. So the idea will be, Duran comes back and was essentially letting her acquire all that power so that he could use the artifact to drain her power and use the energy in one fel swoop to release Amon. That will be explored in the epilogue more.
Expect also a final speech from Ulrezaj in there...don't forget, this massive beast is still locked in the crystal in SC lore from what Zamara did. Would be a shame if someone...opened it up....to start Starcraft 3...now wouldn't it....
That's a lot of information and i'm liking what i'm hearing, i'm very exited to play the full on 4.0 now!
My issue with the warbringer/danimoth deaths were that they occured after the mission was complete, during the little epilogue thing with the overmind ect. I assume what's happening is the units you see in the cutscene are going after your units/base still, and there's enough of them that they can clear the map before the ending thing is done. The death of the warbringer and danimoth brings up their little death lines, which interrupts the epilogue/ending thing, not too severe but it's a little disheartening and I originally thought it was intentional to try and say that they were both lost during the chaos of the ending escape regardless of what you did.
4a's issue on easy is somewhere between too many marines and the tanks being problematic, the marines themselves only seem to become an issue on the last stretch, but I noticed a couple of times that when the marine/firebat/medic waves were taken out, the tanks started stacking up as they pounded the bunker line. I should re-play it and pay more attention to see if that's the root of the issue or if they're just covering for the green stimmed tide as they roll over the scavengers
Ah good point, yes, the dialog trigger should be disabled in the end cutscene. Whether or not they show up is entirely random. Though I sort of like it, maybe I'll run a condition if they are still alive, use them in the final assault on your base in the final cutscene. But yes, those other "heroes" are lost forever regardless of what you do beyond Ep1, that's part of lore. Only Mojo survives (and Warfield if B canon). Silly enough, in the original SC1 campaign Mojo could die but then he would show up in the Ep2 version as if nothing happened. To be fair, the two campaigns were very disjointed.
And I toned down the tanks since last update. ON easy they were coming out in droves like 3, 4, 5 at a time. Now I think its something like 1/2/3. On hard its usually just 1/1/1. Sounds like that's still too much. I'll scatter where tanks appear in waves and reduce marines. That may help. I'll leave enemy AI wave compositions alone to use that as the base.
I played this mission on Hard, and I only had problems with the ally AI on the final push beyond the Danimoth. They definitely won that part with no help for me.
I had to position my zealots on Hold Position to stop them while I used the Danimoth to transport me to each Iridium and Palladium pickup, since the jet pack upgrade didn't let me jump up cliffs to get them.
Blah, I'm still figuring out why that behavior isn't being applied to your unit. I made some secret actor behavior changes in 4.00.04 but if you're saying that still didn't work then I'll have to keep messing around. I'll likely create a dummy test map and just mess around until I can figure it out. I do want him to have this because it adds flexibility to his unit.
At the very least you get the bonus movement speed :)
I tried with 4.00.04, and the jetpack still didn't work. Also, sometimes it shows in the Command Card, and sometimes it does not. I've had to reload saves and try it again to make sure it shows up. It doesn't apply the jumping either way though.
Also, none of the health charges can be picked up. I'm not sure how they should work though.
Thx man, I'll review in the next update
New BETA for Episode 1 out - https://www.sc2mapster.com/projects/enslavers-redux/files/2366383
Keep them bug reports comin'!
Speaking of which - I'm pretty sure your Stim or Chrono abilities won't appear in Terran06a/b, sorry about that, I'll add it to the list of things to fix. Also I realize that the achievements main menu at the launcher doesn't scroll, I don't think there's honestly a built in scroll function, but I have another idea regarding placements. Expect that to be fixed in next update.
I'm hard at work finishing up 4.0 updates for Episode 2. Beyond improvements all around, expect Zeratul self-improvements to get a little nicer like what was done with the Commander, but factoring in "experience points" as well. It won't simply be a find and grab. Ideally I'm tinkering with the ideas of:
So its slightly different per hero, but the idea is more or less the same. I don't want to go crazy on it, I don't have time for that, but just something unique than 3.0 offered.
plz update for mass recall 6.0