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'm not sure he'll go for all the achievements though, especially in Hard. That's what I really wanna see.
Ask him nicely :)
the count of the 2nd type of pickup (i can't remember which) showed up as 38 while the first showed normally (25) as trying when playing Terran 6a. I wonder if the count keeps adding up as you replay different missions or something like that.
Hmm, it shouldn't, but thank you for letting me know that. There's a chance loading the total value in the beginning of the map on a replay, lets say you had 30/30 already, would allow you to get beyond that. But it wouldn't actually push your true total high, you will always be at 30/30, since it will never save. But cosmetically, that's silly. How about I do a trigger that says subtract the # of Pal/Irid found on the map already by the Pal/Irid Total displayed and used in the map. So if you are on 6a, and you already found 30, it would tell you really you are at 25, and you have to re-find the 5 to get the final power. However, this has no barring on saving to your bank data. Once you found the total in the level, its saved for good. (That said, if you have stored 30, and you replay a very old mission, you will already have more than you should have for that mission, but you will not gain more bonuses than possible for that part of the campaign)
This is the logic for awareness:
The last piece to this is where we tally things. Basically if what you found now is greater than what you last found, we update it. So if you found 5 Pal, and last time you found <5 Pal, we store it so if you replay the map 5 Pal will never be > than 5 Pal. For this, however, we then determine what to update by subtracting what you found this time - what you found last time. So if it was 5 - 0, its 5. If it was 5-2, its 3. This will never be a negative number because you have to be greater than last found. Finally, you store your new total as the last total + the update amount. This is true for Palladium and Iridum.
Totals:
Mission: Palladium/Iridium
Terran01: 5/5
Terran02: 8/8
Terran03: 15/13
Terran04a/b: 21/20
Terran05a/b: 25/26
Terran06a/b: 30/30
I'll add that metric to the next update
Not sure why, but the Lazarus Protocol seems to be working after I only slightly tweaked the trigger. Regardless, I'll apply that across to 5/6a/b maps. Could also use some sprucing later, but at least the function works.
I can't replicate what you're seeing for flip-flops of objectives or text for 4a/4b...unsure how that could occur without actually being in those maps.
Other issues seem to be:
* Downgrade tank wall for Easy/Normal difficulties
* Clear path for tanks being used for waves
* Randomize bot/top final enemy base wave better (perhaps mid enemy base too)
* re-position bunker in 1st path
* Stop Fenix from going with attack force into zerg base, only for defense in 5a
* Double check player names for 5a
* remove plain Mojo in 6a
This along with a few others here - https://www.sc2mapster.com/projects/enslavers-redux/files/2381095
(Need to review this more)
* Prevent Commander from being auto selected with marines (seems easy enough, he is just being auto selected being a War Pig)
thanks!
no, thank you!. I have some fun playing these missions.
can the commander be separate from regular marines? currently if you click on on a group of marines, then the commander is also selected too. I've put the commander in a bunker and not been able to find him more than once :(
4a has the mission objectives of 4b, but otherwise had the normal briefing for me so i'm not sure If i can help replicate the other error jrobitan is talking about. 4a also seems to have an issue with the final enemy base and unit production, as when i reached there on normal difficulty it seemed like the entire area between the factory(ies?) and the two buildings to the right of it were full of sieged tanks, I couldn't get a good look because everything that got near it was obliterated in an instant :P.
The normal attack waves still came from the bottom exist, from the broodling direction, but none at all came from the top at any point during that section of the mission.
I had a sitation in 5a where Fenix just barrelled his entire unit force into the zerg base about 20 minutes in for reason I don't fully understand, but this didn't happen when I restarted the mission. 5a is also full of units having weird faction names (But normal factional affiliations), like red zerg being "Dominion forces", some of the protoss being "Feral Zerg".
6a is perfectly fine and functional, except that there's two different Mojo present. One is a normal scout with no abilities and just the name "Mojo" to distinguish it from normal scouts, and the other is his purifier version that's the same as it was in 5a
Ahhh mission objectives! Let me check again...maybe I forgot to update it somewhere else, thx for clarifying. Did I make the siege tanks too much? However, remember you do have Danimoth. He can use Vortex...would be very useful to take out a group of siege tanks while you assault around them. Also Warbringer can take MANY punches with his hard shield making the siege blasts do minor damage to him. But I can reduce tanks in lower difficulties...
I believe the attack waves are randomized to come from either, but I'll check again.
Thanks for the naming issue, that's odd. Could be something accidentally carried over map to map in these new updates. Fenix' force will attack randomly the base, which is, mostly, suicidal, he won't ever go with them though. He will, however, go with defensive forces. You will lose if he dies, so you have to protect him. It would be well worth it to ally with his attack force when you finally are ready to assault the zerg base..
Odd there are two mojos? Let me remove the "normal" one, you should only see the unique version one, which has the psionic storm and afterburner abilities.
It's not that the tanks were too much in the base (or the attack waves), but it seemed like tanks were being built from the factory and getting stuck, leading to a giant wall of tanks filling the area around the factory. I could've(should've) flown the danimoth over and taken a screenshot, but the AI forces were already shooting at the stasis chamber and the danimoth was left a good while back.
Another Issue i forgot to mention in 4a is that the bunker positioned right on the cliff in the first section makes it outrageously hard, since the marines inside have enough range to cover the entire path to the left of it so you can't get through without being shot. I had to leave my entire force behind save the commander because he was the only unit that could tank the damage from the bunker in order to actually get to the ramp to the base.
The issue I had in 5a was that Fenix did accompany his attack force to suicide into the enemy base, with no way for me to stop him. I imagine it was just a result of the whole AI thing where attack waves will retreat if a certain % of them are destroyed in order to join the next attack, so It was probably just fenix following a stray hydralisk or something that was retreating from an attack on the top right nexus
I I feel the same about tnat bunker on the high ground too. I used the commander alone as well.
Two things:
- The Lazarus protocol did not work for me (i only died one time, and it was fatal)
- the mission briefing text for 4a seems like it should be the one for 4b (it talks about transports)
Hmm it sounds like you are just loading 4B's map? I don't see how it would use 4B's unless you were in 4B's map, the briefing should be Commander, Zealot, Adjutant, Mengsk comes on, annoys you, then you and Zealot talk for a while. Objectives should be the rescue each hero. The text is local to each map, so it can't pull from other maps. Are you saying you are loading 4B's mission briefing with 4B's mission objectives and then you play 4A's map? That should be impossible, lol.
Let me review the lazarus passive ability. It's supposed to function like how your heroes dropped in "Belly of the Beast" in WOL, but only be functional once every 300-360 seconds, whatever I set the cooldown to. I wasn't entirely sure it would work out of the gate, sounds like it didn't :)
Update - OK so the behavior itself WILL work (albeit the drop animation won't work because there isn't one for a marine, in fact, there are very few animations built into the editor for marines and I don't know enough to custom them). But I will create some sort of effect when Lazarus kicks in. The behavior will ONLY work (so far) when its placed default onto a unit but has been failing when researching and applied, so I'm working on that piece. Thx for reporting this, that's a big one
no, i was not loading 4b's map. it's as aliencommander says.
I generally use the launcher to launch games, not individual maps.
What do you mean about applying it? I thought it'd just work after researching.
I threw up a new beta version .07. This addresses some things noticed by you guys and few things noticed by me. Let me know if you come across anything else in EP1.
https://www.sc2mapster.com/projects/enslavers-redux/files/2379400
on 4a (medium difficulty) I still had to setup a line of zealots on hold position to stop the forces from winning the game while I went for the rest of the pickups. Is it possilble that the allied forces can be set not to destroy the crystal at all ?
I'm just going to make the enemy stronger in general, likely beef their defenses also at the end, which will prevent the auto army from storming the castle without your leadership there. There's a lot of fine-tuning here between difficulties
I think you've said the game will track the choices made in the episodes for future purposes, what's the case with multiple playthroughs? Will it use my most latest win in either 6a or 6b, or will it automatically just pick the "canon" one over the other?
I think it picks the last completed. I might be wrong though. Maybe OmegaWeapon can clarify later.
By default, the game assumes you did A canon if you skip missions. Such as, if you "unlock" missions (new feature in 4.0) and do Ep2 first, but never do Ep1, it will assume you went A canon and rescued the Protoss. Keep in mind if you do this in 4.0 your Commander will be at a major disadvantage since he will have 0 Palladium and 0 Iridium, thus, he will have no upgrades to his stats. He will also have no weapons found. So its always a good idea not to skip missions. In typing this I think I should probably add some sort of custom cheat to this campaign to upgrade your hero to the max if you do this. Keep in mind, however, all cheats, both SCMR's and any custom ones I do here, will automatically disable the achievements I'm adding here and will give you an ugly "CHEATER!" message at the score screen :)
When playing the game, the minute you start the A or B mission (4/5/6), it automatically will update your data file to say you are now on the A or B canon path. This is contrary to upgrades/items/experience/hero enhancements you get along the way which only are saved at the conclusion of the mission. I haven't seen a need yet to tie the path you are on to only on mission complete on these 4/5/6 maps, but if there is one (such as you start Terran04B, say oops I changed my mind, then you load Protoss01, your Commander would be part of the B canon arc now), I can always change this to only take effect on mission complete.
While A/B canon arcs give you entirely different 4/5 maps to complete, map 6 is conceptually and topographically the same, but the army compositions and objectives may be slightly different. In addition for 4.0 updates, achievements are different, hero abilities are different, and units available are different. There are some new choices you can make in 4.0 within the arcs that will have minor dialog changes as well as ability/unit changes. There is no "right" answer to these choices, each option simply unlocks a different "thing" for you. I'll have a full guide to all the maps after this project is complete.