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!
Speaking of cheats... they will only disable achievements for a mission they were used in, or for the entire run? Because cheats might be good if you lost your item progress and need to get it back fast (happened to me a few times when Starcraft was updated).
Just the mission
I have finally a fix in place for the "not being able to jump" bug for 4a/5a/6a if you get the jump pack item for the Commander. I even threw in a nifty fire effect when he moves just because. Test out any kinks here - https://www.sc2mapster.com/projects/enslavers-redux/files/2373916
I tried this, and sadly didn't work for me. The jump pack showed up on the first try, but wouldn't let me jump up to the nearest container.
I also didn't see the health pickups like before, but maybe they are supposed to be a Hard difficulty pickup? I played on the medium difficulty btw.
When you pick up the pack do you see the fire animation as the Commander moves?
I've extensively tested this update so I know what the original issue was, this was confirmed working. Some heights can't be reached if its +2 level, if I made a mistake and put 1 powerup +2 heights let me know
no, I didn't see the fire animation. And I just tried to go for the pickup that's to the left of the jump pack. I don't know what height that is, but I assume it's +1?
I looked at my terminal log to make sure I had copied the files for 4.00.06, and it looks like I did. Can anybody else comment on whether it works for them or not?
If you don't see the fire animation then the upgrade did not take and something is fooey then with your version. I'm 99.9999% sure the trigger should work, I tested it in many different combinations. It would also seem to be impossible to see the JetPack icon appear on the Commander's card after you pick this up but not see the fire animation in this version because both are tied to the same trigger.
Confirm the lastmod on 4a says 1/27/17 at 9:45pm EST?
If so, I'll attempt to clean some things up and re-upload just this map up. I also did this to 5a and 6a, so if you grabbed this and completed the mission, test it out on 5a and 6a, you should have it at the start.
I redownloaded the files, and now I have the correct dates. I did have an extracted folder called Enslavers_Redux_40006_EP1_BETA , but the files did not have the correct dates, but after redownloading it, it seems correct now.
Sorry for the trouble :( I'll give it a test soon. If you don't hear back in the next day or so, then assume it's fixed.
Lol no worries, you gave me a scare that I was having a mental breakdown though. That or the SC2 editor is the most complicated piece of S@!T in the entire world.
OK...back to working on 4.0 EP2 updates...
it's definitely fixed now!. in 4a there used to be a health pickup in the upper left corner of the first base (near one of the iridium or palladium pickups) , but it's no longer there. Was that on purpose?
and to quantify my question about the number of palladium and iridium pickups asked earlier: How many is the most you can have by the end of episode 3? That's all I really need to know.
i meant mission 3, not episode 3.
It worked for 4a, but then on 5a i no longer had it. I hadn't tried 6a yet though.
# of health pickups should be based on difficulty (easy there are more, hard there are less, unless I accidentally removed one entirely, its possible)
I'll put all this in the guide I'm writing, but the total # of palladium/iridum by level should be:
Mission: Palladium/Iridium
Terran01: 5/5
Terran02: 8/8
Terran03: 15/13
Terran04a/b: 21/20
Terran05a/b: 25/26
Terran06a/b: 30/30
You need 5 per palladium/iridium to gain a "level" for your "defense/weapon", respectively, so that means you can gain +1 level at max for for both in Level 1, nothing for Level2, +3 levels for defense and +2 levels in weapons in Level3, +4 levels in defense and offense in Level 4, etc...
Let me check in 5a to confirm if I'm missing anything, thx...
...yup I'm a dummy...forgot to load up the value from the bank....I'll update now...I have some other minor updates I can do a .07 update I'll do this with. You can assume 06a will also skip this. I'll see if i'm missing something else also in A and B canon also
ok, I thought i was seeing things. I thought that the number of pickups would be the same for both, but it is clearly not (until the end of mission 6) :)
oh, also in 4b "The Pursuit" the plasma grenade isn't there and the medics aren't avaialble in the black market compound.
Damn that's a good call there, I f'd up forgetting to load up the Commander's powers at the beginning. I'll fix for next update which apparently needs to go out now since that's a major bug. You can't really progress properly without all your "stuff". The medics not appearing are because of the same issue. All the powers aka all the stuff you got thus far, are loaded up at the beginning, or in this case, isn't because I forgot :)
Looks like I forgot to do it in 5B and 6B also :(
I'll be ready to test it out whenever it's ready
That fix should be in place, I'm still testing the jet pack thing. It has to be some "Event" you need to add to the actor that's in place for Reapers, so simply adding the "behavior" won't cut it. Which is annoying. I really want to give him jumping capabilities with this but I didn't realize it would be a pain. Hopefully I can crack the case
I'm not sure if this fits in your design or not, but can you add how many Iridium and Palladium pickups are available in each mission to one of the content pages. or perhaps in the achievements area in the launcher.