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!
In reply to farkybunny:
Now I'm stuck at Zerg Mission 3. I was able to finish that mission if I chose to visit the protoss portal. But I couldn't fulfill the objective Kill Ulrezaj. I was going at Ulrezaj with over 267 food (since I'd taken over the last big base with 200 food, and I'd scrupulously avoid killing enemies since I knew by that point that I was going to inherit the base once I absorbed the crystal in the base. All my troops were fully upgraded. Ulrezaj wasn't using the void energy, because I'd waited until he blasted it out first. I had a mixed army so that their abilities complemented. But I still couldn't bring Ulrezaj down to less than 1/3 health.
Really, the only maps during my playthrough where I had problems were Protoss 5A (due to Eredas' Hardened shields not working, making Brutalisk that much more brutal to fight),
By the way, Omega, just how close 4.0 is to being done?
Thought I'd mention how I completed the mission. I have been noticing that for some reason, difficulty levels seem to change. Although I have always been selecting easy because I want to play through quickly, sometimes when I load a game after logging out, I come back and find that difficulty has decreased. Dunno if there is a bug. Load and save doesn't make a dif but logging out does.
In reply to OmegaWeaponX85:
Hi OmegaWeapon
I really appreciate your detailed and caring reply! It must have taken you a while to type it out, not to mention all the work you already did!
Your maps have been VERY well done. As a guy who has played many a custom map in Warcraft and Starcraft, yours rank among the top 2%. Having played nearly the whole campaign through by now, I don’t think you have a single map that is less than the top 2%, no matter how a reviewer may slice it and no matter what criteria he prefers.
I would still respectfully suggest that you arrange the difficulty in line with what Starcraft gamers are used to. If you use the word ‘Easy’, it should be playable for casual players who just want the storyline. Simply by making it too challenging, you are making your maps and storylines less accessible to a mass audience. Considering what a fantastic job you have done, it’s a big pity. The storyline writing is superb; impossible to tell that this isn’t an official Blizzard campaign that we paid $50 for. There’s no point restricting enjoyment of your work to only good players. Create Very Hard and Ultra Hard, and let the masochists select these difficulties. Reserve Easy for genuinely Easy gamers.
I came in having played most of the official missions on Brutal and having around 80% of all possible Starcraft 2 achievements. On Easy I was still forced to restart many missions many times, or load a previous save. If I were under 12 years old, or over 65 years old, or if my only experience with Starcraft was from playing the official campaigns on Casual difficulty, I would definitely not be able to play Enslavers.
You might have missed my later reply to the Zerg Mission 3 with Ulrezaj. One gaming session I had enormous difficulty even taking Ulrezaj down to yellow health, using my entire army (I quit and posted on this site. Then the next day I opened the savegame again to try. Ulrezaj died within 10 seconds and the bulk of my army remained intact, with most in green health.) I don’t know how much of this is within the mapmaker’s control, but I find that sometimes the AI’s choices makes a difference. EG I think Carrier Interceptors do very well because the AI keeps targeting different interceptors and never focus-fires on the Carrier itself. If Ulrezaj arbitrarily decided to use some weak attack type instead of a more damaging ability or attack type, he might be much less dangerous. Kind of like, if your Goliaths insisted on using their machine guns against nearby buildings instead of shooting rockets at air units, they would be much weaker.
Also I’m not sure whether Ulrezaj is supposed to be an air or ground unit. The protoss Colossus can be targeted as both ground and air. But I got the impression that in my losing playthroughs I could not use guardians against Ulrezaj because he was considered an air unit, but in my winning playthrough I was able to use guardians against him. I had more than 10 guardians, so that was pretty significant in terms of firepower. An army that size is instant death to any defensive structure in Starcraft, and as mapmaker you should not be surprised if many players get at least 8 guardians. If Ulrezaj can't be targeted by such a big section of your army...
I’m not really good with computers, so can’t understand what you’re saying about Bank File. But if system keeps defaulting me to Normal difficulty, and if Normal difficulty is supposed to be equivalent of the official campaigns’ Hard or Brutal, then I’m happy! Seriously! As an experienced (but weak) player, I don’t have a problem if your normal/default setting is supposed to be Hard. At least I know what I’m getting into.
I enter Enslavers by double clicking on your campaign launcher. That opens a map editor window, then it starts up Starcraft game. Sometimes I close the map editor later because I don’t like the sound effects coming from the map editor, sometimes I don’t close the map editor. And sometimes I enter a scenario/ map by using your campaign window, while sometimes I load a savegame. All that may have affected difficulty settings.
I would still urge you the gamemaker to make smaller, shorter maps. Your maps are awesome, but it is really draining to play through them. I think many of them are the equivalent of 3 official campaign maps. I’m 46 and can’t even handle the easiest map on normal speed. Most of your maps I wound up playing through at slow or slower speeds!
In reply to Kruggov:
In reply to OmegaWeaponX85:
Hi Omega
Just took a second look at my settings.
At the start of the campaign screen, when clicking at the Options button we can select the difficulty and game speed. Mine were set to Normal Difficulty and Fast, which seem to be the default.
In the mission briefing room before each mission, there is also a way to select difficulty. These tend to be labelled Magellan (Easy), Zeratul (Hard), etc.
So far I hadn’t touched the campaign screen, so probably by default my game was set to Normal (aka Brutal as you intended?).
The mission briefing room settings don’t seem to work very well. If I got trashed and restarted at the mission briefing room, setting Easy in the mission briefing room doesn’t make it any easier. I’m guessing the Global campaign difficulty has been set to Normal/ Default all along.
A few more observations from me...
1) missions are too long and complex. On average one Enslavers mission takes 3 times as long as a Blizzard mission. The amount of storyline and text is also 3 times as much.
Even for a guy like me who likes storylines, it is a bit too much to swallow in one go. I would suggest that this approach is a bit like eating an entire day’s gourmet meals in one sitting. If you had an expert top chef prepare breakfast, lunch and dinner and ate them at the right times it would be very enjoyable. But if you had to eat them all in one meal, it would really not be very enjoyable.
I would really urge cutting the maps down to bite sized pieces. It is probably easier on you the mapmaker as well!
2) When in-game, I curse at your many mission twists and unexpected new events. When I have logged out, I praise the same things.
Keep up the plot twists! These are exactly what a smart mapmaker should offer.
Any realistic battle has unexpected twists and turns. Sometimes weather or political conditions change, sometimes unexpected mutinies, food poisoning outbreaks, transportation breakdown, etc take place.
Earlier versions of RTS games tended to have the same mission objectives throughout. That is now too static. I like it that we discover new things, level up heroes with new abilities, encounter a changing/ dynamic battlefield. EG Protoss mission 4b, you start out with a limited army and no ability to build anything. You expect to take down merc leader Shezar. I was expecting a boss fight. I totally was not expecting that Zeratul would wind up allying himself with Shezar, and this would turn into a DOTA kind of scenario where your ally has infinite resources and troop creation, and my new task would be to manage my limited troops to best help my ally attain our shared objectives.
Having unexpected changes on the battlefield is exactly what a dynamic battlefield offers. RTS is not chess, and you did the right thing to make battlefields change.
Protoss 5b, unexpected split battlefield. Interesting mental challenge between managing a base for defence and managing a small limited team elsewhere for a semi-stealth operation. Blizzard would have split this into two missions, but I think you did right to put them in the same mission – it creates unique challenges.
I am going to play this mission again tomorrow. I don’t want Zeratul’s team to finish activating the obelisks. Since I have access to three resource nodes and can max out 200 food of troops, I want to stage a big attack on the northern orange Zerg to see if they can be defeated and wiped off the map...
One observation regarding the human campaign, mission 6a and 6b:
I think it is unnecessary to put all 4 generators in the same place. Either have 1 generator with 4x as much hp, or four generators in different places.
Two missions in thus far but I have to say, solid work so far. Had some issues getting it to work at first with the newer versions of the SCMR and getting it all implemented right, but aside from that I haven't encountered any problems.
I'm particularly impressed with the pick ups you find, but I had to redo the second mission because I was waiting to see how far I could get without using any breach charges, and ending up advancing to the point I actually couldn't work my way back. Though, I can't get honestly complain about that since the reasoning behind why I can't go back makes sense and fits the narrative.
As I said, only done the first two missions thus far, but if everything else holds up as well as what I've seen so far, I'll have to consider this one of the best custom campaigns I've seen in a long time. Hell, even your character dialogue just feels... right. I haven't seen many people able to nail that aspect, so kudos, keep it up.
why does the pickup bonus optional achievements only appear when you pick one up, and not at the start of the mission? That might not normally be a problem, but when I read
https://www.sc2mapster.com/projects/enslavers-redux?comment=430 It makes me think it'd be easy to forget you've already gotten them all, and then go searching for them.
I'd rather See Artifacts (or the bits for the Commander): 3/3 at the start of the mission instead.
In reply to jrobitan:
In reply to OmegaWeaponX85:
In reply to jrobitan:
In reply to OmegaWeaponX85:
In reply to jrobitan:
Playing through episode 2 again, it seems like Zeratul is sometimes the max level he can be for the mission at the start of it, sometimes he's one kill away from being at the level cap for that mission (Which i assume is just because of the bank data being weird, since it keeps counting everything from last time you played through)
I also didn't get any option to upgrade anything even after collecting artefacts except either blink or cloaking in the first mission, other than that I just gained abilities that seemed to be at their max level as i went through A-canon. (Except for in mission 2, where I just didn't get the void prism ability at all and it just appeared at the start of the next mission)
Eredas seems to have issues in most missions where his legs get all wonky and out of sync with his movements, which I think is a result of having his speed increased by Zeratul's passive but I can't really tell for sure.
I don't know if the commander was supposed to start with all his upgrades researched to start with in mission 1 of episode 2, but he was missing the pulse grenade for me.
I've really enjoyed this so far, though!
In reply to aliencomander:
RE: Artifact not giving you option to upgrade abilities, that I haven't run into. It takes always 3 artifacts to gain a new upgrade. However, if you're saying this is another issue on a replay not a first playthrough, then I need to look at this. Could you explain this more? This might be fixed with the new logic explained above...we'll see. The artifact choice logic is pretty lengthy so there is a possibility of a mixup somewhere but on playthroughs I usually always got the proper dialog I expected and the subsequent upgrade I choose.
In reply to OmegaWeaponX85:
In reply to aliencomander:
Played Episode 1 4A(The rescue) , my allies got an invulnerable Predator and when I went to rescue Mojo, the entire enemy base frozed; they didn't attacked me at all.
I played Episode 2 6b and after restarting the mission Ulrezaj speech before he attacks keeps looping and he never leaves his base.
Also, I've noticed in a few missions that Zeratful doesn't start the missions at full health, he also seems not to regen his health (at least in 6a), but he does his shields
In reply to jrobitan:
In reply to jrobitan: